Counter Strike : Global Offensive Source Code
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//====== 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 );
}