//========= 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