

AddCSLuaFile()



local matArrow = Material( "widgets/arrow.png", "nocull alphatest smooth mips" )



DEFINE_BASECLASS( "widget_base" )



--

-- Set our dimensions etc

--

function ENT:Initialize()



	BaseClass.Initialize( self )

	

	if ( SERVER ) then

		self:SetSize( 16 )

	end

	

end



function ENT:PressedShouldDraw( widget ) return widget == self end



function ENT:OverlayRender()



	local fwd = self:GetAngles():Forward()

	local size = self:GetSize() * 0.5

	

	local c = self:GetColor()

	

	if ( !self:IsHovered() && !self:IsPressed() ) then

		c.r = c.r * 0.5

		c.g = c.g * 0.5

		c.b = c.b * 0.5

	end

	

	render.SetMaterial( matArrow )	

	

	render.DepthRange( 0, 0.01 )

	render.DrawBeam( self:GetPos(), self:GetPos() + fwd * size, 2, 1, 0, Color( c.r, c.g, c.b, c.a * 0.1 ) )

	render.DepthRange( 0, 1 * self:GetPriority() )

	render.DrawBeam( self:GetPos(), self:GetPos() + fwd * size, 2, 1, 0, Color( c.r, c.g, c.b, c.a ) )

	render.DepthRange( 0, 1 )

	

	

end



function ENT:TestCollision( startpos, delta, isbox, extents )



	if ( isbox ) then return end

	if ( !widgets.Tracing ) then return end

	

	local size = self:GetSize() * 0.5

	

	local mins = Vector( 0, -1, -1 )

	local maxs = Vector( size, 1, 1 )

	

	local hit, norm, fraction = util.IntersectRayWithOBB( startpos, delta, self:GetPos(), self:GetAngles(), mins, maxs )

	if ( !hit ) then return end

	

	--debugoverlay.BoxAngles( self:GetPos(), mins, maxs, self:GetAngles(), 0.5, Color( 255, 255, 0, 100 ) )

	

	return 

	{ 

		HitPos		= hit,

		Fraction	= fraction * self:GetPriority()

	}



end



function ENT:DragThink( pl, mv, dist )



	local d = dist.x * -1



	self:ArrowDragged( pl, mv, d )



end



function ENT:ArrowDragged( pl, mv, dist )



	-- MsgN( dist )



end





function ENT:GetGrabPos( Pos, Forward )



	local fwd = Forward

	local eye = Pos

	local arrowdir = self:GetAngles():Forward()

	

	local planepos = self:GetPos()

	local planenrm = (eye-planepos):GetNormal()

	

	local hitpos = util.IntersectRayWithPlane( eye, fwd, planepos, planenrm )

	if ( !hitpos ) then return end

	

	-- Get nearest point along the arrow where we touched it

	local fdist, vpos, falong = util.DistanceToLine( planepos - arrowdir * 1024, planepos + arrowdir * 1024, hitpos )

	

	return vpos;



end