//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include #undef PropertySheet #include "filesystem.h" #include "dme_controls/soundpicker.h" #include "tier1/KeyValues.h" #include "vgui_controls/ListPanel.h" #include "vgui_controls/Button.h" #include "vgui_controls/PropertySheet.h" #include "vgui_controls/PropertyPage.h" #include "dme_controls/filtercombobox.h" #include "vgui/ISurface.h" #include "vgui/iinput.h" #include "dme_controls/dmecontrols.h" #include "soundemittersystem/isoundemittersystembase.h" #include "mathlib/mathlib.h" // FIXME: Move sound code out of the engine + into a library! #include "toolframework/ienginetool.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" using namespace vgui; //----------------------------------------------------------------------------- // // Sound Picker // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sort by sound name //----------------------------------------------------------------------------- static int __cdecl GameSoundSortFunc( vgui::ListPanel *pPanel, const ListPanelItem &item1, const ListPanelItem &item2 ) { bool bRoot1 = item1.kv->GetInt("root") != 0; bool bRoot2 = item2.kv->GetInt("root") != 0; if ( bRoot1 != bRoot2 ) return bRoot1 ? -1 : 1; const char *string1 = item1.kv->GetString("gamesound"); const char *string2 = item2.kv->GetString("gamesound"); return Q_stricmp( string1, string2 ); } //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CSoundPicker::CSoundPicker( vgui::Panel *pParent, int nFlags ) : BaseClass( pParent, "Sound Files", "wav", "sound", "wavName" ) { m_nSoundSuppressionCount = 0; m_nPlayingSound = 0; // Connection problem if this failed Assert( SoundEmitterSystem() ); m_pViewsSheet = new vgui::PropertySheet( this, "ViewsSheet" ); m_pViewsSheet->AddActionSignalTarget( this ); // game sounds m_pGameSoundPage = NULL; m_pGameSoundList = NULL; if ( nFlags & PICK_GAMESOUNDS ) { m_pGameSoundPage = new PropertyPage( m_pViewsSheet, "GameSoundPage" ); m_pGameSoundList = new ListPanel( m_pGameSoundPage, "GameSoundsList" ); m_pGameSoundList->AddColumnHeader( 0, "GameSound", "Game Sound", 52, 0 ); m_pGameSoundList->AddActionSignalTarget( this ); m_pGameSoundList->SetSelectIndividualCells( true ); m_pGameSoundList->SetEmptyListText("No game sounds"); m_pGameSoundList->SetDragEnabled( true ); m_pGameSoundList->SetAutoResize( Panel::PIN_TOPLEFT, Panel::AUTORESIZE_DOWNANDRIGHT, 0, 0, 0, 0 ); m_pGameSoundList->SetSortFunc( 0, GameSoundSortFunc ); m_pGameSoundList->SetSortColumn( 0 ); m_pGameSoundList->SetMultiselectEnabled( ( nFlags & ALLOW_MULTISELECT ) != 0 ); // filter selection m_pGameSoundFilter = new TextEntry( m_pGameSoundPage, "GameSoundFilter" ); m_pGameSoundFilter->AddActionSignalTarget( this ); m_pGameSoundPage->LoadControlSettings( "resource/soundpickergamesoundpage.res" ); m_pViewsSheet->AddPage( m_pGameSoundPage, "Game Sounds" ); } // wav files m_pWavPage = NULL; if ( nFlags & PICK_WAVFILES ) { m_pWavPage = new PropertyPage( m_pViewsSheet, "WavPage" ); bool bAllowMultiselect = ( nFlags & ALLOW_MULTISELECT ) != 0; CreateStandardControls( m_pWavPage, bAllowMultiselect ); AddExtension( "mp3" ); m_pWavPage->LoadControlSettings( "resource/soundpickerwavpage.res" ); m_pViewsSheet->AddPage( m_pWavPage, "WAVs" ); } LoadControlSettings( "resource/soundpicker.res" ); } //----------------------------------------------------------------------------- // Purpose: Destructor //----------------------------------------------------------------------------- CSoundPicker::~CSoundPicker() { StopSoundPreview(); } //----------------------------------------------------------------------------- // Purpose: called to open //----------------------------------------------------------------------------- void CSoundPicker::Activate() { BaseClass::Activate(); if ( m_pGameSoundPage ) { BuildGameSoundList(); } } //----------------------------------------------------------------------------- // Sets the current sound choice //----------------------------------------------------------------------------- void CSoundPicker::SetSelectedSound( PickType_t type, const char *pSoundName ) { if ( type == PICK_NONE || !pSoundName ) return; if ( m_pGameSoundPage && ( type == PICK_GAMESOUNDS ) ) { m_pViewsSheet->SetActivePage( m_pGameSoundPage ); m_pGameSoundFilter->SetText( pSoundName ); } if ( m_pWavPage && ( type == PICK_WAVFILES ) ) { m_pViewsSheet->SetActivePage( m_pWavPage ); SetInitialSelection( pSoundName ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CSoundPicker::OnKeyCodePressed( KeyCode code ) { if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) ) { if (( code == KEY_UP ) || ( code == KEY_DOWN ) || ( code == KEY_PAGEUP ) || ( code == KEY_PAGEDOWN )) { KeyValues *pMsg = new KeyValues( "KeyCodePressed", "code", code ); vgui::ipanel()->SendMessage( m_pGameSoundList->GetVPanel(), pMsg, GetVPanel() ); pMsg->deleteThis(); return; } } BaseClass::OnKeyCodePressed( code ); } //----------------------------------------------------------------------------- // Purpose: builds the gamesound list //----------------------------------------------------------------------------- bool CSoundPicker::IsGameSoundVisible( int hGameSound ) { const char *pSoundName = SoundEmitterSystem()->GetSoundName( hGameSound ); return ( !m_GameSoundFilter.Length() || Q_stristr( pSoundName, m_GameSoundFilter.Get() ) ); } //----------------------------------------------------------------------------- // Updates the column header in the chooser //----------------------------------------------------------------------------- void CSoundPicker::UpdateGameSoundColumnHeader( int nMatchCount, int nTotalCount ) { char pColumnTitle[512]; Q_snprintf( pColumnTitle, sizeof(pColumnTitle), "%s (%d/%d)", "Game Sound", nMatchCount, nTotalCount ); m_pGameSoundList->SetColumnHeaderText( 0, pColumnTitle ); } //----------------------------------------------------------------------------- // Purpose: builds the gamesound list //----------------------------------------------------------------------------- void CSoundPicker::BuildGameSoundList() { if ( !m_pGameSoundList ) return; m_pGameSoundList->RemoveAll(); int nTotalCount = 0; int i = SoundEmitterSystem()->First(); while ( i != SoundEmitterSystem()->InvalidIndex() ) { const char *pSoundName = SoundEmitterSystem()->GetSoundName( i ); bool bInRoot = !strchr( pSoundName, '\\' ) && !strchr( pSoundName, '/' ); KeyValues *kv = new KeyValues( "node", "gamesound", pSoundName ); kv->SetInt( "gameSoundHandle", i ); kv->SetInt( "root", bInRoot ); int nItemID = m_pGameSoundList->AddItem( kv, 0, false, false ); m_pGameSoundList->SetItemVisible( nItemID, IsGameSoundVisible( i ) ); KeyValues *pDrag = new KeyValues( "drag", "text", pSoundName ); pDrag->SetString( "texttype", "gamesoundName" ); m_pGameSoundList->SetItemDragData( nItemID, pDrag ); ++nTotalCount; i = SoundEmitterSystem()->Next( i ); } m_pGameSoundList->SortList(); if ( m_pGameSoundList->GetItemCount() > 0 ) { int nItemID = m_pGameSoundList->GetItemIDFromRow( 0 ); // This prevents the refreshing of the sound list from playing the sound ++m_nSoundSuppressionCount; m_pGameSoundList->SetSelectedCell( nItemID, 0 ); } UpdateGameSoundColumnHeader( nTotalCount, nTotalCount ); } //----------------------------------------------------------------------------- // Purpose: refreshes the gamesound list //----------------------------------------------------------------------------- void CSoundPicker::RefreshGameSoundList() { if ( !m_pGameSoundList ) return; // Check the filter matches int nMatchingGameSounds = 0; int nTotalCount = 0; for ( int nItemID = m_pGameSoundList->FirstItem(); nItemID != m_pGameSoundList->InvalidItemID(); nItemID = m_pGameSoundList->NextItem( nItemID ) ) { KeyValues *kv = m_pGameSoundList->GetItem( nItemID ); int hGameSound = kv->GetInt( "gameSoundHandle", SoundEmitterSystem()->InvalidIndex() ); if ( hGameSound == SoundEmitterSystem()->InvalidIndex() ) continue; bool bIsVisible = IsGameSoundVisible( hGameSound ); m_pGameSoundList->SetItemVisible( nItemID, bIsVisible ); if ( bIsVisible ) { ++nMatchingGameSounds; } ++nTotalCount; } UpdateGameSoundColumnHeader( nMatchingGameSounds, nTotalCount ); if ( ( m_pGameSoundList->GetSelectedItemsCount() == 0 ) && ( m_pGameSoundList->GetItemCount() > 0 ) ) { int nItemID = m_pGameSoundList->GetItemIDFromRow( 0 ); // This prevents the refreshing of the sound list from playing the sound ++m_nSoundSuppressionCount; m_pGameSoundList->SetSelectedCell( nItemID, 0 ); } } //----------------------------------------------------------------------------- // Purpose: Update filter when text changes //----------------------------------------------------------------------------- void CSoundPicker::OnGameSoundFilterTextChanged( ) { int nLength = m_pGameSoundFilter->GetTextLength(); m_GameSoundFilter.SetLength( nLength ); if ( nLength > 0 ) { m_pGameSoundFilter->GetText( m_GameSoundFilter.GetForModify(), nLength+1 ); } RefreshGameSoundList(); } //----------------------------------------------------------------------------- // Purpose: refreshes dialog on filter changing //----------------------------------------------------------------------------- void CSoundPicker::OnTextChanged( KeyValues *pKeyValues ) { vgui::Panel *pSource = (vgui::Panel*)pKeyValues->GetPtr( "panel" ); if ( pSource == m_pGameSoundFilter ) { OnGameSoundFilterTextChanged(); return; } BaseClass::OnTextChanged( pKeyValues ); } //----------------------------------------------------------------------------- // Purpose: Called when a page is shown //----------------------------------------------------------------------------- void CSoundPicker::RequestGameSoundFilterFocus( ) { m_pGameSoundFilter->SelectAllOnFirstFocus( true ); m_pGameSoundFilter->RequestFocus(); } //----------------------------------------------------------------------------- // Purpose: Called when a page is shown //----------------------------------------------------------------------------- void CSoundPicker::OnPageChanged( ) { StopSoundPreview(); if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) ) { RequestGameSoundFilterFocus(); } if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) ) { RequestFilterFocus(); } } //----------------------------------------------------------------------------- // Stop sound preview //----------------------------------------------------------------------------- void CSoundPicker::StopSoundPreview( ) { if ( m_nPlayingSound != 0 ) { EngineTool()->StopSoundByGuid( m_nPlayingSound ); m_nPlayingSound = 0; } } //----------------------------------------------------------------------------- // Plays a gamesound //----------------------------------------------------------------------------- void CSoundPicker::PlayGameSound( const char *pSoundName ) { StopSoundPreview(); CSoundParameters params; if ( SoundEmitterSystem()->GetParametersForSound( pSoundName, params, GENDER_NONE ) ) { m_nPlayingSound = EngineTool()->StartSound( 0, true, -1, CHAN_STATIC, params.soundname, params.volume, params.soundlevel, vec3_origin, vec3_origin, 0, params.pitch, false, params.delay_msec / 1000.0f ); } } //----------------------------------------------------------------------------- // Plays a wav file //----------------------------------------------------------------------------- void CSoundPicker::PlayWavSound( const char *pSoundName ) { StopSoundPreview(); m_nPlayingSound = EngineTool()->StartSound( 0, true, -1, CHAN_STATIC, pSoundName, VOL_NORM, SNDLVL_NONE, vec3_origin, vec3_origin, 0, PITCH_NORM, false, 0 ); } //----------------------------------------------------------------------------- // Don't play a sound when the next selection is a default selection //----------------------------------------------------------------------------- void CSoundPicker::OnNextSelectionIsDefault() { ++m_nSoundSuppressionCount; } //----------------------------------------------------------------------------- // Derived classes have this called when the previewed asset changes //----------------------------------------------------------------------------- void CSoundPicker::OnSelectedAssetPicked( const char *pAssetName ) { bool bPlaySounds = true; if ( m_nSoundSuppressionCount > 0 ) { --m_nSoundSuppressionCount; bPlaySounds = false; } if ( pAssetName && bPlaySounds ) { PlayWavSound( pAssetName ); } } //----------------------------------------------------------------------------- // Purpose: refreshes dialog on text changing //----------------------------------------------------------------------------- void CSoundPicker::OnItemSelected( KeyValues *kv ) { Panel *pPanel = (Panel *)kv->GetPtr( "panel", NULL ); if ( m_pGameSoundList && (pPanel == m_pGameSoundList ) ) { bool bPlaySounds = true; if ( m_nSoundSuppressionCount > 0 ) { --m_nSoundSuppressionCount; bPlaySounds = false; } const char *pGameSoundName = GetSelectedSoundName(); if ( pGameSoundName && bPlaySounds ) { int len = V_strlen( pGameSoundName ); char *soundname = ( char* )stackalloc( len + 2 ); soundname[ 0 ] = '#'; // mark sound to bypass the dsp V_strncpy( soundname + 1, pGameSoundName, len + 1 ); PlayGameSound( soundname ); } return; } BaseClass::OnItemSelected( kv ); } //----------------------------------------------------------------------------- // Gets the selected sound type //----------------------------------------------------------------------------- CSoundPicker::PickType_t