Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef SOUNDPICKER_H
#define SOUNDPICKER_H
#ifdef _WIN32
#pragma once
#endif
#include "matsys_controls/BaseAssetPicker.h"
#include "vgui_controls/Frame.h"
#include "datamodel/dmehandle.h"
#include "tier1/utlstring.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
namespace vgui
{
class Panel;
}
//-----------------------------------------------------------------------------
// Purpose: Sound picker panel
//-----------------------------------------------------------------------------
class CSoundPicker : public CBaseAssetPicker
{
DECLARE_CLASS_SIMPLE( CSoundPicker, CBaseAssetPicker );
public:
enum PickType_t
{
PICK_NONE = 0,
PICK_GAMESOUNDS = 0x1,
PICK_WAVFILES = 0x2,
PICK_ALL = 0x7FFFFFFF,
ALLOW_MULTISELECT = 0x80000000,
};
CSoundPicker( vgui::Panel *pParent, int nFlags );
~CSoundPicker();
// overridden frame functions
virtual void Activate();
// Forward arrow keys to the list
virtual void OnKeyCodePressed( vgui::KeyCode code );
// Sets the current sound choice
void SetSelectedSound( PickType_t type, const char *pSoundName );
// Returns the selceted sound name
PickType_t GetSelectedSoundType();
const char *GetSelectedSoundName( int nSelectionIndex = -1 );
int GetSelectedSoundCount();
private:
// Purpose: Called when a page is shown
void RequestGameSoundFilterFocus( );
// Updates the column header in the chooser
void UpdateGameSoundColumnHeader( int nMatchCount, int nTotalCount );
void BuildGameSoundList();
void RefreshGameSoundList();
void PlayGameSound( const char *pSoundName );
void PlayWavSound( const char *pSoundName );
void StopSoundPreview( );
void OnGameSoundFilterTextChanged( );
// Derived classes have this called when the previewed asset changes
void OnSelectedAssetPicked( const char *pAssetName );
// Don't play a sound when the next selection is a default selection
void OnNextSelectionIsDefault();
// Purpose: builds the gamesound list
bool IsGameSoundVisible( int hGameSound );
MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", kv );
MESSAGE_FUNC_PARAMS( OnItemSelected, "ItemSelected", kv );
MESSAGE_FUNC( OnPageChanged, "PageChanged" );
vgui::TextEntry *m_pGameSoundFilter;
vgui::PropertySheet *m_pViewsSheet;
vgui::PropertyPage *m_pGameSoundPage;
vgui::PropertyPage *m_pWavPage;
vgui::ListPanel *m_pGameSoundList;
CUtlString m_GameSoundFilter;
int m_nPlayingSound;
unsigned char m_nSoundSuppressionCount;
friend class CSoundPickerFrame;
};
//-----------------------------------------------------------------------------
// Purpose: Modal sound picker window
//-----------------------------------------------------------------------------
class CSoundPickerFrame : public CBaseAssetPickerFrame
{
DECLARE_CLASS_SIMPLE( CSoundPickerFrame, CBaseAssetPickerFrame );
public:
CSoundPickerFrame( vgui::Panel *pParent, const char *pTitle, int nFlags );
virtual ~CSoundPickerFrame();
// Purpose: Activate the dialog
// The message "SoundSelected" will be sent if a sound is picked
// Pass in optional context keyvalues to be added to any messages sent by the sound picker
void DoModal( CSoundPicker::PickType_t initialType, const char *pInitialValue, KeyValues *pContextKeyValues = NULL );
virtual void OnCommand( const char *pCommand );
};
#endif // SOUNDPICKER_H