//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "hud.h" #include "hudelement.h" #include "iclientmode.h" #include #include #include #include "hud_crosshair.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" using namespace vgui; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CHudWeapon : public CHudElement, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHudWeapon, vgui::Panel ); public: CHudWeapon( const char *pElementName ); virtual void ApplySchemeSettings( vgui::IScheme *scheme ); virtual void Paint( void ); virtual void PerformLayout(); private: CHudCrosshair *m_pCrosshair; }; DECLARE_HUDELEMENT( CHudWeapon ); CHudWeapon::CHudWeapon( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudWeapon" ) { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); m_pCrosshair = NULL; SetHiddenBits( HIDEHUD_WEAPONSELECTION ); } //----------------------------------------------------------------------------- // Purpose: // Input : *scheme - //----------------------------------------------------------------------------- void CHudWeapon::ApplySchemeSettings( IScheme *scheme ) { BaseClass::ApplySchemeSettings( scheme ); SetPaintBackgroundEnabled( false ); m_pCrosshair = GET_HUDELEMENT( CHudCrosshair ); //Assert( m_pCrosshair ); } //----------------------------------------------------------------------------- // Performs layout //----------------------------------------------------------------------------- void CHudWeapon::PerformLayout() { BaseClass::PerformLayout(); vgui::Panel *pParent = GetParent(); int w, h; pParent->GetSize( w, h ); SetPos( 0, 0 ); SetSize( w, h ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudWeapon::Paint( void ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return; MDLCACHE_CRITICAL_SECTION(); C_BaseCombatWeapon *pWeapon = player->GetActiveWeapon(); if ( pWeapon ) { pWeapon->Redraw(); } else { if ( m_pCrosshair ) { m_pCrosshair->ResetCrosshair(); } } }