CSoundPicker::GetSelectedSoundType( ) { if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) ) return PICK_GAMESOUNDS; if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) ) return PICK_WAVFILES; return PICK_NONE; } //----------------------------------------------------------------------------- // Returns the selected sound count //----------------------------------------------------------------------------- int CSoundPicker::GetSelectedSoundCount() { if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) ) return m_pGameSoundList->GetSelectedItemsCount(); if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) ) return GetSelectedAssetCount(); return 0; } //----------------------------------------------------------------------------- // Returns the selected sound //----------------------------------------------------------------------------- const char *CSoundPicker::GetSelectedSoundName( int nSelectionIndex ) { if ( m_pGameSoundPage && ( m_pViewsSheet->GetActivePage() == m_pGameSoundPage ) ) { int nCount = m_pGameSoundList->GetSelectedItemsCount(); if ( nCount == 0 ) return NULL; if ( nSelectionIndex < 0 ) { nSelectionIndex = nCount - 1; } int nIndex = m_pGameSoundList->GetSelectedItem( nSelectionIndex ); if ( nIndex >= 0 ) { KeyValues *pkv = m_pGameSoundList->GetItem( nIndex ); return pkv->GetString( "gamesound", NULL ); } return NULL; } if ( m_pWavPage && ( m_pViewsSheet->GetActivePage() == m_pWavPage ) ) return GetSelectedAsset( nSelectionIndex ); return NULL; } //----------------------------------------------------------------------------- // // Purpose: Modal picker frame // //----------------------------------------------------------------------------- CSoundPickerFrame::CSoundPickerFrame( vgui::Panel *pParent, const char *pTitle, int nFlags ) : BaseClass( pParent ) { SetAssetPicker( new CSoundPicker( this, nFlags ) ); LoadControlSettingsAndUserConfig( "resource/soundpickerframe.res" ); SetTitle( pTitle, false ); } CSoundPickerFrame::~CSoundPickerFrame() { } //----------------------------------------------------------------------------- // Purpose: Activate the dialog //----------------------------------------------------------------------------- void CSoundPickerFrame::DoModal( CSoundPicker::PickType_t initialType, const char *pInitialValue, KeyValues *pContextKeyValues ) { vgui::surface()->SetCursor( dc_hourglass ); CSoundPicker *pPicker = static_cast ( GetAssetPicker() ); if ( initialType != CSoundPicker::PICK_NONE && pInitialValue ) { pPicker->SetSelectedSound( initialType, pInitialValue ); } BaseClass::DoModal( pContextKeyValues ); } //----------------------------------------------------------------------------- // On command //----------------------------------------------------------------------------- void CSoundPickerFrame::OnCommand( const char *pCommand ) { CSoundPicker *pPicker = static_cast ( GetAssetPicker() ); if ( !Q_stricmp( pCommand, "Open" ) ) { CSoundPicker::PickType_t type = pPicker->GetSelectedSoundType( ); if (( type == CSoundPicker::PICK_GAMESOUNDS ) || ( type == CSoundPicker::PICK_WAVFILES )) { const char *pSoundName = pPicker->GetSelectedSoundName(); int len = V_strlen( pSoundName ); char *soundname = ( char* )stackalloc( len + 2 ); soundname[ 0 ] = '#'; // mark sound to bypass the dsp V_strncpy( soundname + 1, pSoundName, len + 1 ); int nSoundCount = pPicker->GetSelectedSoundCount(); KeyValues *pActionKeys = new KeyValues( "SoundSelected" ); pActionKeys->SetInt( "count", nSoundCount ); KeyValues *pSoundList = NULL; if ( type == CSoundPicker::PICK_GAMESOUNDS ) { pActionKeys->SetString( "gamesound", soundname ); if ( pPicker->IsMultiselectEnabled() ) { pSoundList = pActionKeys->FindKey( "gamesounds", true ); } } else { pActionKeys->SetString( "wav", soundname ); if ( pPicker->IsMultiselectEnabled() ) { pSoundList = pActionKeys->FindKey( "wavs", true ); } } if ( pSoundList ) { // Adds them in selection order for ( int i = 0; i < nSoundCount; ++i ) { char pBuf[32]; Q_snprintf( pBuf, sizeof(pBuf), "%d", i ); pSoundName = pPicker->GetSelectedSoundName( i ); len = V_strlen( pSoundName ); soundname = ( char* )malloc( len + 2 ); soundname[ 0 ] = '#'; // mark sound to bypass the dsp V_strncpy( soundname + 1, pSoundName, len + 1 ); pSoundList->SetString( pBuf, soundname ); free( soundname ); } } PostMessageAndClose( pActionKeys ); CloseModal(); } return; } BaseClass::OnCommand( pCommand ); }