Programming/vgui soundscape maker.cpp: Difference between revisions

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(added find function for sound list combo box)
(Added clipboard for copying and pasting)
 
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#include <vgui_controls/Menu.h>
#include <vgui_controls/Menu.h>
#include <vgui_controls/MenuItem.h>
#include <vgui_controls/MenuItem.h>
#include <vgui_controls/RichText.h>
#include <vgui/ISystem.h>
#include <engine/IEngineSound.h>
#include <engine/IEngineSound.h>
#include <vgui/IVGui.h>
#include <vgui/IVGui.h>
#include <vgui/IInput.h>
#include <vgui/IInput.h>
#include <vgui/ISurface.h>
#include <vgui/ISurface.h>
#include <ienginevgui.h>
#include <filesystem.h>
#include <filesystem.h>
#include <usermessages.h>
#include <fmtstr.h>
#include <fmtstr.h>


//selected text mode
//graph panel for debugging
enum class SoundscapeMode
 
class CGraphPanel : public vgui::Panel
{
{
Mode_Random,
public:
Mode_Soundscape,
DECLARE_CLASS_SIMPLE(CGraphPanel, vgui::Panel);
Mode_Looping,
 
CGraphPanel(Panel* parent, const char* panelName);
 
//think and paint
virtual void OnThink();
virtual void Paint();
 
//start and stop functions
virtual void Start();
virtual void Stop();
virtual void Restart();
virtual void Clear();
 
//Adding/doing stuff to lines functions
virtual void AddLine(bool ascending, unsigned char r, unsigned char g, unsigned char b, float speed, float flGraphWidthFraction = 1.0f);
virtual void RemoveLine(int index);
 
//set functions
virtual void SetDuration(float seconds) { m_flDuration = seconds; }
virtual void SetHorizontalLinesMax(float seconds) { m_nHorizontalLinesMax = seconds; }
virtual void SetMaxTextValue(float maxvalue) { m_flMaxValue = maxvalue; }
 
//other
virtual void ApplySchemeSettings(vgui::IScheme* scheme);
 
//sets the font
void SetFont(vgui::HFont font) { m_Font = font; }
inline vgui::HFont GetFont() { return m_Font; };
 
//gets the number of lines
int GetNumLines() { return m_Lines.Count(); }
 
private:
 
//line information
struct LineInfo
{
float startTime;
float offset;
float elapsedWhenStopped;
float m_flGraphWidthFraction;
bool ascending;
unsigned char r, g, b;
float speed;
};
 
//lines and other stuff
CUtlVector<LineInfo> m_Lines;
float m_flDuration;
float m_flTimeOffset;
bool m_bRunning;
 
//mad horizontal lines
int m_nHorizontalLinesMax = 2;
float m_flMaxValue = 1.0f;
 
vgui::HFont m_Font;
};
};


//dsp effects
extern vgui::ILocalize* g_pVGuiLocalize;
static const char* g_DspEffects[] = {
 
"Normal (off)",
//-----------------------------------------------------------------------------
"Generic",
// Purpose: Graph panel
"Metal Small",
//-----------------------------------------------------------------------------
"Metal Medium",
CGraphPanel::CGraphPanel(Panel* parent, const char* panelName)
"Metal Large",
: BaseClass(parent, panelName)
"Tunnel Small",
{
"Tunnel Medium",
SetPaintBackgroundEnabled(false);
"Tunnel Large",
m_flDuration = 2.0f;
"Chamber Small",
m_bRunning = false;
"Chamber Medium",
m_flTimeOffset = 0.0f;
"Chamber Large",
m_Font = vgui::INVALID_FONT;
"Bright Small",
SetBgColor(Color(0, 0, 0, 255));
"Bright Medium",
}
"Bright Large",
 
"Water 1",
//-----------------------------------------------------------------------------
"Water 2",
// Purpose: Called when this panel thinks
"Water 3",
//-----------------------------------------------------------------------------
"Concrete Small",
void CGraphPanel::OnThink()
"Concrete Medium",
{
"Concrete Large",
if (m_bRunning)
"Big 1",
Repaint();
"Big 2",
}
"Big 3",
 
"Cavern Small",
//-----------------------------------------------------------------------------
"Cavern Medium",
// Purpose: Called when this panel paints
"Cavern Large",
//-----------------------------------------------------------------------------
"Weirdo 1",
void CGraphPanel::Paint()
"Weirdo 2",
{
"Weirdo 3",
//get size
};
int w, h;
GetSize(w, h);
 
//set fill background
vgui::surface()->DrawSetColor(GetBgColor());
vgui::surface()->DrawFilledRect(0, 0, w, h);


//sound levels
//draw horizontal grid lines
static const char* g_SoundLevels[] = {
if (m_nHorizontalLinesMax > 1)
"SNDLVL_50dB",
{
"SNDLVL_55dB",
vgui::surface()->DrawSetColor(100, 100, 100, 128); //grey lines
"SNDLVL_IDLE",
 
"SNDLVL_TALKING",
//draw lines
"SNDLVL_60dB",
for (int i = 0; i < m_nHorizontalLinesMax; ++i)
"SNDLVL_65dB",
{
"SNDLVL_STATIC",
float frac = (float)i / (m_nHorizontalLinesMax - 1);
"SNDLVL_70dB",
int y = h - (int)(frac * h);
"SNDLVL_NORM",
"SNDLVL_75dB",
"SNDLVL_80dB",
"SNDLVL_85dB",
"SNDLVL_90dB",
"SNDLVL_95dB",
"SNDLVL_100dB",
"SNDLVL_105dB",
"SNDLVL_120dB",
"SNDLVL_130dB",
"SNDLVL_GUNFIRE",
"SNDLVL_140dB",
"SNDLVL_150dB"
};


//holds all the sound names
//draw the line
static CUtlVector<char*> g_SoundDirectories;
vgui::surface()->DrawLine(0, y, w, y);


//-----------------------------------------------------------------------------
float labelValue = frac * m_flMaxValue;
// Purpose: Sort function for utl vector
//-----------------------------------------------------------------------------
static int VectorSortFunc(char* const* p1, char* const* p2)
{
return Q_stricmp(*p1, *p2);
}


//-----------------------------------------------------------------------------
char buf[32];
// Purpose: Gets all the sound names and stores them into g_SoundDirectories
Q_snprintf(buf, sizeof(buf), "%.2f", labelValue);
//-----------------------------------------------------------------------------
static void GetSoundNames()
{
//first off clear the sound array first
for (int i = 0; i < g_SoundDirectories.Count(); i++)
free(g_SoundDirectories[i]);


g_SoundDirectories.RemoveAll();
vgui::surface()->DrawSetTextFont(GetFont());
vgui::surface()->DrawSetTextColor(255, 255, 255, 255);


//directories to search
//set text pos
CUtlVector<char*> directoriesToSearch;
if (labelValue == m_flMaxValue)
directoriesToSearch.AddToTail(strdup("sound"));
vgui::surface()->DrawSetTextPos(5, y);
else if (labelValue <= 0.0f)
vgui::surface()->DrawSetTextPos(5, y - 14);
else
vgui::surface()->DrawSetTextPos(5, y - 8);
 
wchar_t wbuf[32];
g_pVGuiLocalize->ConvertANSIToUnicode(buf, wbuf, sizeof(wbuf));
vgui::surface()->DrawPrintText(wbuf, wcslen(wbuf));
}
}
 
//get now time
float now = vgui::system()->GetFrameTime();


//loop until all directories have been processed
//now draw the graphs
while (directoriesToSearch.Count() > 0)
for (int i = 0; i < m_Lines.Count(); ++i)
{
{
//take the last added directory (depth-first search)
//get line info
char* currentDir = directoriesToSearch[directoriesToSearch.Count() - 1];
const LineInfo& line = m_Lines[i];
directoriesToSearch.Remove(directoriesToSearch.Count() - 1);
 
//set color
vgui::surface()->DrawSetColor(line.r, line.g, line.b, 255);
 
//do stuff
float elapsed = m_bRunning ? (now - line.startTime - line.offset) : line.elapsedWhenStopped;
if (elapsed < 0.0f)
continue;
 
float effectiveDuration = m_flDuration / line.speed;
 
if (elapsed > effectiveDuration)
elapsed = effectiveDuration;
 
float progress = elapsed / effectiveDuration;


//create a wildcard path to search all files and subdirs
int lastX = -1;
char searchPath[MAX_PATH];
int lastY = -1;
Q_snprintf(searchPath, sizeof(searchPath), "%s/*", currentDir);


FileFindHandle_t findHandle;
// Calculate the maximum possible width fraction for this line considering the offset
const char* filename = g_pFullFileSystem->FindFirst(searchPath, &findHandle);
float maxWidthForLine = line.m_flGraphWidthFraction - line.offset;
if (maxWidthForLine < 0.0f)
maxWidthForLine = 0.0f; // prevent negative width


while (filename)
//make 128 line points
for (int j = 0; j < 128; ++j)
{
{
//ignore special directories
float t = (float)j / 127.0f;
if (Q_strcmp(filename, ".") != 0 && Q_strcmp(filename, "..") != 0)
 
{
// Stop drawing if t > progress for this line
char fullPath[MAX_PATH];
if (t > progress)
Q_snprintf(fullPath, sizeof(fullPath), "%s/%s", currentDir, filename);
break;
 
float curve;
if (line.ascending)
curve = t * t * t;
else
curve = 1.0f - t * t;
 
// Calculate the X position using offset + scaled max width for this line
float combinedPos = line.offset + t * maxWidthForLine;


//if it's a directory, add it to the list for later processing
// Stop if combinedPos is beyond max graph width fraction (to not draw outside graph area)
if (g_pFullFileSystem->FindIsDirectory(findHandle))
if (combinedPos > line.m_flGraphWidthFraction)
{
break;
directoriesToSearch.AddToTail(strdup(fullPath));
 
}
int x = (int)(w * combinedPos);
else
int y = (int)(h - curve * h);
{
 
//check file extension and print if it's .wav or .mp3
//draw the line
const char* ext = V_GetFileExtension(filename);
if (lastX >= 0 && lastY >= 0)
if (ext && (!Q_stricmp(ext, "wav") || !Q_stricmp(ext, "mp3")))
vgui::surface()->DrawLine(lastX, lastY, x, y);
{
g_SoundDirectories.AddToTail(strdup(fullPath + 6));
}
}
}


// Move to next file
lastX = x;
filename = g_pFullFileSystem->FindNext(findHandle);
lastY = y;
}
}
//free the memory
g_pFullFileSystem->FindClose(findHandle);
free(currentDir);
}
}
//
g_SoundDirectories.Sort(VectorSortFunc);
}
}


//button
//-----------------------------------------------------------------------------
class CSoundscapeButton : public vgui::Button
// Purpose: Starts drawing the graphs
//-----------------------------------------------------------------------------
void CGraphPanel::Start()
{
{
public:
//check for not running
DECLARE_CLASS_SIMPLE(CSoundscapeButton, vgui::Button)
if (!m_bRunning)
{
float now = vgui::system()->GetFrameTime();
for (int i = 0; i < m_Lines.Count(); ++i)
{
if (m_Lines[i].elapsedWhenStopped < m_flDuration / m_Lines[i].speed)
m_Lines[i].startTime = now - m_Lines[i].elapsedWhenStopped;
}


CSoundscapeButton(vgui::Panel* parent, const char* name, const char* text, vgui::Panel* target = nullptr, const char* command = nullptr)
//start running
: BaseClass(parent, name, text, target, command), m_bIsSelected(false)
m_bRunning = true;
{
m_ColorSelected = Color(200, 200, 200, 200);
m_FgColorSelected = Color(0, 0, 0, 255);
}
}
}


//apply scheme settings
//-----------------------------------------------------------------------------
void ApplySchemeSettings(vgui::IScheme* scheme)
// Purpose: Stops drawing the graphs
//-----------------------------------------------------------------------------
void CGraphPanel::Stop()
{
//check for running
if (m_bRunning)
{
{
BaseClass::ApplySchemeSettings(scheme);
float now = vgui::system()->GetFrameTime();
for (int i = 0; i < m_Lines.Count(); ++i)
m_Lines[i].elapsedWhenStopped = now - m_Lines[i].startTime;


m_ColorNotSelected = GetButtonArmedBgColor();
//stop running
m_FgColorNotSelectedd = GetButtonArmedFgColor();
m_bRunning = false;
}
}
}


//paints the background
//-----------------------------------------------------------------------------
void PaintBackground()
// Purpose: Clears the line graph
{
//-----------------------------------------------------------------------------
if (m_bIsSelected)
void CGraphPanel::Clear()
SetBgColor(m_ColorSelected);
{
else
m_Lines.RemoveAll();
SetBgColor(m_ColorNotSelected);
m_flTimeOffset = 0.0f;
m_bRunning = false;
}


BaseClass::PaintBackground();
//-----------------------------------------------------------------------------
}
// Purpose: Resets the lines
//-----------------------------------------------------------------------------
//paints
void CGraphPanel::Restart()
void Paint()
{
for (int i = 0; i < m_Lines.Count(); i++)
{
{
if (m_bIsSelected)
m_Lines[i].startTime = vgui::system()->GetFrameTime();
SetFgColor(m_FgColorSelected);
m_Lines[i].elapsedWhenStopped = 0.0f;
else
SetFgColor(m_FgColorNotSelectedd);
BaseClass::Paint();
}
}


//is this selected or not
m_flTimeOffset += 0.1f;
bool m_bIsSelected;
}
static Color m_ColorSelected;
static Color m_ColorNotSelected;
static Color m_FgColorSelected;
static Color m_FgColorNotSelectedd;
};


Color CSoundscapeButton::m_ColorSelected = Color();
//-----------------------------------------------------------------------------
Color CSoundscapeButton::m_ColorNotSelected = Color();
// Purpose: Adds a line to the line graph
Color CSoundscapeButton::m_FgColorSelected = Color();
//-----------------------------------------------------------------------------
Color CSoundscapeButton::m_FgColorNotSelectedd = Color();
void CGraphPanel::AddLine(bool ascending, unsigned char r, unsigned char g, unsigned char b, float speed, float flGraphWidthFraction)
{
//check speed
if (speed <= 0.0f)
speed = 1.0f;


//create line info
LineInfo line;
line.startTime = vgui::system()->GetFrameTime();
line.ascending = ascending;
line.m_flGraphWidthFraction = flGraphWidthFraction;
line.offset = m_flTimeOffset;
line.elapsedWhenStopped = 0.0f;
line.r = r;
line.g = g;
line.b = b;
line.speed = speed;


//soundscape combo box
//add to lines array
m_Lines.AddToTail(line);
m_flTimeOffset += 0.1f;
}


class CSoundListComboBox : public vgui::ComboBox
//-----------------------------------------------------------------------------
// Purpose: Removes a line graph
//-----------------------------------------------------------------------------
void CGraphPanel::RemoveLine(int index)
{
{
public:
//bounds check
DECLARE_CLASS_SIMPLE(CSoundListComboBox, vgui::ComboBox);
if (index >= m_Lines.Count() || index < 0)
return;


CSoundListComboBox(Panel* parent, const char* panelName, int numLines, bool allowEdit) :
//remove the line
BaseClass(parent, panelName, numLines, allowEdit) {}
m_Lines.Remove(index);


//on key typed. check for menu item with text inside it and if found then
//move everything down
//select that item.
m_flTimeOffset = 0.0f;
void OnKeyTyped(wchar_t unichar)
for (int i = 0; i < m_Lines.Count(); ++i)
{
{
//check for ctrl or shift down
m_Lines[i].offset = m_flTimeOffset;
if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RCONTROL) || unichar == '`')
m_flTimeOffset += 0.1f;
return;
}
}


//open up this combo box
//-----------------------------------------------------------------------------
if (unichar == 13)
// Purpose: Called when scheme settings are set
{
//-----------------------------------------------------------------------------
ShowMenu();
void CGraphPanel::ApplySchemeSettings(vgui::IScheme* scheme)
return;
{
}
SetFont(scheme->GetFont("Default", IsProportional()));
}


BaseClass::OnKeyTyped(unichar);
//selected text mode
enum class SoundscapeMode
{
Mode_Random,
Mode_Soundscape,
Mode_Looping,
};


//check for backspace
//soundscape clipboard type
if (unichar == 8 || unichar == '_')
enum class SoundscapeClipboardType
return;
{
Type_SoundscapeNone,
Type_SoundscapeName,
Type_SoundscapeData,
Type_SoundscapeRandomWave,
};


//get text
//dsp effects
char buf[512];
static const char* g_DspEffects[] = {
GetText(buf, sizeof(buf));
"Normal (off)",
"Generic",
"Metal Small",
"Metal Medium",
"Metal Large",
"Tunnel Small",
"Tunnel Medium",
"Tunnel Large",
"Chamber Small",
"Chamber Medium",
"Chamber Large",
"Bright Small",
"Bright Medium",
"Bright Large",
"Water 1",
"Water 2",
"Water 3",
"Concrete Small",
"Concrete Medium",
"Concrete Large",
"Big 1",
"Big 2",
"Big 3",
"Cavern Small",
"Cavern Medium",
"Cavern Large",
"Weirdo 1",
"Weirdo 2",
"Weirdo 3",
};


//look for sound with same name
//sound levels
for (int i = 0; i < g_SoundDirectories.Count(); i++)
static const char* g_SoundLevels[] = {
{
"SNDLVL_50dB",
if (Q_stristr(g_SoundDirectories[i], buf))
"SNDLVL_55dB",
{
"SNDLVL_IDLE",
GetMenu()->SetCurrentlyHighlightedItem(i);
"SNDLVL_TALKING",
return;
"SNDLVL_60dB",
}
"SNDLVL_65dB",
}
"SNDLVL_STATIC",
}
"SNDLVL_70dB",
"SNDLVL_NORM",
"SNDLVL_75dB",
"SNDLVL_80dB",
"SNDLVL_85dB",
"SNDLVL_90dB",
"SNDLVL_95dB",
"SNDLVL_100dB",
"SNDLVL_105dB",
"SNDLVL_120dB",
"SNDLVL_130dB",
"SNDLVL_GUNFIRE",
"SNDLVL_140dB",
"SNDLVL_150dB"
};
};


bool g_bSSMHack = false;


//sounds list panel
//max clipboard size
#define MAX_CLIPBOARD_ITEMS 10


#define SOUND_LIST_PANEL_WIDTH 325
//current clipboard stuff
#define SOUND_LIST_PANEL_HEIGHT 155
static CUtlVector<KeyValues*> CurrClipboardName; //for soundscape name
#define SOUND_LIST_PLAY_COMMAND "PlaySound"
static CUtlVector<KeyValues*> CurrClipboardData; //for soundscape data
#define SOUND_LIST_STOP_COMMAND "StopSound"
static CUtlVector<KeyValues*> CurrClipboardRandom; //for random wave
#define SOUND_LIST_INSERT_COMMAND "Insert"
#define SOUND_LIST_RELOAD_COMMAND "Reload"


class CSoundListPanel : public vgui::Frame
//-----------------------------------------------------------------------------
// Purpose: Helper funciton to compare vector and string
//-----------------------------------------------------------------------------
int Q_vecstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
{
{
public:
//check for null substring
DECLARE_CLASS_SIMPLE(CSoundListPanel, vgui::Frame);
if (!substr || !*substr)
return -1;


CSoundListPanel(vgui::VPANEL parent, const char* name);
//store variables
int substrLen = Q_strlen(substr);


//initalizes sound combo box
//search for match
void InitalizeSounds();
for (int i = startindex; i <= endindex; ++i)
{
bool match = true;
for (int j = 0; j < substrLen; ++j)
{
wchar_t wc = vec[i + j];
char ch = substr[j];
if (wc != ch)
{
match = false;
break;
}
}


//other
//found match
void OnCommand(const char* pszCommand);
if (match)
void OnClose();
return i;
}


private:
//didnt find match
CSoundListComboBox* m_SoundsList;
return -1;
vgui::Button* m_PlayButton;
}
vgui::Button* m_StopSoundButton;
vgui::Button* m_InsertButton;
vgui::Button* m_ReloadSounds;
 
//current sound guid
int m_iSongGuid = -1;
};


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Purpose: Helper funciton to compare vector and string but reversed
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
int Q_vecrstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
: BaseClass(nullptr, name)
{
{
SetParent(parent);
//check for null substring
if (!substr || !*substr)
return -1;


SetKeyBoardInputEnabled(true);
//store variables
SetMouseInputEnabled(true);
int substrLen = Q_strlen(substr);


SetProportional(false);
//search for match
SetTitleBarVisible(true);
for (int i = endindex - substrLen + 1; i >= startindex; --i)
SetMinimizeButtonVisible(false);
{
SetMaximizeButtonVisible(false);
bool match = true;
SetCloseButtonVisible(true);
for (int j = 0; j < substrLen; ++j)
SetSizeable(false);
{
SetMoveable(true);
wchar_t wc = vec[i + j];
SetVisible(false);
char ch = substr[j];
if (wc != ch)
{
match = false;
break;
}
}


//set the size and pos
//found match
int ScreenWide, ScreenTall;
if (match)
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
return i;
}


SetTitle("Sounds List", true);
//didnt find match
SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
return -1;
SetPos((ScreenWide - SOUND_LIST_PANEL_WIDTH) / 2, (ScreenTall - SOUND_LIST_PANEL_HEIGHT) / 2);
}


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
//holds all the sound names
static CUtlVector<char*> g_SoundDirectories;


//create combo box
//-----------------------------------------------------------------------------
m_SoundsList = new CSoundListComboBox(this, "SoundsList", 20, true);
// Purpose: Sort function for utl vector
m_SoundsList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
//-----------------------------------------------------------------------------
m_SoundsList->AddActionSignalTarget(this);
static int VectorSortFunc(char* const* p1, char* const* p2)
 
{
//create play button
return Q_stricmp(*p1, *p2);
m_PlayButton = new vgui::Button(this, "PlayButton", "Play Sound", this);
m_PlayButton ->SetBounds(5, 50, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_PlayButton->SetCommand(SOUND_LIST_PLAY_COMMAND);
 
//create stop sound button
m_StopSoundButton = new vgui::Button(this, "StopSound", "Stop Sound", this);
m_StopSoundButton ->SetBounds(5, 75, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_StopSoundButton->SetCommand(SOUND_LIST_STOP_COMMAND);
 
//create sound insert button
m_InsertButton = new vgui::Button(this, "InsertSound", "Insert Sound", this);
m_InsertButton ->SetBounds(5, 100, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_InsertButton->SetCommand(SOUND_LIST_INSERT_COMMAND);
 
//create reload sounds button
m_ReloadSounds = new vgui::Button(this, "ReloadSounds", "Reload Sounds", this);
m_ReloadSounds ->SetBounds(5, 125, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_ReloadSounds->SetCommand(SOUND_LIST_RELOAD_COMMAND);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on command
// Purpose: Sort function for utl vector
//-----------------------------------------------------------------------------
static int VectorSortFunc(const char* const* p1, const char* const* p2)
{
return Q_stricmp(*p1, *p2);
}
 
//-----------------------------------------------------------------------------
// Purpose: Gets all the sound names and stores them into g_SoundDirectories
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundListPanel::OnCommand(const char* pszCommand)
static void GetSoundNames()
{
{
if (!Q_strcmp(pszCommand, SOUND_LIST_PLAY_COMMAND))  
//first off clear the sound array first
{
for (int i = 0; i < g_SoundDirectories.Count(); i++)
//get the sound
free(g_SoundDirectories[i]);
char buf[512];
 
m_SoundsList->GetText(buf, sizeof(buf));
g_SoundDirectories.RemoveAll();


//stop the sound
//directories to search
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
CUtlVector<char*> directoriesToSearch;
{
directoriesToSearch.AddToTail(strdup("sound"));
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


//precache and play the sound
//loop until all directories have been processed
if (!enginesound->IsSoundPrecached(buf))
while (directoriesToSearch.Count() > 0)
enginesound->PrecacheSound(buf);
enginesound->EmitAmbientSound(buf, 1, 100);
m_iSongGuid = enginesound->GetGuidForLastSoundEmitted();
return;
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_STOP_COMMAND))  
{
{
//stop the sound
//take the last added directory (depth-first search)
if (m_iSongGuid != -1 && enginesound->IsSoundStillPlaying(m_iSongGuid))
char* currentDir = directoriesToSearch[directoriesToSearch.Count() - 1];
{
directoriesToSearch.Remove(directoriesToSearch.Count() - 1);
enginesound->StopSoundByGuid(m_iSongGuid);
 
m_iSongGuid = -1;
//create a wildcard path to search all files and subdirs
}
char searchPath[MAX_PATH];
Q_snprintf(searchPath, sizeof(searchPath), "%s/*", currentDir);


return;
FileFindHandle_t findHandle;
}
const char* filename = g_pFullFileSystem->FindFirst(searchPath, &findHandle);
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
{
//make not visible
SetVisible(false);


//stop the sound
while (filename)
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
{
{
enginesound->StopSoundByGuid(m_iSongGuid);
//ignore special directories
m_iSongGuid = -1;
if (Q_strcmp(filename, ".") != 0 && Q_strcmp(filename, "..") != 0)
}
{
char fullPath[MAX_PATH];
Q_snprintf(fullPath, sizeof(fullPath), "%s/%s", currentDir, filename);


//get the sound
//if it's a directory, add it to the list for later processing
char buf[512];
if (g_pFullFileSystem->FindIsDirectory(findHandle))
m_SoundsList->GetText(buf, sizeof(buf));
{
 
directoriesToSearch.AddToTail(strdup(fullPath));
//set the sound text
}
g_SoundscapeMaker->SetSoundText(buf);
else
return;
{
}
//check file extension and print if it's .wav or .mp3
else if (!Q_strcmp(pszCommand, SOUND_LIST_RELOAD_COMMAND))
const char* ext = V_GetFileExtension(filename);
{
if (ext && (!Q_stricmp(ext, "wav") || !Q_stricmp(ext, "mp3")))
//clear everything for the combo box and reload it
{
m_SoundsList->RemoveAll();
g_SoundDirectories.AddToTail(strdup(fullPath + 6));
}
}
}
 
// Move to next file
filename = g_pFullFileSystem->FindNext(findHandle);
}


InitalizeSounds();
//free the memory
return;
g_pFullFileSystem->FindClose(findHandle);
free(currentDir);
}
}


BaseClass::OnCommand(pszCommand);
//
g_SoundDirectories.Sort(VectorSortFunc);
}
}


//-----------------------------------------------------------------------------
 
// Purpose: Called on panel close
//text entry for text edit panel
//-----------------------------------------------------------------------------
 
void CSoundListPanel::OnClose()
 
class CTextPanelTextEntry : public vgui::TextEntry
{
{
OnCommand(SOUND_LIST_STOP_COMMAND);
public:
BaseClass::OnClose();
DECLARE_CLASS_SIMPLE(CTextPanelTextEntry, vgui::TextEntry)
}


//-----------------------------------------------------------------------------
//constructor
// Purpose: Initalizes the sounds list
CTextPanelTextEntry(vgui::Panel* parent, const char* panelName)
//-----------------------------------------------------------------------------
: TextEntry(parent, panelName)
void CSoundListPanel::InitalizeSounds()
{
{
SetMultiline(true);
//get the sound array
}
GetSoundNames();


//add all the sounds
//called on keycode typed
for (int i = 0; i < g_SoundDirectories.Size(); i++)
virtual void OnKeyCodeTyped(vgui::KeyCode code)
m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);
{
//check for enter or enter
if (code == KEY_ENTER || code == KEY_PAD_ENTER)
InsertString("\n");


m_SoundsList->ActivateItem(0);
//check for tab
}
else if (code == KEY_TAB)
InsertString("    ");


//static sound list instance
//do other key code
static CSoundListPanel* g_SoundPanel = nullptr;
else
static bool g_SoundPanelInitalized = false;
BaseClass::OnKeyCodeTyped(code);
}


//called on keycode pressed
void OnKeyCodePressed(vgui::KeyCode code)
{
if (code == KEY_ENTER || code == KEY_PAD_ENTER
|| code == KEY_TAB)
return;


