You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
609 lines
19 KiB
609 lines
19 KiB
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================
|
|
|
|
#include <windows.h>
|
|
#undef PropertySheet
|
|
|
|
#include "filesystem.h"
|
|
#include "dme_controls/soundpicker.h"
|
|
#include "tier1/keyvalues.h"
|
|
#include "vgui_controls/ListPanel.h"
|
|
#include "vgui_controls/Button.h"
|
|
#include "vgui_controls/PropertySheet.h"
|
|
#include "vgui_controls/PropertyPage.h"
|
|
#include "dme_controls/filtercombobox.h"
|
|
#include "vgui/isurface.h"
|
|
#include "vgui/iinput.h"
|
|
#include "dme_controls/dmecontrols.h"
|
|
#include "soundemittersystem/isoundemittersystembase.h"
|
|
#include "mathlib/mathlib.h"
|
|
#include "soundchars.h"
|
|
#include "tier1/fmtstr.h"
|
|
|
|
// FIXME: Move sound code out of the engine + into a library!
|
|
#include "toolframework/ienginetool.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
|
|
using namespace vgui;
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Sound Picker
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sort by sound name
|
|
//-----------------------------------------------------------------------------
|
|
static int __cdecl GameSoundSortFunc( vgui::ListPanel *pPanel, const ListPanelItem &item1, const ListPanelItem &item2 )
|
|
{
|
|
bool bRoot1 = item1.kv->GetInt("root") != 0;
|
|
bool bRoot2 = item2.kv->GetInt("root") != 0;
|
|
if ( bRoot1 != bRoot2 )
|
|
return bRoot1 ? -1 : 1;
|
|
const char *string1 = item1.kv->GetString("gamesound");
|
|
const char *string2 = item2.kv->GetString("gamesound");
|
|
return Q_stricmp( string1, string2 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CSoundPicker::CSoundPicker( vgui::Panel *pParent, int nFlags ) :
|
|
BaseClass( pParent, "Sound Files", "wav", "sound", "wavName" )
|
|
{
|
|
m_nSoundSuppressionCount = 0;
|
|
m_nPlayingSound = 0;
|
|
|
|
// Connection problem if this failed
|
|
Assert( SoundEmitterSystem() );
|
|
|
|
m_pViewsSheet = new vgui::PropertySheet( this, "ViewsSheet" );
|
|
m_pViewsSheet->AddActionSignalTarget( this );
|
|
|
|
// game sounds
|
|
m_pGameSoundPage = NULL;
|
|
m_pGameSoundList = NULL;
|
|
if ( nFlags & PICK_GAMESOUNDS )
|
|
{
|
|
m_pGameSoundPage = new PropertyPage( m_pViewsSheet, "GameSoundPage" );
|
|
m_pGameSoundList = new ListPanel( m_pGameSoundPage, "GameSoundsList" );
|
|
m_pGameSoundList->AddColumnHeader( 0, "GameSound", "Game Sound", 52, 0 );
|
|
m_pGameSoundList->AddActionSignalTarget( this );
|
|
m_pGameSoundList->SetSelectIndividualCells( true );
|
|
m_pGameSoundList->SetEmptyListText("No game sounds");
|
|
m_pGameSoundList->SetDragEnabled( true );
|
|
m_pGameSoundList->SetAutoResize( Panel::PIN_TOPLEFT, Panel::AUTORESIZE_DOWNANDRIGHT, 0, 0, 0, 0 );
|
|
m_pGameSoundList->SetSortFunc( 0, GameSoundSortFunc );
|
|
m_pGameSoundList->SetSortColumn( 0 );
|
|
m_pGameSoundList->SetMultiselectEnabled( ( nFlags & ALLOW_MULTISELECT ) != 0 );
|
|
|
|
// filter selection
|
|
m_pGameSoundFilter = new TextEntry( m_pGameSoundPage, "GameSoundFilter" );
|
|
m_pGameSoundFilter->AddActionSignalTarget( this );
|
|
|
|
m_pGameSoundPage->LoadControlSettings( "resource/soundpickergamesoundpage.res" );
|
|
|
|
m_pViewsSheet->AddPage( m_pGameSoundPage, "Game Sounds" );
|
|
}
|
|
|
|
// wav files
|
|
m_pWavPage = NULL;
|
|
if ( nFlags & PICK_WAVFILES )
|
|
{
|
|
m_pWavPage = new PropertyPage( m_pViewsSheet, "WavPage" );
|
|
bool bAllowMultiselect = ( nFlags & ALLOW_MULTISELECT ) != 0;
|
|
CreateStandardControls( m_pWavPage, bAllowMultiselect );
|
|
AddExtension( "mp3" );
|
|
|
|
