Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "mxtk/mx.h"
#include "resource.h"
#include "SoundLookup.h"
#include "mdlviewer.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "addsoundentry.h"
static CSoundLookupParams g_Params;
static void PopulateSoundEntryList( HWND wnd, CSoundLookupParams *params )
{
HWND control = GetDlgItem( wnd, IDC_SOUNDENTRYLIST );
if ( !control )
return;
SendMessage( control, LB_RESETCONTENT, 0, 0 );
SendMessage( control, WM_SETFONT, (WPARAM) (HFONT) GetStockObject (ANSI_FIXED_FONT), MAKELPARAM (TRUE, 0) );
int c = params->entryList->Count();
for ( int i = 0; i < c; i++ )
{
int soundindex = (*params->entryList)[ i ];
char text[ 128 ];
text[ 0 ] = 0;
Q_strncpy( text, soundemitter->GetSoundName( soundindex ), sizeof( text ) );
if ( text[0] )
{
char const *script = soundemitter->GetSourceFileForSound( soundindex );
int idx = SendMessage( control, LB_ADDSTRING, 0, (LPARAM)va( "%20s: '%s'", script, text ) );
SendMessage( control, LB_SETITEMDATA, idx, (LPARAM)soundindex );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : hwndDlg -
// uMsg -
// wParam -
// lParam -
// Output : static BOOL CALLBACK
//-----------------------------------------------------------------------------
static BOOL CALLBACK SoundLookupDialogProc( 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 );
PopulateSoundEntryList( hwndDlg, &g_Params );
SetDlgItemText( hwndDlg, IDC_STATIC_PROMPT, g_Params.m_szPrompt );
SetWindowText( hwndDlg, g_Params.m_szDialogTitle );
SetFocus( GetDlgItem( hwndDlg, IDC_SOUNDENTRYLIST ) );
}
return FALSE;
case WM_COMMAND:
switch (LOWORD(wParam))
{
case IDOK:
{
int selindex = SendMessage( GetDlgItem( hwndDlg, IDC_SOUNDENTRYLIST ), LB_GETCURSEL, 0, 0 );
if ( selindex == LB_ERR )
{
mxMessageBox( NULL, "You must select an entry from the list", g_appTitle, MB_OK );
return TRUE;
}
int soundindex = SendMessage( GetDlgItem( hwndDlg, IDC_SOUNDENTRYLIST ), LB_GETITEMDATA, selindex, 0 );
Assert( soundindex != LB_ERR );
Q_strncpy( g_Params.m_szSoundName, soundemitter->GetSoundName( soundindex ), sizeof ( g_Params.m_szSoundName ) );
EndDialog( hwndDlg, 1 );
}
break;
case IDCANCEL:
EndDialog( hwndDlg, 0 );
break;
case IDC_ADDENTRY:
{
// Create a new sound entry for this sound
CAddSoundParams params;
Q_memset( &params, 0, sizeof( params ) );
Q_strcpy( params.m_szDialogTitle, "Add Sound Entry" );
Q_strcpy( params.m_szWaveFile, g_Params.m_szWaveFile );
if ( AddSound( &params, hwndDlg ) )
{
// Add it to soundemitter and check out script files
if ( params.m_szSoundName[ 0 ] &&
params.m_szScriptName[ 0 ] )
{
Q_strcpy( g_Params.m_szSoundName, params.m_szSoundName );
// Press the OK button for the user...
EndDialog( hwndDlg, 1 );
}
}
}
break;
}
return TRUE;
}
return FALSE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *view -
// *actor -
// Output : int
//-----------------------------------------------------------------------------
int SoundLookup( CSoundLookupParams *params, HWND parent )
{
g_Params = *params;
int retval = DialogBox( (HINSTANCE)GetModuleHandle( 0 ),
MAKEINTRESOURCE( IDD_WAVELOOKUP ),
parent,
(DLGPROC)SoundLookupDialogProc );
*params = g_Params;
return retval;
}