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602 lines
19 KiB
602 lines
19 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include <windows.h>
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#undef PropertySheet
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#include "filesystem.h"
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#include "dme_controls/soundpicker.h"
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#include "tier1/KeyValues.h"
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#include "vgui_controls/ListPanel.h"
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#include "vgui_controls/Button.h"
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#include "vgui_controls/PropertySheet.h"
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#include "vgui_controls/PropertyPage.h"
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#include "dme_controls/filtercombobox.h"
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#include "vgui/ISurface.h"
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#include "vgui/iinput.h"
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#include "dme_controls/dmecontrols.h"
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#include "soundemittersystem/isoundemittersystembase.h"
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#include "mathlib/mathlib.h"
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// FIXME: Move sound code out of the engine + into a library!
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#include "toolframework/ienginetool.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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//-----------------------------------------------------------------------------
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//
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// Sound Picker
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sort by sound name
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//-----------------------------------------------------------------------------
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static int __cdecl GameSoundSortFunc( vgui::ListPanel *pPanel, const ListPanelItem &item1, const ListPanelItem &item2 )
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{
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bool bRoot1 = item1.kv->GetInt("root") != 0;
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bool bRoot2 = item2.kv->GetInt("root") != 0;
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if ( bRoot1 != bRoot2 )
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return bRoot1 ? -1 : 1;
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const char *string1 = item1.kv->GetString("gamesound");
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const char *string2 = item2.kv->GetString("gamesound");
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return Q_stricmp( string1, string2 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CSoundPicker::CSoundPicker( vgui::Panel *pParent, int nFlags ) :
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BaseClass( pParent, "Sound Files", "wav", "sound", "wavName" )
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{
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m_nSoundSuppressionCount = 0;
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m_nPlayingSound = 0;
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// Connection problem if this failed
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Assert( SoundEmitterSystem() );
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m_pViewsSheet = new vgui::PropertySheet( this, "ViewsSheet" );
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m_pViewsSheet->AddActionSignalTarget( this );
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// game sounds
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m_pGameSoundPage = NULL;
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m_pGameSoundList = NULL;
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if ( nFlags & PICK_GAMESOUNDS )
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{
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m_pGameSoundPage = new PropertyPage( m_pViewsSheet, "GameSoundPage" );
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m_pGameSoundList = new ListPanel( m_pGameSoundPage, "GameSoundsList" );
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m_pGameSoundList->AddColumnHeader( 0, "GameSound", "Game Sound", 52, 0 );
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m_pGameSoundList->AddActionSignalTarget( this );
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m_pGameSoundList->SetSelectIndividualCells( true );
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m_pGameSoundList->SetEmptyListText("No game sounds");
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m_pGameSoundList->SetDragEnabled( true );
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m_pGameSoundList->SetAutoResize( Panel::PIN_TOPLEFT, Panel::AUTORESIZE_DOWNANDRIGHT, 0, 0, 0, 0 );
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m_pGameSoundList->SetSortFunc( 0, GameSoundSortFunc );
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m_pGameSoundList->SetSortColumn( 0 );
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m_pGameSoundList->SetMultiselectEnabled( ( nFlags & ALLOW_MULTISELECT ) != 0 );
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// filter selection
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m_pGameSoundFilter = new TextEntry( m_pGameSoundPage, "GameSoundFilter" );
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m_pGameSoundFilter->AddActionSignalTarget( this );
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m_pGameSoundPage->LoadControlSettings( "resource/soundpickergamesoundpage.res" );
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m_pViewsSheet->AddPage( m_pGameSoundPage, "Game Sounds" );
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}
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// wav files
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m_pWavPage = NULL;
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if ( nFlags & PICK_WAVFILES )
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{
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m_pWavPage = new PropertyPage( m_pViewsSheet, "WavPage" );
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bool bAllowMultiselect = ( nFlags & ALLOW_MULTISELECT ) != 0;
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CreateStandardControls( m_pWavPage, bAllowMultiselect );
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AddExtension( "mp3" );
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m_pWavPage->LoadControlSettings( "resource/soundpickerwavpage.res" );
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m_pViewsSheet->AddPage( m_pWavPage, "WAVs" );
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}
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LoadControlSettings( "resource/soundpicker.res" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CSoundPicker::~CSoundPicker()
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{
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StopSoundPreview();
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}
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//-----------------------------------------------------------------------------
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// Purpose: called to open
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//-----------------------------------------------------------------------------
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void CSoundPicker::Activate()
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{
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BaseClass::Activate();
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if ( m_pGameSoundPage )
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{
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BuildGameSoundList();
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}
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}
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//-----------------------------------------------------------------------------
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// Sets the current sound choice
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//-----------------------------------------------------------------------------
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void CSoundPicker::SetSelectedSound( PickType_t type, const char *pSoundName )
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{
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if ( type == PICK_NONE || !pSoundName )
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return;
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if ( m_pGameSoundPage && ( type == PICK_GAMESOUNDS ) )
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{
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m_pViewsSheet->SetActivePage( m_pGameSoundPage );
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m_pGameSoundFilter->SetText( pSoundName );
