| 89 | } |
| 90 | |
| 91 | void ABlasterHUD::DrawHUD() |
| 92 | { |
| 93 | Super::DrawHUD(); |
| 94 | |
| 95 | FVector2D ViewportSize; |
| 96 | if (GEngine) |
| 97 | { |
| 98 | GEngine->GameViewport->GetViewportSize(ViewportSize); |
| 99 | const FVector2D ViewportCenter(ViewportSize.X / 2.f, ViewportSize.Y / 2.f); |
| 100 | |
| 101 | float SpreadScaled = CrosshairSpreadMax * HUDPackage.CrosshairSpread; |
| 102 | |
| 103 | if (HUDPackage.CrosshairsCenter) |
| 104 | { |
| 105 | FVector2D Spread(0.f, 0.f); |
| 106 | DrawCrosshair(HUDPackage.CrosshairsCenter, ViewportCenter, Spread, HUDPackage.CrosshairsColor); |
| 107 | } |
| 108 | if (HUDPackage.CrosshairsLeft) |
| 109 | { |
| 110 | FVector2D Spread(-SpreadScaled, 0.f); |
| 111 | DrawCrosshair(HUDPackage.CrosshairsLeft, ViewportCenter, Spread, HUDPackage.CrosshairsColor); |
| 112 | } |
| 113 | if (HUDPackage.CrosshairsRight) |
| 114 | { |
| 115 | FVector2D Spread(SpreadScaled, 0.f); |
| 116 | DrawCrosshair(HUDPackage.CrosshairsRight, ViewportCenter, Spread, HUDPackage.CrosshairsColor); |
| 117 | } |
| 118 | if (HUDPackage.CrosshairsTop) |
| 119 | { |
| 120 | FVector2D Spread(0.f, -SpreadScaled); |
| 121 | DrawCrosshair(HUDPackage.CrosshairsTop, ViewportCenter, Spread, HUDPackage.CrosshairsColor); |
| 122 | } |
| 123 | if (HUDPackage.CrosshairsBottom) |
| 124 | { |
| 125 | FVector2D Spread(0.f, SpreadScaled); |
| 126 | DrawCrosshair(HUDPackage.CrosshairsBottom, ViewportCenter, Spread, HUDPackage.CrosshairsColor); |
| 127 | } |
| 128 | } |
| 129 | } |
| 130 | |
| 131 | void ABlasterHUD::DrawCrosshair(UTexture2D* Texture, FVector2D ViewportCenter, FVector2D Spread, FLinearColor CrosshairColor) |
| 132 | { |
nothing calls this directly
no outgoing calls
no test coverage detected