dhewm3/neo/tools/sound/DialogSoundGroup.cpp
Daniel Gibson 9a95a2a1cf Building with editor support (on Win w/ VS2017) works \o/
Editor also seems to start, didn't test much further.

Only tested 32bit Windows, I fear the editor code isn't 64bit clean..

I hope I haven't broken anything elsewhere..
2019-01-13 22:52:28 +01:00

89 lines
2.8 KiB
C++

/*
===========================================================================
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.
===========================================================================
*/
#include "tools/edit_gui_common.h"
#include "../../sys/win32/rc/SoundEditor_resource.h"
#include "DialogSoundGroup.h"
/////////////////////////////////////////////////////////////////////////////
// CDialogSoundGroup dialog
CDialogSoundGroup::CDialogSoundGroup(CWnd* pParent /*=NULL*/)
: CDialog(CDialogSoundGroup::IDD, pParent)
{
//{{AFX_DATA_INIT(CDialogSoundGroup)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
}
void CDialogSoundGroup::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDialogSoundGroup)
DDX_Control(pDX, IDC_LIST_GROUPS, lstGroups);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CDialogSoundGroup, CDialog)
//{{AFX_MSG_MAP(CDialogSoundGroup)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDialogSoundGroup message handlers
void CDialogSoundGroup::OnOK()
{
CString str;
int count = lstGroups.GetSelCount();
for (int i = 0; i < count; i++) {
lstGroups.GetText(i, str);
list.Append(str.GetBuffer(0));
}
CDialog::OnOK();
}
BOOL CDialogSoundGroup::OnInitDialog()
{
CDialog::OnInitDialog();
int count = list.Num();
for (int i = 0; i < count; i++) {
lstGroups.AddString(list[i]);
}
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}