Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "stdafx.h"
#include "hammer.h"
#include "ScenePreviewDlg.h"
#include "choreoscene.h"
#include "soundsystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#define WM_SCENEPREVIEW_IDLE (WM_USER+1)
BEGIN_MESSAGE_MAP(CScenePreviewDlg, CDialog)
//{{AFX_MSG_MAP(CScenePreviewDlg)
ON_BN_CLICKED(IDCANCEL, OnCancel)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
CScenePreviewDlg::CScenePreviewDlg( CChoreoScene *pScene, const char *pFilename, CWnd* pParent /*=NULL*/ )
: CDialog(CScenePreviewDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CScenePreviewDlg)
m_pScene = pScene;
m_iLastEventPlayed = -2; // Don't do anything yet.
m_hExitThreadEvent = NULL;
m_hIdleEventHandledEvent = NULL;
m_hIdleThread = NULL;
V_strncpy( m_SceneFilename, pFilename, sizeof( m_SceneFilename ) );
}
CScenePreviewDlg::~CScenePreviewDlg()
{
EndThread();
delete m_pScene;
}
void CScenePreviewDlg::EndThread()
{
if ( m_hIdleThread )
{
SetEvent( m_hExitThreadEvent );
WaitForSingleObject( m_hIdleThread, INFINITE );
CloseHandle( m_hIdleThread );
CloseHandle( m_hExitThreadEvent );
CloseHandle( m_hIdleEventHandledEvent );
m_hIdleThread = m_hExitThreadEvent = m_hIdleEventHandledEvent = NULL;
}
}
BOOL CScenePreviewDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// Setup the control showing the scene name.
CString str;
GetDlgItemText( IDC_SCENE_NAME, str );
str = str + " " + m_SceneFilename;
SetDlgItemText( IDC_SCENE_NAME, str );
CString strNone;
strNone.LoadString( IDS_NONE );
SetDlgItemText( IDC_CURRENT_SOUND, strNone );
SetDlgItemText( IDC_NEXT_SOUND, strNone );
m_iLastEventPlayed = -1;
m_flStartTime = Plat_FloatTime();
// Start on the first event..
for ( int i = 0; i < m_pScene->GetNumEvents(); i++ )
{
CChoreoEvent *e = m_pScene->GetEvent( i );
if ( e && e->GetType() == CChoreoEvent::SPEAK )
{
m_flStartTime -= e->GetStartTime();
break;
}
}
// Create our idle thread.
m_hExitThreadEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
m_hIdleEventHandledEvent = CreateEvent( NULL, FALSE, FALSE, NULL );
m_hIdleThread = CreateThread( NULL, 0, &CScenePreviewDlg::StaticIdleThread, this, 0, NULL );
return TRUE;
}
DWORD CScenePreviewDlg::StaticIdleThread( LPVOID pParameter )
{
return ((CScenePreviewDlg*)pParameter)->IdleThread();
}
DWORD CScenePreviewDlg::IdleThread()
{
HANDLE handles[2] = {m_hExitThreadEvent, m_hIdleEventHandledEvent};
while ( 1 )
{
// Send the event to the window.
PostMessage( WM_SCENEPREVIEW_IDLE, 0, 0 );
DWORD ret = WaitForMultipleObjects( ARRAYSIZE( handles ), handles, false, INFINITE );
if ( ret == WAIT_OBJECT_0 || ret == WAIT_TIMEOUT )
return 0;
Sleep( 100 ); // Only handle idle 10x/sec.
}
}
void CScenePreviewDlg::OnIdle()
{
double flElapsed = Plat_FloatTime() - m_flStartTime;
// Find the next sound to play.
int iLastSound = -1;
for ( int i = 0; i < m_pScene->GetNumEvents(); i++ )
{
CChoreoEvent *e = m_pScene->GetEvent( i );
if ( !e || e->GetType() != CChoreoEvent::SPEAK )
continue;
if ( flElapsed > e->GetStartTime() )
iLastSound = i;
}
// Is there another sound to play in here?
if ( iLastSound >= 0 && iLastSound != m_iLastEventPlayed )
{
m_iLastEventPlayed = iLastSound;
// Play the current sound.
CChoreoEvent *pChoreoEvent = m_pScene->GetEvent( iLastSound );
const char *pSoundName = pChoreoEvent->GetParameters();
SoundType_t soundType;
int nIndex;
if ( g_Sounds.FindSoundByName( pSoundName, &soundType, &nIndex ) )
{
bool bRet = g_Sounds.Play( soundType, nIndex );
CString curSound = pSoundName;
if ( !bRet )
{
CString strErrorPlaying;
strErrorPlaying.LoadString( IDS_ERROR_PLAYING );
curSound += " " + strErrorPlaying;
}
SetDlgItemText( IDC_CURRENT_SOUND, curSound );
}
// Find the next sound event.
CString str;
str.LoadString( IDS_NONE );
for ( int i=iLastSound+1; i < m_pScene->GetNumEvents(); i++ )
{
CChoreoEvent *e = m_pScene->GetEvent( i );
if ( e && e->GetType() == CChoreoEvent::SPEAK )
{
str = e->GetParameters();
break;
}
}
SetDlgItemText( IDC_NEXT_SOUND, str );
}
}
LRESULT CScenePreviewDlg::DefWindowProc( UINT message, WPARAM wParam, LPARAM lParam )
{
// We handle the enter key specifically because the default combo box behavior is to
// reset the text and all this stuff we don't want.
if ( message == WM_SCENEPREVIEW_IDLE )
{
OnIdle();
SetEvent( m_hIdleEventHandledEvent );
return 0;
}
return CDialog::DefWindowProc( message, wParam, lParam );
}
void CScenePreviewDlg::OnCancel(void)
{
g_Sounds.StopSound();
EndThread();
EndDialog( 0 );
}