//========= 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 );

	void SetCrosshairAngle( const QAngle& angle );
	void SetCrosshair( CHudTexture *texture, Color& clr );
	void ResetCrosshair();
	void DrawCrosshair( void );
	bool HasCrosshair( void ) { return (m_pCrosshair != NULL); }
	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:
	void ApplySchemeSettings( vgui::IScheme *scheme );
	void Paint();

private:
	// Crosshair sprite and colors
	char m_cPreviousCrosshair;
	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" );
};


// Enable/disable crosshair rendering.
extern ConVar crosshair;


#endif // HUD_CROSSHAIR_H
