Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "mxtk/mx.h"
#include "resource.h"
#include "AddSoundEntry.h"
#include "mdlviewer.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "filesystem.h"
static CAddSoundParams g_Params;
static void PopulateScriptList( HWND wnd )
{
HWND control = GetDlgItem( wnd, IDC_SOUNDSCRIPT );
if ( !control )
{
return;
}
SendMessage( control, CB_RESETCONTENT, 0, 0 );
int c = soundemitter->GetNumSoundScripts();
for ( int i = 0; i < c; i++ )
{
// add text to combo box
SendMessage( control, CB_ADDSTRING, 0, (LPARAM)soundemitter->GetSoundScriptName( i ) );
if ( i == 0 && !g_Params.m_szScriptName[ 0 ] )
{
SendMessage( control, WM_SETTEXT , 0, (LPARAM)soundemitter->GetSoundScriptName( i ) );
}
}
if ( g_Params.m_szScriptName[ 0 ] )
{
SendMessage( control, WM_SETTEXT , 0, (LPARAM)g_Params.m_szScriptName );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : hwndDlg -
// uMsg -
// wParam -
// lParam -
// Output : static BOOL CALLBACK
//-----------------------------------------------------------------------------
static BOOL CALLBACK AddSoundPropertiesDialogProc( HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
switch(uMsg)
{
case WM_INITDIALOG:
// Insert code here to put the string (to find and replace with)
// into the edit controls.
// ...
{
g_Params.PositionSelf( hwndDlg );
PopulateScriptList( hwndDlg );
SetDlgItemText( hwndDlg, IDC_SOUNDNAME, g_Params.m_szSoundName );
if ( g_Params.m_bReadOnlySoundName )
{
HWND ctrl = GetDlgItem( hwndDlg, IDC_SOUNDNAME );
if ( ctrl )
{
SendMessage( ctrl, EM_SETREADONLY, (WPARAM)TRUE, 0 );
}
}
SetWindowText( hwndDlg, g_Params.m_szDialogTitle );
SetFocus( GetDlgItem( hwndDlg, IDC_SOUNDNAME ) );
}
return FALSE;
case WM_COMMAND:
switch (LOWORD(wParam))
{
case IDOK:
{
g_Params.m_szSoundName[ 0 ] = 0;
g_Params.m_szScriptName[ 0 ] = 0;
GetDlgItemText( hwndDlg, IDC_SOUNDNAME, g_Params.m_szSoundName, sizeof( g_Params.m_szSoundName ) );
GetDlgItemText( hwndDlg, IDC_SOUNDSCRIPT, g_Params.m_szScriptName, sizeof( g_Params.m_szScriptName ) );
// Don't exit...
if ( !g_Params.m_szSoundName[ 0 ] || !g_Params.m_szScriptName[ 0 ] )
return TRUE;
// Don't stompt existing sounds
int idx = soundemitter->GetSoundIndex( g_Params.m_szSoundName );
if ( soundemitter->IsValidIndex( idx ) )
{
if ( !g_Params.m_bAllowExistingSound )
{
mxMessageBox( NULL, va( "Sound '%s' already exists",
g_Params.m_szSoundName ), g_appTitle, MX_MB_OK );
}
else
{
EndDialog( hwndDlg, 1 );
}
return TRUE;
}
// Check out script
if ( !filesystem->FileExists( g_Params.m_szScriptName ) )
{
mxMessageBox( NULL, va( "Script '%s' does not exist",
g_Params.m_szScriptName ), g_appTitle, MX_MB_OK );
return TRUE;
}
if ( !filesystem->IsFileWritable( g_Params.m_szScriptName ) )
{
mxMessageBox( NULL, va( "Script '%s' is read-only, you need to check it out of VSS",
g_Params.m_szScriptName ), g_appTitle, MX_MB_OK );
return TRUE;
}
// Add the entry
CSoundParametersInternal params;
params.SetChannel( CHAN_VOICE );
params.SetSoundLevel( SNDLVL_TALKING );
soundemitter->ExpandSoundNameMacros( params, g_Params.m_szWaveFile );
soundemitter->AddSound( g_Params.m_szSoundName, g_Params.m_szScriptName, params );
EndDialog( hwndDlg, 1 );
}
break;
case IDCANCEL:
EndDialog( hwndDlg, 0 );
break;
}
return TRUE;
}
return FALSE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *view -
// *actor -
// Output : int
//-----------------------------------------------------------------------------
int AddSound( CAddSoundParams *params, HWND parent )
{
g_Params = *params;
int retval = DialogBox( (HINSTANCE)GetModuleHandle( 0 ),
MAKEINTRESOURCE( IDD_ADDSOUNDENTRY ),
parent,
(DLGPROC)AddSoundPropertiesDialogProc );
*params = g_Params;
return retval;
}