Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# TribesGUI.HUDReticule

00001 00002 00003 00004 00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038

    //
    // class: HUDReticule
    //
    // Element to paint the targetting reticule onto the HUD
    // different reticules are supported, which can be changed via
    // the current selected weapon/deployable in ClientSideCharacter
    //
    class HUDReticule extends HUDContainer;

    var config HUDMaterial	reticuleMaterial;
    var float			retWidth;
    var float			retHeight;
    var float			hotspotX;
    var float			hotspotY;

    function InitElement()
    {
    	super.InitElement();
    }

    function UpdateReticule(ClientSideCharacter c);

    function UpdateData(ClientSideCharacter c)
    {
    	super.UpdateData(c);
    	UpdateReticule(c);
    }

    function RenderElement(Canvas c)
    {
    	super.RenderElement(c);

    	// render the reticule
    	c.CurX = ((Width - retWidth) / 2) + ((retWidth / 2) - hotspotX);
    	c.CurY = ((Height - retHeight) / 2) + ((retHeight / 2) - hotspotY);

    	RenderHUDMaterial(c, reticuleMaterial, retWidth, retHeight);
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Class file time: st 16.4.2014 10:20:46.000 - Creation time: st 23.5.2018 00:10:44.464 - Created with UnCodeX