Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WAVEBROWSER_H
#define WAVEBROWSER_H
#ifdef _WIN32
#pragma once
#endif
#include "mxtk/mxListView.h"
#include "commctrl.h"
#include "utldict.h"
class CWorkspace;
class CProject;
class CScene;
class CVCDFile;
class CWaveFile;
class CWaveList;
class CWorkspaceManager;
class CWaveFilterTab;
class CWaveOptionsWindow;
class CWaveFileTree;
class CWaveBrowser : public mxWindow
{
typedef mxWindow BaseClass;
public:
CWaveBrowser( mxWindow *parent, CWorkspaceManager *manager, int id );
virtual int handleEvent( mxEvent *event );
virtual void OnDelete();
CWorkspaceManager *GetManager();
void RepopulateTree();
void BuildSelectionList( CUtlVector< CWaveFile * >& selected );
void OnPlay();
void JumpToItem( CWaveFile *wav );
CWaveFile *FindEntry( char const *wavname, bool jump = false );
int GetSoundCount() const;
CWaveFile *GetSound( int index );
void OnSearch();
private:
char const *GetSearchString();
bool LoadWaveFilesInDirectory( CUtlDict< CWaveFile *, int >& soundlist, char const* pDirectoryName, int nDirectoryNameLen );
bool InitDirectoryRecursive( CUtlDict< CWaveFile *, int >& soundlist, char const* pDirectoryName );
void OnWaveProperties();
void OnEnableVoiceDucking();
void OnDisableVoiceDucking();
void OnCheckout();
void OnCheckin();
void OnImportSentence();
void OnExportSentence();
void OnGetSentence();
void PopulateTree( char const *subdirectory, bool textsearch = false );
void ShowContextMenu( void );
void LoadAllSounds();
void RemoveAllSounds();
CWaveList *m_pListView;
enum
{
NUM_BITMAPS = 6,
};
CWorkspaceManager *m_pManager;
CUtlDict< CWaveFile *, int > m_AllSounds;
CUtlSymbolTable m_ScriptTable;
CUtlVector< CUtlSymbol > m_Scripts;
CWaveOptionsWindow *m_pOptions;
CWaveFileTree *m_pFileTree;
CUtlVector< CWaveFile * > m_CurrentSelection;
};
#endif // WAVEBROWSER_H