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https://github.com/nillerusr/source-engine.git
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124 lines
3.5 KiB
C
124 lines
3.5 KiB
C
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//========= 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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#ifndef SOUNDPICKER_H
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#define SOUNDPICKER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "matsys_controls/BaseAssetPicker.h"
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#include "vgui_controls/Frame.h"
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#include "datamodel/dmehandle.h"
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#include "tier1/utlstring.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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namespace vgui
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{
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class Panel;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sound picker panel
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//-----------------------------------------------------------------------------
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class CSoundPicker : public CBaseAssetPicker
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{
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DECLARE_CLASS_SIMPLE( CSoundPicker, CBaseAssetPicker );
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public:
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enum PickType_t
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{
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PICK_NONE = 0,
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PICK_GAMESOUNDS = 0x1,
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PICK_WAVFILES = 0x2,
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PICK_ALL = 0x7FFFFFFF,
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ALLOW_MULTISELECT = 0x80000000,
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};
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CSoundPicker( vgui::Panel *pParent, int nFlags );
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~CSoundPicker();
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// overridden frame functions
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virtual void Activate();
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// Forward arrow keys to the list
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virtual void OnKeyCodePressed( vgui::KeyCode code );
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// Sets the current sound choice
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void SetSelectedSound( PickType_t type, const char *pSoundName );
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// Returns the selceted sound name
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PickType_t GetSelectedSoundType();
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const char *GetSelectedSoundName( int nSelectionIndex = -1 );
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int GetSelectedSoundCount();
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private:
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// Purpose: Called when a page is shown
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void RequestGameSoundFilterFocus( );
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// Updates the column header in the chooser
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void UpdateGameSoundColumnHeader( int nMatchCount, int nTotalCount );
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void BuildGameSoundList();
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void RefreshGameSoundList();
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void PlayGameSound( const char *pSoundName );
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void PlayWavSound( const char *pSoundName );
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void StopSoundPreview( );
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void OnGameSoundFilterTextChanged( );
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// Derived classes have this called when the previewed asset changes
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void OnSelectedAssetPicked( const char *pAssetName );
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// Don't play a sound when the next selection is a default selection
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void OnNextSelectionIsDefault();
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// Purpose: builds the gamesound list
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bool IsGameSoundVisible( int hGameSound );
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MESSAGE_FUNC_PARAMS( OnTextChanged, "TextChanged", kv );
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MESSAGE_FUNC_PARAMS( OnItemSelected, "ItemSelected", kv );
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MESSAGE_FUNC( OnPageChanged, "PageChanged" );
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vgui::TextEntry *m_pGameSoundFilter;
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vgui::PropertySheet *m_pViewsSheet;
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vgui::PropertyPage *m_pGameSoundPage;
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vgui::PropertyPage *m_pWavPage;
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vgui::ListPanel *m_pGameSoundList;
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CUtlString m_GameSoundFilter;
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int m_nPlayingSound;
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unsigned char m_nSoundSuppressionCount;
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friend class CSoundPickerFrame;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Modal sound picker window
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//-----------------------------------------------------------------------------
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class CSoundPickerFrame : public CBaseAssetPickerFrame
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{
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DECLARE_CLASS_SIMPLE( CSoundPickerFrame, CBaseAssetPickerFrame );
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public:
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CSoundPickerFrame( vgui::Panel *pParent, const char *pTitle, int nFlags );
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virtual ~CSoundPickerFrame();
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// Purpose: Activate the dialog
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// The message "SoundSelected" will be sent if a sound is picked
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// Pass in optional context keyvalues to be added to any messages sent by the sound picker
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void DoModal( CSoundPicker::PickType_t initialType, const char *pInitialValue, KeyValues *pContextKeyValues = NULL );
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virtual void OnCommand( const char *pCommand );
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};
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#endif // SOUNDPICKER_H
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