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https://github.com/alliedmodders/hl2sdk.git
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Added original SDK code for Alien Swarm.
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121
game/client/hud_vguiscreencursor.cpp
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121
game/client/hud_vguiscreencursor.cpp
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "iclientmode.h"
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#include "hudelement.h"
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//#include "view.h"
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//#include "vgui_controls/controls.h"
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#include "vgui/ISurface.h"
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#include "vgui/IInput.h"
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#include <vgui_controls/Panel.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CHudVguiScreenCursor : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudVguiScreenCursor, vgui::Panel );
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public:
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CHudVguiScreenCursor( const char *pElementName );
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virtual bool ShouldDraw();
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protected:
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virtual void ApplySchemeSettings( vgui::IScheme *scheme );
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virtual void Paint();
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private:
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// Cursor sprite and color
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CHudTexture *m_pCursor;
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Color m_clrCrosshair;
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};
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DECLARE_HUDELEMENT( CHudVguiScreenCursor );
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CHudVguiScreenCursor::CHudVguiScreenCursor( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "VguiScreenCursor" )
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{
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vgui::Panel *pParent = GetClientMode()->GetViewport();
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SetParent( pParent );
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m_pCursor = 0;
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m_clrCrosshair = Color( 0, 0, 0, 0 );
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SetHiddenBits( HIDEHUD_PLAYERDEAD );
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}
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void CHudVguiScreenCursor::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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m_clrCrosshair = scheme->GetColor( "VguiScreenCursor", Color( 255, 255, 255, 255 ) );
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m_pCursor = HudIcons().GetIcon( "arrow" );
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SetPaintBackgroundEnabled( false );
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SetSize( ScreenWidth(), ScreenHeight() );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Save CPU cycles by letting the HUD system early cull
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// costly traversal. Called per frame, return true if thinking and
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// painting need to occur.
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//-----------------------------------------------------------------------------
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bool CHudVguiScreenCursor::ShouldDraw( void )
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{
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C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return false;
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if ( pPlayer->IsInViewModelVGuiInputMode() )
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{
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return false;
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}
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if ( !pPlayer->IsInVGuiInputMode() )
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{
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return false;
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}
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return CHudElement::ShouldDraw();
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}
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void CHudVguiScreenCursor::Paint( void )
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{
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if ( !m_pCursor )
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return;
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float x, y;
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x = ScreenWidth()/2;
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y = ScreenHeight()/2;
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C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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if ( pPlayer->IsInViewModelVGuiInputMode() )
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{
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int iX, iY;
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vgui::input()->GetCursorPos(iX, iY);
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x = (float)iX;
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y = (float)iY;
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}
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m_pCursor->DrawSelf(
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x - 0.5f * m_pCursor->Width(),
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y - 0.5f * m_pCursor->Height(),
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m_clrCrosshair );
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}
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