//soundscape list
BaseClass::OnKeyCodePressed(code);
}


//called on keycode insert
void OnKeyTyped(wchar_t c)
{
//if (c == '{')
//{
// //insert:
// //{
// //
// //}
// //and set cursor in the middle
// BaseClass::OnKeyTyped(c);
// InsertString("\n\n}    ");
// GotoLeft();
// GotoUp();
// SelectNoText();
//}
if (c == '"')
{
//check next item
if (_cursorPos < m_TextStream.Count())
{


#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
//check for " so you dont insert string inside string
if (m_TextStream[_cursorPos] == '"')
{
GotoRight();
SelectNone();
return;
}


}


//soundscape list class
//insert:
class CSoundscapeList : public vgui::Divider
//""
{
//and set cursor in the middle
public:
BaseClass::OnKeyTyped(c);
DECLARE_CLASS_SIMPLE(CSoundscapeList, vgui::Divider);
InsertString("\"");
GotoLeft();
SelectNone();
}
else
{
BaseClass::OnKeyTyped(c);
}
}
};
 
 
 
//simple clipboard panel
class CSoundscapeClipboard : public vgui::Frame
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeClipboard, vgui::Frame)


//constructor
CSoundscapeClipboard(SoundscapeClipboardType type);
CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height);


//menu item stuff
//creates all the buttons
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent);
void CreateButtons();
virtual void Clear();


//other
//other
virtual void OnMouseWheeled(int delta);  
void OnCommand(const char* pszCommand);
virtual void OnMouseReleased(vgui::MouseCode code);
void OnClose();


virtual void OnCommand(const char* pszCommand);
private:
virtual void PaintBackground();
SoundscapeClipboardType m_Type;
};


//message funcs
//static soundscape clipboard panel
MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);
static CSoundscapeClipboard* g_SoundscapeClipboard;


protected:
//-----------------------------------------------------------------------------
friend class CSoundscapeMaker;
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSoundscapeClipboard::CSoundscapeClipboard(SoundscapeClipboardType type)
: BaseClass(nullptr, "SoundscapeMakerClipboard"), m_Type(type)
{
//get the size of the panel
int tall = 30;


//keyvalue list.
switch (type)
KeyValues* m_Keyvalues;
{
case SoundscapeClipboardType::Type_SoundscapeName:
tall += 29 * CurrClipboardName.Count();
break;
case SoundscapeClipboardType::Type_SoundscapeData:
tall += 29 * CurrClipboardData.Count();
break;
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
tall += 29 * CurrClipboardRandom.Count();
break;
}


//says "Soundscapes List"
SetParent(enginevgui->GetPanel(VGuiPanel_t::PANEL_TOOLS));
vgui::Label* m_pLabel;
SetCloseButtonVisible(true);
vgui::ScrollBar* m_pSideSlider;
SetSize(300, tall);
MoveToCenterOfScreen();
SetTitle("Soundscape Clipboard", true);
SetSizeable(false);
SetDeleteSelfOnClose(true);


//menu
SetVisible(true);
vgui::Menu* menu;
RequestFocus();
MoveToFront();


//menu button stuff
CreateButtons();
CUtlVector<CSoundscapeButton*> m_MenuButtons;
}
int m_iCurrentY;
int m_iMax;
int m_AmtAdded;
};


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Constructor for soundscape list panel
// Purpose: Creates all the clipboard buttons
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeList::CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
void CSoundscapeClipboard::CreateButtons()
: BaseClass(parent, name)
{
{
//create the text
switch (m_Type)
m_pLabel = new vgui::Label(this, "ListsText", text);
{
m_pLabel->SetVisible(true);
case SoundscapeClipboardType::Type_SoundscapeName:
m_pLabel->SetBounds(text_x_pos, 2, 150, 20);
{
//add all the buttons
for (int i = 0; i < CurrClipboardName.Count(); i++)
{
vgui::Button* button = new vgui::Button(this, CFmtStr("PasteButton%d", i), CFmtStr("%.50s", CurrClipboardName[i]->GetName()));
button->SetBounds(10, 29 + (i * 27), 280, 25);
button->SetCommand(CFmtStr("$PASTE%d", i));
}
break;
}
case SoundscapeClipboardType::Type_SoundscapeData:
{
//add all the buttons
for (int i = 0; i < CurrClipboardData.Count(); i++)
{
vgui::Button* button = new vgui::Button(this, CFmtStr("PasteButton%d", i), "");


//create the side slider
//set text
m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
const char* name = CurrClipboardData[i]->GetName();
m_pSideSlider->SetBounds(width - 20, 0, 20, height - 2);
if (!Q_stricmp(name, "playrandom"))
m_pSideSlider->SetValue(0);
{
m_pSideSlider->SetEnabled(false);
button->SetText("playrandom");
m_pSideSlider->SetRange(0, 0);
}
m_pSideSlider->SetButtonPressedScrollValue(1);
else if (!Q_stricmp(name, "playlooping"))
m_pSideSlider->SetRangeWindow(0);
{
m_pSideSlider->AddActionSignalTarget(this);
const char* looping = CurrClipboardData[i]->GetString("wave");
if (strlen(looping) > 25)
looping += strlen(looping) - 25;


m_iCurrentY = 22;
button->SetText(CFmtStr("%s : '%s'", name, looping));
m_iMax = max;
}
m_Keyvalues = nullptr;
else
}
{
const char* looping = CurrClipboardData[i]->GetString("name");
if (strlen(looping) > 25)
looping += strlen(looping) - 25;


//-----------------------------------------------------------------------------
button->SetText(CFmtStr("%s : '%s'", name, looping));
// Purpose: adds a button to the soundscape list
}
//-----------------------------------------------------------------------------
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent)
{
//create a new button
CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command);
button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);


//increment current y
//set other stuff
m_iCurrentY = m_iCurrentY + 22;
button->SetBounds(10, 29 + (i * 27), 280, 25);
 
button->SetCommand(CFmtStr("$PASTE%d", i));
//add button to array
}
m_MenuButtons.AddToTail(button);
break;
 
}
//if the count is more then m_iMax then set slider value
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
if (m_MenuButtons.Count() > m_iMax)
{
{
int max = m_MenuButtons.Count() - m_iMax;
//add all the buttons
 
for (int i = 0; i < CurrClipboardRandom.Count(); i++)
m_pSideSlider->SetRange(0, max);
{
m_pSideSlider->SetRangeWindow(1);
vgui::Button* button = new vgui::Button(this, CFmtStr("PasteButton%d", i), CurrClipboardRandom[i]->GetString());
m_pSideSlider->SetEnabled(true);
button->SetBounds(10, 29 + (i * 27), 280, 25);
button->SetCommand(CFmtStr("$PASTE%d", i));
}
break;
}
}
}
}


m_AmtAdded++;
//-----------------------------------------------------------------------------
// Purpose: Called when focus is killed
//-----------------------------------------------------------------------------
void CSoundscapeClipboard::OnClose()
{
g_SoundscapeClipboard = nullptr;


//check to see if we need to scroll down
BaseClass::OnClose();
if (m_MenuButtons.Count() >= m_iMax)
OnMouseWheeled(-1);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Clears everything for this list
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeList::Clear()
void CSoundscapeClipboard::OnCommand(const char* command)
{
{
//reset the slider
if (Q_stristr(command, "$PASTE") == command)
m_pSideSlider->SetValue(0);
{
m_pSideSlider->SetEnabled(false);
//get index
m_pSideSlider->SetRange(0, 0);
int index = atoi(command + 6);
m_pSideSlider->SetButtonPressedScrollValue(1);
 
m_pSideSlider->SetRangeWindow(0);
//so this is what i am gonna do:
// 1. copy KeyValue from index <index> to the top of the clipboard
// 2. call g_SoundscapeMaker.PasteFromClipboard((int)m_Type);
// 3. remove keyvalues at last index of clipboard CUtlVector
switch (m_Type)
{
case SoundscapeClipboardType::Type_SoundscapeName:
if (index >= CurrClipboardName.Count() || CurrClipboardName.Count() <= 0)
return;


//delete and clear the buttons
CurrClipboardName.AddToTail(CurrClipboardName[index]);
for (int i = 0; i < m_MenuButtons.Count(); i++)
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
m_MenuButtons[i]->DeletePanel();
CurrClipboardName.Remove(CurrClipboardName.Count() - 1);
break;
case SoundscapeClipboardType::Type_SoundscapeData:
if (index >= CurrClipboardData.Count() || CurrClipboardData.Count() <= 0)
return;


m_MenuButtons.RemoveAll();
CurrClipboardData.AddToTail(CurrClipboardData[index]);
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
CurrClipboardData.Remove(CurrClipboardData.Count() - 1);
break;
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
if (index >= CurrClipboardRandom.Count() || CurrClipboardRandom.Count() <= 0)
return;


//reset current y
CurrClipboardRandom.AddToTail(CurrClipboardRandom[index]);
m_iCurrentY = 22;
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
CurrClipboardRandom.Remove(CurrClipboardRandom.Count() - 1);
break;
}
}


m_AmtAdded = 0;
BaseClass::OnCommand(command);
}
}


//-----------------------------------------------------------------------------
// Purpose: Called when a mouse is wheeled
//-----------------------------------------------------------------------------
void CSoundscapeList::OnMouseWheeled(int delta)
{
//check for scroll down
if (delta == -1)
m_pSideSlider->SetValue(m_pSideSlider->GetValue() + 1);


//check for scroll up
else if (delta == 1)
m_pSideSlider->SetValue(m_pSideSlider->GetValue() - 1);
}


//-----------------------------------------------------------------------------
//soundscape maker text editor panel
// Purpose: Called when a mouse code is released
#define TEXT_PANEL_WIDTH 760
//-----------------------------------------------------------------------------
#define TEXT_PANEL_HEIGHT 630
void CSoundscapeList::OnMouseReleased(vgui::MouseCode code)
 
#define TEXT_PANEL_COMMAND_SET "Set"
#define TEXT_PANEL_COMMAND_SET_OK "SetOk"
#define TEXT_PANEL_COMMAND_FIND "FInd"
 
class CSoundscapeTextPanel : public vgui::Frame
{
{
if (code != vgui::MouseCode::MOUSE_RIGHT)
public:
return;
DECLARE_CLASS_SIMPLE(CSoundscapeTextPanel, vgui::Frame);


//get cursor pos
CSoundscapeTextPanel(vgui::VPANEL parent, const char* name);
int x, y;
 
vgui::surface()->SurfaceGetCursorPos(x, y);
//sets the keyvalues
void Set(KeyValues* keyvalues);
if (menu)
void RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent);
menu->DeletePanel();
 
//other
void OnCommand(const char* pszCommand);
void PerformLayout();
void OnClose() { BaseClass::OnClose(); }


//create menu
private:
menu = new vgui::Menu(this, "Menu");
CTextPanelTextEntry* m_Text;
menu->AddMenuItem("AddSoundscape", "Add Soundscape", ADD_SOUNDSCAPE_COMMAND, this);
vgui::Button* m_SetButton;
menu->SetBounds(x, y, 200, 50);
vgui::TextEntry* m_FindTextEntry;
menu->SetVisible(true);
vgui::Button* m_FindButton;
}
};


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on command
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeList::OnCommand(const char* pszCommand)
CSoundscapeTextPanel::CSoundscapeTextPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
{
{
if (!Q_strcmp(pszCommand, ADD_SOUNDSCAPE_COMMAND))
SetParent(parent);
{
const char* name = CFmtStr("New Soundscape %d", m_AmtAdded);
AddButton(name, name, name, GetParent());


//add to keyvalues file
SetKeyBoardInputEnabled(true);
KeyValues* kv = new KeyValues(name);
SetMouseInputEnabled(true);
KeyValues* tmp = m_Keyvalues;
KeyValues* tmp2 = tmp;


//get last subkey
SetProportional(false);
while (tmp != nullptr)
SetTitleBarVisible(true);
{
SetMinimizeButtonVisible(false);
tmp2 = tmp;
SetMaximizeButtonVisible(false);
tmp = tmp->GetNextTrueSubKey();
SetCloseButtonVisible(true);
}
SetSizeable(true);
SetMoveable(true);
SetVisible(false);
SetMinimumSize(575, 120);
 
int ScreenWide, ScreenTall;
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
 
SetTitle("Soundscape Text Editor", true);
SetSize(TEXT_PANEL_WIDTH, TEXT_PANEL_HEIGHT);
SetPos((ScreenWide - TEXT_PANEL_WIDTH) / 2, (ScreenTall - TEXT_PANEL_HEIGHT) / 2);
 
 
 
//make text entry
m_Text = new CTextPanelTextEntry(this, "EditBox");
m_Text->SetBounds(5, 25, TEXT_PANEL_WIDTH - 10, TEXT_PANEL_HEIGHT - 55);
m_Text->SetEnabled(true);
m_Text->SetMultiline(true);
m_Text->SetVerticalScrollbar(true);


//add to last subkey
//make set button
tmp2->SetNextKey(kv);
m_SetButton = new vgui::Button(this, "SetButton", "Apply Changes To Keyvalue Maker");
m_SetButton->SetBounds(5, TEXT_PANEL_HEIGHT - 27, 250, 25);
m_SetButton->SetCommand(TEXT_PANEL_COMMAND_SET);


GetParent()->OnCommand(name);
//make find text entry
return;
m_FindTextEntry = new vgui::TextEntry(this, "FindTextEntry");
}
m_FindTextEntry->SetBounds(450, TEXT_PANEL_HEIGHT - 27, 200, 25);


BaseClass::OnCommand(pszCommand);
//make find button
m_FindButton = new vgui::Button(this, "FindButton", "Find String");
m_FindButton->SetBounds(655, TEXT_PANEL_HEIGHT - 27, 100, 25);
m_FindButton->SetCommand(TEXT_PANEL_COMMAND_FIND);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Paints the background
// Purpose: Sets the keyvalues
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeList::PaintBackground()
void CSoundscapeTextPanel::Set(KeyValues* keyvalues)
{
{
//colors
//write everything into a buffer
static Color EnabledColor = Color(100, 100, 100, 200);
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
static Color DisabledColor = Color(60, 60, 60, 200);
 
//now write the keyvalues
KeyValues* pCurrent = keyvalues;
while (pCurrent)
{
RecursiveSetText(pCurrent, buf, 0);
 
//put a newline
if (pCurrent->GetNextTrueSubKey())
buf.PutChar('\n');


//if m_KeyValues then paint the default color
//get next
if (m_Keyvalues)
pCurrent = pCurrent->GetNextTrueSubKey();
SetBgColor(EnabledColor);
}
else
SetBgColor(DisabledColor);


BaseClass::PaintBackground();
//write that to the m_Text
m_Text->SetText((const char*)buf.Base());
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on scroll bar moved
// Purpose: Recursively writes to a util buffer
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeList::ScrollBarMoved(int delta)
void CSoundscapeTextPanel::RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent)
{
{
int position = m_pSideSlider->GetValue();
//write \t indent
for (int i = 0; i < indent; i++)
buffer.PutString("    ");


//move everything down (if needed)
//write name
for (int i = 0; i < m_MenuButtons.Count(); i++)
buffer.PutChar('"');
{
buffer.PutString(keyvalues->GetName());
//make not visible if i < position
buffer.PutString("\"\n");
if (i < position)
{
m_MenuButtons[i]->SetVisible(false);
continue;
}


m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
//write {
m_MenuButtons[i]->SetVisible(true);
for (int i = 0; i < indent; i++)
}
buffer.PutString("    ");
}


buffer.PutString("{\n");


//increment indent
indent++;


//write all the keys first
FOR_EACH_VALUE(keyvalues, value)
{
for (int i = 0; i < indent; i++)
buffer.PutString("    ");


//soundscape data list
//write name and value
buffer.PutChar('"');
buffer.PutString(value->GetName());
buffer.PutString("\"    ");


buffer.PutChar('"');
buffer.PutString(value->GetString());
buffer.PutString("\"\n");
}


#define NEW_PLAYLOOPING_COMMAND "NewLooping"
//write all the subkeys now
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
FOR_EACH_TRUE_SUBKEY(keyvalues, value)
#define NEW_RANDOM_COMMAND "NewRandom"
{
//increment indent
RecursiveSetText(value, buffer, indent);


if (value->GetNextTrueSubKey())
buffer.PutChar('\n');
}


class CSoundscapeDataList : public CSoundscapeList
//decrement indent
{
indent--;
public:
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
CSoundscapeDataList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
{}


//override right click functionality
//write ending }
virtual void OnMouseReleased(vgui::MouseCode code);
for (int i = 0; i < indent; i++)
 
buffer.PutString("    ");
void OnCommand(const char* pszCommand);
 
private:
friend class CSoundscapeMaker;
};


buffer.PutString("}\n");
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnMouseReleased(vgui::MouseCode code)
void CSoundscapeTextPanel::OnCommand(const char* pszCommand)
{
{
//if no soundscape is selected or mouse code != right then return
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET))
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
{
//play sound
vgui::surface()->PlaySound("ui/buttonclickrelease.wav");
 
//check first incase you accidentally press it
vgui::QueryBox* popup = new vgui::QueryBox("Set File?", "Are you sure you want to set the current keyvalues for the keyvalue maker?\nIf there are errors then this could break the keyvalue file.", this);
popup->SetOKCommand(new KeyValues("Command", "command", TEXT_PANEL_COMMAND_SET_OK));
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
return;
return;
}


//get cursor pos
//set text
int x, y;
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET_OK))
vgui::surface()->SurfaceGetCursorPos(x, y);
{
//get string
int len = m_Text->GetTextLength() + 1;
 
char* buf = new char[len];
m_Text->GetText(buf, len);
 
g_SoundscapeMaker->SetBuffer(buf);


//create menu
//delete string
menu = new vgui::Menu(this, "Menu");
delete[] buf;
menu->AddMenuItem("AddLooping", "Add Looping Sound", NEW_PLAYLOOPING_COMMAND, this);
menu->AddMenuItem("AddSoundscape", "Add Soundscape", NEW_SOUNDSCAPE_COMMAND, this);
menu->AddMenuItem("AddSoundscape", "Add Random Sounds", NEW_RANDOM_COMMAND, this);
menu->SetBounds(x, y, 200, 50);
menu->SetVisible(true);
}


//hide this
SetVisible(false);
return;
}


//-----------------------------------------------------------------------------
//find text
// Purpose: Called on command
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_FIND))
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnCommand(const char* pszCommand)
{
if (!Q_strcmp(pszCommand, NEW_PLAYLOOPING_COMMAND))
{
{
int LoopingNum = 0;
//get buffer
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
char buf[128];
m_FindTextEntry->GetText(buf, sizeof(buf));
 
int index = m_Text->_cursorPos + 1;
int find = -1;
 
//go in reversed order if holding shift
if (vgui::input()->IsKeyDown(KEY_LSHIFT) || vgui::input()->IsKeyDown(KEY_RSHIFT))
{
{
//store data name
const char* name = data->GetName();


//increment variables based on name
//see if we find index
if (!Q_strcasecmp(name, "playlooping"))
find = Q_vecrstr(m_Text->m_TextStream, 0, index - 2, buf);
LoopingNum++;
if (find == -1)
 
//look again
find = Q_vecrstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count() - 1, buf);
 
}
}
else
{


//add the keyvalue to both this and the keyvalues
//see if we find index
AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent());
find = Q_vecstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count(), buf);
if (find == -1)
 
//look again
find = Q_vecstr(m_Text->m_TextStream, 0, index, buf);


//add the keyvalues
}
KeyValues* kv = new KeyValues("playlooping");
kv->SetFloat("volume", 1);
kv->SetInt("pitch", 100);


m_Keyvalues->AddSubKey(kv);
//check for invalid index
if (find == -1)
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));
//get text
char error[512];
Q_snprintf(error, sizeof(error), "Couldnt find any instances of '%s'", buf);


return;
//show an error
}
vgui::QueryBox* popup = new vgui::QueryBox("No Instances Found", error, this);
else if (!Q_strcmp(pszCommand, NEW_SOUNDSCAPE_COMMAND))
popup->SetOKButtonText("Ok");
{
popup->SetCancelButtonVisible(false);
int SoundscapeNum = 0;
popup->AddActionSignalTarget(this);
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
popup->DoModal(this);
{
//store data name
const char* name = data->GetName();


//increment variables based on name
return;
if (!Q_strcasecmp(name, "playsoundscape"))
SoundscapeNum++;
}
}


AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent());
//get number of newlines
/*int newline = 0;
int column = 0;
for (int i = 0; i < find; i++)
{
if (m_Text->m_TextStream[i] == '\n')
{
newline++;
column = 0;
}
else
{
column++;
}
}*/


//add the keyvalues
//select that
KeyValues* kv = new KeyValues("playsoundscape");
m_Text->_cursorPos = find;
kv->SetFloat("volume", 1);
m_Text->_select[0] = find;
 
m_Text->_select[1] = find + Q_strlen(buf);
//add the keyvalue to both this and the keyvalues
m_Text->LayoutVerticalScrollBarSlider();
m_Keyvalues->AddSubKey(kv);
m_Text->Repaint();
 
m_Text->RequestFocus();
GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));


return;
return;
}
}
else if (!Q_strcmp(pszCommand, NEW_RANDOM_COMMAND))
{
int RandomNum = 0;
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
{
//store data name
const char* name = data->GetName();


//increment variables based on name
BaseClass::OnCommand(pszCommand);
if (!Q_strcasecmp(name, "playrandom"))
}
RandomNum++;
}


AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent());
//-----------------------------------------------------------------------------
// Purpose: Called on panel size changed
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::PerformLayout()
{
BaseClass::PerformLayout();


//add the keyvalues
int wide, tall;
KeyValues* kv = new KeyValues("playrandom");
GetSize(wide, tall);
kv->SetString("volume", "0.5,0.8");
kv->SetInt("pitch", 100);
kv->SetString("time", "10,20");
//make rndwave subkey
KeyValues* rndwave = new KeyValues("rndwave");
kv->AddSubKey(rndwave);


//add the keyvalue to both this and the keyvalues
if (m_Text)
m_Keyvalues->AddSubKey(kv);
m_Text->SetBounds(5, 25, wide - 10, tall - 55);


//make the parent show the new item
if (m_SetButton)
GetParent()->OnCommand(CFmtStr("$playrandom%d", RandomNum + 1));
m_SetButton->SetBounds(5, tall - 27, 250, 25);


return;
if (m_FindTextEntry)
}
m_FindTextEntry->SetBounds(wide - 310, tall - 27, 200, 25);


BaseClass::OnCommand(pszCommand);
if (m_FindButton)
m_FindButton->SetBounds(wide - 105, tall - 27, 100, 25);
}
}
//soundscape settings panel
static CSoundscapeTextPanel* g_SoundscapeTextPanel = nullptr;




//soundscape rndwave data list




#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"
//soundscape maker text editor panel
#define DEBUG_PANEL_WIDTH 725
#define DEBUG_PANEL_HEIGHT 530


#define DEBUG_PANEL_COMMAND_CLEAR "Clear"


class CSoundscapeRndwaveList : public CSoundscapeList
class CSoundscapeDebugPanel : public vgui::Frame
{
{
public:
public:
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
DECLARE_CLASS_SIMPLE(CSoundscapeDebugPanel, vgui::Frame);
 
CSoundscapeRndwaveList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name);
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
{}


//override right click functionality
//sets the keyvalues
virtual void OnMouseReleased(vgui::MouseCode code);
void AddMessage(Color color, const char* text);


//other
void OnCommand(const char* pszCommand);
void OnCommand(const char* pszCommand);
void PerformLayout();
void OnClose() { BaseClass::OnClose(); }


private:
private:
friend class CSoundscapeMaker;
vgui::RichText* m_Text;
vgui::Button* m_ClearButton;
vgui::Label* m_SoundscapesFadingInText;
 
public:
CGraphPanel* m_PanelSoundscapesFadingIn;
};
};


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnMouseReleased(vgui::MouseCode code)
CSoundscapeDebugPanel::CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
{
{
//if no soundscape is selected or mouse code != right then return
SetParent(parent);
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
 
return;
SetKeyBoardInputEnabled(true);
SetMouseInputEnabled(true);
 
SetProportional(false);
SetTitleBarVisible(true);
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(true);
SetMoveable(true);
SetVisible(false);
SetMinimumSize(575, 280);
 
SetTitle("Soundscape Debug Panel", true);
SetSize(DEBUG_PANEL_WIDTH, DEBUG_PANEL_HEIGHT);
SetPos(0, 0);
 
 
 
//make text entry
m_Text = new vgui::RichText(this, "DebugText");
m_Text->SetBounds(5, 25, DEBUG_PANEL_WIDTH - 10, DEBUG_PANEL_HEIGHT - 55);
m_Text->SetEnabled(true);
m_Text->SetVerticalScrollbar(true);


//get cursor pos
//make clear button
int x, y;
m_ClearButton = new vgui::Button(this, "ClearButton", "Clear");
vgui::surface()->SurfaceGetCursorPos(x, y);
m_ClearButton->SetBounds(5, DEBUG_PANEL_HEIGHT - 215, DEBUG_PANEL_WIDTH - 10, 25);
m_ClearButton->SetCommand(DEBUG_PANEL_COMMAND_CLEAR);


if (menu)
//make fading in label
menu->DeletePanel();
m_SoundscapesFadingInText = new vgui::Label(this, "LabelFadingIn", "Soundscapes Fading In");
m_SoundscapesFadingInText->SetBounds(5, DEBUG_PANEL_HEIGHT - 187, DEBUG_PANEL_WIDTH - 10, 20);


//create menu
//make soundscapes fading in thing
menu = new vgui::Menu(this, "Menu");
m_PanelSoundscapesFadingIn = new CGraphPanel(this, "SoundscapesFadingIn");
menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);
m_PanelSoundscapesFadingIn->SetBounds(5, DEBUG_PANEL_HEIGHT - 165, DEBUG_PANEL_WIDTH - 10, 155);
menu->SetBounds(x, y, 200, 50);
m_PanelSoundscapesFadingIn->SetMaxTextValue(1.0f);
menu->SetVisible(true);
m_PanelSoundscapesFadingIn->SetHorizontalLinesMax(5);
}
}


//-----------------------------------------------------------------------------
// Purpose: adds a message to the debug panel
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::AddMessage(Color color, const char* text)
{
m_Text->InsertColorChange(color);
m_Text->InsertString(text);
m_Text->SetMaximumCharCount(100000);
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on command
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
void CSoundscapeDebugPanel::OnCommand(const char* pszCommand)
{
{
if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND))
if (!Q_strcmp(pszCommand, DEBUG_PANEL_COMMAND_CLEAR))
{
{
//get number of keyvalues
//clear the text
int num = 0;
m_Text->SetText("");
m_Text->GotoTextEnd();
return;
}


FOR_EACH_VALUE(m_Keyvalues, kv)
BaseClass::OnCommand(pszCommand);
num++;
}
 
//add keyvalues and button
//-----------------------------------------------------------------------------
AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent());
// Purpose: Called on panel size changed
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::PerformLayout()
{
BaseClass::PerformLayout();
 
int wide, tall;
GetSize(wide, tall);
 
m_Text->SetBounds(5, 25, wide - 10, tall - 245);
m_ClearButton->SetBounds(5, tall - 215, wide - 10, 25);
m_PanelSoundscapesFadingIn->SetBounds(5, tall - 165, wide - 10, 155);
m_SoundscapesFadingInText->SetBounds(5, tall - 187, wide - 10, 20);
}


KeyValues* add = new KeyValues("wave");
//soundscape debug panel
add->SetString(nullptr, "");
static CSoundscapeDebugPanel* g_SoundscapeDebugPanel = nullptr;
m_Keyvalues->AddSubKey(add);


//forward command to parent
//-----------------------------------------------------------------------------
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
// Purpose: Function to print text to debug panel
//-----------------------------------------------------------------------------
void SoundscapePrint(Color color, const char* msg, ...)
{
//format string
va_list args;
va_start(args, msg);


return;
char buf[2048];
}
Q_vsnprintf(buf, sizeof(buf), msg, args);
g_SoundscapeDebugPanel->AddMessage(color, buf);


