Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "dme_controls/AttributeSoundPickerPanel.h"
#include "dme_controls/soundpicker.h"
#include "tier1/KeyValues.h"
#include "dme_controls/AttributeTextEntry.h"
#include "datamodel/dmelement.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CAttributeSoundPickerPanel::CAttributeSoundPickerPanel( vgui::Panel *parent, const AttributeWidgetInfo_t &info ) : BaseClass( parent, info ) { }
CAttributeSoundPickerPanel::~CAttributeSoundPickerPanel() { }
//-----------------------------------------------------------------------------
// Called when it's time to show the sound picker
//-----------------------------------------------------------------------------
void CAttributeSoundPickerPanel::ShowPickerDialog() { // Open file
CSoundPicker::PickType_t pickType = CSoundPicker::PICK_ALL; const char *pTextType = GetTextType(); if ( pTextType ) { if ( !Q_stricmp( pTextType, "gamesoundName" ) ) { pickType = CSoundPicker::PICK_GAMESOUNDS; } else if ( !Q_stricmp( pTextType, "wavName" ) ) { pickType = CSoundPicker::PICK_WAVFILES; } }
const char *pCurrentSound = GetAttributeValue<CUtlString>().Get(); CSoundPickerFrame *pSoundPickerDialog = new CSoundPickerFrame( this, "Select sound", pickType ); pSoundPickerDialog->AddActionSignalTarget( this );
if ( pickType == CSoundPicker::PICK_ALL ) { pickType = CSoundPicker::PICK_NONE; } pSoundPickerDialog->DoModal( pickType, pCurrentSound ); }
//-----------------------------------------------------------------------------
// Called when the sound picker has picked a sound
//-----------------------------------------------------------------------------
void CAttributeSoundPickerPanel::OnSoundSelected( KeyValues *pKeyValues ) { // We're either going to get an activity or sequence name
const char *pGameSoundName = pKeyValues->GetString( "gamesound", NULL ); const char *pSoundName = pKeyValues->GetString( "wav", pGameSoundName ); if ( !pSoundName || !pSoundName[ 0 ] ) return;
// Apply to text panel
m_pData->SetText( pSoundName ); SetDirty(true); if ( IsAutoApply() ) { Apply(); } }
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