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}
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if ( m_pWavPage && ( type == PICK_WAVFILES ) )
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{
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m_pViewsSheet->SetActivePage( m_pWavPage );
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SetInitialSelection( pSoundName );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CSoundPicker::OnKeyCodePressed( KeyCode code )
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{
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if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) )
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{
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if (( code == KEY_UP ) || ( code == KEY_DOWN ) || ( code == KEY_PAGEUP ) || ( code == KEY_PAGEDOWN ))
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{
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KeyValues *pMsg = new KeyValues( "KeyCodePressed", "code", code );
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vgui::ipanel()->SendMessage( m_pGameSoundList->GetVPanel(), pMsg, GetVPanel() );
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pMsg->deleteThis();
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return;
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}
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}
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BaseClass::OnKeyCodePressed( code );
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}
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//-----------------------------------------------------------------------------
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// Purpose: builds the gamesound list
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//-----------------------------------------------------------------------------
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bool CSoundPicker::IsGameSoundVisible( int hGameSound )
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{
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const char *pSoundName = SoundEmitterSystem()->GetSoundName( hGameSound );
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return ( !m_GameSoundFilter.Length() || Q_stristr( pSoundName, m_GameSoundFilter.Get() ) );
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}
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//-----------------------------------------------------------------------------
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// Updates the column header in the chooser
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//-----------------------------------------------------------------------------
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void CSoundPicker::UpdateGameSoundColumnHeader( int nMatchCount, int nTotalCount )
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{
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char pColumnTitle[512];
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Q_snprintf( pColumnTitle, sizeof(pColumnTitle), "%s (%d/%d)",
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"Game Sound", nMatchCount, nTotalCount );
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m_pGameSoundList->SetColumnHeaderText( 0, pColumnTitle );
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}
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//-----------------------------------------------------------------------------
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// Purpose: builds the gamesound list
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//-----------------------------------------------------------------------------
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void CSoundPicker::BuildGameSoundList()
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{
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if ( !m_pGameSoundList )
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return;
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m_pGameSoundList->RemoveAll();
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int nTotalCount = 0;
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int i = SoundEmitterSystem()->First();
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while ( i != SoundEmitterSystem()->InvalidIndex() )
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{
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const char *pSoundName = SoundEmitterSystem()->GetSoundName( i );
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bool bInRoot = !strchr( pSoundName, '\\' ) && !strchr( pSoundName, '/' );
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KeyValues *kv = new KeyValues( "node", "gamesound", pSoundName );
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kv->SetInt( "gameSoundHandle", i );
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kv->SetInt( "root", bInRoot );
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int nItemID = m_pGameSoundList->AddItem( kv, 0, false, false );
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m_pGameSoundList->SetItemVisible( nItemID, IsGameSoundVisible( i ) );
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KeyValues *pDrag = new KeyValues( "drag", "text", pSoundName );
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pDrag->SetString( "texttype", "gamesoundName" );
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m_pGameSoundList->SetItemDragData( nItemID, pDrag );
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++nTotalCount;
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i = SoundEmitterSystem()->Next( i );
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}
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m_pGameSoundList->SortList();
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if ( m_pGameSoundList->GetItemCount() > 0 )
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{
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int nItemID = m_pGameSoundList->GetItemIDFromRow( 0 );
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// This prevents the refreshing of the sound list from playing the sound
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++m_nSoundSuppressionCount;
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m_pGameSoundList->SetSelectedCell( nItemID, 0 );
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}
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UpdateGameSoundColumnHeader( nTotalCount, nTotalCount );
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}
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//-----------------------------------------------------------------------------
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// Purpose: refreshes the gamesound list
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//-----------------------------------------------------------------------------
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void CSoundPicker::RefreshGameSoundList()
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{
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if ( !m_pGameSoundList )
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return;
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// Check the filter matches
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int nMatchingGameSounds = 0;
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int nTotalCount = 0;
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for ( int nItemID = m_pGameSoundList->FirstItem(); nItemID != m_pGameSoundList->InvalidItemID(); nItemID = m_pGameSoundList->NextItem( nItemID ) )
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{
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KeyValues *kv = m_pGameSoundList->GetItem( nItemID );
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int hGameSound = kv->GetInt( "gameSoundHandle", SoundEmitterSystem()->InvalidIndex() );
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if ( hGameSound == SoundEmitterSystem()->InvalidIndex() )
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continue;
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bool bIsVisible = IsGameSoundVisible( hGameSound );
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m_pGameSoundList->SetItemVisible( nItemID, bIsVisible );
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if ( bIsVisible )
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{
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++nMatchingGameSounds;
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}
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++nTotalCount;
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}
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UpdateGameSoundColumnHeader( nMatchingGameSounds, nTotalCount );
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if ( ( m_pGameSoundList->GetSelectedItemsCount() == 0 ) && ( m_pGameSoundList->GetItemCount() > 0 ) )
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{
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int nItemID = m_pGameSoundList->GetItemIDFromRow( 0 );
