Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BUYMENU_H
#define BUYMENU_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/WizardPanel.h>
#include <game/client/iviewport.h>
#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