BaseClass::OnCommand(pszCommand);
va_end(args);
}
}


//-----------------------------------------------------------------------------
// Purpose: Function to add a line to the soundscape debug panel
//-----------------------------------------------------------------------------
void SoundscapeAddLine(Color color, float speed, float width, bool accending)
{
if (g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines() <= 6)
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->AddLine(accending, color.r(), color.g(), color.b(), speed, width);
}


//-----------------------------------------------------------------------------
// Purpose: Function to get debug line num
//-----------------------------------------------------------------------------
int SoundscapeGetLineNum()
{
return g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines();
}


//soundscape panel
//vector positions
Vector g_SoundscapePositions[] = {
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin
};


#define SETTINGS_PANEL_WIDTH 350
#define SETTINGS_PANEL_HEIGHT 277


#define SOUNDSCAPE_PANEL_WIDTH 760
#define SETTINGS_PANEL_COMMAND_POS1 "GetPos0"
#define SOUNDSCAPE_PANEL_HEIGHT 600
#define SETTINGS_PANEL_COMMAND_POS2 "GetPos1"
#define SETTINGS_PANEL_COMMAND_POS3 "GetPos2"
#define SETTINGS_PANEL_COMMAND_POS4 "GetPos3"
#define SETTINGS_PANEL_COMMAND_POS5 "GetPos4"
#define SETTINGS_PANEL_COMMAND_POS6 "GetPos5"
#define SETTINGS_PANEL_COMMAND_POS7 "GetPos6"
#define SETTINGS_PANEL_COMMAND_POS8 "GetPos7"
#define SETTINGS_PANEL_COMMAND_SHOW "ShowPositions"
#define SETTINGS_PANEL_COMMAND_DEBUG "Debug"


#define NEW_BUTTON_COMMAND "NewSoundscape"
#define MAX_SOUNDSCAPES 8
#define SAVE_BUTTON_COMMAND "SaveSoundscape"
#define LOAD_BUTTON_COMMAND "LoadSoundscape"
#define RESET_BUTTON_COMMAND "ResetSoundscapes"
#define SOUNDS_LIST_BUTTON_COMMAND "ShowSoundsList"
#define PLAY_SOUNDSCAPE_COMMAND "PlaySoundscape"
#define RESET_SOUNDSCAPE_BUTTON_COMMAND "ResetSoundscape"
#define DELETE_CURRENT_ITEM_COMMAND "DeleteItem"


//static bool to determin if the soundscape panel should show or not
//soundscape maker settings panel
bool g_ShowSoundscapePanel = true;
class CSoundscapeSettingsPanel : public vgui::Frame
bool g_IsPlayingSoundscape = false;
 
//soundscape maker panel
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
{
{
public:
public:
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)
DECLARE_CLASS_SIMPLE(CSoundscapeSettingsPanel, vgui::Frame);


CSoundscapeMaker(vgui::VPANEL parent);
CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name);


//tick functions
//other
void OnTick();
 
//other functions
void OnClose();
void OnCommand(const char* pszCommand);
void OnCommand(const char* pszCommand);


void PlaySelectedSoundscape();
//sets the text
void LoadFile(KeyValues* file);
void SetItem(int index, const Vector& value);


void OnKeyCodePressed(vgui::KeyCode code);
//message funcs
 
void SetSoundText(const char* text);
 
//to play the soundscape on map spawn
void LevelInitPostEntity();
 
//message pointer funcs
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);


~CSoundscapeMaker();
~CSoundscapeSettingsPanel();


private:
private:
//the soundscape keyvalues file
//position text entries
KeyValues* m_KeyValues = nullptr;
vgui::TextEntry* m_TextEntryPos0;
vgui::TextEntry* m_TextEntryPos1;
vgui::TextEntry* m_TextEntryPos2;
vgui::TextEntry* m_TextEntryPos3;
vgui::TextEntry* m_TextEntryPos4;
vgui::TextEntry* m_TextEntryPos5;
vgui::TextEntry* m_TextEntryPos6;
vgui::TextEntry* m_TextEntryPos7;
vgui::CheckButton* m_ShowSoundscapePositions;
vgui::Button* m_ShowSoundscapeDebug;


private:
friend class CSoundscapeMaker;
void CreateEverything();
};


private:
//lists all the soundscapes
CSoundscapeList* m_SoundscapesList;
CSoundscapeDataList* m_pDataList;
CSoundscapeRndwaveList* m_pSoundList;


//buttons
//-----------------------------------------------------------------------------
vgui::Button* m_ButtonNew = nullptr;
// Purpose: Constructor
vgui::Button* m_ButtonSave = nullptr;
//-----------------------------------------------------------------------------
vgui::Button* m_ButtonLoad = nullptr;
CSoundscapeSettingsPanel::CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
{
SetParent(parent);


//file load and save dialogs
SetKeyBoardInputEnabled(true);
vgui::FileOpenDialog* m_FileSave = nullptr;
SetMouseInputEnabled(true);
vgui::FileOpenDialog* m_FileLoad = nullptr;
bool m_bWasFileLoad = false;


//text entry for name
SetProportional(false);
vgui::TextEntry* m_TextEntryName;
SetTitleBarVisible(true);
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


//combo box for dsp effects
//set the size and pos
vgui::ComboBox* m_DspEffects;
int ScreenWide, ScreenTall;
vgui::ComboBox* m_SoundLevels;
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);


//sound data text entry
SetTitle("Soundscape Maker Settings", true);
vgui::TextEntry* m_TimeTextEntry;
SetSize(SETTINGS_PANEL_WIDTH, SETTINGS_PANEL_HEIGHT);
vgui::TextEntry* m_VolumeTextEntry;
SetPos((ScreenWide - SETTINGS_PANEL_WIDTH) / 2, (ScreenTall - SETTINGS_PANEL_HEIGHT) / 2);
vgui::TextEntry* m_PitchTextEntry;
vgui::TextEntry* m_PositionTextEntry;
vgui::TextEntry* m_SoundNameTextEntry;


//play sound button
vgui::Button* m_SoundNamePlay;


//play/reset soundscape buttons
vgui::CheckButton* m_PlaySoundscapeButton;
vgui::Button* m_ResetSoundscapeButton;
vgui::Button* m_DeleteCurrentButton;


//current selected soundscape
//load settings
CSoundscapeButton* m_pCurrentSelected = nullptr;
KeyValues* settings = new KeyValues("settings");
KeyValues* m_kvCurrSelected = nullptr;
if (!settings->LoadFromFile(filesystem, "cfg/soundscape_maker.txt", "MOD"))
KeyValues* m_kvCurrSound = nullptr;
ConWarning("Failed to load settings for 'cfg/soundscape_maker.txt'. Using default settings.");
KeyValues* m_kvCurrRndwave = nullptr;


int m_iCurrRndWave = 0;
//get positions
const char* pos0 = settings->GetString("Position0", "0 0 0");
const char* pos1 = settings->GetString("Position1", "0 0 0");
const char* pos2 = settings->GetString("Position2", "0 0 0");
const char* pos3 = settings->GetString("Position3", "0 0 0");
const char* pos4 = settings->GetString("Position4", "0 0 0");
const char* pos5 = settings->GetString("Position5", "0 0 0");
const char* pos6 = settings->GetString("Position6", "0 0 0");
const char* pos7 = settings->GetString("Position7", "0 0 0");
 
//create position text 1
m_TextEntryPos0 = new vgui::TextEntry(this, "PosTextEntry0");
m_TextEntryPos0->SetEnabled(true);
m_TextEntryPos0->SetText(pos0 ? pos0 : "0 0 0");
m_TextEntryPos0->SetBounds(5, 30, 230, 20);
m_TextEntryPos0->SetMaximumCharCount(32);
 
//create position 1 button
vgui::Button* m_ButtonPos0 = new vgui::Button(this, "PosButton0", "Find Position 0", this, SETTINGS_PANEL_COMMAND_POS1);
m_ButtonPos0->SetBounds(240, 30, 100, 20);
 
//create position text 1
m_TextEntryPos1 = new vgui::TextEntry(this, "PosTextEntry1");
m_TextEntryPos1->SetEnabled(true);
m_TextEntryPos1->SetText(pos1 ? pos1 : "0 0 0");
m_TextEntryPos1->SetBounds(5, 55, 230, 20);
m_TextEntryPos1->SetMaximumCharCount(32);


//currently in non randomwave thing
//create position 2 button
SoundscapeMode m_iSoundscapeMode = SoundscapeMode::Mode_Random;
vgui::Button* m_ButtonPos1 = new vgui::Button(this, "PosButton1", "Find Position 1", this, SETTINGS_PANEL_COMMAND_POS2);
m_ButtonPos1->SetBounds(240, 55, 100, 20);


//temporary added soundscapes
//create position text 3
CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
m_TextEntryPos2 = new vgui::TextEntry(this, "PosTextEntry0");
};
m_TextEntryPos2->SetEnabled(true);
m_TextEntryPos2->SetText(pos2 ? pos2 : "0 0 0");
m_TextEntryPos2->SetBounds(5, 80, 230, 20);
m_TextEntryPos2->SetMaximumCharCount(32);


//-----------------------------------------------------------------------------
//create position 1 button
// Purpose: Constructor for soundscape maker panel
vgui::Button* m_ButtonPos2 = new vgui::Button(this, "PosButton2", "Find Position 2", this, SETTINGS_PANEL_COMMAND_POS3);
//-----------------------------------------------------------------------------
m_ButtonPos2->SetBounds(240, 80, 100, 20);
CSoundscapeMaker::CSoundscapeMaker(vgui::VPANEL parent)
: BaseClass(nullptr, "SoundscapeMaker")
{
//set variables
m_pCurrentSelected = nullptr;


SetParent(parent);
// create position text 4
m_TextEntryPos3 = new vgui::TextEntry(this, "PosTextEntry3");
SetKeyBoardInputEnabled(true);
m_TextEntryPos3->SetEnabled(true);
SetMouseInputEnabled(true);
m_TextEntryPos3->SetText(pos3 ? pos3 : "0 0 0");
m_TextEntryPos3->SetBounds(5, 105, 230, 20);
m_TextEntryPos3->SetMaximumCharCount(32);


SetProportional(false);
// create position 4 button
SetTitleBarVisible(true);
vgui::Button* m_ButtonPos3 = new vgui::Button(this, "PosButton3", "Find Position 3", this, SETTINGS_PANEL_COMMAND_POS4);
SetMinimizeButtonVisible(false);
m_ButtonPos3->SetBounds(240, 105, 100, 20);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(g_ShowSoundscapePanel);
int ScreenWide, ScreenTall;
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);


SetTitle("Soundscape Maker (New File)", true);
// create position text 5
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
m_TextEntryPos4 = new vgui::TextEntry(this, "PosTextEntry4");
SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);
m_TextEntryPos4->SetEnabled(true);
m_TextEntryPos4->SetText(pos4 ? pos4 : "0 0 0");
m_TextEntryPos4->SetBounds(5, 130, 230, 20);
m_TextEntryPos4->SetMaximumCharCount(32);


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
// create position 5 button
vgui::Button* m_ButtonPos4 = new vgui::Button(this, "PosButton4", "Find Position 4", this, SETTINGS_PANEL_COMMAND_POS5);
m_ButtonPos4->SetBounds(240, 130, 100, 20);


//add a tick signal for every 50 ms
// create position text 6
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);
m_TextEntryPos5 = new vgui::TextEntry(this, "PosTextEntry5");
m_TextEntryPos5->SetEnabled(true);
m_TextEntryPos5->SetText(pos5 ? pos5 : "0 0 0");
m_TextEntryPos5->SetBounds(5, 155, 230, 20);
m_TextEntryPos5->SetMaximumCharCount(32);


CreateEverything();
// create position 6 button
}
vgui::Button* m_ButtonPos5 = new vgui::Button(this, "PosButton5", "Find Position 5", this, SETTINGS_PANEL_COMMAND_POS6);
m_ButtonPos5->SetBounds(240, 155, 100, 20);


//-----------------------------------------------------------------------------
// create position text 7
// Purpose: Creates everything for this panel
m_TextEntryPos6 = new vgui::TextEntry(this, "PosTextEntry6");
//-----------------------------------------------------------------------------
m_TextEntryPos6->SetEnabled(true);
void CSoundscapeMaker::CreateEverything()
m_TextEntryPos6->SetText(pos6 ? pos6 : "0 0 0");
{
m_TextEntryPos6->SetBounds(5, 180, 230, 20);
//create the divider that will be the outline for the inside of the panel
m_TextEntryPos6->SetMaximumCharCount(32);
vgui::Divider* PanelOutline = new vgui::Divider(this, "InsideOutline");
PanelOutline->SetEnabled(false);
PanelOutline->SetBounds(5, 25, SOUNDSCAPE_PANEL_WIDTH - 10, SOUNDSCAPE_PANEL_HEIGHT - 30);


//create the buttons
// create position 7 button
m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
vgui::Button* m_ButtonPos6 = new vgui::Button(this, "PosButton6", "Find Position 6", this, SETTINGS_PANEL_COMMAND_POS7);
m_ButtonNew->SetVisible(true);
m_ButtonPos6->SetBounds(240, 180, 100, 20);
m_ButtonNew->SetBounds(325, 566, 165, 25);
m_ButtonNew->SetCommand(NEW_BUTTON_COMMAND);
m_ButtonNew->SetDepressedSound("ui/buttonclickrelease.wav");
m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
m_ButtonSave->SetVisible(true);
m_ButtonSave->SetBounds(495, 566, 125, 25);
m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");


m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
// create position text 8
m_ButtonLoad->SetVisible(true);
m_TextEntryPos7 = new vgui::TextEntry(this, "PosTextEntry7");
m_ButtonLoad->SetBounds(625, 566, 125, 25);
m_TextEntryPos7->SetEnabled(true);
m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
m_TextEntryPos7->SetText(pos7 ? pos7 : "0 0 0");
m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");
m_TextEntryPos7->SetBounds(5, 205, 230, 20);
m_TextEntryPos7->SetMaximumCharCount(32);


//create the soundscapes menu
// create position 8 button
m_SoundscapesList = new CSoundscapeList(this, "SoundscapesList", "Soundscapes:", 90, 22, 300, 550);
vgui::Button* m_ButtonPos7 = new vgui::Button(this, "PosButton7", "Find Position 7", this, SETTINGS_PANEL_COMMAND_POS8);
m_SoundscapesList->SetBounds(15, 35, 300, 550);
m_ButtonPos7->SetBounds(240, 205, 100, 20);
m_SoundscapesList->SetVisible(true);


//create data list
// create show soundscape positions checkbox
m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 280);
m_ShowSoundscapePositions = new vgui::CheckButton(this, "ShowCheckox", "Show Soundscape Positions");
m_pDataList->SetBounds(327, 275, 200, 280);
m_ShowSoundscapePositions->SetBounds(75, 225, 200, 20);
m_pDataList->SetVisible(true);
m_ShowSoundscapePositions->SetCommand(SETTINGS_PANEL_COMMAND_SHOW);
m_ShowSoundscapePositions->SetSelected(settings->GetBool("ShowSoundscapes", false));
//create sound list
m_pSoundList = new CSoundscapeRndwaveList(this, "SoudscapeDataList", "Random Sounds:", 40, 10, 200, 280);
m_pSoundList->SetBounds(542, 275, 200, 280);
m_pSoundList->SetVisible(true);


//name text entry
//set convar value
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
ConVar* cv = cvar->FindVar("__ss_draw");
m_TextEntryName->SetEnabled(false);
if (cv)
m_TextEntryName->SetBounds(325, 40, 295, 20);
cv->SetValue(m_ShowSoundscapePositions->IsSelected());
m_TextEntryName->SetMaximumCharCount(50);


//dsp effects combo box
//create divider
m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
vgui::Divider* div = new vgui::Divider(this, "Divider");
m_DspEffects->SetEnabled(false);
div->SetBounds(-2, 247, SETTINGS_PANEL_WIDTH + 4, 2);
m_DspEffects->SetBounds(325, 65, 295, 20);
m_DspEffects->SetText("");
m_DspEffects->AddActionSignalTarget(this);


for (int i = 0; i < sizeof(g_DspEffects) / sizeof(g_DspEffects[i]); i++)
//create debug thing
m_DspEffects->AddItem(g_DspEffects[i], nullptr);
m_ShowSoundscapeDebug = new vgui::Button(this, "DebugInfo", "Show soundscape debug panel");
m_ShowSoundscapeDebug->SetBounds(20, 254, SETTINGS_PANEL_WIDTH - 40, 20);
m_ShowSoundscapeDebug->SetCommand(SETTINGS_PANEL_COMMAND_DEBUG);


//time text entry
//set server positions
m_TimeTextEntry = new vgui::TextEntry(this, "TimeTextEntry");
ConCommand* cc = cvar->FindCommand("__ss_maker_set");
m_TimeTextEntry->SetBounds(325, 90, 295, 20);
if (cc)
m_TimeTextEntry->SetEnabled(false);
{
m_TimeTextEntry->SetVisible(true);
CCommand args;


//volume text entry
//do pos 0
m_VolumeTextEntry = new vgui::TextEntry(this, "VolumeTextEntry");
if (pos0)
m_VolumeTextEntry->SetBounds(325, 115, 295, 20);
{
m_VolumeTextEntry->SetEnabled(false);
args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
m_VolumeTextEntry->SetVisible(true);
cc->Dispatch(args);


//pitch text entry
UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
}
m_PitchTextEntry->SetBounds(325, 140, 295, 20);
m_PitchTextEntry->SetEnabled(false);
m_PitchTextEntry->SetVisible(true);
//position text entry
m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
m_PositionTextEntry->SetBounds(325, 165, 295, 20);
m_PositionTextEntry->SetEnabled(false);
m_PositionTextEntry->SetVisible(true);
//sound levels
m_SoundLevels = new vgui::ComboBox(this, "SoundLevels", sizeof(g_SoundLevels) / sizeof(g_SoundLevels[0]), false);
m_SoundLevels->SetEnabled(false);
m_SoundLevels->SetBounds(325, 190, 295, 20);
m_SoundLevels->SetText("");
m_SoundLevels->AddActionSignalTarget(this);


for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
//do pos 1
m_SoundLevels->AddItem(g_SoundLevels[i], nullptr);
if (pos1)
{
//sound name
args.Tokenize(CFmtStr("ssmaker 1 %s 1", pos1));
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
cc->Dispatch(args);
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetVisible(true);


//play sound button
UTIL_StringToVector(g_SoundscapePositions[1].Base(), pos1);
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
}
m_SoundNamePlay->SetBounds(545, 215, 75, 20);
m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
m_SoundNamePlay->SetEnabled(false);


//starts the soundscape
//do pos 2
m_PlaySoundscapeButton = new vgui::CheckButton(this, "PlaySoundscape", "Play Soundscape");
if (pos2)
m_PlaySoundscapeButton->SetBounds(330, 243, 125, 20);
{
m_PlaySoundscapeButton->SetCommand(PLAY_SOUNDSCAPE_COMMAND);
args.Tokenize(CFmtStr("ssmaker 2 %s 1", pos2));
m_PlaySoundscapeButton->SetEnabled(false);
cc->Dispatch(args);
m_PlaySoundscapeButton->SetSelected(false);


//reset soundscape button
UTIL_StringToVector(g_SoundscapePositions[2].Base(), pos2);
m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
}
m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
m_ResetSoundscapeButton->SetEnabled(false);


//delete this item
//do pos 3
m_DeleteCurrentButton = new vgui::Button(this, "DeleteItem", "Delete Current Item");
if (pos3)
m_DeleteCurrentButton->SetBounds(595, 243, 135, 20);
{
m_DeleteCurrentButton->SetCommand(DELETE_CURRENT_ITEM_COMMAND);
args.Tokenize(CFmtStr("ssmaker 3 %s 1", pos3));
m_DeleteCurrentButton->SetEnabled(false);
cc->Dispatch(args);


//create the soundscape name text
UTIL_StringToVector(g_SoundscapePositions[3].Base(), pos3);
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
}
NameLabel->SetBounds(635, 40, 125, 20);


//create the soundscape dsp text
//do pos 4
vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
if (pos4)
DspLabel->SetBounds(635, 65, 125, 20);
{
args.Tokenize(CFmtStr("ssmaker 4 %s 1", pos4));
//create the soundscape time text
cc->Dispatch(args);
vgui::Label* TimeLabel = new vgui::Label(this, "TimeLabel", "Sound Time");
TimeLabel->SetBounds(635, 90, 125, 20);
//create the soundscape volumn text
vgui::Label* VolumeLabel = new vgui::Label(this, "VolumeLabel", "Sound Volume");
VolumeLabel->SetBounds(635, 115, 125, 20);


//create the soundscape pitch text
UTIL_StringToVector(g_SoundscapePositions[4].Base(), pos4);
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
}
PitchLabel->SetBounds(635, 140, 125, 20);
 
//do pos 5
//create the soundscape position text
if (pos5)
vgui::Label* PositionLabel = new vgui::Label(this, "PositionLabel", "Sound Position");
{
PositionLabel->SetBounds(635, 165, 125, 20);
args.Tokenize(CFmtStr("ssmaker 5 %s 1", pos5));
cc->Dispatch(args);


//create the soundscape sound level text
UTIL_StringToVector(g_SoundscapePositions[5].Base(), pos5);
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
}
SoundLevelLabel ->SetBounds(635, 190, 125, 20);


//create the soundscape sound name text
//do pos 6
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
if (pos6)
SoundName->SetBounds(635, 215, 125, 20);
{
args.Tokenize(CFmtStr("ssmaker 6 %s 1", pos6));
cc->Dispatch(args);


//create the soundscape keyvalues and load it
UTIL_StringToVector(g_SoundscapePositions[6].Base(), pos6);
m_KeyValues = new KeyValues("Empty Soundscape");
}


LoadFile(m_KeyValues);
//do pos 7
}
if (pos7)
{
args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
cc->Dispatch(args);


//-----------------------------------------------------------------------------
UTIL_StringToVector(g_SoundscapePositions[7].Base(), pos7);
// Purpose: Called every tick for the soundscape maker
}
//-----------------------------------------------------------------------------
}
void CSoundscapeMaker::OnTick()
{
//set the visibility
static bool bPrevVisible = g_ShowSoundscapePanel;
if (g_ShowSoundscapePanel != bPrevVisible)
SetVisible(g_ShowSoundscapePanel);


//set the old visibility
//delete settings
bPrevVisible = g_ShowSoundscapePanel;
settings->deleteThis();
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called when the close button is pressed
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnClose()
void CSoundscapeSettingsPanel::OnCommand(const char* pszCommand)
{
{
//hide the sound panel
if (Q_strstr(pszCommand, "GetPos") == pszCommand)
g_SoundPanel->OnClose();
{
//search for number
pszCommand = pszCommand + 6;


g_ShowSoundscapePanel = false;
//execute command
static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
if (cc)
{
//hide everything first
g_SoundscapeMaker->SetAllVisible(false);
 
CCommand args;
args.Tokenize(CFmtStr("ssmaker %d", atoi(pszCommand)));
cc->Dispatch(args);
}
 
return;
}
 
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
{
static ConVar* cv = cvar->FindVar("__ss_draw");
if (cv)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());
 
return;
}
 
//handle debug thing
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_DEBUG))
{
g_SoundscapeDebugPanel->SetVisible(true);
g_SoundscapeDebugPanel->RequestFocus();
g_SoundscapeDebugPanel->MoveToFront();
return;
}
 
BaseClass::OnCommand(pszCommand);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Play the selected soundscape
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::PlaySelectedSoundscape()
void CSoundscapeSettingsPanel::SetItem(int index, const Vector& value)
{
{
g_IsPlayingSoundscape = false;
const char* text = CFmtStr("%.3f %.3f %.3f", value.x, value.y, value.z);


//remove all the temporary soundscapes from the soundscape system
//check index
for (int i = 0; i < m_TmpAddedSoundscapes.Count(); i++)
switch (index)
{
{
for (int j = 0; j < g_SoundscapeSystem.m_soundscapes.Count(); j++)
case 0:
{
m_TextEntryPos0->RequestFocus();
if (g_SoundscapeSystem.m_soundscapes[j] == m_TmpAddedSoundscapes[i])
m_TextEntryPos0->SetText(text);
{
g_SoundscapePositions[0] = value;
g_SoundscapeSystem.m_soundscapes.Remove(j);
break;
break;
 
}
case 1:
}
m_TextEntryPos1->RequestFocus();
}
m_TextEntryPos1->SetText(text);
g_SoundscapePositions[1] = value;
break;
 
case 2:
m_TextEntryPos2->RequestFocus();
m_TextEntryPos2->SetText(text);
g_SoundscapePositions[2] = value;
break;
case 3:
m_TextEntryPos3->RequestFocus();
m_TextEntryPos3->SetText(text);
g_SoundscapePositions[3] = value;
break;
 
case 4:
m_TextEntryPos4->RequestFocus();
m_TextEntryPos4->SetText(text);
g_SoundscapePositions[4] = value;
break;
 
case 5:
m_TextEntryPos5->RequestFocus();
m_TextEntryPos5->SetText(text);
g_SoundscapePositions[5] = value;
break;


m_TmpAddedSoundscapes.RemoveAll();
case 6:
m_TextEntryPos6->RequestFocus();
m_TextEntryPos6->SetText(text);
g_SoundscapePositions[6] = value;
break;


//if m_kvCurrSelected then add all the "playsoundscape" soundscape keyvalues
case 7:
//into the g_SoundscapeSystem.m_soundscapes array
m_TextEntryPos7->RequestFocus();
if (m_kvCurrSelected)
m_TextEntryPos7->SetText(text);
g_SoundscapePositions[7] = value;
break;
}
}
 
//-----------------------------------------------------------------------------
// Purpose: Called on text changed
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
{
static ConCommand* cc = cvar->FindCommand("__ss_maker_set");
 
//check focus
if (m_TextEntryPos0->HasFocus())
{
{
CUtlVector<const char*> SoundscapeNames;
//get text
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, subkey)
char buf[512];
{
m_TextEntryPos0->GetText(buf, sizeof(buf));
//look for playsoundscape file
if (!Q_strcasecmp(subkey->GetName(), "playsoundscape"))
{
const char* name = subkey->GetString("name", nullptr);
if (!name || !name[0] || SoundscapeNames.Find(name) != SoundscapeNames.InvalidIndex())
continue;


SoundscapeNames.AddToTail(name);
//convert to vector
}
UTIL_StringToVector(g_SoundscapePositions[0].Base(), buf);
}


//now look for each keyvalue
//do command
for (int i = 0; i < SoundscapeNames.Count(); i++)
if (cc)
{
{
for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
CCommand args;
{
args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
//look for playsoundscape file
cc->Dispatch(args);
if (!Q_strcmp(subkey->GetName(), SoundscapeNames[i]))
{
//add it to the soundscape system
m_TmpAddedSoundscapes.AddToTail(subkey);
g_SoundscapeSystem.m_soundscapes.AddToTail(subkey);
}
}
}
}
return;
}
}


//stop all sounds
//check focus
enginesound->StopAllSounds(true);
if (m_TextEntryPos1->HasFocus())
{
//get text
char buf[512];
m_TextEntryPos1->GetText(buf, sizeof(buf));


//stop the current soundscape and start a new soundscape
//convert to vector
g_SoundscapeSystem.StartNewSoundscape(nullptr);
UTIL_StringToVector(g_SoundscapePositions[1].Base(), buf);
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);


g_IsPlayingSoundscape = true;
//do command
}
if (cc)
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 1 %s 1", buf));
cc->Dispatch(args);
}


//-----------------------------------------------------------------------------
return;
// Purpose: Called when a button or something else gets pressed
}
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnCommand(const char* pszCommand)
{


//check for close command first
//check focus
if (!Q_strcmp(pszCommand, "Close"))
if (m_TextEntryPos2->HasFocus())
{
{
BaseClass::OnCommand(pszCommand);
//get text
char buf[512];
m_TextEntryPos2->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[2].Base(), buf);
 
