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#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 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 crosshair::shutdown(void)
{
texture = nullptr;
}
void crosshair::layout(void)
{
auto viewport = ImGui::GetMainViewport();
auto draw_list = ImGui::GetForegroundDrawList();
auto scaled_width = glm::max<int>(static_cast<int>(1.25f * texture->size.x), static_cast<int>(globals::gui_scale * texture->size.x));
auto scaled_height = glm::max<int>(static_cast<int>(1.25f * texture->size.y), static_cast<int>(globals::gui_scale * texture->size.y));
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);
}
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