quadrilateralcowboy/tools/sound/DialogSound.h

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2020-06-12 21:06:25 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __DIALOGSOUND_H__
#define __DIALOGSOUND_H__
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
/////////////////////////////////////////////////////////////////////////////
// CDialogSound dialog
class CDialogSound : public CDialog {
public:
CDialogSound(CWnd* pParent = NULL); // standard constructor\
void Set( const idDict *source );
void Get( idDict *dest );
enum { NONE, SOUNDS, SOUNDPARENT, WAVES, WAVEDIR, INUSESOUNDS };
//{{AFX_VIRTUAL(CDialogSound)
virtual BOOL OnInitDialog();
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
protected:
//{{AFX_MSG(CDialogSound)
afx_msg void OnActivate(UINT nState, CWnd* pWndOther, BOOL bMinimized);
afx_msg void OnMove( int x, int y );
afx_msg void OnDestroy();
afx_msg void OnBtnSavemap();
afx_msg void OnBtnSwitchtogame();
afx_msg void OnBtnApply();
afx_msg void OnChangeEditVolume();
afx_msg void OnBtnRefresh();
afx_msg void OnBtnPlaysound();
afx_msg void OnDblclkTreeSounds(NMHDR* pNMHDR, LRESULT* pResult);
afx_msg void OnSelchangedTreeSounds(NMHDR* pNMHDR, LRESULT* pResult);
afx_msg void OnCheckPlay();
afx_msg void OnBtnEdit();
afx_msg void OnBtnDrop();
afx_msg void OnBtnGroup();
afx_msg void OnBtnSavemapas();
afx_msg void OnBtnYup();
afx_msg void OnBtnYdn();
afx_msg void OnBtnXdn();
afx_msg void OnBtnXup();
afx_msg void OnBtnZup();
afx_msg void OnBtnZdn();
afx_msg void OnBtnTrigger();
afx_msg void OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar);
afx_msg void OnCheckGrouponly();
afx_msg void OnSelchangeComboGroups();
afx_msg void OnSelchangeComboSpeakers();
afx_msg void OnBtnDown();
afx_msg void OnBtnUp();
afx_msg void OnBtnRefreshspeakers();
afx_msg void OnBtnRefreshwave();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
private:
//{{AFX_DATA(CDialogSound)
enum { IDD = IDD_DIALOG_SOUND };
CComboBox comboSpeakers;
CComboBox comboGroups;
CEdit editVolume;
CTreeCtrl treeSounds;
CString strName;
float fVolume;
float fMax;
float fMin;
CString strShader;
BOOL bPlay;
int bTriggered;
int bOmni;
CString strGroup;
BOOL bGroupOnly;
BOOL bOcclusion;
float leadThrough;
BOOL plain;
float random;
float wait;
float shakes;
BOOL looping;
BOOL unclamped;
//}}AFX_DATA
CString playSound;
idHashTable<HTREEITEM> quickTree;
HTREEITEM inUseTree;
private:
void AddSounds(bool rootItem);
HTREEITEM AddStrList(const char *root, const idStrList &list, int id);
HTREEITEM InsertTreeItem(const char *name, const char *fullName, HTREEITEM item);
idStr RebuildItemName(const char *root, HTREEITEM item);
void UpdateSelectedOrigin(float x, float y, float z);
void AddGroups();
void AddSpeakers();
void AddInUseSounds();
void ApplyChanges( bool volumeOnly = false , bool updateInUseTree = true );
void SetWaveSize( const char *p = NULL );
void SetVolume( float f );
virtual BOOL PreTranslateMessage(MSG* pMsg);
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif /* !__DIALOGSOUND_H__ */