//do command
if (cc)
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 2 %s 1", buf));
cc->Dispatch(args);
}
 
return;
return;
}
}


//check for the save button command
//check focus
else if (!Q_strcmp(pszCommand, SAVE_BUTTON_COMMAND))
if (m_TextEntryPos3->HasFocus())
{
{
//initalize the file save dialog
//get text
if (!m_FileSave)
char buf[512];
m_TextEntryPos3->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[3].Base(), buf);
 
//do command
if (cc)
{
{
//get the current game directory
CCommand args;
char buf[512];
args.Tokenize(CFmtStr("ssmaker 3 %s 1", buf));
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));
cc->Dispatch(args);
}


//create the save dialog
return;
m_FileSave = new vgui::FileOpenDialog(this, "Save Soundscape File", false);
}
m_FileSave->AddFilter("*.txt", "Soundscape Text File", true);
 
m_FileSave->AddFilter("*.*", "All Files (*.*)", false);
//check focus
m_FileSave->SetStartDirectory(buf);
if (m_TextEntryPos4->HasFocus())
m_FileSave->AddActionSignalTarget(this);
{
}
//get text
char buf[512];
m_TextEntryPos4->GetText(buf, sizeof(buf));


//show the dialog
//convert to vector
m_FileSave->DoModal(false);
UTIL_StringToVector(g_SoundscapePositions[4].Base(), buf);
m_FileSave->Activate();


//file wasnt loadad
//do command
m_bWasFileLoad = false;
if (cc)
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 4 %s 1", buf));
cc->Dispatch(args);
}


return;
return;
}
}


//check for load button command
//check focus
else if (!Q_strcmp(pszCommand, LOAD_BUTTON_COMMAND))
if (m_TextEntryPos5->HasFocus())
{
{
//initalize the file save dialog
//get text
if (!m_FileLoad)
char buf[512];
m_TextEntryPos5->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[5].Base(), buf);
 
//do command
if (cc)
{
{
//get the current game directory
CCommand args;
char buf[512];
args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));
cc->Dispatch(args);
 
//create the load dialog
m_FileLoad = new vgui::FileOpenDialog(this, "Load Soundscape File", true);
m_FileLoad->AddFilter("*.txt", "Soundscape Text File", true);
m_FileLoad->AddFilter("*.*", "All Files (*.*)", false);
m_FileLoad->SetStartDirectory(buf);
m_FileLoad->AddActionSignalTarget(this);
}
}


//show the file load dialog
return;
m_FileLoad->DoModal(false);
}
m_FileLoad->Activate();


//file was loadad
//check focus
m_bWasFileLoad = true;
if (m_TextEntryPos6->HasFocus())
{
//get text
char buf[512];
m_TextEntryPos6->GetText(buf, sizeof(buf));


return;
//convert to vector
}
UTIL_StringToVector(g_SoundscapePositions[6].Base(), buf);


//check for new soundscape
//do command
else if (!Q_strcmp(pszCommand, NEW_BUTTON_COMMAND))
if (cc)
{
{
//make sure you want to create a new soundscape file
CCommand args;
vgui::QueryBox* popup = new vgui::QueryBox("New File?", "Are you sure you want to create a new soundscape file?", this);
args.Tokenize(CFmtStr("ssmaker 6 %s 1", buf));
popup->SetOKCommand(new KeyValues("Command", "command", RESET_BUTTON_COMMAND));
cc->Dispatch(args);
popup->SetCancelButtonVisible(false);
}
popup->AddActionSignalTarget(this);
popup->DoModal(this);


return;
return;
}
}


//check for reset soundscape
//check focus
else if (!Q_strcmp(pszCommand, RESET_BUTTON_COMMAND))
if (m_TextEntryPos7->HasFocus())
{
{
m_kvCurrSelected = nullptr;
//get text
char buf[512];
m_TextEntryPos7->GetText(buf, sizeof(buf));


//stop all soundscapes before deleting the old soundscapes
//convert to vector
if (g_IsPlayingSoundscape)
UTIL_StringToVector(g_SoundscapePositions[7].Base(), buf);
PlaySelectedSoundscape();


m_KeyValues->deleteThis();
//do command
m_KeyValues = new KeyValues("Empty Soundscape");
if (cc)
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 7 %s 1", buf));
cc->Dispatch(args);
}


LoadFile(m_KeyValues);
return;
return;
}
}


//check for play sound
}
else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
 
{
//-----------------------------------------------------------------------------
//initalize the sounds
// Purpose: Destructor
if (!g_SoundPanelInitalized)
//-----------------------------------------------------------------------------
{
CSoundscapeSettingsPanel::~CSoundscapeSettingsPanel()
g_SoundPanelInitalized = true;
{
g_SoundPanel->InitalizeSounds();
//save everything
}
KeyValues* settings = new KeyValues("settings");
 
//get text's
char text0[64];
char text1[64];
char text2[64];
char text3[64];
char text4[64];
char text5[64];
char text6[64];
char text7[64];
 
m_TextEntryPos0->GetText(text0, sizeof(text0));
m_TextEntryPos1->GetText(text1, sizeof(text1));
m_TextEntryPos2->GetText(text2, sizeof(text2));
m_TextEntryPos3->GetText(text3, sizeof(text3));
m_TextEntryPos4->GetText(text4, sizeof(text4));
m_TextEntryPos5->GetText(text5, sizeof(text5));
m_TextEntryPos6->GetText(text6, sizeof(text6));
m_TextEntryPos7->GetText(text7, sizeof(text7));


g_SoundPanel->SetVisible(true);
//save text entries
g_SoundPanel->MoveToFront();
settings->SetString("Position0", text0);
g_SoundPanel->RequestFocus();
settings->SetString("Position1", text1);
return;
settings->SetString("Position2", text2);
}
settings->SetString("Position3", text3);
settings->SetString("Position4", text4);
settings->SetString("Position5", text5);
settings->SetString("Position6", text6);
settings->SetString("Position7", text7);


//check for play soundscape
//save check buttons
else if (!Q_strcmp(pszCommand, PLAY_SOUNDSCAPE_COMMAND))
settings->SetBool("ShowSoundscapes", m_ShowSoundscapePositions->IsSelected());
{
if (m_PlaySoundscapeButton->IsSelected())
{
//enable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(true);


//play the soundscape
//save to file
PlaySelectedSoundscape();
settings->SaveToFile(filesystem, "cfg/soundscape_maker.txt", "MOD");
}
settings->deleteThis();
else
}
{
//disable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(false);


g_IsPlayingSoundscape = false;
//static soundscape settings panel
static CSoundscapeSettingsPanel* g_SettingsPanel = nullptr;


//stop all sounds and soundscapes
enginesound->StopAllSounds(true);
g_SoundscapeSystem.StartNewSoundscape(nullptr);
}


return;
#define BUTTON_MENU_COMMAND_COPY_CLIPBOARD "CopyClipboard"
}


//check for play soundscape
//button
else if (!Q_strcmp(pszCommand, RESET_SOUNDSCAPE_BUTTON_COMMAND))
class CSoundscapeButton : public vgui::Button
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeButton, vgui::Button)
 
CSoundscapeButton(vgui::Panel* parent, const char* name, const char* text, vgui::Panel* target = nullptr, const char* command = nullptr, KeyValues* kv = nullptr, SoundscapeClipboardType type = SoundscapeClipboardType::Type_SoundscapeNone)
: BaseClass(parent, name, text, target, command), m_bIsSelected(false), m_KeyValues(kv), m_KeyValuesType(type)
{
{
PlaySelectedSoundscape();
m_ColorSelected = Color(200, 200, 200, 200);
return;
m_FgColorSelected = Color(0, 0, 0, 255);
}
}


//check for delete item
//apply scheme settings
else if (!Q_strcmp(pszCommand, DELETE_CURRENT_ITEM_COMMAND))
void ApplySchemeSettings(vgui::IScheme* scheme)
{
{
//check for current rndwave
BaseClass::ApplySchemeSettings(scheme);
if (m_kvCurrRndwave && m_SoundNameTextEntry->IsEnabled())
{
if (!m_kvCurrRndwave || m_iCurrRndWave <= 0)
return;


//get the keyvalues by the index
m_ColorNotSelected = GetButtonArmedBgColor();
int curr = 0;
m_FgColorNotSelected = GetButtonArmedFgColor();
KeyValues* prev = nullptr;
}


FOR_EACH_VALUE(m_kvCurrRndwave, keyvalues)
//paints the background
{
void PaintBackground()
if (++curr == m_iCurrRndWave)
{
{
if (m_bIsSelected)
//delete
SetBgColor(m_ColorSelected);
if (prev)
else
prev->SetNextKey(keyvalues->GetNextValue());
SetBgColor(m_ColorNotSelected);
else
{
m_kvCurrRndwave->m_pSub = keyvalues->GetNextValue();
m_iCurrRndWave = -1;
}


curr = curr - 1;
BaseClass::PaintBackground();
}


keyvalues->SetNextKey(nullptr);
//paints
keyvalues->deleteThis();
void Paint()
break;
{
}
if (m_bIsSelected)
SetFgColor(m_FgColorSelected);
else
SetFgColor(m_FgColorNotSelected);


BaseClass::Paint();
}


//mouse release
void OnMouseReleased(vgui::MouseCode code)
{
if (code != vgui::MouseCode::MOUSE_RIGHT)
return BaseClass::OnMouseReleased(code);


prev = keyvalues;
//this should never happen but just in case
}
if (!m_KeyValues)
return;


//reset everything
//get cursor pos
m_SoundNameTextEntry->SetText("");
int x, y;
m_SoundNameTextEntry->SetEnabled(false);
vgui::surface()->SurfaceGetCursorPos(x, y);
m_SoundNamePlay->SetEnabled(false);


//store vector
//show menu
auto& vec = m_pSoundList->m_MenuButtons;
vgui::Menu* menu = new vgui::Menu(this, "Clipboard");
menu->AddMenuItem("CopyToClipboard", "Copy", BUTTON_MENU_COMMAND_COPY_CLIPBOARD, this);
menu->SetBounds(x, y, 200, 50);
menu->SetVisible(true);


//remove it
BaseClass::Paint();
delete vec[curr];
}
vec.Remove(curr);


//move everything down
//mouse release
m_pSoundList->m_iCurrentY = m_pSoundList->m_iCurrentY - 22;
void OnCommand(const char* pszCommand)
m_pSoundList->m_Keyvalues = m_kvCurrRndwave;
{
if (!Q_strcmp(pszCommand, BUTTON_MENU_COMMAND_COPY_CLIPBOARD))
{
//create copy of keyvalues
switch (m_KeyValuesType)
{
case SoundscapeClipboardType::Type_SoundscapeName:
{
//copy
if (CurrClipboardName.Count() >= MAX_CLIPBOARD_ITEMS)
{
CurrClipboardName[0]->deleteThis();
CurrClipboardName.Remove(0);
}
 
CurrClipboardName.AddToTail(m_KeyValues->MakeCopy());


if (vec.Count() >= m_pSoundList->m_iMax)
//debug message
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape: '%s' Coppied to clipboard.\n", m_KeyValues->GetName());
break;
}
case SoundscapeClipboardType::Type_SoundscapeData:
{
{
m_pSoundList->OnMouseWheeled(1);
//copy
if (CurrClipboardData.Count() >= MAX_CLIPBOARD_ITEMS)
{
CurrClipboardData[0]->deleteThis();
CurrClipboardData.Remove(0);
}


int min, max;
//make copy
m_pSoundList->m_pSideSlider->GetRange(min, max);
CurrClipboardData.AddToTail(m_KeyValues->MakeCopy());
m_pSoundList->m_pSideSlider->SetRange(0, max - 1);
}


for (int i = curr; i < vec.Count(); i++)
//debug message
{
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape Data: '%s' Coppied to clipboard.\n", m_KeyValues->GetName());
//move everything down
break;
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}
}
 
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
//reset every command
int WaveAmount = 0;
for (int i = 0; i < vec.Count(); i++)
{
{
//store data name
//copy
const char* name = vec[i]->GetCommand()->GetString("command");
if (CurrClipboardRandom.Count() >= MAX_CLIPBOARD_ITEMS)
 
//increment variables based on name
if (Q_stristr(name, "$rndwave") == name)
{
{
WaveAmount++;
CurrClipboardRandom[0]->deleteThis();
vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
CurrClipboardRandom.Remove(0);
}
}
}


//bounds check
CurrClipboardRandom.AddToTail(m_KeyValues->MakeCopy());
if (vec.Count() <= 0)
return;


//select next item
//debug message
if (m_iCurrRndWave <= vec.Count())
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape Random Wave: '%s' Coppied to clipboard.\n", m_KeyValues->GetString());
OnCommand(CFmtStr("$rndwave%d", curr + 1));
break;
else
}
OnCommand(CFmtStr("$rndwave%d", curr));
}
}
}
else if (m_kvCurrSound)
}
{
 
if (!m_kvCurrSelected)
//is this selected or not
return;
bool m_bIsSelected;
static Color m_ColorSelected;
static Color m_ColorNotSelected;
static Color m_FgColorSelected;
static Color m_FgColorNotSelected;


//find keyvalue with same pointer and get the index
KeyValues* m_KeyValues = nullptr;
int tmpindex = 0;
SoundscapeClipboardType m_KeyValuesType;
int index = -1;
};


KeyValues* prev = nullptr;
Color CSoundscapeButton::m_ColorSelected = Color();
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, keyvalues)
Color CSoundscapeButton::m_ColorNotSelected = Color();
{
Color CSoundscapeButton::m_FgColorSelected = Color();
if (m_kvCurrSound == keyvalues)
Color CSoundscapeButton::m_FgColorNotSelected = Color();
{
//remove it
if (prev)
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
else
m_kvCurrSelected->m_pSub = keyvalues->GetNextTrueSubKey();


keyvalues->SetNextKey(nullptr);
keyvalues->deleteThis();


//get index
//soundscape combo box
index = tmpindex;
break;
}


prev = keyvalues;
class CSoundListComboBox : public vgui::ComboBox
{
public:
DECLARE_CLASS_SIMPLE(CSoundListComboBox, vgui::ComboBox);


//increment
CSoundListComboBox(Panel* parent, const char* panelName, int numLines, bool allowEdit) :
tmpindex++;
BaseClass(parent, panelName, numLines, allowEdit) {}
}


//error
//on key typed. check for menu item with text inside it and if found then
if (index == -1)
//select that item.
return;
void OnKeyTyped(wchar_t unichar)
{
//check for ctrl or shift down
if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RCONTROL) || unichar == '`')
return;


//store vector
//open up this combo box
auto& vec = m_pDataList->m_MenuButtons;
if (unichar == 13)
{
ShowMenu();
return;
}


//remove it
BaseClass::OnKeyTyped(unichar);
delete vec[index];
vec.Remove(index);


//move everything down
//check for backspace
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
if (unichar == 8 || unichar == '_')
m_pDataList->m_Keyvalues = m_kvCurrSelected;
return;
 
//get text
char buf[512];
GetText(buf, sizeof(buf));
 
//start from current index + 1
int start = GetMenu()->GetActiveItem() + 1;


for (int i = index; i < vec.Count(); i++)
//look for sound with same name starting from the start first
for (int i = start; i < g_SoundDirectories.Count(); i++)
{
if (Q_stristr(g_SoundDirectories[i], buf))
{
{
//move everything down
GetMenu()->SetCurrentlyHighlightedItem(i);
int x, y = 0;
return;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}
}
}


if (vec.Count() >= m_pDataList->m_iMax)
//now cheeck from 0 to the start
for (int i = 0; i < start; i++)
{
if (Q_stristr(g_SoundDirectories[i], buf))
{
{
m_pDataList->OnMouseWheeled(1);
GetMenu()->SetCurrentlyHighlightedItem(i);
return;
}
}
}
};


int min, max;
m_pDataList->m_pSideSlider->GetRange(min, max);
m_pDataList->m_pSideSlider->SetRange(0, max - 1);
}


//reset the names of each button
//sounds list panel
int RandomNum = 0;
int LoopingNum = 0;
int SoundscapeNum = 0;


//change the commands of the buttons
#define SOUND_LIST_PANEL_WIDTH 375
for (int i = 0; i < vec.Count(); i++)
#define SOUND_LIST_PANEL_HEIGHT 255
{
#define SOUND_LIST_PLAY_COMMAND "PlaySound"
//store data name
#define SOUND_LIST_STOP_COMMAND "StopSound"
const char* name = vec[i]->GetCommand()->GetString("command");
#define SOUND_LIST_INSERT_COMMAND "Insert"
#define SOUND_LIST_RELOAD_COMMAND "Reload"
#define SOUND_LIST_SEARCH_COMMAND "Search"


//increment variables based on name
class CSoundListPanel : public vgui::Frame
if (Q_stristr(name, "$playrandom") == name)
{
{
public:
RandomNum++;
DECLARE_CLASS_SIMPLE(CSoundListPanel, vgui::Frame);
vec[i]->SetCommand(CFmtStr("$playrandom%d", RandomNum));
}


if (Q_stristr(name, "$playlooping") == name)
CSoundListPanel(vgui::VPANEL parent, const char* name);
{
LoopingNum++;
vec[i]->SetCommand(CFmtStr("$playlooping%d", LoopingNum));
}


if (Q_stristr(name, "$playsoundscape") == name)
//initalizes sound combo box
{
void InitalizeSounds();
SoundscapeNum++;
void InitalizeSoundscapes(CUtlVector<const char*>& OtherSoundscapes);
vec[i]->SetCommand(CFmtStr("$playsoundscape%d", SoundscapeNum));
}
}


//reset everything
//sets if this is currently using the soundscape panel or sound panel
m_SoundLevels->SetText("");
void SetIsUsingSoundPanel(bool bUsing);
m_SoundNameTextEntry->SetText("");
m_TimeTextEntry->SetText("");
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetText("");


m_SoundLevels->SetEnabled(false);
//other
m_SoundNameTextEntry->SetEnabled(false);
void OnCommand(const char* pszCommand);
m_TimeTextEntry->SetEnabled(false);
void OnClose();
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


m_pSoundList->Clear();
private:
friend class CSoundscapeMaker;


m_kvCurrSound = nullptr;
//are we currently in the 'sound' panel or 'soundscape' panel
m_pSoundList->m_Keyvalues = nullptr;
bool bCurrentlyInSoundPanel = true;


//bounds checking
CSoundListComboBox* m_SoundsList; //for sounds
if (index >= vec.Count())
CSoundListComboBox* m_SoundscapesList; //for soundscapes
index = index - 1;
vgui::TextEntry* m_SearchText;
vgui::Button* m_SearchButton;
vgui::Button* m_PlayButton;
vgui::Button* m_StopSoundButton;
vgui::Button* m_InsertButton;
vgui::Button* m_ReloadSounds;


//select the button
//current sound guid
if (index >= 0)
int m_iSongGuid = -1;
OnCommand(vec[index]->GetCommand()->GetString("command"));
};
}
else if (m_kvCurrSelected)
{
if (m_KeyValues == m_kvCurrSelected)
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show an error
//-----------------------------------------------------------------------------
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
// Purpose: Constructor
popup->SetOKButtonText("Ok");
//-----------------------------------------------------------------------------
popup->SetCancelButtonVisible(false);
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
popup->AddActionSignalTarget(this);
: BaseClass(nullptr, name)
popup->DoModal(this);
{
SetParent(parent);


return;
SetKeyBoardInputEnabled(true);
}
SetMouseInputEnabled(true);


//find keyvalue with same pointer and get the index
SetProportional(false);
int tmpindex = 0;
SetTitleBarVisible(true);
int index = -1;
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


KeyValues* prev = nullptr;
//set the size and pos
for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
int ScreenWide, ScreenTall;
{
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
if (m_kvCurrSelected == keyvalues)
{
//remove it
if (!prev)
break;


prev->SetNextKey(keyvalues->GetNextTrueSubKey());
SetTitle("Sounds List", true);
keyvalues->SetNextKey(nullptr);
SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
keyvalues->deleteThis();
SetPos((ScreenWide - SOUND_LIST_PANEL_WIDTH) / 2, (ScreenTall - SOUND_LIST_PANEL_HEIGHT) / 2);


//get index
//create combo box's
index = tmpindex;
m_SoundsList = new CSoundListComboBox(this, "SoundsList", 20, true);
break;
m_SoundsList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
}
m_SoundsList->AddActionSignalTarget(this);
m_SoundsList->SetVisible(true);


prev = keyvalues;
m_SoundscapesList = new CSoundListComboBox(this, "SoundscapesList", 20, true);
m_SoundscapesList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_SoundscapesList->AddActionSignalTarget(this);
m_SoundscapesList->SetVisible(false);


//increment
//make divider
tmpindex++;
vgui::Divider* divider1 = new vgui::Divider(this, "Divider");
}
divider1->SetBounds(-5, 48, SOUND_LIST_PANEL_WIDTH + 10, 2);


//error
//create text
if (index == -1)
vgui::Label* label1 = new vgui::Label(this, "FindSound", "Find Sound");
return;
label1->SetBounds(147, 51, 120, 20);


//store vector
//create text entry
auto& vec = m_SoundscapesList->m_MenuButtons;
m_SearchText = new vgui::TextEntry(this, "SearchTextEntry");
m_SearchText->SetBounds(5, 75, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_SearchText->SetEnabled(true);
m_SearchText->SetText("");


//remove it
//create search for button
delete vec[index];
m_SearchButton = new vgui::Button(this, "SearchButton", "Search For");
vec.Remove(index);
m_SearchButton->SetBounds(5, 100, SOUND_LIST_PANEL_WIDTH - 15, 20);;
m_SearchButton->SetEnabled(true);
m_SearchButton->SetCommand(SOUND_LIST_SEARCH_COMMAND);


//move everything down
//make divider
m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;
vgui::Divider* divider2 = new vgui::Divider(this, "Divider");
divider2->SetBounds(-5, 124, SOUND_LIST_PANEL_WIDTH + 10, 2);


for (int i = index; i < vec.Count(); i++)
//create text
{
vgui::Label* label2 = new vgui::Label(this, "SoundButtons", "Sound Buttons");
//move everything down
label2->SetBounds(140, 127, 120, 20);
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


if (vec.Count() >= m_SoundscapesList->m_iMax)
//create play button
{
m_PlayButton = new vgui::Button(this, "PlayButton", "Play Sound", this);
m_SoundscapesList->OnMouseWheeled(1);
m_PlayButton->SetBounds(5, 150, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_PlayButton->SetCommand(SOUND_LIST_PLAY_COMMAND);


int min, max;
//create stop sound button
m_SoundscapesList->m_pSideSlider->GetRange(min, max);
m_StopSoundButton = new vgui::Button(this, "StopSound", "Stop Sound", this);
m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
m_StopSoundButton->SetBounds(5, 175, SOUND_LIST_PANEL_WIDTH - 15, 20);
}
m_StopSoundButton->SetCommand(SOUND_LIST_STOP_COMMAND);


//reset everything
//create sound insert button
m_DspEffects->SetText("");
m_InsertButton = new vgui::Button(this, "InsertSound", "Insert Sound", this);
m_SoundLevels->SetText("");
m_InsertButton->SetBounds(5, 225, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_TextEntryName->SetText("");
m_InsertButton->SetCommand(SOUND_LIST_INSERT_COMMAND);
m_SoundNameTextEntry->SetText("");
m_TimeTextEntry->SetText("");
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetText("");
m_DspEffects->SetEnabled(false);
m_SoundLevels->SetEnabled(false);
m_TextEntryName->SetEnabled(false);
m_SoundNameTextEntry->SetEnabled(false);
m_TimeTextEntry->SetEnabled(false);
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


m_pDataList->Clear();
//create reload sounds button
m_pSoundList->Clear();
m_ReloadSounds = new vgui::Button(this, "ReloadSounds", "Reload Sounds", this);
m_ReloadSounds->SetBounds(5, 200, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_ReloadSounds->SetCommand(SOUND_LIST_RELOAD_COMMAND);
}


m_kvCurrSound = nullptr;
//-----------------------------------------------------------------------------
m_pDataList->m_Keyvalues = nullptr;
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundListPanel::OnCommand(const char* pszCommand)
{
if (!Q_strcmp(pszCommand, SOUND_LIST_SEARCH_COMMAND))
{
//get text
char buf[512];
m_SearchText->GetText(buf, sizeof(buf));


//go to next soundscape
//check for shift key
if (!prev)
bool shift = (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT));
return;
 
//vector of texts
CUtlVector<char*> SoundNames;
CSoundListComboBox* SoundList = bCurrentlyInSoundPanel ? m_SoundsList : m_SoundscapesList;
 
//if we are in soundscape mode then set the SoundNames to all the soundscapes. else set SoundNames to g_SoundDirectories
if (!bCurrentlyInSoundPanel)
{
for (int i = 0; i < m_SoundscapesList->GetItemCount(); i++)
{
//insert
char* tmpbuf = new char[512];
m_SoundscapesList->GetItemText(i, tmpbuf, 512);


if (prev->GetNextTrueSubKey())
SoundNames.AddToTail(tmpbuf);
OnCommand(prev->GetNextTrueSubKey()->GetName());
}
else
}
OnCommand(prev->GetName());
else
{
SoundNames = g_SoundDirectories;
}
}


return;
if (shift)
}
{
//start from current index - 1
int start = SoundList->GetMenu()->GetActiveItem() - 1;


//check for "playrandom", "playsoundscape" or "playlooping"
//look for sound with same name starting from the start first and going down
if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
for (int i = start; i >= 0; i--)
{
//get the selected number
char* str_number = (char*)(pszCommand + 11);
int number = atoi(str_number);
if (number != 0)
{
//look for button with same command
auto& vec = m_pDataList->m_MenuButtons;
for (int i = 0; i < vec.Count(); i++)
{
{
//if the button doesnt have the same command then de-select it. else select it
if (Q_stristr(SoundNames[i], buf))
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
{
vec[i]->m_bIsSelected = true;
//select item
else
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
vec[i]->m_bIsSelected = false;
SoundList->ActivateItem(i);
}


//set text
SoundList->SetText(SoundNames[i]);


//clear the m_pSoundList
//delete all soundscapes if we need to
m_pSoundList->Clear();
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
m_pSoundList->m_Keyvalues = nullptr;
delete[] SoundNames[i];
 
return;
}
}


//store variables
KeyValues* data = nullptr;
int curr = 0;


//get subkey
//now cheeck from the SoundNames to the start
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
for (int i = SoundNames.Count() - 1; i > start; i--)
{
{
if (Q_strcasecmp(sounds->GetName(), "playrandom"))
if (Q_stristr(SoundNames[i], buf))
continue;
if (++curr == number)
{
{
data = sounds;
//select item
break;
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
SoundList->ActivateItem(i);
 
//set text
SoundList->SetText(SoundNames[i]);
 
//delete all soundscapes if we need to
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
delete[] SoundNames[i];
 
return;
}
}
}
}
}
else
{
//start from current index + 1
int start = SoundList->GetMenu()->GetActiveItem() + 1;


//no data
//look for sound with same name starting from the start first
if (!data)
for (int i = start; i < SoundNames.Count(); i++)
return;
{
if (Q_stristr(SoundNames[i], buf))
{
//select item
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
SoundList->ActivateItem(i);
 
//set text
SoundList->SetText(SoundNames[i]);


m_kvCurrSound = data;
//delete all soundscapes if we need to
m_kvCurrRndwave = nullptr;
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
delete[] SoundNames[i];


//set the random times
return;
m_TimeTextEntry->SetText(data->GetString("time", "10,20"));
}
m_VolumeTextEntry->SetText(data->GetString("volume", "0.5,0.8"));
}
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
m_PositionTextEntry->SetText(data->GetString("position", ""));
m_SoundNameTextEntry->SetText("");


//get snd level index
int index = 8; //8 = SNDLVL_NORM
const char* name = data->GetString("soundlevel", nullptr);


//check for the name
//now cheeck from 0 to the start
if (name)
for (int i = 0; i < start; i++)
{
{
if (Q_stristr(SoundNames[i], buf))
{
//select item
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
SoundList->ActivateItem(i);


