//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef BUYMENU_H #define BUYMENU_H #ifdef _WIN32 #pragma once #endif #include #include #include "vgui/KeyCode.h" class CBuySubMenu; namespace vgui { class Panel; } //----------------------------------------------------------------------------- // Purpose: Draws the class menu //----------------------------------------------------------------------------- class CBuyMenu : public vgui::WizardPanel, public IViewPortPanel { private: DECLARE_CLASS_SIMPLE( CBuyMenu, vgui::WizardPanel ); public: CBuyMenu(IViewPort *pViewPort); ~CBuyMenu(); virtual const char *GetName( void ) { return PANEL_BUY; } virtual void SetData(KeyValues *data) {}; virtual void Reset() {}; virtual void Update(); virtual bool NeedsUpdate( void ) { return false; } virtual bool HasInputElements( void ) { return true; } virtual void ShowPanel( bool bShow ); // both vgui::Frame and IViewPortPanel define these, so explicitly define them here as passthroughs to vgui vgui::VPANEL GetVPanel( void ) { return BaseClass::GetVPanel(); } virtual bool IsVisible() { return BaseClass::IsVisible(); } virtual void SetParent( vgui::VPANEL parent ) { BaseClass::SetParent( parent ); } virtual void OnKeyCodePressed( vgui::KeyCode code ); virtual void OnKeyCodeTyped( vgui::KeyCode code ); virtual GameActionSet_t GetPreferredActionSet() { return GAME_ACTION_SET_MENUCONTROLS; } public: virtual void OnClose(); protected: CBuySubMenu *m_pMainMenu; IViewPort *m_pViewPort; int m_iTeam; int m_iClass; }; #endif // BUYMENU_H