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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BUYSUBMENU_H
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#define BUYSUBMENU_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui_controls/WizardSubPanel.h>
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#include <vgui_controls/Button.h>
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#include <UtlVector.h>
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#include "mouseoverpanelbutton.h"
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class CBuyMenu;
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//-----------------------------------------------------------------------------
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// Purpose: Draws the class menu
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//-----------------------------------------------------------------------------
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class CBuySubMenu : public vgui::WizardSubPanel
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{
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private:
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DECLARE_CLASS_SIMPLE( CBuySubMenu, vgui::WizardSubPanel );
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public:
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CBuySubMenu(vgui::Panel *parent,const char *name = "BuySubMenu");
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~CBuySubMenu();
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virtual void SetVisible( bool state );
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virtual void DeleteSubPanels();
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protected:
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// command callbacks
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virtual void OnCommand( const char *command );
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virtual vgui::WizardSubPanel *GetNextSubPanel(); // this is the last menu in the list
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virtual vgui::Panel *CreateControlByName(const char *controlName);
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virtual CBuySubMenu* CreateNewSubMenu();
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virtual MouseOverPanelButton* CreateNewMouseOverPanelButton(vgui::EditablePanel *panel);
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typedef struct
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{
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char filename[_MAX_PATH];
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CBuySubMenu *panel;
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} SubMenuEntry_t;
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vgui::EditablePanel *m_pPanel;
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MouseOverPanelButton *m_pFirstButton;
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CUtlVector<SubMenuEntry_t> m_SubMenus; // a cache of buy submenus, so we don't need to construct them each time
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vgui::WizardSubPanel *m_NextPanel;
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};
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#endif // BUYSUBMENU_H
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