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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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// $NoKeywords: $
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//
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//=============================================================================//
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#include "dme_controls/AttributeSoundPickerPanel.h"
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#include "dme_controls/soundpicker.h"
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#include "tier1/KeyValues.h"
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#include "dme_controls/AttributeTextEntry.h"
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#include "datamodel/dmelement.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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// Constructor
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//-----------------------------------------------------------------------------
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CAttributeSoundPickerPanel::CAttributeSoundPickerPanel( vgui::Panel *parent, const AttributeWidgetInfo_t &info ) :
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BaseClass( parent, info )
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{
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}
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CAttributeSoundPickerPanel::~CAttributeSoundPickerPanel()
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{
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}
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//-----------------------------------------------------------------------------
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// Called when it's time to show the sound picker
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//-----------------------------------------------------------------------------
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void CAttributeSoundPickerPanel::ShowPickerDialog()
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{
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// Open file
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CSoundPicker::PickType_t pickType = CSoundPicker::PICK_ALL;
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const char *pTextType = GetTextType();
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if ( pTextType )
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{
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if ( !Q_stricmp( pTextType, "gamesoundName" ) )
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{
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pickType = CSoundPicker::PICK_GAMESOUNDS;
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}
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else if ( !Q_stricmp( pTextType, "wavName" ) )
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{
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pickType = CSoundPicker::PICK_WAVFILES;
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}
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}
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const char *pCurrentSound = GetAttributeValue<CUtlString>().Get();
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CSoundPickerFrame *pSoundPickerDialog = new CSoundPickerFrame( this, "Select sound", pickType );
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pSoundPickerDialog->AddActionSignalTarget( this );
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if ( pickType == CSoundPicker::PICK_ALL )
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{
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pickType = CSoundPicker::PICK_NONE;
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}
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pSoundPickerDialog->DoModal( pickType, pCurrentSound );
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}
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//-----------------------------------------------------------------------------
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// Called when the sound picker has picked a sound
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//-----------------------------------------------------------------------------
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void CAttributeSoundPickerPanel::OnSoundSelected( KeyValues *pKeyValues )
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{
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// We're either going to get an activity or sequence name
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const char *pGameSoundName = pKeyValues->GetString( "gamesound", NULL );
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const char *pSoundName = pKeyValues->GetString( "wav", pGameSoundName );
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if ( !pSoundName || !pSoundName[ 0 ] )
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return;
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// Apply to text panel
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m_pData->SetText( pSoundName );
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SetDirty(true);
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if ( IsAutoApply() )
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{
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Apply();
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}
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}
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