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