//loop through the sound levels to find the right one
//set text
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
SoundList->SetText(SoundNames[i]);
{
 
if (!Q_strcmp(name, g_SoundLevels[i]))
//delete all soundscapes if we need to
{
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
index = i;
delete[] SoundNames[i];
break;
 
}
return;
}
}
}
}
}


//select the index
//delete all soundscapes if we need to
m_SoundLevels->ActivateItem(index);
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
delete[] SoundNames[i];


//enable the text entries
return;
m_TimeTextEntry->SetEnabled(true);
}
m_VolumeTextEntry->SetEnabled(true);
else if (!Q_strcmp(pszCommand, SOUND_LIST_PLAY_COMMAND))
m_PitchTextEntry->SetEnabled(true);
{
m_PositionTextEntry->SetEnabled(true);
//get the sound
m_SoundLevels->SetEnabled(true);
char buf[512];
m_SoundNameTextEntry->SetEnabled(false);
m_SoundsList->GetText(buf, sizeof(buf));
m_SoundNamePlay->SetEnabled(false);


g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
//stop the sound
g_SoundPanel->SetVisible(false);
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
{
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


//check for randomwave subkey
//precache and play the sound
if ((data = data->FindKey("rndwave")) == nullptr)
if (!enginesound->IsSoundPrecached(buf))
return;
enginesound->PrecacheSound(buf);


m_kvCurrRndwave = data;
enginesound->EmitAmbientSound(buf, 1, 100);
m_pSoundList->m_Keyvalues = data;
m_iSongGuid = enginesound->GetGuidForLastSoundEmitted();
return;
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_STOP_COMMAND))
{
//stop the sound
if (m_iSongGuid != -1 && enginesound->IsSoundStillPlaying(m_iSongGuid))
{
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


//add all the data
return;
int i = 0;
FOR_EACH_VALUE(data, sound)
{
const char* name = sound->GetName();
 
m_pSoundList->AddButton(name, sound->GetString(), CFmtStr("$rndwave%d", ++i), this);
}
 
m_iSoundscapeMode = SoundscapeMode::Mode_Random;
return;
}
}
}
else if (Q_stristr(pszCommand, "$playlooping") == pszCommand)
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
{
{
//get the selected number
//make not visible
char* str_number = (char*)(pszCommand + 12);
SetVisible(false);
int number = atoi(str_number);
 
if (number != 0)
//stop the sound
{
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
//look for button with same command
{
auto& vec = m_pDataList->m_MenuButtons;
enginesound->StopSoundByGuid(m_iSongGuid);
for (int i = 0; i < vec.Count(); i++)
m_iSongGuid = -1;
{
}
//if the button doesnt have the same command then de-select it. else select it
 
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
//get the sound
vec[i]->m_bIsSelected = true;
char buf[512];
else
vec[i]->m_bIsSelected = false;
}


if (bCurrentlyInSoundPanel)
m_SoundsList->GetText(buf, sizeof(buf));
else
m_SoundscapesList->GetText(buf, sizeof(buf));


//clear the m_pSoundList
//set the sound text
m_pSoundList->Clear();
g_SoundscapeMaker->SetSoundText(buf);
m_pSoundList->m_Keyvalues = nullptr;
return;
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_RELOAD_COMMAND))
{
if (bCurrentlyInSoundPanel)
{
//clear everything for the combo box and reload it
m_SoundsList->RemoveAll();
InitalizeSounds();
}
else
{
//clear everything for the combo box and reload it
m_SoundscapesList->RemoveAll();


//store variables
bool bPrev = g_bSSMHack;
KeyValues* data = nullptr;
g_bSSMHack = true;
int curr = 0;


//get subkey
//reload all the soundscape files
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
enginesound->StopAllSounds(true);
 
g_SoundscapeSystem.StartNewSoundscape(nullptr);
g_SoundscapeSystem.RemoveAll();
g_SoundscapeSystem. Init();
 
g_bSSMHack = bPrev;
 
//load all the temporary soundscapes
CUtlVector<const char*> OtherSoundscapes;
for (KeyValues* curr = g_SoundscapeMaker->GetPanelFile(); curr; curr = curr->GetNextKey())
{
{
if (Q_strcasecmp(sounds->GetName(), "playlooping"))
if (curr == g_SoundscapeMaker->GetPanelSelected())
continue;
continue;


if (++curr == number)
OtherSoundscapes.AddToTail(curr->GetName());
{
data = sounds;
break;
}
}
}


//no data
InitalizeSoundscapes(OtherSoundscapes);
if (!data)
}
return;


m_kvCurrSound = data;
return;
m_kvCurrRndwave = nullptr;
}


//set the random times
BaseClass::OnCommand(pszCommand);
m_TimeTextEntry->SetText("");
}
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
m_PositionTextEntry->SetText(data->GetString("position", ""));
m_SoundNameTextEntry->SetText(data->GetString("wave", ""));


//get snd level index
//-----------------------------------------------------------------------------
int index = 8; //8 = SNDLVL_NORM
// Purpose: Called on panel close
const char* name = data->GetString("soundlevel", nullptr);
//-----------------------------------------------------------------------------
void CSoundListPanel::OnClose()
{
OnCommand(SOUND_LIST_STOP_COMMAND);
BaseClass::OnClose();
}


//check for the name
//-----------------------------------------------------------------------------
if (name)
// Purpose: Initalizes the sounds list
{
//-----------------------------------------------------------------------------
void CSoundListPanel::InitalizeSounds()
{
//get the sound array
GetSoundNames();
 
//add all the sounds
for (int i = 0; i < g_SoundDirectories.Size(); i++)
m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);


//loop through the sound levels to find the right one
m_SoundsList->ActivateItem(0);
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
}
{
if (!Q_strcmp(name, g_SoundLevels[i]))
{
index = i;
break;
}
}
}


//select the index
//-----------------------------------------------------------------------------
m_SoundLevels->ActivateItem(index);
// Purpose: Initalizes the soundscape list
//-----------------------------------------------------------------------------
void CSoundListPanel::InitalizeSoundscapes(CUtlVector<const char*>& OtherSoundscapes)
{
//remove everything
m_SoundscapesList->RemoveAll();


//enable the text entries
//add all the soundscapes
m_TimeTextEntry->SetEnabled(false);
for (int i = 0; i < g_SoundscapeSystem.m_soundscapes.Count(); i++)
m_VolumeTextEntry->SetEnabled(true);
OtherSoundscapes.AddToTail(g_SoundscapeSystem.m_soundscapes[i]->GetName());
m_PitchTextEntry->SetEnabled(true);
m_PositionTextEntry->SetEnabled(true);
m_SoundLevels->SetEnabled(true);
m_SoundNameTextEntry->SetEnabled(true);
m_SoundNamePlay->SetEnabled(true);
g_SoundPanel->SetVisible(false);


m_iSoundscapeMode = SoundscapeMode::Mode_Looping;
OtherSoundscapes.Sort(VectorSortFunc);
return;
 
//quickly remove duplicatesd
for (int i = 1; i < OtherSoundscapes.Count(); )
{
if (!Q_strcmp(OtherSoundscapes[i], OtherSoundscapes[i - 1]))
{
OtherSoundscapes.Remove(i);
continue;
}
}
i++;
}
}
else if (Q_stristr(pszCommand, "$playsoundscape") == pszCommand)
 
for (int i = 0; i < OtherSoundscapes.Size(); i++)
m_SoundscapesList->AddItem(OtherSoundscapes[i], nullptr);
 
m_SoundscapesList->ActivateItem(0);
}
 
//-----------------------------------------------------------------------------
// Purpose: Sets if this panel is currently the sound panel or soundscape
// selector panel.
//-----------------------------------------------------------------------------
void CSoundListPanel::SetIsUsingSoundPanel(bool bUsing)
{
bCurrentlyInSoundPanel = bUsing;
 
//disable stuff
if (bUsing)
{
{
//get the selected number
//set 'reload' text
char* str_number = (char*)(pszCommand + 15);
m_ReloadSounds->SetText("Reload Sounds");
int number = atoi(str_number);
if (number != 0)
{
//look for button with same command
auto& vec = m_pDataList->m_MenuButtons;
for (int i = 0; i < vec.Count(); i++)
{
//if the button doesnt have the same command then de-select it. else select it
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
vec[i]->m_bIsSelected = true;
else
vec[i]->m_bIsSelected = false;
}


m_SoundscapesList->SetVisible(false);
m_SoundsList->SetVisible(true);


//clear the m_pSoundList
//enable the play button
m_pSoundList->Clear();
m_PlayButton->SetEnabled(true);
m_pSoundList->m_Keyvalues = nullptr;
m_StopSoundButton->SetEnabled(true);


//store variables
//set texts
KeyValues* data = nullptr;
m_PlayButton->SetText("Play Sound");
int curr = 0;
m_StopSoundButton->SetText("Stop Sound");
m_InsertButton->SetText("Insert Sound");


//get subkey
//set title
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
SetTitle("Sounds List", true);
{
}
if (Q_strcasecmp(sounds->GetName(), "playsoundscape"))
else
continue;
{
//set 'reload' text
m_ReloadSounds->SetText("Reload Soundscapes");
 
m_SoundscapesList->SetVisible(true);
m_SoundsList->SetVisible(false);
 
//disable the play button
m_PlayButton->SetEnabled(false);
m_StopSoundButton->SetEnabled(false);


if (++curr == number)
//set texts
{
m_PlayButton->SetText("Play Soundscape");
data = sounds;
m_StopSoundButton->SetText("Stop Soundscape");
break;
m_InsertButton->SetText("Insert Soundscape");
}
}


//no data
//set stuff
if (!data)
SetTitle("Soundscape List", true);
return;
}
}


m_kvCurrSound = data;
//static sound list instance
m_kvCurrRndwave = nullptr;
static CSoundListPanel* g_SoundPanel = nullptr;


//set the random times
m_TimeTextEntry->SetText("");
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
m_PositionTextEntry->SetText(data->GetString("positionoverride", ""));
m_SoundNameTextEntry->SetText(data->GetString("name", ""));
m_PitchTextEntry->SetText("");


//get snd level index
//soundscape list
int index = 8; //8 = SNDLVL_NORM
const char* name = data->GetString("soundlevel", nullptr);


//check for the name
if (name)
{


//loop through the sound levels to find the right one
#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
#define PASTE_FROM_CLIBOARD_COMMAND "PasteFromClipboard"
{
#define OPEN_CLIBOARD_COMMAND "OpenClipboard"
if (!Q_strcmp(name, g_SoundLevels[i]))
{
index = i;
break;
}
}
}


//select the index
m_SoundLevels->ActivateItem(index);


//enable the text entries
//soundscape list class
m_TimeTextEntry->SetEnabled(true);
class CSoundscapeList : public vgui::Divider
m_VolumeTextEntry->SetEnabled(true);
{
m_PitchTextEntry->SetEnabled(false);
public:
m_PositionTextEntry->SetEnabled(true);
DECLARE_CLASS_SIMPLE(CSoundscapeList, vgui::Divider);
m_SoundLevels->SetEnabled(true);
m_SoundNameTextEntry->SetEnabled(true);
m_TimeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
//constructor
g_SoundPanel->SetVisible(false);
CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height);


m_iSoundscapeMode = SoundscapeMode::Mode_Soundscape;
//menu item stuff
return;
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type);
}
virtual void Clear();
}
else if (Q_stristr(pszCommand, "$rndwave") == pszCommand)
{
if (!m_kvCurrRndwave)
return;


//get the selected number
//other
char* str_number = (char*)(pszCommand + 8);
virtual void OnMouseWheeled(int delta);
m_iCurrRndWave = atoi(str_number);
virtual void OnMouseReleased(vgui::MouseCode code);
if (m_iCurrRndWave != 0)
 
{
virtual void OnCommand(const char* pszCommand);
//look for button with same command
virtual void PaintBackground();
auto& vec = m_pSoundList->m_MenuButtons;
for (int i = 0; i < vec.Count(); i++)
{
//if the button doesnt have the same command then de-select it. else select it
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
vec[i]->m_bIsSelected = true;
else
vec[i]->m_bIsSelected = false;
}


virtual void OnKeyCodeReleased(vgui::KeyCode code);


int i = 0;
//message funcs
MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);


//get value
protected:
KeyValues* curr = nullptr;
friend class CSoundscapeMaker;
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
{
if (++i == m_iCurrRndWave)
{
curr = wave;
break;
}
}


//if no curr then throw an error
//keyvalue list.
if (!curr)
KeyValues* m_Keyvalues = nullptr;
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show error
//says "Soundscapes List"
char buf[1028];
vgui::Label* m_pLabel;
Q_snprintf(buf, sizeof(buf), "Failed to get rndwave '%d' for subkey \"%s\"\nfor current soundscape file!", i, m_kvCurrSelected->GetName());
vgui::ScrollBar* m_pSideSlider;


//show an error
//menu
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
vgui::Menu* menu;
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
return;
}


m_SoundNameTextEntry->SetEnabled(true);
//menu button stuff
m_SoundNameTextEntry->SetText(curr->GetString());
CUtlVector<CSoundscapeButton*> m_MenuButtons;
int m_iCurrentY;
int m_iMax;
int m_AmtAdded;
};


m_SoundNamePlay->SetEnabled(true);
//-----------------------------------------------------------------------------
// Purpose: Constructor for soundscape list panel
//-----------------------------------------------------------------------------
CSoundscapeList::CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
: BaseClass(parent, name)
{
//create the text
m_pLabel = new vgui::Label(this, "ListsText", text);
m_pLabel->SetVisible(true);
m_pLabel->SetBounds(text_x_pos, 2, 150, 20);


m_iSoundscapeMode = SoundscapeMode::Mode_Random;
//create the side slider
return;
m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
}
m_pSideSlider->SetBounds(width - 20, 0, 20, height - 2);
}
m_pSideSlider->SetValue(0);
m_pSideSlider->SetEnabled(false);
m_pSideSlider->SetRange(0, 0);
m_pSideSlider->SetButtonPressedScrollValue(1);
m_pSideSlider->SetRangeWindow(0);
m_pSideSlider->AddActionSignalTarget(this);


//look for button with the same name as the command
m_iCurrentY = 22;
{
m_iMax = max;
//store vars
m_Keyvalues = nullptr;
CUtlVector<CSoundscapeButton*>& array = m_SoundscapesList->m_MenuButtons;
}


//de-select button
//-----------------------------------------------------------------------------
if (m_pCurrentSelected)
// Purpose: adds a button to the soundscape list
m_pCurrentSelected->m_bIsSelected = false;
//-----------------------------------------------------------------------------
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type)
{
//create a new button
CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command, add, type);
button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);


//check for name
//increment current y
for (int i = 0; i < m_SoundscapesList->m_MenuButtons.Size(); i++)
m_iCurrentY = m_iCurrentY + 22;
{
//check button name
if (!Q_strcmp(array[i]->GetCommand()->GetString("command"), pszCommand))
{
//found it
m_pCurrentSelected = array[i];
break;
}
}


//find selected keyvalue
//add button to array
m_MenuButtons.AddToTail(button);


//set needed stuff
//if the count is more then m_iMax then set slider value
if (m_pCurrentSelected)
if (m_MenuButtons.Count() > m_iMax)
{
{
//select button
int max = m_MenuButtons.Count() - m_iMax;
m_pCurrentSelected->m_bIsSelected = true;


m_DeleteCurrentButton->SetEnabled(false);
m_pSideSlider->SetRange(0, max);
m_pSideSlider->SetRangeWindow(1);
m_pSideSlider->SetEnabled(true);
}


//reset the selected kv
m_AmtAdded++;
m_kvCurrSelected = nullptr;


//find selected keyvalues
//check to see if we need to scroll down
if (m_MenuButtons.Count() >= m_iMax)
OnMouseWheeled(-1);
}


for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
//-----------------------------------------------------------------------------
{
// Purpose: Clears everything for this list
if (!Q_strcmp(kv->GetName(), pszCommand))
//-----------------------------------------------------------------------------
{
void CSoundscapeList::Clear()
m_kvCurrSelected = kv;
{
break;
//reset the slider
}
m_pSideSlider->SetValue(0);
}
m_pSideSlider->SetEnabled(false);
m_pSideSlider->SetRange(0, 0);
m_pSideSlider->SetButtonPressedScrollValue(1);
m_pSideSlider->SetRangeWindow(0);


//set
//delete and clear the buttons
m_kvCurrSound = nullptr;
for (int i = 0; i < m_MenuButtons.Count(); i++)
m_kvCurrRndwave = nullptr;
m_MenuButtons[i]->DeletePanel();


m_TimeTextEntry->SetEnabled(false);
m_MenuButtons.RemoveAll();
m_TimeTextEntry->SetText("");


m_VolumeTextEntry->SetEnabled(false);
//reset current y
m_VolumeTextEntry->SetText("");
m_iCurrentY = 22;


m_PitchTextEntry->SetEnabled(false);
m_AmtAdded = 0;
m_PitchTextEntry->SetText("");
}


m_PositionTextEntry->SetEnabled(false);
//-----------------------------------------------------------------------------
m_PositionTextEntry->SetText("");
// Purpose: Called when a mouse is wheeled
//-----------------------------------------------------------------------------
m_SoundLevels->SetEnabled(false);
void CSoundscapeList::OnMouseWheeled(int delta)
m_SoundLevels->SetText("");
{
//check for scroll down
if (delta == -1)
m_pSideSlider->SetValue(m_pSideSlider->GetValue() + 1);


m_SoundNameTextEntry->SetEnabled(false);
//check for scroll up
m_SoundNameTextEntry->SetText("");
else if (delta == 1)
m_pSideSlider->SetValue(m_pSideSlider->GetValue() - 1);
}


m_SoundNamePlay->SetEnabled(false);
//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
void CSoundscapeList::OnMouseReleased(vgui::MouseCode code)
{
if (code != vgui::MouseCode::MOUSE_RIGHT)
return;


if (g_SoundPanel)
//get cursor pos
{
int x, y;
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
vgui::surface()->SurfaceGetCursorPos(x, y);
g_SoundPanel->SetVisible(false);
}


//check for current keyvalues. should never bee nullptr but could be
//create menu
if (!m_kvCurrSelected)
menu = new vgui::Menu(this, "Menu");
{
menu->AddMenuItem("AddSoundscape", "Add Soundscape", ADD_SOUNDSCAPE_COMMAND, this);
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show error
//check clipboard item
char buf[1028];
if (CurrClipboardName.Count() > 0)
Q_snprintf(buf, sizeof(buf), "Failed to find KeyValue subkey \"%s\"\nfor current soundscape file!", pszCommand);
{
menu->AddSeparator();
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
}


//show an error
menu->SetBounds(x, y, 200, 50);
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
menu->SetVisible(true);
popup->SetOKButtonText("Ok");
}
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


//reset vars
//-----------------------------------------------------------------------------
m_pCurrentSelected = nullptr;
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeList::OnCommand(const char* pszCommand)
{
if (!Q_strcmp(pszCommand, ADD_SOUNDSCAPE_COMMAND))
{
const char* name = CFmtStr("New Soundscape %d", m_AmtAdded);


m_TextEntryName->SetEnabled(false);
//add to keyvalues file
m_TextEntryName->SetText("");
KeyValues* kv = new KeyValues(name);
KeyValues* tmp = m_Keyvalues;
KeyValues* tmp2 = tmp;


m_DspEffects->SetEnabled(false);
AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);
m_DspEffects->SetText("");
return;
}


if (g_IsPlayingSoundscape)
//get last subkey
PlaySelectedSoundscape();
while (tmp != nullptr)
{
tmp2 = tmp;
tmp = tmp->GetNextTrueSubKey();
}


m_DeleteCurrentButton->SetEnabled(true);
//add to last subkey
tmp2->SetNextKey(kv);


//set current soundscape name
GetParent()->OnCommand(name);
m_TextEntryName->SetText(pszCommand);
return;
m_TextEntryName->SetEnabled(true);
}
m_pDataList->m_Keyvalues = m_kvCurrSelected;
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
{
int index = CurrClipboardName.Count() - 1;


//set dsp effect
const char* name = CFmtStr("%s - (Copy %d)", CurrClipboardName[index]->GetName(), m_AmtAdded);
int dsp = Clamp<int>(m_kvCurrSelected->GetInt("dsp"), 0, 29);


m_PlaySoundscapeButton->SetEnabled(true);
//add to keyvalues file
KeyValues* kv = new KeyValues(name);
CurrClipboardName[index]->CopySubkeys(kv);
 
KeyValues* tmp = m_Keyvalues;
KeyValues* tmp2 = tmp;


m_DspEffects->SetEnabled(true);
AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);
m_DspEffects->ActivateItem(dsp);


//clear these
//get last subkey
m_pDataList->Clear();
while (tmp != nullptr)
m_pSoundList->Clear();
{
m_pSoundList->m_Keyvalues = nullptr;
tmp2 = tmp;
tmp = tmp->GetNextTrueSubKey();
}


//set variables
//add to last subkey
int RandomNum = 0;
tmp2->SetNextKey(kv);
int LoopingNum = 0;
int SoundscapeNum = 0;


FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, data)
GetParent()->OnCommand(name);
{
return;
//store data name
}
const char* name = data->GetName();
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();


//increment variables based on name
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeName);
if (!Q_strcasecmp(name, "playrandom"))
return;
{
RandomNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playrandom%d", RandomNum), this);
}
if (!Q_strcasecmp(name, "playlooping"))
{
LoopingNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playlooping%d", LoopingNum), this);
}
if (!Q_strcasecmp(name, "playsoundscape"))
{
SoundscapeNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playsoundscape%d", SoundscapeNum), this);
}
}
}
}
}


Line 2,341: Line 2,914:


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Function to recursivly write keyvalues to keyvalue files. the keyvalues
// Purpose: Paints the background
// class does have a function to do this BUT this function writes every single
// item one after another. this function does that but writes the keys
// first then the subkeys so the order is good.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void RecursivlyWriteKeyvalues(KeyValues* prev, CUtlBuffer& buffer, int& indent)
void CSoundscapeList::PaintBackground()
{
{
//write \t indent
//colors
for (int i = 0; i < indent; i++)
static Color EnabledColor = Color(100, 100, 100, 200);
buffer.PutChar('\t');
static Color DisabledColor = Color(60, 60, 60, 200);


//write name
//if m_KeyValues then paint the default color
buffer.PutChar('"');
if (m_Keyvalues)
buffer.PutString(prev->GetName());
SetBgColor(EnabledColor);
buffer.PutString("\"\n");
else
SetBgColor(DisabledColor);


//write {
BaseClass::PaintBackground();
for (int i = 0; i < indent; i++)
}
buffer.PutChar('\t');


buffer.PutString("{\n");
//-----------------------------------------------------------------------------
// Purpose: Called on keyboard code pressed
//-----------------------------------------------------------------------------
void CSoundscapeList::OnKeyCodeReleased(vgui::KeyCode code)
{
//check for arrow
if (code == KEY_UP)
{
//find selected item
for (int i = 0; i < m_MenuButtons.Count(); i++)
{
if (m_MenuButtons[i]->m_bIsSelected)
{
//check for size and to see if we can select item
if (i - 1 < 0)
return;


//increment indent
//select that item
indent++;
GetParent()->OnCommand(m_MenuButtons[i - 1]->GetCommand()->GetString("command"));
return;
}
}
}


//write all the keys first
//check for arrow
FOR_EACH_VALUE(prev, value)
if (code == KEY_DOWN)
{
{
for (int i = 0; i < indent; i++)
//find selected item
buffer.PutChar('\t');
for (int i = 0; i < m_MenuButtons.Count(); i++)
{
if (m_MenuButtons[i]->m_bIsSelected)
{
//check for size and to see if we can select item
if (i + 1 >= m_MenuButtons.Count())
return;


//write name and value
//select that item
buffer.PutChar('"');
GetParent()->OnCommand(m_MenuButtons[i + 1]->GetCommand()->GetString("command"));
buffer.PutString(value->GetName());
return;
buffer.PutString("\"\t");
}
}
buffer.PutChar('"');
buffer.PutString(value->GetString());
buffer.PutString("\"\n");
}
//write all the subkeys now
FOR_EACH_TRUE_SUBKEY(prev, value)
{
//increment indent
RecursivlyWriteKeyvalues(value, buffer, indent);
if (value->GetNextTrueSubKey())
buffer.PutChar('\n');
}
}
}


//decrement indent
//-----------------------------------------------------------------------------
indent--;
// Purpose: Called on scroll bar moved
//-----------------------------------------------------------------------------
void CSoundscapeList::ScrollBarMoved(int delta)
{
int position = m_pSideSlider->GetValue();


//write ending }
//move everything down (if needed)
for (int i = 0; i < indent; i++)
for (int i = 0; i < m_MenuButtons.Count(); i++)
buffer.PutChar('\t');
{
//make not visible if i < position
if (i < position)
{
m_MenuButtons[i]->SetVisible(false);
continue;
}


buffer.PutString("}\n");
m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
m_MenuButtons[i]->SetVisible(true);
}
}
}


//-----------------------------------------------------------------------------
// Purpose: Called when a file gets opened/closed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnFileSelected(const char* pszFileName)
{
//check for null or empty string
if (!pszFileName || pszFileName[0] == '\0')
return;


//check for file save
if (!m_bWasFileLoad)
{
//save the file
if (m_KeyValues)
{
//write everything into a buffer
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
buf.PutString("//------------------------------------------------------------------------------------\n");
buf.PutString("//\n");
buf.PutString("// Auto-generated soundscape file created with modbases soundscape tool'\n");
buf.PutString("//\n");
buf.PutString("//------------------------------------------------------------------------------------\n");


//now write the keyvalues
KeyValues* pCurrent = m_KeyValues;
while (pCurrent)
{
int indent = 0;
RecursivlyWriteKeyvalues(pCurrent, buf, indent);
pCurrent = pCurrent->GetNextTrueSubKey();


//put a newline
//soundscape data list
buf.PutChar('\n');
 
}
 
#define NEW_PLAYLOOPING_COMMAND "NewLooping"
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
#define NEW_RANDOM_COMMAND "NewRandom"
 
 
class CSoundscapeDataList : public CSoundscapeList
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
 
CSoundscapeDataList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
{}


if (!g_pFullFileSystem->WriteFile(pszFileName, "MOD", buf))
//override right click functionality
{
virtual void OnMouseReleased(vgui::MouseCode code);
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//get the error first
void OnCommand(const char* pszCommand);
char buf[1028];
Q_snprintf(buf, sizeof(buf), "Failed to save soundscape to file \"%s\"", pszFileName);


//show an error
private:
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
friend class CSoundscapeMaker;
popup->SetOKButtonText("Ok");
};
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
return;
}
}




//store vars
//-----------------------------------------------------------------------------
const char* last = pszFileName;
// Purpose: Called when a mouse code is released
const char* tmp = nullptr;
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnMouseReleased(vgui::MouseCode code)
{
//if no soundscape is selected or mouse code != right then return
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
return;


//get the last /
//get cursor pos
while ((last = Q_strstr(last, "\\")) != nullptr)
int x, y;
tmp = ++last; //move past the backslash
vgui::surface()->SurfaceGetCursorPos(x, y);


//check tmp
//create menu
if (!tmp || !*tmp)
menu = new vgui::Menu(this, "Menu");
tmp = pszFileName;
menu->AddMenuItem("AddLooping", "Add Looping Sound", NEW_PLAYLOOPING_COMMAND, this);
menu->AddMenuItem("AddSoundscape", "Add Soundscape", NEW_SOUNDSCAPE_COMMAND, this);
menu->AddMenuItem("AddSoundscape", "Add Random Sounds", NEW_RANDOM_COMMAND, this);


//set new title
//add clipboard thing
char buf[1028];
if (CurrClipboardData.Count() > 0)
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
{
menu->AddSeparator();
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
}


SetTitle(buf, true);
menu->SetBounds(x, y, 200, 50);
menu->SetVisible(true);
}


//create copy of pszFileName
char manifest[1028];
Q_strncpy(manifest, pszFileName, sizeof(manifest));


