//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//

#include "cbase.h"
#include "hud.h"
#include "hud_crosshair.h"
#include "iclientmode.h"
#include "view.h"
#include "vgui_controls/controls.h"
#include "vgui/ISurface.h"
#include "IVRenderView.h"

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

ConVar crosshair( "crosshair", "1", FCVAR_ARCHIVE );
ConVar cl_observercrosshair( "cl_observercrosshair", "1", FCVAR_ARCHIVE );

using namespace vgui;

int ScreenTransform( const Vector& point, Vector& screen );

DECLARE_HUDELEMENT( CHudCrosshair );

CHudCrosshair::CHudCrosshair( const char *pElementName ) :
  CHudElement( pElementName ), BaseClass( NULL, "HudCrosshair" )
{
	vgui::Panel *pParent = g_pClientMode->GetViewport();
	SetParent( pParent );

	m_pCrosshair = 0;

	m_clrCrosshair = Color( 0, 0, 0, 0 );

	m_vecCrossHairOffsetAngle.Init();

	SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_CROSSHAIR );
}

void CHudCrosshair::ApplySchemeSettings( IScheme *scheme )
{
	BaseClass::ApplySchemeSettings( scheme );

	m_pDefaultCrosshair = gHUD.GetIcon("crosshair_default");
	SetPaintBackgroundEnabled( false );
}

void CHudCrosshair::Paint( void )
{
	if ( !crosshair.GetInt() )
		return;

	if ( !g_pClientMode->ShouldDrawCrosshair() )
		return;

	if ( !m_pCrosshair )
		return;

	if ( engine->IsDrawingLoadingImage() || engine->IsPaused() )
		return;
	
	C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();

	if ( !pPlayer )
		return;

	// draw a crosshair only if alive or spectating in eye
	bool shouldDraw = false;
	if ( pPlayer->IsAlive() )
		shouldDraw = true;

	if ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
		shouldDraw = true;

	if ( pPlayer->GetObserverMode() == OBS_MODE_ROAMING && cl_observercrosshair.GetBool() )
		shouldDraw = true;

	if ( !shouldDraw )
		return;

	if ( pPlayer->GetFlags() & FL_FROZEN )
		return;

	if ( pPlayer->entindex() != render->GetViewEntity() )
		return;

	m_curViewAngles = CurrentViewAngles();
	m_curViewOrigin = CurrentViewOrigin();

	float x, y;
	x = ScreenWidth()/2;
	y = ScreenHeight()/2;

	// MattB - m_vecCrossHairOffsetAngle is the autoaim angle.
	// if we're not using autoaim, just draw in the middle of the 
	// screen
	if( m_vecCrossHairOffsetAngle != vec3_angle )
	{
		QAngle angles;
		Vector forward;
		Vector point, screen;

		// this code is wrong
		angles = m_curViewAngles + m_vecCrossHairOffsetAngle;
		AngleVectors( angles, &forward );
		VectorAdd( m_curViewOrigin, forward, point );
		ScreenTransform( point, screen );

		x += 0.5f * screen[0] * ScreenWidth() + 0.5f;
		y += 0.5f * screen[1] * ScreenHeight() + 0.5f;
	}

	m_pCrosshair->DrawSelf( 
			x - 0.5f * m_pCrosshair->Width(), 
			y - 0.5f * m_pCrosshair->Height(),
			m_clrCrosshair );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHudCrosshair::SetCrosshairAngle( const QAngle& angle )
{
	VectorCopy( angle, m_vecCrossHairOffsetAngle );
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CHudCrosshair::SetCrosshair( CHudTexture *texture, Color& clr )
{
	m_pCrosshair = texture;
	m_clrCrosshair = clr;
}

//-----------------------------------------------------------------------------
// Purpose: Resets the crosshair back to the default
//-----------------------------------------------------------------------------
void CHudCrosshair::ResetCrosshair()
{
	SetCrosshair( m_pDefaultCrosshair, Color(255, 255, 255, 255) );
}