m_pWavPage->LoadControlSettings( "resource/soundpickerwavpage.res" );
|
|
m_pViewsSheet->AddPage( m_pWavPage, "WAVs" );
|
|
}
|
|
|
|
LoadControlSettings( "resource/soundpicker.res" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called to open
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::Activate()
|
|
{
|
|
BaseClass::Activate();
|
|
if ( m_pGameSoundPage )
|
|
{
|
|
BuildGameSoundList();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the current sound choice
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::SetSelectedSound( PickType_t type, const char *pSoundName )
|
|
{
|
|
if ( type == PICK_NONE || !pSoundName )
|
|
return;
|
|
|
|
if ( m_pGameSoundPage && ( type == PICK_GAMESOUNDS ) )
|
|
{
|
|
m_pViewsSheet->SetActivePage( m_pGameSoundPage );
|
|
m_pGameSoundFilter->SetText( pSoundName );
|
|
}
|
|
|
|
if ( m_pWavPage && ( type == PICK_WAVFILES ) )
|
|
{
|
|
m_pViewsSheet->SetActivePage( m_pWavPage );
|
|
SetInitialSelection( pSoundName );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::OnKeyCodeTyped( KeyCode code )
|
|
{
|
|
if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) )
|
|
{
|
|
if (( code == KEY_UP ) || ( code == KEY_DOWN ) || ( code == KEY_PAGEUP ) || ( code == KEY_PAGEDOWN ))
|
|
{
|
|
KeyValues *pMsg = new KeyValues( "KeyCodeTyped", "code", code );
|
|
vgui::ipanel()->SendMessage( m_pGameSoundList->GetVPanel(), pMsg, GetVPanel() );
|
|
pMsg->deleteThis();
|
|
return;
|
|
}
|
|
}
|
|
|
|
BaseClass::OnKeyCodeTyped( code );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: builds the gamesound list
|
|
//-----------------------------------------------------------------------------
|
|
bool CSoundPicker::IsGameSoundVisible( int hGameSound )
|
|
{
|
|
const char *pSoundName = SoundEmitterSystem()->GetSoundName( hGameSound );
|
|
return ( !m_GameSoundFilter.Length() || Q_stristr( pSoundName, m_GameSoundFilter.Get() ) );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Updates the column header in the chooser
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::UpdateGameSoundColumnHeader( int nMatchCount, int nTotalCount )
|
|
{
|
|
char pColumnTitle[512];
|
|
Q_snprintf( pColumnTitle, sizeof(pColumnTitle), "%s (%d/%d)",
|
|
"Game Sound", nMatchCount, nTotalCount );
|
|
m_pGameSoundList->SetColumnHeaderText( 0, pColumnTitle );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: builds the gamesound list
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::BuildGameSoundList()
|
|
{
|
|
if ( !m_pGameSoundList )
|
|
return;
|
|
|
|
m_pGameSoundList->RemoveAll();
|
|
|
|
int nTotalCount = 0;
|
|
int i = SoundEmitterSystem()->First();
|
|
while ( i != SoundEmitterSystem()->InvalidIndex() )
|
|
{
|
|
const char *pSoundName = SoundEmitterSystem()->GetSoundName( i );
|
|
|
|
bool bInRoot = !strchr( pSoundName, '\\' ) && !strchr( pSoundName, '/' );
|
|
KeyValues *kv = new KeyValues( "node", "gamesound", pSoundName );
|
|
kv->SetInt( "gameSoundHandle", i );
|
|
kv->SetInt( "root", bInRoot );
|
|
|
|
int nItemID = m_pGameSoundList->AddItem( kv, 0, false, false );
|
|
m_pGameSoundList->SetItemVisible( nItemID, IsGameSoundVisible( i ) );
|
|
KeyValues *pDrag = new KeyValues( "drag", "text", pSoundName );
|
|
pDrag->SetString( "texttype", "gamesoundName" );
|
|
m_pGameSoundList->SetItemDragData( nItemID, pDrag );
|
|
++nTotalCount;
|
|
|
|
i = SoundEmitterSystem()->Next( i );
|
|
}
|
|
|
|
m_pGameSoundList->SortList();
|
|
if ( m_pGameSoundList->GetItemCount() > 0 )
|
|
{
|
|
int nItemID = m_pGameSoundList->GetItemIDFromRow( 0 );
|
|
|
|
// This prevents the refreshing of the sound list from playing the sound