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// This prevents the refreshing of the sound list from playing the sound
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++m_nSoundSuppressionCount;
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m_pGameSoundList->SetSelectedCell( nItemID, 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update filter when text changes
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//-----------------------------------------------------------------------------
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void CSoundPicker::OnGameSoundFilterTextChanged( )
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{
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int nLength = m_pGameSoundFilter->GetTextLength();
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m_GameSoundFilter.SetLength( nLength );
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if ( nLength > 0 )
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{
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m_pGameSoundFilter->GetText( m_GameSoundFilter.GetForModify(), nLength+1 );
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}
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RefreshGameSoundList();
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}
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//-----------------------------------------------------------------------------
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// Purpose: refreshes dialog on filter changing
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//-----------------------------------------------------------------------------
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void CSoundPicker::OnTextChanged( KeyValues *pKeyValues )
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{
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vgui::Panel *pSource = (vgui::Panel*)pKeyValues->GetPtr( "panel" );
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if ( pSource == m_pGameSoundFilter )
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{
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OnGameSoundFilterTextChanged();
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return;
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}
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BaseClass::OnTextChanged( pKeyValues );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when a page is shown
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//-----------------------------------------------------------------------------
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void CSoundPicker::RequestGameSoundFilterFocus( )
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{
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m_pGameSoundFilter->SelectAllOnFirstFocus( true );
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m_pGameSoundFilter->RequestFocus();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when a page is shown
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//-----------------------------------------------------------------------------
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void CSoundPicker::OnPageChanged( )
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{
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StopSoundPreview();
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if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) )
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{
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RequestGameSoundFilterFocus();
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}
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if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) )
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{
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RequestFilterFocus();
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}
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}
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//-----------------------------------------------------------------------------
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// Stop sound preview
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//-----------------------------------------------------------------------------
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void CSoundPicker::StopSoundPreview( )
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{
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if ( m_nPlayingSound != 0 )
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{
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EngineTool()->StopSoundByGuid( m_nPlayingSound );
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m_nPlayingSound = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Plays a gamesound
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//-----------------------------------------------------------------------------
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void CSoundPicker::PlayGameSound( const char *pSoundName )
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{
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StopSoundPreview();
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CSoundParameters params;
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if ( SoundEmitterSystem()->GetParametersForSound( pSoundName, params, GENDER_NONE ) )
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{
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m_nPlayingSound = EngineTool()->StartSound( 0, true, -1, CHAN_STATIC, params.soundname,
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params.volume, params.soundlevel, vec3_origin, vec3_origin, 0,
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params.pitch, false, params.delay_msec / 1000.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// Plays a wav file
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//-----------------------------------------------------------------------------
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void CSoundPicker::PlayWavSound( const char *pSoundName )
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{
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StopSoundPreview();
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m_nPlayingSound = EngineTool()->StartSound( 0, true, -1, CHAN_STATIC, pSoundName,
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VOL_NORM, SNDLVL_NONE, vec3_origin, vec3_origin, 0, PITCH_NORM, false, 0 );
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}
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//-----------------------------------------------------------------------------
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// Don't play a sound when the next selection is a default selection
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//-----------------------------------------------------------------------------
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void CSoundPicker::OnNextSelectionIsDefault()
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{
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++m_nSoundSuppressionCount;
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}
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//-----------------------------------------------------------------------------
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// Derived classes have this called when the previewed asset changes
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//-----------------------------------------------------------------------------
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void CSoundPicker::OnSelectedAssetPicked( const char *pAssetName )
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{
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bool bPlaySounds = true;
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if ( m_nSoundSuppressionCount > 0 )
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{
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--m_nSoundSuppressionCount;
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bPlaySounds = false;
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}
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if ( pAssetName && bPlaySounds )
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{
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PlayWavSound( pAssetName );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: refreshes dialog on text changing
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//-----------------------------------------------------------------------------
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void CSoundPicker::OnItemSelected( KeyValues *kv )
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{
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Panel *pPanel = (Panel *)kv->GetPtr( "panel", NULL );
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if ( m_pGameSoundList && (pPanel == m_pGameSoundList ) )
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{
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bool bPlaySounds = true;
