mirror of
https://github.com/dhewm/dhewm3.git
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138 lines
4.7 KiB
C++
138 lines
4.7 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __DIALOGSOUND_H__
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#define __DIALOGSOUND_H__
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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/////////////////////////////////////////////////////////////////////////////
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// CDialogSound dialog
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class CDialogSound : public CDialog {
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public:
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CDialogSound(CWnd* pParent = NULL); // standard constructor\
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void Set( const idDict *source );
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void Get( idDict *dest );
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enum { NONE, SOUNDS, SOUNDPARENT, WAVES, WAVEDIR, INUSESOUNDS };
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//{{AFX_VIRTUAL(CDialogSound)
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virtual BOOL OnInitDialog();
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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protected:
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//{{AFX_MSG(CDialogSound)
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afx_msg void OnActivate(UINT nState, CWnd* pWndOther, BOOL bMinimized);
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afx_msg void OnMove( int x, int y );
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afx_msg void OnDestroy();
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afx_msg void OnBtnSavemap();
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afx_msg void OnBtnSwitchtogame();
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afx_msg void OnBtnApply();
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afx_msg void OnChangeEditVolume();
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afx_msg void OnBtnRefresh();
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afx_msg void OnBtnPlaysound();
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afx_msg void OnDblclkTreeSounds(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnSelchangedTreeSounds(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnCheckPlay();
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afx_msg void OnBtnEdit();
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afx_msg void OnBtnDrop();
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afx_msg void OnBtnGroup();
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afx_msg void OnBtnSavemapas();
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afx_msg void OnBtnYup();
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afx_msg void OnBtnYdn();
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afx_msg void OnBtnXdn();
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afx_msg void OnBtnXup();
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afx_msg void OnBtnZup();
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afx_msg void OnBtnZdn();
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afx_msg void OnBtnTrigger();
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afx_msg void OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar);
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afx_msg void OnCheckGrouponly();
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afx_msg void OnSelchangeComboGroups();
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afx_msg void OnSelchangeComboSpeakers();
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afx_msg void OnBtnDown();
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afx_msg void OnBtnUp();
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afx_msg void OnBtnRefreshspeakers();
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afx_msg void OnBtnRefreshwave();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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private:
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//{{AFX_DATA(CDialogSound)
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enum { IDD = IDD_DIALOG_SOUND };
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CComboBox comboSpeakers;
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CComboBox comboGroups;
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CEdit editVolume;
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CTreeCtrl treeSounds;
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CString strName;
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float fVolume;
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float fMax;
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float fMin;
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CString strShader;
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BOOL bPlay;
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int bTriggered;
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int bOmni;
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CString strGroup;
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BOOL bGroupOnly;
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BOOL bOcclusion;
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float leadThrough;
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BOOL plain;
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float random;
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float wait;
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float shakes;
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BOOL looping;
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BOOL unclamped;
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//}}AFX_DATA
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CString playSound;
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idHashTable<HTREEITEM> quickTree;
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HTREEITEM inUseTree;
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private:
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void AddSounds(bool rootItem);
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HTREEITEM AddStrList(const char *root, const idStrList &list, int id);
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HTREEITEM InsertTreeItem(const char *name, const char *fullName, HTREEITEM item);
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idStr RebuildItemName(const char *root, HTREEITEM item);
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void UpdateSelectedOrigin(float x, float y, float z);
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void AddGroups();
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void AddSpeakers();
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void AddInUseSounds();
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void ApplyChanges( bool volumeOnly = false , bool updateInUseTree = true );
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void SetWaveSize( const char *p = NULL );
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void SetVolume( float f );
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virtual BOOL PreTranslateMessage(MSG* pMsg);
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};
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif /* !__DIALOGSOUND_H__ */
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