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authoruntodesu <kirill@untode.su>2025-12-11 15:14:26 +0500
committeruntodesu <kirill@untode.su>2025-12-11 15:14:26 +0500
commitf40d09cb8f712e87691af4912f3630d92d692779 (patch)
tree7ac3a4168ff722689372fd489c6f94d0a2546e8f /src/game/client/gui/crosshair.cc
parent8bcbd2729388edc63c82d77d314b583af1447c49 (diff)
downloadvoxelius-f40d09cb8f712e87691af4912f3630d92d692779.tar.bz2
voxelius-f40d09cb8f712e87691af4912f3630d92d692779.zip
Shuffle stuff around
- Use the new and improved hierarchy I figured out when making Prospero chat - Re-add NSIS scripts, again from Prospero - Update most build and utility scripts with their most recent versions
Diffstat (limited to 'src/game/client/gui/crosshair.cc')
-rw-r--r--src/game/client/gui/crosshair.cc43
1 files changed, 43 insertions, 0 deletions
diff --git a/src/game/client/gui/crosshair.cc b/src/game/client/gui/crosshair.cc
new file mode 100644
index 0000000..649602f
--- /dev/null
+++ b/src/game/client/gui/crosshair.cc
@@ -0,0 +1,43 @@
+#include "client/pch.hh"
+
+#include "client/gui/crosshair.hh"
+
+#include "core/math/constexpr.hh"
+
+#include "core/resource/resource.hh"
+
+#include "client/resource/texture_gui.hh"
+
+#include "client/globals.hh"
+#include "client/session.hh"
+
+static resource_ptr<TextureGUI> texture;
+
+void gui::crosshair::init(void)
+{
+ texture = resource::load<TextureGUI>("textures/gui/hud_crosshair.png",
+ TEXTURE_GUI_LOAD_CLAMP_S | TEXTURE_GUI_LOAD_CLAMP_T | TEXTURE_GUI_LOAD_VFLIP);
+
+ if(texture == nullptr) {
+ spdlog::critical("crosshair: texture load failed");
+ std::terminate();
+ }
+}
+
+void gui::crosshair::shutdown(void)
+{
+ texture = nullptr;
+}
+
+void gui::crosshair::layout(void)
+{
+ auto viewport = ImGui::GetMainViewport();
+ auto draw_list = ImGui::GetForegroundDrawList();
+
+ auto scaled_width = glm::max<int>(texture->size.x, static_cast<int>(globals::gui_scale * texture->size.x / 2.0f));
+ auto scaled_height = glm::max<int>(texture->size.y, static_cast<int>(globals::gui_scale * texture->size.y / 2.0f));
+ auto start = ImVec2(static_cast<int>(0.5f * viewport->Size.x) - (scaled_width / 2.0f),
+ static_cast<float>(static_cast<int>(0.5f * viewport->Size.y) - (scaled_height / 2.0f)));
+ auto end = ImVec2(start.x + scaled_width, start.y + scaled_height);
+ draw_list->AddImage(texture->handle, start, end);
+}