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if ( m_nSoundSuppressionCount > 0 )
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{
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--m_nSoundSuppressionCount;
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bPlaySounds = false;
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}
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const char *pGameSoundName = GetSelectedSoundName();
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if ( pGameSoundName && bPlaySounds )
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{
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int len = V_strlen( pGameSoundName );
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char *soundname = ( char* )stackalloc( len + 2 );
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soundname[ 0 ] = '#'; // mark sound to bypass the dsp
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V_strncpy( soundname + 1, pGameSoundName, len + 1 );
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PlayGameSound( soundname );
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}
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return;
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}
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BaseClass::OnItemSelected( kv );
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}
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//-----------------------------------------------------------------------------
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// Gets the selected sound type
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//-----------------------------------------------------------------------------
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CSoundPicker::PickType_t CSoundPicker::GetSelectedSoundType( )
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{
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if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) )
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return PICK_GAMESOUNDS;
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if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) )
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return PICK_WAVFILES;
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return PICK_NONE;
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}
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//-----------------------------------------------------------------------------
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// Returns the selected sound count
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//-----------------------------------------------------------------------------
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int CSoundPicker::GetSelectedSoundCount()
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{
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if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) )
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return m_pGameSoundList->GetSelectedItemsCount();
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if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) )
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return GetSelectedAssetCount();
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Returns the selected sound
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//-----------------------------------------------------------------------------
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const char *CSoundPicker::GetSelectedSoundName( int nSelectionIndex )
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{
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if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) )
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{
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int nCount = m_pGameSoundList->GetSelectedItemsCount();
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if ( nCount == 0 )
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return NULL;
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if ( nSelectionIndex < 0 )
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{
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nSelectionIndex = nCount - 1;
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}
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int nIndex = m_pGameSoundList->GetSelectedItem( nSelectionIndex );
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if ( nIndex >= 0 )
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{
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KeyValues *pkv = m_pGameSoundList->GetItem( nIndex );
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return pkv->GetString( "gamesound", NULL );
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}
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return NULL;
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}
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if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) )
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return GetSelectedAsset( nSelectionIndex );
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return NULL;
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}
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//-----------------------------------------------------------------------------
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//
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// Purpose: Modal picker frame
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//
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//-----------------------------------------------------------------------------
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CSoundPickerFrame::CSoundPickerFrame( vgui::Panel *pParent, const char *pTitle, int nFlags ) :
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BaseClass( pParent )
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{
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SetAssetPicker( new CSoundPicker( this, nFlags ) );
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LoadControlSettingsAndUserConfig( "resource/soundpickerframe.res" );
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SetTitle( pTitle, false );
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}
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CSoundPickerFrame::~CSoundPickerFrame()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Activate the dialog
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//-----------------------------------------------------------------------------
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void CSoundPickerFrame::DoModal( CSoundPicker::PickType_t initialType, const char *pInitialValue, KeyValues *pContextKeyValues )
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{
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vgui::surface()->SetCursor( dc_hourglass );
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CSoundPicker *pPicker = static_cast <CSoundPicker*>( GetAssetPicker() );
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if ( initialType != CSoundPicker::PICK_NONE && pInitialValue )
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{
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pPicker->SetSelectedSound( initialType, pInitialValue );
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}
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BaseClass::DoModal( pContextKeyValues );
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}
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//-----------------------------------------------------------------------------
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// On command
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//-----------------------------------------------------------------------------
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void CSoundPickerFrame::OnCommand( const char *pCommand )
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{
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CSoundPicker *pPicker = static_cast <CSoundPicker*>( GetAssetPicker() );
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if ( !Q_stricmp( pCommand, "Open" ) )
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{
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CSoundPicker::PickType_t type = pPicker->GetSelectedSoundType( );
|
|
if (( type == CSoundPicker::PICK_GAMESOUNDS ) || ( type == CSoundPicker::PICK_WAVFILES ))
|
|
{
|
|
const char *pSoundName = pPicker->GetSelectedSoundName();
|
|
|
|
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 );
|
|
pSoundName = pPicker->GetSelectedSoundName( i );
|
|
|
|
len = V_strlen( pSoundName );
|
|
soundname = ( char* )malloc( len + 2 );
|
|
soundname[ 0 ] = '#'; // mark sound to bypass the dsp
|
|
V_strncpy( soundname + 1, pSoundName, len + 1 );
|
|
|
|
pSoundList->SetString( pBuf, soundname );
|
|
free( soundname );
|
|
}
|
|
}
|
|
|
|
PostMessageAndClose( pActionKeys );
|
|
CloseModal();
|
|
}
|
|
return;
|
|
}
|
|
|
|
BaseClass::OnCommand( pCommand );
|
|
}
|
|
|
|
|