41 lines
1.4 KiB
C++
41 lines
1.4 KiB
C++
#ifndef LIGHTKEEPER_CROSSHAIRUI_H
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#define LIGHTKEEPER_CROSSHAIRUI_H
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#include <glm/glm.hpp>
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/ObjectModel/ObjectRef.h>
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// Shows the crosshair while the player is possessed, tints and grows it and shows the focus
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// indicator while the player looks at an Interactable
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class CrosshairUI final : public Component {
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public:
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explicit CrosshairUI(GameObject& parent);
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std::string GetTypeName() const override { return "CrosshairUI"; }
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void LateUpdate(float dt) override;
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void Reflect(FieldVisitor& v) override;
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void SetPlayer(const GameObject& player) { m_Player = ObjectRef(player); }
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void SetCrosshair(const GameObject& crosshair) { m_Crosshair = ObjectRef(crosshair); }
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void SetFocusIndicator(const GameObject& indicator) { m_FocusIndicator = ObjectRef(indicator); }
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[[nodiscard]] const ObjectRef& GetPlayer() const { return m_Player; }
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[[nodiscard]] const ObjectRef& GetCrosshair() const { return m_Crosshair; }
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[[nodiscard]] const ObjectRef& GetFocusIndicator() const { return m_FocusIndicator; }
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private:
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ObjectRef m_Player;
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ObjectRef m_Crosshair;
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ObjectRef m_FocusIndicator;
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glm::vec4 m_Color{1.0f, 1.0f, 1.0f, 0.8f};
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glm::vec4 m_FocusedColor{1.0f, 0.8f, 0.25f, 1.0f};
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float m_Size{10.0f};
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float m_FocusedSize{16.0f};
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};
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#endif // LIGHTKEEPER_CROSSHAIRUI_H
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