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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/hud_crosshair.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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diff --git a/mp/src/game/client/hud_crosshair.h b/mp/src/game/client/hud_crosshair.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef HUD_CROSSHAIR_H
+#define HUD_CROSSHAIR_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "hudelement.h"
+#include <vgui_controls/Panel.h>
+
+namespace vgui
+{
+ class IScheme;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CHudCrosshair : public CHudElement, public vgui::Panel
+{
+ DECLARE_CLASS_SIMPLE( CHudCrosshair, vgui::Panel );
+public:
+ CHudCrosshair( const char *pElementName );
+ virtual ~CHudCrosshair();
+
+ virtual void SetCrosshairAngle( const QAngle& angle );
+ virtual void SetCrosshair( CHudTexture *texture, const Color& clr );
+ virtual void ResetCrosshair();
+ virtual void DrawCrosshair( void ) {}
+ virtual bool HasCrosshair( void ) { return ( m_pCrosshair != NULL ); }
+ virtual bool ShouldDraw();
+
+ // any UI element that wants to be at the aim point can use this to figure out where to draw
+ static void GetDrawPosition ( float *pX, float *pY, bool *pbBehindCamera, QAngle angleCrosshairOffset = vec3_angle );
+protected:
+ virtual void ApplySchemeSettings( vgui::IScheme *scheme );
+ virtual void Paint();
+
+ // Crosshair sprite and colors
+ CHudTexture *m_pCrosshair;
+ CHudTexture *m_pDefaultCrosshair;
+ Color m_clrCrosshair;
+ QAngle m_vecCrossHairOffsetAngle;
+
+ CPanelAnimationVar( bool, m_bHideCrosshair, "never_draw", "false" );
+};
+
+
+// Enable/disable crosshair rendering.
+extern ConVar crosshair;
+
+
+#endif // HUD_CROSSHAIR_H