//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef HUD_CROSSHAIR_H #define HUD_CROSSHAIR_H #ifdef _WIN32 #pragma once #endif #include "hudelement.h" #include namespace vgui { class IScheme; }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CHudCrosshair : public CHudElement, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHudCrosshair, vgui::Panel ); public: explicit CHudCrosshair( const char *pElementName ); void SetCrosshairAngle( const QAngle& angle ); void SetCrosshair( CHudTexture *texture, const Color& clr ); void ResetCrosshair(); void DrawCrosshair( void ); bool HasCrosshair( void ) { return ( m_pCrosshair != NULL ); } bool ShouldDraw(); protected: virtual void ApplySchemeSettings( vgui::IScheme *scheme ); virtual void Paint(); private: // Crosshair sprite and colors CHudTexture *m_pCrosshair; CHudTexture *m_pDefaultCrosshair; Color m_clrCrosshair; QAngle m_vecCrossHairOffsetAngle; QAngle m_curViewAngles; Vector m_curViewOrigin; CPanelAnimationVar( bool, m_bHideCrosshair, "never_draw", "false" ); }; #if !defined( CSTRIKE15 ) // Enable/disable crosshair rendering. extern ConVar crosshair; #endif #endif // HUD_CROSSHAIR_H