|
|
++m_nSoundSuppressionCount;
|
|
m_pGameSoundList->SetSelectedCell( nItemID, 0 );
|
|
}
|
|
|
|
UpdateGameSoundColumnHeader( nTotalCount, nTotalCount );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: refreshes the gamesound list
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::RefreshGameSoundList()
|
|
{
|
|
if ( !m_pGameSoundList )
|
|
return;
|
|
|
|
// Check the filter matches
|
|
int nMatchingGameSounds = 0;
|
|
int nTotalCount = 0;
|
|
for ( int nItemID = m_pGameSoundList->FirstItem(); nItemID != m_pGameSoundList->InvalidItemID(); nItemID = m_pGameSoundList->NextItem( nItemID ) )
|
|
{
|
|
KeyValues *kv = m_pGameSoundList->GetItem( nItemID );
|
|
int hGameSound = kv->GetInt( "gameSoundHandle", SoundEmitterSystem()->InvalidIndex() );
|
|
if ( hGameSound == SoundEmitterSystem()->InvalidIndex() )
|
|
continue;
|
|
bool bIsVisible = IsGameSoundVisible( hGameSound );
|
|
m_pGameSoundList->SetItemVisible( nItemID, bIsVisible );
|
|
if ( bIsVisible )
|
|
{
|
|
++nMatchingGameSounds;
|
|
}
|
|
++nTotalCount;
|
|
}
|
|
|
|
UpdateGameSoundColumnHeader( nMatchingGameSounds, nTotalCount );
|
|
|
|
if ( ( m_pGameSoundList->GetSelectedItemsCount() == 0 ) && ( m_pGameSoundList->GetItemCount() > 0 ) )
|
|
{
|
|
int nItemID = m_pGameSoundList->GetItemIDFromRow( 0 );
|
|
// This prevents the refreshing of the sound list from playing the sound
|
|
++m_nSoundSuppressionCount;
|
|
m_pGameSoundList->SetSelectedCell( nItemID, 0 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Update filter when text changes
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::OnGameSoundFilterTextChanged( )
|
|
{
|
|
int nLength = m_pGameSoundFilter->GetTextLength();
|
|
m_GameSoundFilter.SetLength( nLength );
|
|
if ( nLength > 0 )
|
|
{
|
|
m_pGameSoundFilter->GetText( m_GameSoundFilter.Get(), nLength+1 );
|
|
}
|
|
RefreshGameSoundList();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: refreshes dialog on filter changing
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::OnTextChanged( KeyValues *pKeyValues )
|
|
{
|
|
vgui::Panel *pSource = (vgui::Panel*)pKeyValues->GetPtr( "panel" );
|
|
if ( pSource == m_pGameSoundFilter )
|
|
{
|
|
OnGameSoundFilterTextChanged();
|
|
return;
|
|
}
|
|
|
|
BaseClass::OnTextChanged( pKeyValues );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when a page is shown
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::RequestGameSoundFilterFocus( )
|
|
{
|
|
m_pGameSoundFilter->SelectAllOnFirstFocus( true );
|
|
m_pGameSoundFilter->RequestFocus();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when a page is shown
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::OnPageChanged( )
|
|
{
|
|
StopSoundPreview();
|
|
if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) )
|
|
{
|
|
RequestGameSoundFilterFocus();
|
|
}
|
|
if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) )
|
|
{
|
|
RequestFilterFocus();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Stop sound preview
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::StopSoundPreview( )
|
|
{
|
|
if ( m_nPlayingSound != 0 )
|
|
{
|
|
EngineTool()->StopSoundByGuid( m_nPlayingSound );
|
|
m_nPlayingSound = 0;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Plays a gamesound
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::PlayGameSound( const char *pSoundName )
|
|
{
|
|
StopSoundPreview();
|
|
|
|
CSoundParameters params;
|
|
if ( SoundEmitterSystem()->GetParametersForSound( pSoundName, params, GENDER_NONE ) )
|
|
{
|
|
m_nPlayingSound = EngineTool()->StartSound( 0, true, -1, CHAN_STATIC, params.soundname,
|
