Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BUYSUBMENU_H
#define BUYSUBMENU_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/WizardSubPanel.h>
#include <vgui_controls/Button.h>
#include <utlvector.h>
#include "mouseoverpanelbutton.h"
class CBuyMenu;
//-----------------------------------------------------------------------------
// Purpose: Draws the class menu
//-----------------------------------------------------------------------------
class CBuySubMenu : public vgui::WizardSubPanel { private: DECLARE_CLASS_SIMPLE( CBuySubMenu, vgui::WizardSubPanel ); public: CBuySubMenu(vgui::Panel *parent,const char *name = "BuySubMenu"); ~CBuySubMenu();
virtual void SetVisible( bool state ); virtual void DeleteSubPanels(); protected:
// command callbacks
virtual void OnCommand( const char *command ); virtual vgui::WizardSubPanel *GetNextSubPanel(); // this is the last menu in the list
virtual vgui::Panel *CreateControlByName(const char *controlName); virtual CBuySubMenu* CreateNewSubMenu(); virtual MouseOverPanelButton* CreateNewMouseOverPanelButton(vgui::EditablePanel *panel); typedef struct { char filename[_MAX_PATH]; CBuySubMenu *panel; } SubMenuEntry_t;
vgui::EditablePanel *m_pPanel; MouseOverPanelButton *m_pFirstButton;
CUtlVector<SubMenuEntry_t> m_SubMenus; // a cache of buy submenus, so we don't need to construct them each time
vgui::WizardSubPanel *m_NextPanel; };
#endif // BUYSUBMENU_H
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