//get last /
//-----------------------------------------------------------------------------
char* lastSlash = strrchr(manifest, '\\');
// Purpose: Called on command
if (lastSlash == nullptr || *lastSlash == '\0')  
//-----------------------------------------------------------------------------
return;
void CSoundscapeDataList::OnCommand(const char* pszCommand)
{
if (!Q_strcmp(pszCommand, NEW_PLAYLOOPING_COMMAND))
{
int LoopingNum = 0;
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
{
//store data name
const char* name = data->GetName();


//append 'soundscapes_manifest.txt'
//increment variables based on name
lastSlash[1] = '\0';
if (!Q_strcasecmp(name, "playlooping"))
strcat(manifest, "soundscapes_manifest.txt");
LoopingNum++;
 
//see if we can open manifest file
KeyValues* man_file = new KeyValues("manifest");
if (!man_file->LoadFromFile(g_pFullFileSystem, manifest))
{
//cant open manifest file
man_file->deleteThis();
return;
}
}


//get real filename
//add the keyvalues
pszFileName = Q_strrchr(pszFileName, '\\');
KeyValues* kv = new KeyValues("playlooping");
if (!pszFileName || !*pszFileName)
kv->SetFloat("volume", 1);
{
kv->SetInt("pitch", 100);
man_file->deleteThis();
 
return;
//add the keyvalue to both this and the keyvalues
}
AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);


pszFileName = pszFileName + 1;
m_Keyvalues->AddSubKey(kv);


//create name to be added to the manifest file
GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));
char add_file[1028];
Q_snprintf(add_file, sizeof(add_file), "scripts/%s", pszFileName);


//add filename to manifest file if not found
return;
FOR_EACH_VALUE(man_file, value)
}
else if (!Q_strcmp(pszCommand, NEW_SOUNDSCAPE_COMMAND))
{
int SoundscapeNum = 0;
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
{
{
if (!Q_strcmp(value->GetString(), add_file))
//store data name
{
const char* name = data->GetName();
man_file->deleteThis();
 
return;
//increment variables based on name
}
if (!Q_strcasecmp(name, "playsoundscape"))
SoundscapeNum++;
}
}


//add the keyvalues
KeyValues* kv = new KeyValues("playsoundscape");
kv->SetFloat("volume", 1);


//add to manifest file
AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
KeyValues* kv = new KeyValues("file");
 
kv->SetString(nullptr, add_file);
//add the keyvalue to both this and the keyvalues
man_file->AddSubKey(kv);
m_Keyvalues->AddSubKey(kv);


//write to file
GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));
man_file->SaveToFile(g_pFullFileSystem, manifest);


man_file->deleteThis();
return;
return;
}
}
 
else if (!Q_strcmp(pszCommand, NEW_RANDOM_COMMAND))
//try and load the keyvalues file first
KeyValues* temp = new KeyValues("SoundscapeFile");
if (!temp->LoadFromFile(filesystem, pszFileName))
{
{
//play an error sound
int RandomNum = 0;
vgui::surface()->PlaySound("resource/warning.wav");
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
{
//get the error first
//store data name
char buf[1028];
const char* name = data->GetName();
Q_snprintf(buf, sizeof(buf), "Failed to open keyvalues file \"%s\"", pszFileName);


//show an error
//increment variables based on name
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
if (!Q_strcasecmp(name, "playrandom"))
popup->SetOKButtonText("Ok");
RandomNum++;
popup->SetCancelButtonVisible(false);
}
popup->AddActionSignalTarget(this);
popup->DoModal(this);


temp->deleteThis();
//add the keyvalues
return;
KeyValues* kv = new KeyValues("playrandom");
}


//set the new title
{
//store vars
const char* last = pszFileName;
const char* tmp = nullptr;


//get the last /
kv->SetString("volume", "0.5,0.8");
while ((last = Q_strstr(last, "\\")) != nullptr)
kv->SetInt("pitch", 100);
tmp = ++last; //move past the backslash
kv->SetString("time", "10,20");


//check tmp
AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
if (!tmp || !*tmp)
tmp = pszFileName;


//create the new new title
//make rndwave subkey
char buf[1028];
KeyValues* rndwave = new KeyValues("rndwave");
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
kv->AddSubKey(rndwave);


SetTitle(buf, true);
//add the keyvalue to both this and the keyvalues
}
m_Keyvalues->AddSubKey(kv);


//stop all soundscapes before deleting the old soundscapes
//make the parent show the new item
m_kvCurrSelected = nullptr;
GetParent()->OnCommand(CFmtStr("$playrandom%d", RandomNum + 1));


if (g_IsPlayingSoundscape)
return;
PlaySelectedSoundscape();
}
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
{
int index = CurrClipboardData.Count() - 1;


//delete and set the old keyvalues
const char* type = CurrClipboardData[index]->GetName();
if (m_KeyValues)
m_KeyValues->deleteThis();


m_KeyValues = temp;
//get num of that item
int NumItem = 0;
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
{
//store data name
const char* name = data->GetName();
 
//increment variables based on name
if (!Q_strcasecmp(name, type))
NumItem++;
}


//load the file
//add the keyvalues
LoadFile(m_KeyValues);
KeyValues* kv = new KeyValues(type);
}
CurrClipboardData[index]->CopySubkeys(kv);


//-----------------------------------------------------------------------------
AddButton(type, type, CFmtStr("$%s%d", type, NumItem + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
// Purpose: Called when a text thing changes
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTextChanged(KeyValues* keyvalues)
{
//check for these things
if (!m_pCurrentSelected || !m_kvCurrSelected)
return;


//check to see if the current focus is the text text entry
//add the keyvalue to both this and the keyvalues
if (m_TextEntryName->HasFocus())
m_Keyvalues->AddSubKey(kv);
{
//get text
char buf[50];
m_TextEntryName->GetText(buf, sizeof(buf));


//set current text and keyvalue name
//make the parent show the new item
m_kvCurrSelected->SetName(buf);
GetParent()->OnCommand(CFmtStr("$%s%d", type, NumItem + 1));
m_pCurrentSelected->SetText(buf);
m_pCurrentSelected->SetCommand(buf);
return;
return;
}
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();


//set dsp
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeData);
m_kvCurrSelected->SetInt("dsp", Clamp<int>(m_DspEffects->GetActiveItem(), 0, 28));
//if the m_kvCurrSound is nullptr then dont do the rest of the stuff
if (!m_kvCurrSound)
return;
return;
}
BaseClass::OnCommand(pszCommand);
}


//set the curr sound and stuff
if (m_TimeTextEntry->HasFocus())
{
//get text
char buf[38];
m_TimeTextEntry->GetText(buf, sizeof(buf));


m_kvCurrSound->SetString("time", buf);
//soundscape rndwave data list
return;
}
else if (m_VolumeTextEntry->HasFocus())
{
//get text
char buf[38];
m_VolumeTextEntry->GetText(buf, sizeof(buf));


m_kvCurrSound->SetString("volume", buf);
return;
}
else if (m_PitchTextEntry->HasFocus())
{
//dont add to soundscaep
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
return;


//get text
#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"
char buf[38];
m_PitchTextEntry->GetText(buf, sizeof(buf));


m_kvCurrSound->SetString("pitch", buf);
return;
}
else if (m_PositionTextEntry->HasFocus())
{
//get text
char buf[38];
m_PositionTextEntry->GetText(buf, sizeof(buf));


//if the string is empty then remove the position instead
class CSoundscapeRndwaveList : public CSoundscapeList
if (!buf[0])
{
{
public:
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("positionoverride"));
 
else
CSoundscapeRndwaveList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("position"));
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
}
{}
else
 
{
//override right click functionality
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
virtual void OnMouseReleased(vgui::MouseCode code);
m_kvCurrSound->SetString("positionoverride", buf);
else
m_kvCurrSound->SetString("position", buf);


}
void OnCommand(const char* pszCommand);


return;
private:
}
friend class CSoundscapeMaker;
};


//get the sound level amount
int sndlevel = Clamp<int>(m_SoundLevels->GetActiveItem(), 0, 20);
m_kvCurrSound->SetString("soundlevel", g_SoundLevels[sndlevel]);


//set soundscape name/wave
//-----------------------------------------------------------------------------
if (m_SoundNameTextEntry->HasFocus())
// Purpose: Called when a mouse code is released
{
//-----------------------------------------------------------------------------
//get text
void CSoundscapeRndwaveList::OnMouseReleased(vgui::MouseCode code)
char buf[512];
{
m_SoundNameTextEntry->GetText(buf, sizeof(buf));
//if no soundscape is selected or mouse code != right then return
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
if (m_iSoundscapeMode == SoundscapeMode::Mode_Looping)
return;
m_kvCurrSound->SetString("wave", buf);
else if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
m_kvCurrSound->SetString("name", buf);
else if (m_iSoundscapeMode == SoundscapeMode::Mode_Random && m_kvCurrRndwave)
{
//get value
int i = 0;


FOR_EACH_VALUE(m_kvCurrRndwave, wave)
//get cursor pos
{
int x, y;
if (++i == m_iCurrRndWave)
vgui::surface()->SurfaceGetCursorPos(x, y);
{
wave->SetStringValue(buf);


//set text on the sounds panel
//create menu
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
menu = new vgui::Menu(this, "Menu");
if (button)
menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);
button->SetText(buf);


break;
//add clipboard thing
}
if (CurrClipboardRandom.Count() > 0)
}
{
}
menu->AddSeparator();
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
}


return;
menu->SetBounds(x, y, 200, 50);
}
menu->SetVisible(true);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Loads the keyvalues
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LoadFile(KeyValues* file)
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
{
{
//clear all the text's
if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND) && m_Keyvalues)
m_TextEntryName->SetEnabled(false);
{
m_TextEntryName->SetText("");
//get number of keyvalues
int num = 0;


m_DspEffects->SetEnabled(false);
FOR_EACH_VALUE(m_Keyvalues, kv)
m_DspEffects->SetText("");
num++;


m_TimeTextEntry->SetEnabled(false);
KeyValues* add = new KeyValues("wave");
m_TimeTextEntry->SetText("");
add->SetString(nullptr, "");
m_VolumeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetText("");
m_PitchTextEntry->SetEnabled(false);
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetEnabled(false);
m_PositionTextEntry->SetText("");
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetText("");


m_SoundNamePlay->SetEnabled(false);
//add keyvalues and button
AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);
if (g_SoundPanel)
{
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
g_SoundPanel->SetVisible(false);
}


m_PlaySoundscapeButton->SetEnabled(false);
m_Keyvalues->AddSubKey(add);
m_PlaySoundscapeButton->SetSelected(false);


m_ResetSoundscapeButton->SetEnabled(false);
//forward command to parent
m_DeleteCurrentButton->SetEnabled(false);
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
 
return;
}


//clear current file
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
m_pCurrentSelected = nullptr;
{
m_kvCurrSelected = nullptr;
//get number of keyvalues
m_kvCurrSound = nullptr;
int num = 0;
m_kvCurrRndwave = nullptr;


//clear the menu items
FOR_EACH_VALUE(m_Keyvalues, kv)
m_SoundscapesList->Clear();
num++;
m_pSoundList->Clear();
m_pDataList->Clear();
m_SoundscapesList->m_Keyvalues = file;
m_pDataList->m_Keyvalues = nullptr;
m_pSoundList->m_Keyvalues = nullptr;


g_IsPlayingSoundscape = false;
int index = CurrClipboardRandom.Count() - 1;


//temp soundscapes list
const char* text = CurrClipboardRandom[index]->GetString();
CUtlVector<const char*> Added;


//add all the menu items
KeyValues* add = new KeyValues("wave");
for (KeyValues* soundscape = file; soundscape != nullptr; soundscape = soundscape->GetNextTrueSubKey())
add->SetString(nullptr, text);
{
//add the menu buttons
const char* name = soundscape->GetName();


//check for the soundscape first
//get last / or \ and make the string be that + 1
if (Added.Find(name) != Added.InvalidIndex())
char* fslash = Q_strrchr(text, '/');
{
char* bslash = Q_strrchr(text, '\\');
ConWarning("CSoundscapePanel: Failed to add repeated soundscape '%s'\n", name);
continue;
}


Added.AddToTail(name);
if (fslash > bslash)
m_SoundscapesList->AddButton(name, name, name, this);
text = fslash + 1;
}
else if (bslash > fslash)
text = bslash + 1;


//
//add keyvalues and button
OnCommand(file->GetName());
AddButton("Rndwave", text, CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);
}


//-----------------------------------------------------------------------------
m_Keyvalues->AddSubKey(add);
// Purpose: Sets the sounds text
//-----------------------------------------------------------------------------
void CSoundscapeMaker::SetSoundText(const char* text)
{
m_SoundNameTextEntry->SetText(text);


//set soundscape name/wave
//forward command to parent
if (m_iSoundscapeMode != SoundscapeMode::Mode_Random)
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
{
return;
m_kvCurrSound->SetString("wave", text);
}
}
else
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
{
//get value
if (g_SoundscapeClipboard)
int i = 0;
g_SoundscapeClipboard->DeletePanel();


FOR_EACH_VALUE(m_kvCurrRndwave, wave)
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeRandomWave);
{
return;
if (++i == m_iCurrRndWave)
{
wave->SetStringValue(text);
 
//set text on the sounds panel
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
if (button)
button->SetText(text);
 
break;
}
}
}
}


return;
BaseClass::OnCommand(pszCommand);
}
}


//-----------------------------------------------------------------------------
// Purpose: Called when a keyboard key is pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnKeyCodePressed(vgui::KeyCode code)
{
//check for ctrl o or ctrl s
if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL))
{
if (code == vgui::KeyCode::KEY_O)
OnCommand(LOAD_BUTTON_COMMAND);
else if (code == vgui::KeyCode::KEY_S)
OnCommand(SAVE_BUTTON_COMMAND);
else if (code == vgui::KeyCode::KEY_N)
OnCommand(NEW_BUTTON_COMMAND);


return;
//soundscape panel
}
 


//get key bound to this
#define SOUNDSCAPE_PANEL_WIDTH 760
const char* key = engine->Key_LookupBinding("modbase_soundscape_panel");
#define SOUNDSCAPE_PANEL_HEIGHT 630
if (!key)
return;


//convert the key to a keyboard code
#define NEW_BUTTON_COMMAND "$NewSoundscape"
const char* keystring = KeyCodeToString(code);
#define SAVE_BUTTON_COMMAND "$SaveSoundscape"
#define LOAD_BUTTON_COMMAND "$LoadSoundscape"
//remove the KEY_ if found
#define OPTIONS_BUTTON_COMMAND "$ShowOptions"
if (Q_strstr(keystring, "KEY_") == keystring)
#define EDIT_BUTTON_COMMAND "$Edit"
keystring = keystring + 4;
#define RESET_BUTTON_COMMAND "$ResetSoundscapes"
#define SOUNDS_LIST_BUTTON_COMMAND "$ShowSoundsList"
#define PLAY_SOUNDSCAPE_COMMAND "$PlaySoundscape"
#define RESET_SOUNDSCAPE_BUTTON_COMMAND "$ResetSoundscape"
#define DELETE_CURRENT_ITEM_COMMAND "$DeleteItem"


//check both strings
//static bool to determin if the soundscape panel should show or not
if (!Q_strcasecmp(key, keystring))
bool g_ShowSoundscapePanel = false;
OnClose();
bool g_IsPlayingSoundscape = false;
}


//-----------------------------------------------------------------------------
//soundscape maker panel
// Purpose: Starts the soundscape on map spawn
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LevelInitPostEntity()
{
{
if (g_IsPlayingSoundscape)
public:
PlaySelectedSoundscape();
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)
}
 
CSoundscapeMaker(vgui::VPANEL parent);
 
//tick functions
void OnTick();
 
//other functions
void OnClose();
void OnCommand(const char* pszCommand);
void Paste(SoundscapeClipboardType type);
 
void PlaySelectedSoundscape();
void LoadFile(KeyValues* file);
 
void OnKeyCodePressed(vgui::KeyCode code);
 
void SetSoundText(const char* text);
 
//to play the soundscape on map spawn
void LevelInitPostEntity();
 
//sets the keyvalue file
void Set(const char* buffer);
 
//message pointer funcs
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
 
~CSoundscapeMaker();
 
public:
 
//the soundscape keyvalues file
KeyValues* m_KeyValues = nullptr;
 
private:
void CreateEverything();
 
private:
//lists all the soundscapes
CSoundscapeList* m_SoundscapesList;
CSoundscapeDataList* m_pDataList;
CSoundscapeRndwaveList* m_pSoundList;
 
//buttons
vgui::Button* m_ButtonNew = nullptr;
vgui::Button* m_ButtonSave = nullptr;
vgui::Button* m_ButtonLoad = nullptr;
vgui::Button* m_ButtonOptions = nullptr;
vgui::Button* m_EditButton = nullptr;
 
//file load and save dialogs
vgui::FileOpenDialog* m_FileSave = nullptr;
vgui::FileOpenDialog* m_FileLoad = nullptr;
bool m_bWasFileLoad = false;
 
//text entry for name
vgui::TextEntry* m_TextEntryName;
 
//combo box for dsp effects
vgui::ComboBox* m_DspEffects;
vgui::ComboBox* m_SoundLevels;
 
//sound data text entry
vgui::TextEntry* m_TimeTextEntry;
vgui::TextEntry* m_VolumeTextEntry;
vgui::TextEntry* m_PitchTextEntry;
vgui::TextEntry* m_PositionTextEntry;
vgui::TextEntry* m_SoundNameTextEntry;
 
//play sound button
vgui::Button* m_SoundNamePlay;
 
//play/reset soundscape buttons
vgui::CheckButton* m_PlaySoundscapeButton;
vgui::Button* m_ResetSoundscapeButton;
vgui::Button* m_DeleteCurrentButton;
 
//current selected soundscape
CSoundscapeButton* m_pCurrentSelected = nullptr;
 
public:
KeyValues* m_kvCurrSelected = nullptr;
 
private:
KeyValues* m_kvCurrSound = nullptr;
KeyValues* m_kvCurrRndwave = nullptr;
 
int m_iCurrRndWave = 0;
 
//currently in non randomwave thing
SoundscapeMode m_iSoundscapeMode = SoundscapeMode::Mode_Random;
 
//temporary added soundscapes
CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
};
 
//user message hook
void _SoundscapeMaker_Recieve(bf_read& bf);
 
//-----------------------------------------------------------------------------
// Purpose: Constructor for soundscape maker panel
//-----------------------------------------------------------------------------
CSoundscapeMaker::CSoundscapeMaker(vgui::VPANEL parent)
: BaseClass(nullptr, "SoundscapeMaker")
{
static bool bRegistered = false;
if (!bRegistered)
{
usermessages->HookMessage("SoundscapeMaker_Recieve", _SoundscapeMaker_Recieve);
bRegistered = true;
}
 
//set variables
m_pCurrentSelected = nullptr;
 
SetParent(parent);
 
SetKeyBoardInputEnabled(true);
SetMouseInputEnabled(true);
 
SetProportional(false);
SetTitleBarVisible(true);
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(g_ShowSoundscapePanel);
 
int ScreenWide, ScreenTall;
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
 
SetTitle("Soundscape Maker (New File)", true);
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);
 
 
 
//add a tick signal for every 50 ms
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);
 
CreateEverything();
}
 
//-----------------------------------------------------------------------------
// Purpose: Creates everything for this panel
//-----------------------------------------------------------------------------
void CSoundscapeMaker::CreateEverything()
{
//create the divider that will be the outline for the inside of the panel
vgui::Divider* PanelOutline = new vgui::Divider(this, "InsideOutline");
PanelOutline->SetEnabled(false);
PanelOutline->SetBounds(5, 25, SOUNDSCAPE_PANEL_WIDTH - 10, SOUNDSCAPE_PANEL_HEIGHT - 62);
 
//create the buttons
//create the buttons
m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
m_ButtonNew->SetVisible(true);
m_ButtonNew->SetBounds(7, 600, 145, 25);
m_ButtonNew->SetCommand(NEW_BUTTON_COMMAND);
m_ButtonNew->SetDepressedSound("ui/buttonclickrelease.wav");
 
m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
m_ButtonSave->SetVisible(true);
m_ButtonSave->SetBounds(157, 600, 145, 25);
m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");
 
m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
m_ButtonLoad->SetVisible(true);
m_ButtonLoad->SetBounds(307, 600, 145, 25);
m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");
 
m_ButtonOptions = new vgui::Button(this, "OptionsButton", "Show Options Panel");
m_ButtonOptions->SetVisible(true);
m_ButtonOptions->SetBounds(457, 600, 145, 25);
m_ButtonOptions->SetCommand(OPTIONS_BUTTON_COMMAND);
m_ButtonOptions->SetDepressedSound("ui/buttonclickrelease.wav");
 
m_EditButton = new vgui::Button(this, "EditButton", "Show Text Editor");
m_EditButton->SetVisible(true);
m_EditButton->SetBounds(607, 600, 145, 25);
m_EditButton->SetCommand(EDIT_BUTTON_COMMAND);
m_EditButton->SetDepressedSound("ui/buttonclickrelease.wav");
 
//create the soundscapes menu
m_SoundscapesList = new CSoundscapeList(this, "SoundscapesList", "Soundscapes:", 90, 22, 300, 550);
m_SoundscapesList->SetBounds(15, 35, 300, 550);
m_SoundscapesList->SetVisible(true);
 
//create data list
m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 310);
m_pDataList->SetBounds(327, 275, 200, 310);
m_pDataList->SetVisible(true);
 
//create sound list
m_pSoundList = new CSoundscapeRndwaveList(this, "SoudscapeDataList", "Random Sounds:", 40, 10, 200, 310);
m_pSoundList->SetBounds(542, 275, 200, 310);
m_pSoundList->SetVisible(true);
 
//name text entry
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
m_TextEntryName->SetEnabled(false);
m_TextEntryName->SetBounds(325, 40, 295, 20);
m_TextEntryName->SetMaximumCharCount(256);
 
//dsp effects combo box
m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
m_DspEffects->SetEnabled(false);
m_DspEffects->SetBounds(325, 65, 295, 20);
m_DspEffects->SetText("");
m_DspEffects->AddActionSignalTarget(this);
 
for (int i = 0; i < sizeof(g_DspEffects) / sizeof(g_DspEffects[i]); i++)
m_DspEffects->AddItem(g_DspEffects[i], nullptr);
 
//time text entry
m_TimeTextEntry = new vgui::TextEntry(this, "TimeTextEntry");
m_TimeTextEntry->SetBounds(325, 90, 295, 20);
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetVisible(true);
 
//volume text entry
m_VolumeTextEntry = new vgui::TextEntry(this, "VolumeTextEntry");
m_VolumeTextEntry->SetBounds(325, 115, 295, 20);
m_VolumeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetVisible(true);
 
//pitch text entry
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
m_PitchTextEntry->SetBounds(325, 140, 295, 20);
m_PitchTextEntry->SetEnabled(false);
m_PitchTextEntry->SetVisible(true);
 
//position text entry
m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
m_PositionTextEntry->SetBounds(325, 165, 295, 20);
m_PositionTextEntry->SetEnabled(false);
m_PositionTextEntry->SetVisible(true);
 
//sound levels
m_SoundLevels = new vgui::ComboBox(this, "SoundLevels", sizeof(g_SoundLevels) / sizeof(g_SoundLevels[0]), false);
m_SoundLevels->SetEnabled(false);
m_SoundLevels->SetBounds(325, 190, 295, 20);
m_SoundLevels->SetText("");
m_SoundLevels->AddActionSignalTarget(this);
 
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
m_SoundLevels->AddItem(g_SoundLevels[i], nullptr);
 
//sound name
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetVisible(true);
 
//sound list button
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
m_SoundNamePlay->SetBounds(545, 215, 75, 20);
m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
m_SoundNamePlay->SetEnabled(false);
 
//starts the soundscape
m_PlaySoundscapeButton = new vgui::CheckButton(this, "PlaySoundscape", "Play Soundscape");
m_PlaySoundscapeButton->SetBounds(330, 243, 125, 20);
m_PlaySoundscapeButton->SetCommand(PLAY_SOUNDSCAPE_COMMAND);
m_PlaySoundscapeButton->SetEnabled(false);
m_PlaySoundscapeButton->SetSelected(false);
 
//reset soundscape button
m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
m_ResetSoundscapeButton->SetEnabled(false);
 
//delete this item
m_DeleteCurrentButton = new vgui::Button(this, "DeleteItem", "Delete Current Item");
m_DeleteCurrentButton->SetBounds(595, 243, 135, 20);
m_DeleteCurrentButton->SetCommand(DELETE_CURRENT_ITEM_COMMAND);
m_DeleteCurrentButton->SetEnabled(false);
 
//create the soundscape name text
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
NameLabel->SetBounds(635, 40, 125, 20);
 
//create the soundscape dsp text
vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
DspLabel->SetBounds(635, 65, 125, 20);
 
//create the soundscape time text
vgui::Label* TimeLabel = new vgui::Label(this, "TimeLabel", "Sound Time");
TimeLabel->SetBounds(635, 90, 125, 20);
 
//create the soundscape volumn text
vgui::Label* VolumeLabel = new vgui::Label(this, "VolumeLabel", "Sound Volume");
VolumeLabel->SetBounds(635, 115, 125, 20);
 
//create the soundscape pitch text
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
PitchLabel->SetBounds(635, 140, 125, 20);
 
//create the soundscape position text
vgui::Label* PositionLabel = new vgui::Label(this, "PositionLabel", "Sound Position");
PositionLabel->SetBounds(635, 165, 125, 20);
 
//create the soundscape sound level text
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
SoundLevelLabel->SetBounds(635, 190, 125, 20);
 
//create the soundscape sound name text
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
SoundName->SetBounds(635, 215, 125, 20);
 
//create the soundscape keyvalues and load it
m_KeyValues = new KeyValues("Empty Soundscape");
 
LoadFile(m_KeyValues);
}
 
//-----------------------------------------------------------------------------
// Purpose: Called every tick for the soundscape maker
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTick()
{
//set the visibility
static bool bPrevVisible = g_ShowSoundscapePanel;
if (g_ShowSoundscapePanel != bPrevVisible)
SetVisible(g_ShowSoundscapePanel);
 
//set the old visibility
bPrevVisible = g_ShowSoundscapePanel;
}
 
//-----------------------------------------------------------------------------
// Purpose: Called when the close button is pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnClose()
{
//hide the other panels
g_SoundPanel->OnClose();
g_SettingsPanel->OnClose();
g_SoundscapeTextPanel->OnClose();
 
g_ShowSoundscapePanel = false;
}
 
//-----------------------------------------------------------------------------
// Purpose: Play the selected soundscape
//-----------------------------------------------------------------------------
void CSoundscapeMaker::PlaySelectedSoundscape()
{
//set debug stuff
SoundscapePrint(Color(255, 255, 255, 255), "\n\n\n=============== %s %s =================\n\n", m_kvCurrSelected ? "Starting Soundscape: " : "Stopping Current Soundscape", m_kvCurrSelected ? m_kvCurrSelected->GetName() : "");
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Clear();
 
g_IsPlayingSoundscape = true;
g_bSSMHack = true;
 
//remove all the temporary soundscapes from the soundscape system
for (int i = 0; i < m_TmpAddedSoundscapes.Count(); i++)
{
for (int j = 0; j < g_SoundscapeSystem.m_soundscapes.Count(); j++)
{
if (g_SoundscapeSystem.m_soundscapes[j] == m_TmpAddedSoundscapes[i])
{
g_SoundscapeSystem.m_soundscapes.Remove(j);
break;
}
}
}
 
m_TmpAddedSoundscapes.RemoveAll();
 
//change audio params position
g_SoundscapeSystem.m_params.localBits = 0x7f;
for (int i = 0; i < MAX_SOUNDSCAPES - 1; i++)
g_SoundscapeSystem.m_params.localSound.Set(i, g_SoundscapePositions[i]);
 
 
//if m_kvCurrSelected then add all the "playsoundscape" soundscape keyvalues
//into the g_SoundscapeSystem.m_soundscapes array
if (m_kvCurrSelected)
{
CUtlVector<const char*> SoundscapeNames;
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, subkey)
{
//look for playsoundscape file
if (!Q_strcasecmp(subkey->GetName(), "playsoundscape"))
{
const char* name = subkey->GetString("name", nullptr);
if (!name || !name[0] || SoundscapeNames.Find(name) != SoundscapeNames.InvalidIndex())
continue;
 