|
params.volume, params.soundlevel, vec3_origin, vec3_origin, 0,
|
|
params.pitch, false, params.delay_msec / 1000.0f );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Plays a wav file
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::PlayWavSound( const char *pSoundName )
|
|
{
|
|
StopSoundPreview();
|
|
|
|
if ( pSoundName[ 0 ] )
|
|
{
|
|
EngineTool()->ValidateSoundCache( CFmtStr( "sound\\%s", PSkipSoundChars( pSoundName ) ) );
|
|
|
|
m_nPlayingSound = EngineTool()->StartSound( 0, true, -1, CHAN_STATIC, pSoundName,
|
|
VOL_NORM, SNDLVL_NONE, vec3_origin, vec3_origin, 0, PITCH_NORM, false, 0 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Don't play a sound when the next selection is a default selection
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::OnNextSelectionIsDefault()
|
|
{
|
|
++m_nSoundSuppressionCount;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Derived classes have this called when the previewed asset changes
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::OnSelectedAssetPicked( const char *pAssetName )
|
|
{
|
|
bool bPlaySounds = true;
|
|
if ( m_nSoundSuppressionCount > 0 )
|
|
{
|
|
--m_nSoundSuppressionCount;
|
|
bPlaySounds = false;
|
|
}
|
|
|
|
if ( pAssetName && bPlaySounds )
|
|
{
|
|
PlayWavSound( pAssetName );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: refreshes dialog on text changing
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPicker::OnItemSelected( KeyValues *kv )
|
|
{
|
|
Panel *pPanel = (Panel *)kv->GetPtr( "panel", NULL );
|
|
if ( m_pGameSoundList && (pPanel == m_pGameSoundList ) )
|
|
{
|
|
bool bPlaySounds = true;
|
|
if ( m_nSoundSuppressionCount > 0 )
|
|
{
|
|
--m_nSoundSuppressionCount;
|
|
bPlaySounds = false;
|
|
}
|
|
|
|
const char *pGameSoundName = GetSelectedSoundName();
|
|
if ( pGameSoundName && bPlaySounds )
|
|
{
|
|
int len = V_strlen( pGameSoundName );
|
|
char *soundname = ( char* )stackalloc( len + 2 );
|
|
soundname[ 0 ] = '#'; // mark sound to bypass the dsp
|
|
V_strncpy( soundname + 1, pGameSoundName, len + 1 );
|
|
|
|
PlayGameSound( soundname );
|
|
}
|
|
return;
|
|
}
|
|
|
|
BaseClass::OnItemSelected( kv );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the selected sound type
|
|
//-----------------------------------------------------------------------------
|
|
CSoundPicker::PickType_t CSoundPicker::GetSelectedSoundType( )
|
|
{
|
|
if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) )
|
|
return PICK_GAMESOUNDS;
|
|
if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) )
|
|
return PICK_WAVFILES;
|
|
return PICK_NONE;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the selected sound count
|
|
//-----------------------------------------------------------------------------
|
|
int CSoundPicker::GetSelectedSoundCount()
|
|
{
|
|
if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) )
|
|
return m_pGameSoundList->GetSelectedItemsCount();
|
|
|
|
if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) )
|
|
return GetSelectedAssetCount();
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the selected sound
|
|
//-----------------------------------------------------------------------------
|
|
const char *CSoundPicker::GetSelectedSoundName( int nSelectionIndex )
|
|
{
|
|
if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) )
|
|
{
|
|
int nCount = m_pGameSoundList->GetSelectedItemsCount();
|
|
if ( nCount == 0 )
|
|
return NULL;
|
|
|
|
if ( nSelectionIndex < 0 )
|
|
{
|
|
nSelectionIndex = nCount - 1;
|
|
}
|
|
int nIndex = m_pGameSoundList->GetSelectedItem( nSelectionIndex );
|
|
