Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "iclientmode.h"
#include "hudelement.h"
//#include "view.h"
//#include "vgui_controls/controls.h"
#include "vgui/ISurface.h"
#include "vgui/IInput.h"
#include <vgui_controls/Panel.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHudVguiScreenCursor : public CHudElement, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHudVguiScreenCursor, vgui::Panel ); public: explicit CHudVguiScreenCursor( const char *pElementName );
virtual bool ShouldDraw();
protected: virtual void ApplySchemeSettings( vgui::IScheme *scheme ); virtual void Paint();
private: // Cursor sprite and color
CHudTexture *m_pCursor; Color m_clrCrosshair; };
DECLARE_HUDELEMENT( CHudVguiScreenCursor );
CHudVguiScreenCursor::CHudVguiScreenCursor( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "VguiScreenCursor" ) { vgui::Panel *pParent = GetClientMode()->GetViewport(); SetParent( pParent );
m_pCursor = 0;
m_clrCrosshair = Color( 0, 0, 0, 0 );
SetHiddenBits( HIDEHUD_PLAYERDEAD ); }
void CHudVguiScreenCursor::ApplySchemeSettings( IScheme *scheme ) { BaseClass::ApplySchemeSettings( scheme );
m_clrCrosshair = scheme->GetColor( "VguiScreenCursor", Color( 255, 255, 255, 255 ) ); m_pCursor = HudIcons().GetIcon( "arrow" );
SetPaintBackgroundEnabled( false );
SetSize( ScreenWidth(), ScreenHeight() ); }
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudVguiScreenCursor::ShouldDraw( void ) { C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return false;
if ( pPlayer->IsInViewModelVGuiInputMode() ) { return false; }
if ( !pPlayer->IsInVGuiInputMode() ) { return false; }
return CHudElement::ShouldDraw(); }
void CHudVguiScreenCursor::Paint( void ) { if ( !m_pCursor ) return;
float x, y; x = ScreenWidth()/2; y = ScreenHeight()/2;
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
if ( pPlayer->IsInViewModelVGuiInputMode() ) { int iX, iY; vgui::input()->GetCursorPos(iX, iY); x = (float)iX; y = (float)iY; }
m_pCursor->DrawSelf( x - 0.5f * m_pCursor->Width(), y - 0.5f * m_pCursor->Height(), m_clrCrosshair ); }
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