SoundscapeNames.AddToTail(name);
}
}
 
//now look for each keyvalue
for (int i = 0; i < SoundscapeNames.Count(); i++)
{
for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
{
//look for playsoundscape file
if (!Q_strcmp(subkey->GetName(), SoundscapeNames[i]))
{
//add it to the soundscape system
m_TmpAddedSoundscapes.AddToTail(subkey);
g_SoundscapeSystem.m_soundscapes.AddToTail(subkey);
}
}
}
}
 
//stop all sounds
enginesound->StopAllSounds(true);
 
//stop the current soundscape and start a new soundscape
g_SoundscapeSystem.StartNewSoundscape(nullptr);
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);
 
//start debug graphs
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Start();
 
g_bSSMHack = false;
}
 
//-----------------------------------------------------------------------------
// Purpose: Called when a button or something else gets pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnCommand(const char* pszCommand)
{
//check for close command first
if (!Q_strcmp(pszCommand, "Close"))
{
BaseClass::OnCommand(pszCommand);
return;
}
 
//check for the save button command
else if (!Q_strcmp(pszCommand, SAVE_BUTTON_COMMAND))
{
//initalize the file save dialog
if (!m_FileSave)
{
//get the current game directory
char buf[512];
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));
 
//create the save dialog
m_FileSave = new vgui::FileOpenDialog(this, "Save Soundscape File", false);
m_FileSave->AddFilter("*.txt", "Soundscape Text File", true);
m_FileSave->AddFilter("*.*", "All Files (*.*)", false);
m_FileSave->SetStartDirectory(buf);
m_FileSave->AddActionSignalTarget(this);
}
 
//show the dialog
m_FileSave->DoModal(false);
m_FileSave->Activate();
 
//file wasnt loadad
m_bWasFileLoad = false;
 
return;
}
 
//check for load button command
else if (!Q_strcmp(pszCommand, LOAD_BUTTON_COMMAND))
{
//initalize the file save dialog
if (!m_FileLoad)
{
//get the current game directory
char buf[512];
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));
 
//create the load dialog
m_FileLoad = new vgui::FileOpenDialog(this, "Load Soundscape File", true);
m_FileLoad->AddFilter("*.txt", "Soundscape Text File", true);
m_FileLoad->AddFilter("*.*", "All Files (*.*)", false);
m_FileLoad->SetStartDirectory(buf);
m_FileLoad->AddActionSignalTarget(this);
}
 
//show the file load dialog
m_FileLoad->DoModal(false);
m_FileLoad->Activate();
 
//file was loadad
m_bWasFileLoad = true;
 
return;
}
 
//check for options panel button
else if (!Q_strcmp(pszCommand, OPTIONS_BUTTON_COMMAND))
{
g_SettingsPanel->SetVisible(true);
g_SettingsPanel->MoveToFront();
g_SettingsPanel->RequestFocus();
return;
}
 
//check for edit panel button
else if (!Q_strcmp(pszCommand, EDIT_BUTTON_COMMAND))
{
g_SoundscapeTextPanel->SetVisible(true);
g_SoundscapeTextPanel->MoveToFront();
g_SoundscapeTextPanel->RequestFocus();
g_SoundscapeTextPanel->Set(m_KeyValues);
return;
}
 
//check for new soundscape
else if (!Q_strcmp(pszCommand, NEW_BUTTON_COMMAND))
{
//make sure you want to create a new soundscape file
vgui::QueryBox* popup = new vgui::QueryBox("New File?", "Are you sure you want to create a new soundscape file?", this);
popup->SetOKCommand(new KeyValues("Command", "command", RESET_BUTTON_COMMAND));
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
 
return;
}
 
//check for reset soundscape
else if (!Q_strcmp(pszCommand, RESET_BUTTON_COMMAND))
{
m_kvCurrSelected = nullptr;
 
//stop all soundscapes before deleting the old soundscapes
if (g_IsPlayingSoundscape)
PlaySelectedSoundscape();
 
m_KeyValues->deleteThis();
m_KeyValues = new KeyValues("Empty Soundscape");
 
//reset title
SetTitle("Soundscape Maker (New File)", true);
 
LoadFile(m_KeyValues);
return;
}
 
//check for play sound
else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
{
//initalize the sounds
static bool g_SoundPanelInitalized = false;
if (!g_SoundPanelInitalized)
{
g_SoundPanelInitalized = true;
g_SoundPanel->InitalizeSounds();
}
 
//get sound text entry name
char buf[512];
m_SoundNameTextEntry->GetText(buf, sizeof(buf));
 
//check the current mode
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
{
g_SoundPanel->SetIsUsingSoundPanel(false);
 
//load all the temporary soundscapes
CUtlVector<const char*> OtherSoundscapes;
for (KeyValues* curr = m_KeyValues; curr; curr = curr->GetNextKey())
{
if (curr == m_kvCurrSelected)
continue;
 
OtherSoundscapes.AddToTail(curr->GetName());
}
 
g_SoundPanel->InitalizeSoundscapes(OtherSoundscapes);
}
else
{
g_SoundPanel->SetIsUsingSoundPanel(true);
 
//look for item with same name
for (int i = 0; i < g_SoundDirectories.Count(); i++)
{
if (!Q_strcmp(buf, g_SoundDirectories[i]))
{
//select item
g_SoundPanel->m_SoundsList->ActivateItem(i);
g_SoundPanel->m_SoundsList->SetText(buf);
 
break;
}
}
}
 
g_SoundPanel->SetVisible(true);
g_SoundPanel->MoveToFront();
g_SoundPanel->RequestFocus();
return;
}
 
//check for play soundscape
else if (!Q_strcmp(pszCommand, PLAY_SOUNDSCAPE_COMMAND))
{
if (m_PlaySoundscapeButton->IsSelected())
{
//enable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(true);
 
//play the soundscape
PlaySelectedSoundscape();
}
else
{
//disable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(false);
 
g_IsPlayingSoundscape = false;
 
//stop all sounds and soundscapes
enginesound->StopAllSounds(true);
g_SoundscapeSystem.StartNewSoundscape(nullptr);
}
 
return;
}
 
//check for play soundscape
else if (!Q_strcmp(pszCommand, RESET_SOUNDSCAPE_BUTTON_COMMAND))
{
PlaySelectedSoundscape();
return;
}
 
 
//check for delete item
else if (!Q_strcmp(pszCommand, DELETE_CURRENT_ITEM_COMMAND))
{
//check for current rndwave
if (m_kvCurrRndwave && m_SoundNameTextEntry->IsEnabled())
{
if (!m_kvCurrRndwave || m_iCurrRndWave <= 0)
return;
 
//get the keyvalues by the index
int curr = 0;
KeyValues* prev = nullptr;
 
FOR_EACH_VALUE(m_kvCurrRndwave, keyvalues)
{
if (++curr == m_iCurrRndWave)
{
//delete
if (prev)
prev->SetNextKey(keyvalues->GetNextValue());
else
{
m_kvCurrRndwave->m_pSub = keyvalues->GetNextValue();
m_iCurrRndWave = -1;
}
 
curr = curr - 1;
 
keyvalues->SetNextKey(nullptr);
keyvalues->deleteThis();
break;
}
 
 
 
prev = keyvalues;
}
 
//reset everything
m_SoundNameTextEntry->SetText("");
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);
 
//store vector
auto& vec = m_pSoundList->m_MenuButtons;
 
//remove it
delete vec[curr];
vec.Remove(curr);
 
//move everything down
m_pSoundList->m_iCurrentY = m_pSoundList->m_iCurrentY - 22;
m_pSoundList->m_Keyvalues = m_kvCurrRndwave;
 
if (vec.Count() >= m_pSoundList->m_iMax)
{
m_pSoundList->OnMouseWheeled(1);
 
int min, max;
m_pSoundList->m_pSideSlider->GetRange(min, max);
m_pSoundList->m_pSideSlider->SetRange(0, max - 1);
}
 
for (int i = curr; i < vec.Count(); i++)
{
//move everything down
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}
 
//reset every command
int WaveAmount = 0;
for (int i = 0; i < vec.Count(); i++)
{
//store data name
const char* name = vec[i]->GetCommand()->GetString("command");
 
//increment variables based on name
if (Q_stristr(name, "$rndwave") == name)
{
WaveAmount++;
vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
}
}
 
//bounds check
if (vec.Count() <= 0)
{
m_kvCurrRndwave = nullptr;
m_pSoundList->m_Keyvalues = nullptr;
 
//restart soundscape
PlaySelectedSoundscape();
 
return;
}
 
//select next item
if (m_iCurrRndWave <= vec.Count())
OnCommand(CFmtStr("$rndwave%d", curr + 1));
else
OnCommand(CFmtStr("$rndwave%d", curr));
}
else if (m_kvCurrSound)
{
//find keyvalue with same pointer and get the index
int tmpindex = 0;
int index = -1;
 
KeyValues* prev = nullptr;
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, keyvalues)
{
if (m_kvCurrSound == keyvalues)
{
//remove it
if (prev)
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
else
m_kvCurrSelected->m_pSub = keyvalues->GetNextTrueSubKey();
 
keyvalues->SetNextKey(nullptr);
keyvalues->deleteThis();
 
//get index
index = tmpindex;
break;
}
 
prev = keyvalues;
 
//increment
tmpindex++;
}
 
//error
if (index == -1)
return;
 
//store vector
auto& vec = m_pDataList->m_MenuButtons;
 
//remove it
delete vec[index];
vec.Remove(index);
 
//move everything down
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
m_pDataList->m_Keyvalues = m_kvCurrSelected;
 
for (int i = index; i < vec.Count(); i++)
{
//move everything down
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}
 
if (vec.Count() >= m_pDataList->m_iMax)
{
m_pDataList->OnMouseWheeled(1);
 
int min, max;
m_pDataList->m_pSideSlider->GetRange(min, max);
 
if (max > 0)
m_pDataList->m_pSideSlider->SetRange(0, max - 1);
else
m_pDataList->m_pSideSlider->SetRange(0, 0);
}
 
//reset the names of each button
int RandomNum = 0;
int LoopingNum = 0;
int SoundscapeNum = 0;
 
//change the commands of the buttons
for (int i = 0; i < vec.Count(); i++)
{
//store data name
const char* name = vec[i]->GetCommand()->GetString("command");
 
//increment variables based on name
if (Q_stristr(name, "$playrandom") == name)
{
RandomNum++;
vec[i]->SetCommand(CFmtStr("$playrandom%d", RandomNum));
}
 
if (Q_stristr(name, "$playlooping") == name)
{
LoopingNum++;
vec[i]->SetCommand(CFmtStr("$playlooping%d", LoopingNum));
}
 
if (Q_stristr(name, "$playsoundscape") == name)
{
SoundscapeNum++;
vec[i]->SetCommand(CFmtStr("$playsoundscape%d", SoundscapeNum));
}
}
 
//reset everything
m_SoundLevels->SetText("");
m_SoundNameTextEntry->SetText("");
m_TimeTextEntry->SetText("");
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetText("");
 
m_SoundLevels->SetEnabled(false);
m_SoundNameTextEntry->SetEnabled(false);
m_TimeTextEntry->SetEnabled(false);
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);
 
m_pSoundList->Clear();
 
m_kvCurrSound = nullptr;
m_pSoundList->m_Keyvalues = nullptr;
 
//bounds checking
if (index >= vec.Count())
index = vec.Count() - 1; // fix bounds more safely
 
//select the button
if (index >= 0)
OnCommand(vec[index]->GetCommand()->GetString("command"));
}
else if (m_kvCurrSelected)
{
if (m_KeyValues == m_kvCurrSelected)
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");
 
//show an error
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
 
return;
}
 
//find keyvalue with same pointer and get the index
int tmpindex = 0;
int index = -1;
 
KeyValues* prev = nullptr;
for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
{
if (m_kvCurrSelected == keyvalues)
{
//remove it
if (!prev)
break;
 
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
keyvalues->SetNextKey(nullptr);
keyvalues->deleteThis();
 
//get index
index = tmpindex;
break;
}
 
prev = keyvalues;
 
//increment
tmpindex++;
}
 
//error
if (index == -1)
return;
 
//store vector
auto& vec = m_SoundscapesList->m_MenuButtons;
 
//remove it
delete vec[index];
vec.Remove(index);
 
//move everything down
m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;
 
for (int i = index; i < vec.Count(); i++)
{
//move everything down
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}
 
if (vec.Count() >= m_SoundscapesList->m_iMax)
{
m_SoundscapesList->OnMouseWheeled(1);
 
int min, max;
m_SoundscapesList->m_pSideSlider->GetRange(min, max);
m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
}
 
//reset everything
m_DspEffects->SetText("");
m_SoundLevels->SetText("");
m_TextEntryName->SetText("");
m_SoundNameTextEntry->SetText("");
m_TimeTextEntry->SetText("");
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetText("");
 
m_DspEffects->SetEnabled(false);
m_SoundLevels->SetEnabled(false);
m_TextEntryName->SetEnabled(false);
m_SoundNameTextEntry->SetEnabled(false);
m_TimeTextEntry->SetEnabled(false);
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);
 
m_pDataList->Clear();
m_pSoundList->Clear();
 
m_kvCurrSound = nullptr;
m_pDataList->m_Keyvalues = nullptr;
 
//go to next soundscape
if (!prev)
{
//restart soundscape
PlaySelectedSoundscape();
return;
}
 
if (prev->GetNextTrueSubKey())
OnCommand(prev->GetNextTrueSubKey()->GetName());
else
OnCommand(prev->GetName());
}
 
//restart soundscape
PlaySelectedSoundscape();
return;
}
 
//check for "playrandom", "playsoundscape" or "playlooping"
if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
{
//get the selected number
char* str_number = (char*)(pszCommand + 11);
int number = atoi(str_number);
if (number != 0)
{
//look for button with same command
auto& vec = m_pDataList->m_MenuButtons;
for (int i = 0; i < vec.Count(); i++)
{
//if the button doesnt have the same command then de-select it. else select it
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
vec[i]->m_bIsSelected = true;
else
vec[i]->m_bIsSelected = false;
}
 
 
//clear the m_pSoundList
m_pSoundList->Clear();
m_pSoundList->m_Keyvalues = nullptr;
 
//store variables
KeyValues* data = nullptr;
int curr = 0;
 
//get subkey
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
{
if (Q_strcasecmp(sounds->GetName(), "playrandom"))
continue;
 
if (++curr == number)
{
data = sounds;
break;
}
}
 
//no data
if (!data)
return;
 
m_kvCurrSound = data;
m_kvCurrRndwave = nullptr;
 
//set the random times
m_TimeTextEntry->SetText(data->GetString("time", "10,20"));
m_VolumeTextEntry->SetText(data->GetString("volume", "0.5,0.8"));
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
m_PositionTextEntry->SetText(data->GetString("position", ""));
m_SoundNameTextEntry->SetText("");
 
//get snd level index
int index = 8; //8 = SNDLVL_NORM
const char* name = data->GetString("soundlevel", nullptr);
 
//check for the name
if (name)
{
 
//loop through the sound levels to find the right one
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
{
if (!Q_strcmp(name, g_SoundLevels[i]))
{
index = i;
break;
}
}
}
 
//select the index
m_SoundLevels->ActivateItem(index);
 
//enable the text entries
m_TimeTextEntry->SetEnabled(true);
m_VolumeTextEntry->SetEnabled(true);
m_PitchTextEntry->SetEnabled(true);
m_PositionTextEntry->SetEnabled(true);
m_SoundLevels->SetEnabled(true);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);
 
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
g_SoundPanel->SetVisible(false);
 
//check for randomwave subkey
if ((data = data->FindKey("rndwave")) == nullptr)
return;
 
m_kvCurrRndwave = data;
m_pSoundList->m_Keyvalues = data;
 
//add all the data
int i = 0;
FOR_EACH_VALUE(data, sound)
{
const char* name = sound->GetName();
 
//get real text
const char* text = sound->GetString();
 
//get last / or \ and make the string be that + 1
char* fslash = Q_strrchr(text, '/');
char* bslash = Q_strrchr(text, '\\');
 
//no forward slash and no back slash
if (!fslash && !bslash)
{
text = text;
}
else
{
if (fslash > bslash)
text = fslash + 1;
 
else if (bslash > fslash)
text = bslash + 1;
}
 
m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this, sound, SoundscapeClipboardType::Type_SoundscapeRandomWave);
}
 
m_iSoundscapeMode = SoundscapeMode::Mode_Random;
return;
}
}
else if (Q_stristr(pszCommand, "$playlooping") == pszCommand)
{
//get the selected number
char* str_number = (char*)(pszCommand + 12);
int number = atoi(str_number);
if (number != 0)
{
//look for button with same command
auto& vec = m_pDataList->m_MenuButtons;
for (int i = 0; i < vec.Count(); i++)
{
//if the button doesnt have the same command then de-select it. else select it
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
vec[i]->m_bIsSelected = true;
else
vec[i]->m_bIsSelected = false;
}
 
 
//clear the m_pSoundList
m_pSoundList->Clear();
m_pSoundList->m_Keyvalues = nullptr;
 
//store variables
KeyValues* data = nullptr;
int curr = 0;
 
//get subkey
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
{
if (Q_strcasecmp(sounds->GetName(), "playlooping"))
continue;
 
if (++curr == number)
{
data = sounds;
break;
}
}
 
//no data
if (!data)
return;
 
m_kvCurrSound = data;
m_kvCurrRndwave = nullptr;
 
//set the random times
m_TimeTextEntry->SetText("");
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
m_PositionTextEntry->SetText(data->GetString("position", ""));
m_SoundNameTextEntry->SetText(data->GetString("wave", ""));
 
//get snd level index
int index = 8; //8 = SNDLVL_NORM
const char* name = data->GetString("soundlevel", nullptr);
 
//check for the name
if (name)
{
 
//loop through the sound levels to find the right one
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
{
if (!Q_strcmp(name, g_SoundLevels[i]))
{
index = i;
break;
}
}
}
 
//select the index
m_SoundLevels->ActivateItem(index);
 
//enable the text entries
m_TimeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetEnabled(true);
m_PitchTextEntry->SetEnabled(true);
m_PositionTextEntry->SetEnabled(true);
m_SoundLevels->SetEnabled(true);
m_SoundNameTextEntry->SetEnabled(true);
m_SoundNamePlay->SetEnabled(true);
g_SoundPanel->SetVisible(false);
 
m_iSoundscapeMode = SoundscapeMode::Mode_Looping;
return;
}
}
else if (Q_stristr(pszCommand, "$playsoundscape") == pszCommand)
{
//get the selected number
char* str_number = (char*)(pszCommand + 15);
int number = atoi(str_number);
if (number != 0)
{
//look for button with same command
auto& vec = m_pDataList->m_MenuButtons;
for (int i = 0; i < vec.Count(); i++)
{
//if the button doesnt have the same command then de-select it. else select it
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
vec[i]->m_bIsSelected = true;
else
vec[i]->m_bIsSelected = false;
}
 
 
//clear the m_pSoundList
m_pSoundList->Clear();
m_pSoundList->m_Keyvalues = nullptr;
 
//store variables
KeyValues* data = nullptr;
int curr = 0;
 
//get subkey
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
{
if (Q_strcasecmp(sounds->GetName(), "playsoundscape"))
continue;
 
if (++curr == number)
{
data = sounds;
break;
}
}
 
//no data
if (!data)
return;
 
m_kvCurrSound = data;
m_kvCurrRndwave = nullptr;
 
//set the random times
m_TimeTextEntry->SetText("");
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
m_PositionTextEntry->SetText(data->GetString("positionoverride", ""));
m_SoundNameTextEntry->SetText(data->GetString("name", ""));
m_PitchTextEntry->SetText("");
 
//get snd level index
int index = 8; //8 = SNDLVL_NORM
const char* name = data->GetString("soundlevel", nullptr);
 
//check for the name
if (name)
{
 
//loop through the sound levels to find the right one
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
{
if (!Q_strcmp(name, g_SoundLevels[i]))
{
index = i;
break;
}
}
}
 
//select the index
m_SoundLevels->ActivateItem(index);
 
//enable the text entries
m_TimeTextEntry->SetEnabled(true);
m_VolumeTextEntry->SetEnabled(true);
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(true);
m_SoundLevels->SetEnabled(true);
m_SoundNameTextEntry->SetEnabled(true);
m_TimeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(true);
 
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
g_SoundPanel->SetVisible(false);
 
m_iSoundscapeMode = SoundscapeMode::Mode_Soundscape;
return;
}
}
else if (Q_stristr(pszCommand, "$rndwave") == pszCommand)
{
if (!m_kvCurrRndwave)
return;
 
//get the selected number
char* str_number = (char*)(pszCommand + 8);
m_iCurrRndWave = atoi(str_number);
if (m_iCurrRndWave != 0)
{
//look for button with same command
auto& vec = m_pSoundList->m_MenuButtons;
for (int i = 0; i < vec.Count(); i++)
{
//if the button doesnt have the same command then de-select it. else select it
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
vec[i]->m_bIsSelected = true;
else
vec[i]->m_bIsSelected = false;
}
 
 
int i = 0;
 
//get value
KeyValues* curr = nullptr;
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
{
if (++i == m_iCurrRndWave)
{
curr = wave;
break;
}
}
 
//if no curr then throw an error
if (!curr)
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");
 
//show error
char buf[1028];
Q_snprintf(buf, sizeof(buf), "Failed to get rndwave '%d' for subkey \"%s\"\nfor current soundscape file!", i, m_kvCurrSelected->GetName());
 
//show an error
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
return;
}
 
m_SoundNameTextEntry->SetEnabled(true);
m_SoundNameTextEntry->SetText(curr->GetString());
 
m_SoundNamePlay->SetEnabled(true);
 
m_iSoundscapeMode = SoundscapeMode::Mode_Random;
return;
}
}
 
//look for button with the same name as the command
{
//store vars
CUtlVector<CSoundscapeButton*>& array = m_SoundscapesList->m_MenuButtons;
 
//de-select button
if (m_pCurrentSelected)
m_pCurrentSelected->m_bIsSelected = false;
 
//check for name
for (int i = 0; i < m_SoundscapesList->m_MenuButtons.Size(); i++)
{
//check button name
if (!Q_strcmp(array[i]->GetCommand()->GetString("command"), pszCommand))
{
//found it
m_pCurrentSelected = array[i];
break;
}
}
 
//set needed stuff
if (m_pCurrentSelected)
{
//select button
m_pCurrentSelected->m_bIsSelected = true;
m_DeleteCurrentButton->SetEnabled(false);
 
//reset the selected kv
m_kvCurrSelected = nullptr;
 
//find selected keyvalues
for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
{
if (!Q_strcmp(kv->GetName(), pszCommand))
{
m_kvCurrSelected = kv;
break;
}
}
 
//set
m_kvCurrSound = nullptr;
m_kvCurrRndwave = nullptr;
 
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetText("");
 
m_VolumeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetText("");
 
m_PitchTextEntry->SetEnabled(false);
m_PitchTextEntry->SetText("");
 
m_PositionTextEntry->SetEnabled(false);
m_PositionTextEntry->SetText("");
 
m_SoundLevels->SetEnabled(false);
m_SoundLevels->SetText("");
 
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetText("");
 
m_SoundNamePlay->SetEnabled(false);
 
if (g_SoundPanel)
{
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
g_SoundPanel->SetVisible(false);
}
 
//check for current keyvalues. should never bee nullptr but could be
if (!m_kvCurrSelected)
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");
 
//show error
char buf[1028];
Q_snprintf(buf, sizeof(buf), "Failed to find KeyValue subkey \"%s\"\nfor current soundscape file!", pszCommand);
 
//show an error
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
 
//reset vars
m_pCurrentSelected = nullptr;
 
m_TextEntryName->SetEnabled(false);
m_TextEntryName->SetText("");
 
m_DspEffects->SetEnabled(false);
m_DspEffects->SetText("");
return;
}
 
if (g_IsPlayingSoundscape)
PlaySelectedSoundscape();
 
m_DeleteCurrentButton->SetEnabled(true);
 
//set current soundscape name
m_TextEntryName->SetText(pszCommand);
m_TextEntryName->SetEnabled(true);
m_pDataList->m_Keyvalues = m_kvCurrSelected;
 
//set dsp effect
int dsp = Clamp<int>(m_kvCurrSelected->GetInt("dsp"), 0, 29);
 
m_PlaySoundscapeButton->SetEnabled(true);
 
m_DspEffects->SetEnabled(true);
m_DspEffects->ActivateItem(dsp);
 
//clear these
m_pDataList->Clear();
m_pSoundList->Clear();
m_pSoundList->m_Keyvalues = nullptr;
 
//set variables
int RandomNum = 0;
int LoopingNum = 0;
int SoundscapeNum = 0;
 
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, data)
{
//store data name
const char* name = data->GetName();
 
//increment variables based on name
if (!Q_strcasecmp(name, "playrandom"))
{
RandomNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playrandom%d", RandomNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
}
 
if (!Q_strcasecmp(name, "playlooping"))
{
LoopingNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playlooping%d", LoopingNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
}
 
if (!Q_strcasecmp(name, "playsoundscape"))
{
SoundscapeNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playsoundscape%d", SoundscapeNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
}
}
}
}
 
BaseClass::OnCommand(pszCommand);
}
 
//-----------------------------------------------------------------------------
// Purpose: Paste item from clipboard
//-----------------------------------------------------------------------------
void CSoundscapeMaker::Paste(SoundscapeClipboardType type)
{
switch (type)
{
case SoundscapeClipboardType::Type_SoundscapeName:
m_SoundscapesList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
break;
case SoundscapeClipboardType::Type_SoundscapeData:
m_pDataList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
break;
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
m_pSoundList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
break;
}
}
 
//-----------------------------------------------------------------------------
// Purpose: Function to recursivly write keyvalues to keyvalue files. the keyvalues
// class does have a function to do this BUT this function writes every single
// item one after another. this function does that but writes the keys
// first then the subkeys so the order is good.
//-----------------------------------------------------------------------------
void RecursivlyWriteKeyvalues(KeyValues* prev, CUtlBuffer& buffer, int& indent)
{
//write \t indent
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');
 
//write name
buffer.PutChar('"');
buffer.PutString(prev->GetName());
buffer.PutString("\"\n");
 
//write {
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');
 
buffer.PutString("{\n");
 
//increment indent
indent++;
 
//write all the keys first
FOR_EACH_VALUE(prev, value)
{
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');
 
//write name and value
buffer.PutChar('"');
buffer.PutString(value->GetName());
buffer.PutString("\"\t");
 
buffer.PutChar('"');
buffer.PutString(value->GetString());
buffer.PutString("\"\n");
}
 
//write all the subkeys now
FOR_EACH_TRUE_SUBKEY(prev, value)
{
//increment indent
RecursivlyWriteKeyvalues(value, buffer, indent);
 
if (value->GetNextTrueSubKey())
buffer.PutChar('\n');
}
 
//decrement indent
indent--;
 
//write ending }
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');
 
buffer.PutString("}\n");
}
 
//-----------------------------------------------------------------------------
// Purpose: Called when a file gets opened/closed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnFileSelected(const char* pszFileName)
{
//check for null or empty string
if (!pszFileName || pszFileName[0] == '\0')
return;
 
//check for file save
if (!m_bWasFileLoad)
{
//save the file
if (m_KeyValues)
{
//write everything into a buffer
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
buf.PutString("//------------------------------------------------------------------------------------\n");
buf.PutString("//\n");
buf.PutString("// Auto-generated soundscape file created with modbases soundscape tool'\n");
buf.PutString("//\n");
buf.PutString("//------------------------------------------------------------------------------------\n");
 
//now write the keyvalues
KeyValues* pCurrent = m_KeyValues;
while (pCurrent)
{
int indent = 0;
RecursivlyWriteKeyvalues(pCurrent, buf, indent);
 
//put a newline
if (pCurrent->GetNextTrueSubKey())
buf.PutChar('\n');
 
