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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Targeting reticle
//
// $NoKeywords: $
//=============================================================================//
#ifndef TARGETRETICLE_H
#define TARGETRETICLE_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Panel.h>
#include <vgui_controls/Label.h>
#include <vgui/Cursor.h>
class IMaterial;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTargetReticle : public vgui::Panel
{
typedef vgui::Panel BaseClass;
public:
CTargetReticle( void );
~CTargetReticle();
void Update();
// vgui::Panel overrides.
virtual void Paint( void );
void Init( C_BaseEntity *pEntity, const char *sName );
C_BaseEntity* GetTarget( void );
protected:
EHANDLE m_hTargetEntity;
vgui::Label *m_pTargetLabel;
int m_iReticleId;
int m_iReticleLeftId; // When it's hanging off the edge of the screen.
int m_iReticleRightId;
int m_iRenderTextureId;
vgui::HCursor m_CursorNone;
};
#endif // TARGETRETICLE_H
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