#ifndef __URDE_CHUDRADARINTERFACE_HPP__ #define __URDE_CHUDRADARINTERFACE_HPP__ #include "CToken.hpp" #include "Graphics/CTexture.hpp" #include "Graphics/Shaders/CRadarPaintShader.hpp" namespace urde { class CGuiFrame; class CGuiWidget; class CGuiCamera; class CStateManager; class CHudRadarInterface { struct SRadarPaintDrawParms { zeus::CVector3f x0_playerPos; zeus::CTransform xc_preTranslate; zeus::CTransform x3c_postTranslate; float x6c_scopeRadius; float x70_scopeScalar; float x74_alpha; float x78_xyRadius; float x7c_zRadius; float x80_ZCloseRadius; }; TLockedToken x0_txtrRadarPaint; zeus::CTransform xc_radarStuffXf; bool x3c_24_visibleGame : 1; bool x3c_25_visibleDebug : 1; CGuiWidget* x40_BaseWidget_RadarStuff; CGuiCamera* x44_camera; CRadarPaintShader m_paintShader; std::vector m_paintInsts; void DoDrawRadarPaint(float radius, const zeus::CColor& color) const; void DrawRadarPaint(const zeus::CVector3f& enemyPos, float radius, float alpha, const SRadarPaintDrawParms& parms) const; public: CHudRadarInterface(CGuiFrame& baseHud, CStateManager& stateMgr); void SetIsVisibleGame(bool v); void Update(float dt, const CStateManager& mgr); void Draw(const CStateManager& mgr, float alpha) const; }; } #endif // __URDE_CHUDRADARINTERFACE_HPP__