if ( nIndex >= 0 )
|
|
{
|
|
KeyValues *pkv = m_pGameSoundList->GetItem( nIndex );
|
|
return pkv->GetString( "gamesound", NULL );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) )
|
|
return GetSelectedAsset( nSelectionIndex );
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Purpose: Modal picker frame
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
CSoundPickerFrame::CSoundPickerFrame( vgui::Panel *pParent, const char *pTitle, int nFlags ) :
|
|
BaseClass( pParent )
|
|
{
|
|
SetAssetPicker( new CSoundPicker( this, nFlags ) );
|
|
LoadControlSettingsAndUserConfig( "resource/soundpickerframe.res" );
|
|
SetTitle( pTitle, false );
|
|
}
|
|
|
|
CSoundPickerFrame::~CSoundPickerFrame()
|
|
{
|
|
}
|
|
|
|
void CSoundPickerFrame::OnClose()
|
|
{
|
|
CSoundPicker *pPicker = static_cast <CSoundPicker*>( GetAssetPicker() );
|
|
pPicker->StopSoundPreview();
|
|
|
|
BaseClass::OnClose();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Activate the dialog
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPickerFrame::DoModal( CSoundPicker::PickType_t initialType, const char *pInitialValue, KeyValues *pContextKeyValues )
|
|
{
|
|
vgui::surface()->SetCursor( dc_hourglass );
|
|
CSoundPicker *pPicker = static_cast <CSoundPicker*>( GetAssetPicker() );
|
|
if ( initialType != CSoundPicker::PICK_NONE && pInitialValue )
|
|
{
|
|
pPicker->SetSelectedSound( initialType, pInitialValue );
|
|
}
|
|
BaseClass::DoModal( pContextKeyValues );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// On command
|
|
//-----------------------------------------------------------------------------
|
|
void CSoundPickerFrame::OnCommand( const char *pCommand )
|
|
{
|
|
CSoundPicker *pPicker = static_cast <CSoundPicker*>( GetAssetPicker() );
|
|
if ( !Q_stricmp( pCommand, "Open" ) )
|
|
{
|
|
CSoundPicker::PickType_t type = pPicker->GetSelectedSoundType( );
|
|
if (( type == CSoundPicker::PICK_GAMESOUNDS ) || ( type == CSoundPicker::PICK_WAVFILES ))
|
|
{
|
|
const char *pSoundName = pPicker->GetSelectedSoundName();
|
|
if ( !pSoundName )
|
|
{
|
|
CloseModal();
|
|
return;
|
|
}
|
|
|
|
int len = V_strlen( pSoundName );
|
|
char *soundname = ( char* )stackalloc( len + 2 );
|
|
soundname[ 0 ] = '#'; // mark sound to bypass the dsp
|
|
V_strncpy( soundname + 1, pSoundName, len + 1 );
|
|
|
|
int nSoundCount = pPicker->GetSelectedSoundCount();
|
|
|
|
KeyValues *pActionKeys = new KeyValues( "SoundSelected" );
|
|
pActionKeys->SetInt( "count", nSoundCount );
|
|
KeyValues *pSoundList = NULL;
|
|
if ( type == CSoundPicker::PICK_GAMESOUNDS )
|
|
{
|
|
pActionKeys->SetString( "gamesound", soundname );
|
|
if ( pPicker->IsMultiselectEnabled() )
|
|
{
|
|
pSoundList = pActionKeys->FindKey( "gamesounds", true );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pActionKeys->SetString( "wav", soundname );
|
|
if ( pPicker->IsMultiselectEnabled() )
|
|
{
|
|
pSoundList = pActionKeys->FindKey( "wavs", true );
|
|
}
|
|
}
|
|
|
|
if ( pSoundList )
|
|
{
|
|
// Adds them in selection order
|
|
for ( int i = 0; i < nSoundCount; ++i )
|
|
{
|
|
char pBuf[32];
|
|
Q_snprintf( pBuf, sizeof(pBuf), "%d", i );
|
|
const char *pSoundName = pPicker->GetSelectedSoundName( i );
|
|
|
|
int len = V_strlen( pSoundName );
|
|
char *soundname = ( char* )stackalloc( len + 2 );
|
|
soundname[ 0 ] = '#'; // mark sound to bypass the dsp
|
|
V_strncpy( soundname + 1, pSoundName, len + 1 );
|
|
|
|
pSoundList->SetString( pBuf, soundname );
|
|
}
|
|
}
|
|
|
|
PostMessageAndClose( pActionKeys );
|
|
CloseModal();
|
|
}
|
|
return;
|
|
}
|
|
|
|
BaseClass::OnCommand( pCommand );
|
|
}
|