//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "dme_controls/AttributeSoundPickerPanel.h" #include "dme_controls/soundpicker.h" #include "tier1/KeyValues.h" #include "dme_controls/AttributeTextEntry.h" #include "datamodel/dmelement.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" using namespace vgui; //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CAttributeSoundPickerPanel::CAttributeSoundPickerPanel( vgui::Panel *parent, const AttributeWidgetInfo_t &info ) : BaseClass( parent, info ) { } CAttributeSoundPickerPanel::~CAttributeSoundPickerPanel() { } //----------------------------------------------------------------------------- // Called when it's time to show the sound picker //----------------------------------------------------------------------------- void CAttributeSoundPickerPanel::ShowPickerDialog() { // Open file CSoundPicker::PickType_t pickType = CSoundPicker::PICK_ALL; const char *pTextType = GetTextType(); if ( pTextType ) { if ( !Q_stricmp( pTextType, "gamesoundName" ) ) { pickType = CSoundPicker::PICK_GAMESOUNDS; } else if ( !Q_stricmp( pTextType, "wavName" ) ) { pickType = CSoundPicker::PICK_WAVFILES; } } const char *pCurrentSound = GetAttributeValue().Get(); CSoundPickerFrame *pSoundPickerDialog = new CSoundPickerFrame( this, "Select sound", pickType ); pSoundPickerDialog->AddActionSignalTarget( this ); if ( pickType == CSoundPicker::PICK_ALL ) { pickType = CSoundPicker::PICK_NONE; } pSoundPickerDialog->DoModal( pickType, pCurrentSound ); } //----------------------------------------------------------------------------- // Called when the sound picker has picked a sound //----------------------------------------------------------------------------- void CAttributeSoundPickerPanel::OnSoundSelected( KeyValues *pKeyValues ) { // We're either going to get an activity or sequence name const char *pGameSoundName = pKeyValues->GetString( "gamesound", NULL ); const char *pSoundName = pKeyValues->GetString( "wav", pGameSoundName ); if ( !pSoundName || !pSoundName[ 0 ] ) return; // Apply to text panel m_pData->SetText( pSoundName ); SetDirty(true); if ( IsAutoApply() ) { Apply(); } }