//get next
pCurrent = pCurrent->GetNextTrueSubKey();
}
 
if (!g_pFullFileSystem->WriteFile(pszFileName, "MOD", buf))
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");
 
//get the error first
char buf[1028];
Q_snprintf(buf, sizeof(buf), "Failed to save soundscape to file \"%s\"", pszFileName);
 
//show an error
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
return;
}
}
 
 
//store vars
const char* last = pszFileName;
const char* tmp = nullptr;
 
//get the last /
while ((last = Q_strstr(last, "\\")) != nullptr)
tmp = ++last; //move past the backslash
 
//check tmp
if (!tmp || !*tmp)
tmp = pszFileName;
 
//set new title
char buf[1028];
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
 
SetTitle(buf, true);
 
//create copy of pszFileName
char manifest[1028];
Q_strncpy(manifest, pszFileName, sizeof(manifest));
 
//get last /
char* lastSlash = Q_strrchr(manifest, '\\');
if (lastSlash == nullptr || *lastSlash == '\0')
return;
 
//append 'soundscapes_manifest.txt'
lastSlash[1] = '\0';
strcat(manifest, "soundscapes_manifest.txt");
 
//see if we can open manifest file
KeyValues* man_file = new KeyValues("manifest");
if (!man_file->LoadFromFile(g_pFullFileSystem, manifest))
{
//cant open manifest file
man_file->deleteThis();
return;
}
 
//get real filename
pszFileName = Q_strrchr(pszFileName, '\\');
if (!pszFileName || !*pszFileName)
{
man_file->deleteThis();
return;
}
 
pszFileName = pszFileName + 1;
 
//create name to be added to the manifest file
char add_file[1028];
Q_snprintf(add_file, sizeof(add_file), "scripts/%s", pszFileName);
 
//add filename to manifest file if not found
FOR_EACH_VALUE(man_file, value)
{
if (!Q_strcmp(value->GetString(), add_file))
{
man_file->deleteThis();
return;
}
}
 
 
//add to manifest file
KeyValues* kv = new KeyValues("file");
kv->SetString(nullptr, add_file);
man_file->AddSubKey(kv);
 
//write to file
man_file->SaveToFile(g_pFullFileSystem, manifest);
 
man_file->deleteThis();
return;
}
 
//try and load the keyvalues file first
KeyValues* temp = new KeyValues("SoundscapeFile");
if (!temp->LoadFromFile(filesystem, pszFileName))
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");
 
//get the error first
char buf[1028];
Q_snprintf(buf, sizeof(buf), "Failed to open keyvalues file \"%s\"", pszFileName);
 
//show an error
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
 
temp->deleteThis();
return;
}
 
//set the new title
{
//store vars
const char* last = pszFileName;
const char* tmp = nullptr;
 
//get the last /
while ((last = Q_strstr(last, "\\")) != nullptr)
tmp = ++last; //move past the backslash
 
//check tmp
if (!tmp || !*tmp)
tmp = pszFileName;
 
//create the new new title
char buf[1028];
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
 
SetTitle(buf, true);
}
 
//stop all soundscapes before deleting the old soundscapes
m_kvCurrSelected = nullptr;
 
if (g_IsPlayingSoundscape)
PlaySelectedSoundscape();
 
//delete and set the old keyvalues
if (m_KeyValues)
m_KeyValues->deleteThis();
 
m_KeyValues = temp;
 
//load the file
LoadFile(m_KeyValues);
}
 
//-----------------------------------------------------------------------------
// Purpose: Called when a text thing changes
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTextChanged(KeyValues* keyvalues)
{
//check for these things
if (!m_pCurrentSelected || !m_kvCurrSelected)
return;
 
//check to see if the current focus is the text text entry
if (m_TextEntryName->HasFocus())
{
//get text
char buf[50];
m_TextEntryName->GetText(buf, sizeof(buf));
 
//set current text and keyvalue name
m_kvCurrSelected->SetName(buf);
m_pCurrentSelected->SetText(buf);
m_pCurrentSelected->SetCommand(buf);
return;
}
 
//set dsp
m_kvCurrSelected->SetInt("dsp", Clamp<int>(m_DspEffects->GetActiveItem(), 0, 28));
 
//if the m_kvCurrSound is nullptr then dont do the rest of the stuff
if (!m_kvCurrSound)
return;
 
//set the curr sound and stuff
if (m_TimeTextEntry->HasFocus())
{
//get text
char buf[38];
m_TimeTextEntry->GetText(buf, sizeof(buf));
 
m_kvCurrSound->SetString("time", buf);
return;
}
else if (m_VolumeTextEntry->HasFocus())
{
//get text
char buf[38];
m_VolumeTextEntry->GetText(buf, sizeof(buf));
 
m_kvCurrSound->SetString("volume", buf);
return;
}
else if (m_PitchTextEntry->HasFocus())
{
//dont add to soundscaep
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
return;
 
//get text
char buf[38];
m_PitchTextEntry->GetText(buf, sizeof(buf));
 
m_kvCurrSound->SetString("pitch", buf);
return;
}
else if (m_PositionTextEntry->HasFocus())
{
//get text
char buf[38];
m_PositionTextEntry->GetText(buf, sizeof(buf));
 
//if the string is empty then remove the position instead
if (!buf[0])
{
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("positionoverride"));
else
m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("position"));
}
else
{
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
m_kvCurrSound->SetString("positionoverride", buf);
else
m_kvCurrSound->SetString("position", buf);
 
}
 
return;
}
 
//get the sound level amount
int sndlevel = Clamp<int>(m_SoundLevels->GetActiveItem(), 0, 20);
m_kvCurrSound->SetString("soundlevel", g_SoundLevels[sndlevel]);
 
//set soundscape name/wave
if (m_SoundNameTextEntry->HasFocus())
{
//get text
char buf[512];
m_SoundNameTextEntry->GetText(buf, sizeof(buf));
 
if (m_iSoundscapeMode == SoundscapeMode::Mode_Looping)
m_kvCurrSound->SetString("wave", buf);
else if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
m_kvCurrSound->SetString("name", buf);
else if (m_iSoundscapeMode == SoundscapeMode::Mode_Random && m_kvCurrRndwave)
{
//get value
int i = 0;
 
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
{
if (++i == m_iCurrRndWave)
{
wave->SetStringValue(buf);
 
//set text on the sounds panel
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
if (button)
{
//get last / or \ and make the string be that + 1
char* fslash = Q_strrchr(buf, '/');
char* bslash = Q_strrchr(buf, '\\');
 
//no forward slash and no back slash
if (!fslash && !bslash)
{
button->SetText(buf);
return;
}
 
if (fslash > bslash)
{
button->SetText(fslash + 1);
return;
}
 
else if (bslash > fslash)
{
button->SetText(bslash + 1);
return;
}
}
 
break;
}
}
}
 
return;
}
}
 
//-----------------------------------------------------------------------------
// Purpose: Loads the keyvalues
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LoadFile(KeyValues* file)
{
//clear all the text's
m_TextEntryName->SetEnabled(false);
m_TextEntryName->SetText("");
 
m_DspEffects->SetEnabled(false);
m_DspEffects->SetText("");
 
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetText("");
 
m_VolumeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetText("");
 
m_PitchTextEntry->SetEnabled(false);
m_PitchTextEntry->SetText("");
 
m_PositionTextEntry->SetEnabled(false);
m_PositionTextEntry->SetText("");
 
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetText("");
 
m_SoundNamePlay->SetEnabled(false);
 
if (g_SoundPanel)
{
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
g_SoundPanel->SetVisible(false);
}
 
m_PlaySoundscapeButton->SetEnabled(false);
m_PlaySoundscapeButton->SetSelected(false);
 
m_ResetSoundscapeButton->SetEnabled(false);
m_DeleteCurrentButton->SetEnabled(false);
 
//clear current file
m_pCurrentSelected = nullptr;
m_kvCurrSelected = nullptr;
m_kvCurrSound = nullptr;
m_kvCurrRndwave = nullptr;
 
//clear the menu items
m_SoundscapesList->Clear();
m_pSoundList->Clear();
m_pDataList->Clear();
 
m_SoundscapesList->m_Keyvalues = file;
m_pDataList->m_Keyvalues = nullptr;
m_pSoundList->m_Keyvalues = nullptr;
 
g_IsPlayingSoundscape = false;
 
//temp soundscapes list
CUtlVector<const char*> Added;
 
//add all the menu items
for (KeyValues* soundscape = file; soundscape != nullptr; soundscape = soundscape->GetNextTrueSubKey())
{
//add the menu buttons
const char* name = soundscape->GetName();
 
//check for the soundscape first
if (Added.Find(name) != Added.InvalidIndex())
{
ConWarning("CSoundscapePanel: Failed to add repeated soundscape '%s'\n", name);
continue;
}
 
Added.AddToTail(name);
m_SoundscapesList->AddButton(name, name, name, this, soundscape, SoundscapeClipboardType::Type_SoundscapeName);
}
 
m_SoundscapesList->m_pSideSlider->SetValue(0);
m_SoundscapesList->ScrollBarMoved(0);
 
//
OnCommand(file->GetName());
}
 
//-----------------------------------------------------------------------------
// Purpose: Sets the sounds text
//-----------------------------------------------------------------------------
void CSoundscapeMaker::SetSoundText(const char* text)
{
m_SoundNameTextEntry->SetText(text);
 
//set soundscape name/wave
if (m_iSoundscapeMode != SoundscapeMode::Mode_Random)
{
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
m_kvCurrSound->SetString("name", text);
else
m_kvCurrSound->SetString("wave", text);
}
else
{
//get value
int i = 0;
 
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
{
if (++i == m_iCurrRndWave)
{
wave->SetStringValue(text);
 
//set text on the sounds panel
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
if (button)
{
//get last / or \ and make the string be that + 1
char* fslash = Q_strrchr(text, '/');
char* bslash = Q_strrchr(text, '\\');
 
//no forward slash and no back slash
if (!fslash && !bslash)
{
button->SetText(text);
return;
}
 
if (fslash > bslash)
{
button->SetText(fslash + 1);
return;
}
 
else if (bslash > fslash)
{
button->SetText(bslash + 1);
return;
}
}
 
break;
}
}
}
 
return;
}
 
//-----------------------------------------------------------------------------
// Purpose: Called when a keyboard key is pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnKeyCodePressed(vgui::KeyCode code)
{
//check for ctrl o or ctrl s
if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) ||
vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RCONTROL))
{
if (code == vgui::KeyCode::KEY_O)
OnCommand(LOAD_BUTTON_COMMAND);
else if (code == vgui::KeyCode::KEY_S)
OnCommand(SAVE_BUTTON_COMMAND);
else if (code == vgui::KeyCode::KEY_N)
OnCommand(NEW_BUTTON_COMMAND);
else if (code == vgui::KeyCode::KEY_P)
{
//show settings
g_SettingsPanel->SetVisible(true);
g_SettingsPanel->RequestFocus();
g_SettingsPanel->MoveToFront();
}
 
else if (code == vgui::KeyCode::KEY_D)
OnCommand(DELETE_CURRENT_ITEM_COMMAND);
 
//check for ctrl+alt+a
else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LALT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RALT)) && m_pSoundList && m_pSoundList->m_Keyvalues)
m_pSoundList->OnCommand(NEW_RNDWAVE_WAVE_COMMAND);
 
//check for just ctrl+shift+a
else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT)) && m_SoundscapesList)
m_SoundscapesList->OnCommand(ADD_SOUNDSCAPE_COMMAND);
 
return;
}
 
//check for arrow keys
if (code == KEY_DOWN || code == KEY_UP)
{
if (m_kvCurrRndwave)
{
m_pSoundList->OnKeyCodePressed(code);
}
else if (m_kvCurrSelected && m_pDataList->m_MenuButtons.Count())
{
m_pDataList->OnKeyCodePressed(code);
}
else
{
m_SoundscapesList->OnKeyCodePressed(code);
}
 
return;
}
 
//get key bound to this
const char* key = engine->Key_LookupBinding("modbase_soundscape_panel");
if (!key)
return;
 
//convert the key to a keyboard code
const char* keystring = KeyCodeToString(code);
 
//remove the KEY_ if found
if (Q_strstr(keystring, "KEY_") == keystring)
keystring = keystring + 4;
 
//check both strings
if (!Q_strcasecmp(key, keystring))
OnClose();
}
 
//-----------------------------------------------------------------------------
// Purpose: Starts the soundscape on map spawn
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LevelInitPostEntity()
{
if (g_IsPlayingSoundscape)
PlaySelectedSoundscape();
}
 
//-----------------------------------------------------------------------------
// Purpose: Sets keyvalues from text
//-----------------------------------------------------------------------------
void CSoundscapeMaker::Set(const char* buffer)
{
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
buf.PutString(buffer);
 
//try and load the keyvalues file first
KeyValues* temp = new KeyValues("SoundscapeFile");
if (!temp->LoadFromBuffer("Text Editor Panel Buffer", buf))
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");
 
//show an error
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Failed to open keyvalues data from \"Text Editor Panel\"", this);
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
 
temp->deleteThis();
return;
}
 
//stop all soundscapes before deleting the old soundscapes
m_kvCurrSelected = nullptr;
 
if (g_IsPlayingSoundscape)
PlaySelectedSoundscape();
 
//delete and set the old keyvalues
if (m_KeyValues)
m_KeyValues->deleteThis();
 
m_KeyValues = temp;
 
//load the file
LoadFile(m_KeyValues);
}
 
//-----------------------------------------------------------------------------
// Purpose: Destructor for soundscape maker panel
//-----------------------------------------------------------------------------
CSoundscapeMaker::~CSoundscapeMaker()
{
//delete the keyvalue files if needed
if (m_KeyValues)
m_KeyValues->deleteThis();
}
 
//static panel instance
static CSoundscapeMaker* g_SSMakerPanel = nullptr;
 
//interface class
class CSoundscapeMakerInterface : public ISoundscapeMaker
{
public:
void Create(vgui::VPANEL parent)
{
g_SSMakerPanel = new CSoundscapeMaker(parent);
g_SoundPanel = new CSoundListPanel(parent, "SoundscapeSoundListPanel");
g_SettingsPanel = new CSoundscapeSettingsPanel(parent, "SoundscapeSettingsPanel");
g_SoundscapeTextPanel = new CSoundscapeTextPanel(parent, "SoundscapeTextPanel");
g_SoundscapeDebugPanel = new CSoundscapeDebugPanel(parent, "SoundscapeDebugPanel");
}
 
void SetVisible(bool bVisible)
{
if (g_SSMakerPanel)
g_SSMakerPanel->SetVisible(bVisible);
}
 
void Destroy()
{
if (g_SSMakerPanel)
g_SSMakerPanel->DeletePanel();
 
if (g_SoundPanel)
g_SoundPanel->DeletePanel();
 
if (g_SettingsPanel)
g_SettingsPanel->DeletePanel();
 
if (g_SoundscapeTextPanel)
g_SoundscapeTextPanel->DeletePanel();
 
if (g_SoundscapeDebugPanel)
g_SoundscapeDebugPanel->DeletePanel();
 
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();
 
g_SSMakerPanel = nullptr;
g_SoundPanel = nullptr;
g_SettingsPanel = nullptr;
g_SoundscapeTextPanel = nullptr;
g_SoundscapeDebugPanel = nullptr;
g_SoundscapeClipboard = nullptr;
}
 
void SetSoundText(const char* text)
{
if (!g_SSMakerPanel)
return;
 
g_SSMakerPanel->SetSoundText(text);
g_SSMakerPanel->RequestFocus();
g_SSMakerPanel->MoveToFront();
}
 
void SetAllVisible(bool bVisible)
{
g_ShowSoundscapePanel = false;
 
if (g_SSMakerPanel)
g_SSMakerPanel->SetVisible(bVisible);
 
if (g_SoundPanel)
g_SoundPanel->SetVisible(bVisible);
 
if (g_SettingsPanel)
g_SettingsPanel->SetVisible(bVisible);
 
if (g_SoundscapeTextPanel)
g_SoundscapeTextPanel->SetVisible(bVisible);
 
if (g_SoundscapeDebugPanel)
g_SoundscapeDebugPanel->SetVisible(bVisible);
}
 
void SetBuffer(const char* text)
{
if (g_SSMakerPanel)
g_SSMakerPanel->Set(text);
}
 
KeyValues* GetPanelFile()
{
return g_SSMakerPanel->m_KeyValues;
}
 
KeyValues* GetPanelSelected()
{
return g_SSMakerPanel->m_kvCurrSelected;
}
 
void PasteFromClipboard(int type)
{
g_SSMakerPanel->Paste((SoundscapeClipboardType)type);
}
};
 
CSoundscapeMakerInterface SoundscapeMaker;
ISoundscapeMaker* g_SoundscapeMaker = &SoundscapeMaker;
 
//-----------------------------------------------------------------------------
// Purpose: User message hook function for setting/getting soundscape position
//-----------------------------------------------------------------------------
void _SoundscapeMaker_Recieve(bf_read& bf)
{
//show the soundscape panel
g_ShowSoundscapePanel = true;
g_SSMakerPanel->SetVisible(true);
 
//show settings panel
g_SettingsPanel->SetVisible(true);
 
//get the stuff
byte index = bf.ReadByte();
Vector pos;
bf.ReadBitVec3Coord(pos);
 
//if index == -1 (255) then that means the message was canceled
if (index == 255)
return;
 
//clamp index and get pos
index = Clamp<int>(index, 0, MAX_SOUNDSCAPES - 1);


//-----------------------------------------------------------------------------
//send message to settings
// Purpose: Destructor for soundscape maker panel
g_SettingsPanel->SetItem(index, pos);
//-----------------------------------------------------------------------------
CSoundscapeMaker::~CSoundscapeMaker()
{
//delete the keyvalue files if needed
if (m_KeyValues)
m_KeyValues->deleteThis();
}
}
//interface class
class CSoundscapeMakerInterface : public ISoundscapeMaker
{
public:
void Create(vgui::VPANEL parent)
{
m_Panel = new CSoundscapeMaker(parent);
g_SoundPanel = new CSoundListPanel(parent, "SoundListPanel");
}
void SetVisible(bool bVisible)
{
if (m_Panel)
m_Panel->SetVisible(bVisible);
}
void Destroy()
{
if (m_Panel)
m_Panel->DeletePanel();
if (g_SoundPanel)
g_SoundPanel->DeletePanel();
m_Panel = nullptr;
g_SoundPanel = nullptr;
}
void SetSoundText(const char* text)
{
m_Panel->SetSoundText(text);
m_Panel->RequestFocus();
m_Panel->MoveToFront();
}
private:
CSoundscapeMaker* m_Panel;
};
CSoundscapeMakerInterface SoundscapeMaker;
ISoundscapeMaker* g_SoundscapeMaker = &SoundscapeMaker;


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Line 2,941: Line 5,720:
g_ShowSoundscapePanel = !g_ShowSoundscapePanel;
g_ShowSoundscapePanel = !g_ShowSoundscapePanel;
SoundscapeMaker.SetVisible(g_ShowSoundscapePanel);
SoundscapeMaker.SetVisible(g_ShowSoundscapePanel);
//tell player to stop soundscape mode
static ConCommand* cc = cvar->FindCommand("__ss_maker_stop");
if (cc)
cc->Dispatch({});
}
}
</source>
</source>

Latest revision as of 18:40, 25 June 2025

vgui_soundscape_maker.cpp file needed for vgui soundscape maker

//========= Created by Waddelz. https://www.youtube.com/@WadDeIz_Real. ============//
//
// Purpose: a vgui panel that allows you to create and test soundscapes in game
//
// $NoKeywords: $
//
//=================================================================================//
#include "cbase.h"
#include "c_soundscape.h"
#include "vgui_soundscape_maker.h"
#include <vgui_controls/Frame.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/Divider.h>
#include <vgui_controls/FileOpenDialog.h>
#include <vgui_controls/QueryBox.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/ScrollBar.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/TextEntry.h>
#include <vgui_controls/ComboBox.h>
#include <vgui_controls/CheckButton.h>
#include <vgui_controls/Menu.h>
#include <vgui_controls/MenuItem.h>
#include <vgui_controls/RichText.h>
#include <vgui/ISystem.h>
#include <engine/IEngineSound.h>
#include <vgui/IVGui.h>
#include <vgui/IInput.h>
#include <vgui/ISurface.h>
#include <ienginevgui.h>
#include <filesystem.h>
#include <usermessages.h>
#include <fmtstr.h>

//graph panel for debugging

class CGraphPanel : public vgui::Panel
{
public:
	DECLARE_CLASS_SIMPLE(CGraphPanel, vgui::Panel);

	CGraphPanel(Panel* parent, const char* panelName);

	//think and paint
	virtual void OnThink();
	virtual void Paint();

	//start and stop functions
	virtual void Start();
	virtual void Stop();
	virtual void Restart();
	virtual void Clear();

	//Adding/doing stuff to lines functions
	virtual void AddLine(bool ascending, unsigned char r, unsigned char g, unsigned char b, float speed, float flGraphWidthFraction = 1.0f);
	virtual void RemoveLine(int index);

	//set functions
	virtual void SetDuration(float seconds) { m_flDuration = seconds; }
	virtual void SetHorizontalLinesMax(float seconds) { m_nHorizontalLinesMax = seconds; }
	virtual void SetMaxTextValue(float maxvalue) { m_flMaxValue = maxvalue; }

	//other
	virtual void ApplySchemeSettings(vgui::IScheme* scheme);

	//sets the font
	void SetFont(vgui::HFont font) { m_Font = font; }
	inline vgui::HFont GetFont() { return m_Font; };

	//gets the number of lines
	int GetNumLines() { return m_Lines.Count(); }

private:

	//line information
	struct LineInfo
	{
		float startTime;
		float offset;
		float elapsedWhenStopped;
		float m_flGraphWidthFraction;
		bool ascending;
		unsigned char r, g, b;
		float speed;
	};

	//lines and other stuff
	CUtlVector<LineInfo> m_Lines;
	float m_flDuration;
	float m_flTimeOffset;
	bool m_bRunning;

	//mad horizontal lines
	int m_nHorizontalLinesMax = 2;
	float m_flMaxValue = 1.0f;

	vgui::HFont m_Font;
};

extern vgui::ILocalize* g_pVGuiLocalize;

//-----------------------------------------------------------------------------
// Purpose: Graph panel
//-----------------------------------------------------------------------------
CGraphPanel::CGraphPanel(Panel* parent, const char* panelName)
	: BaseClass(parent, panelName)
{
	SetPaintBackgroundEnabled(false);
	m_flDuration = 2.0f;
	m_bRunning = false;
	m_flTimeOffset = 0.0f;
	m_Font = vgui::INVALID_FONT;
	SetBgColor(Color(0, 0, 0, 255));
}

//-----------------------------------------------------------------------------
// Purpose: Called when this panel thinks
//-----------------------------------------------------------------------------
void CGraphPanel::OnThink()
{
	if (m_bRunning)
		Repaint();
}

//-----------------------------------------------------------------------------
// Purpose: Called when this panel paints
//-----------------------------------------------------------------------------
void CGraphPanel::Paint()
{
	//get size
	int w, h;
	GetSize(w, h);

	//set fill background
	vgui::surface()->DrawSetColor(GetBgColor());
	vgui::surface()->DrawFilledRect(0, 0, w, h);

	//draw horizontal grid lines
	if (m_nHorizontalLinesMax > 1)
	{
		vgui::surface()->DrawSetColor(100, 100, 100, 128); //grey lines

		//draw lines
		for (int i = 0; i < m_nHorizontalLinesMax; ++i)
		{
			float frac = (float)i / (m_nHorizontalLinesMax - 1);
			int y = h - (int)(frac * h);

			//draw the line
			vgui::surface()->DrawLine(0, y, w, y);

			float labelValue = frac * m_flMaxValue;

			char buf[32];
			Q_snprintf(buf, sizeof(buf), "%.2f", labelValue);

			vgui::surface()->DrawSetTextFont(GetFont());
			vgui::surface()->DrawSetTextColor(255, 255, 255, 255);

			//set text pos
			if (labelValue == m_flMaxValue)
				vgui::surface()->DrawSetTextPos(5, y);
			else if (labelValue <= 0.0f)
				vgui::surface()->DrawSetTextPos(5, y - 14);
			else
				vgui::surface()->DrawSetTextPos(5, y - 8);

			wchar_t wbuf[32];
			g_pVGuiLocalize->ConvertANSIToUnicode(buf, wbuf, sizeof(wbuf));
			vgui::surface()->DrawPrintText(wbuf, wcslen(wbuf));
		}
	}

	//get now time
	float now = vgui::system()->GetFrameTime();

	//now draw the graphs
	for (int i = 0; i < m_Lines.Count(); ++i)
	{
		//get line info
		const LineInfo& line = m_Lines[i];

		//set color
		vgui::surface()->DrawSetColor(line.r, line.g, line.b, 255);

		//do stuff
		float elapsed = m_bRunning ? (now - line.startTime - line.offset) : line.elapsedWhenStopped;
		if (elapsed < 0.0f)
			continue;

		float effectiveDuration = m_flDuration / line.speed;

		if (elapsed > effectiveDuration)
			elapsed = effectiveDuration;

		float progress = elapsed / effectiveDuration;

		int lastX = -1;
		int lastY = -1;

		// Calculate the maximum possible width fraction for this line considering the offset
		float maxWidthForLine = line.m_flGraphWidthFraction - line.offset;
		if (maxWidthForLine < 0.0f)
			maxWidthForLine = 0.0f; // prevent negative width

		//make 128 line points
		for (int j = 0; j < 128; ++j)
		{
			float t = (float)j / 127.0f;

			// Stop drawing if t > progress for this line
			if (t > progress)
				break;

			float curve;
			if (line.ascending)
				curve = t * t * t;
			else
				curve = 1.0f - t * t;

			// Calculate the X position using offset + scaled max width for this line
			float combinedPos = line.offset + t * maxWidthForLine;

			// Stop if combinedPos is beyond max graph width fraction (to not draw outside graph area)
			if (combinedPos > line.m_flGraphWidthFraction)
				break;

			int x = (int)(w * combinedPos);
			int y = (int)(h - curve * h);

			//draw the line
			if (lastX >= 0 && lastY >= 0)
				vgui::surface()->DrawLine(lastX, lastY, x, y);

			lastX = x;
			lastY = y;
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: Starts drawing the graphs
//-----------------------------------------------------------------------------
void CGraphPanel::Start()
{
	//check for not running
	if (!m_bRunning)
	{
		float now = vgui::system()->GetFrameTime();
		for (int i = 0; i < m_Lines.Count(); ++i)
		{
			if (m_Lines[i].elapsedWhenStopped < m_flDuration / m_Lines[i].speed)
				m_Lines[i].startTime = now - m_Lines[i].elapsedWhenStopped;
		}

		//start running
		m_bRunning = true;
	}
}

//-----------------------------------------------------------------------------
// Purpose: Stops drawing the graphs
//-----------------------------------------------------------------------------
void CGraphPanel::Stop()
{
	//check for running
	if (m_bRunning)
	{
		float now = vgui::system()->GetFrameTime();
		for (int i = 0; i < m_Lines.Count(); ++i)
			m_Lines[i].elapsedWhenStopped = now - m_Lines[i].startTime;

		//stop running
		m_bRunning = false;
	}
}

//-----------------------------------------------------------------------------
// Purpose: Clears the line graph
//-----------------------------------------------------------------------------
void CGraphPanel::Clear()
{
	m_Lines.RemoveAll();
	m_flTimeOffset = 0.0f;
	m_bRunning = false;
}

//-----------------------------------------------------------------------------
// Purpose: Resets the lines
//-----------------------------------------------------------------------------
void CGraphPanel::Restart()
{
	for (int i = 0; i < m_Lines.Count(); i++)
	{
		m_Lines[i].startTime = vgui::system()->GetFrameTime();
		m_Lines[i].elapsedWhenStopped = 0.0f;
	}

	m_flTimeOffset += 0.1f;
}

//-----------------------------------------------------------------------------
// Purpose: Adds a line to the line graph
//-----------------------------------------------------------------------------
void CGraphPanel::AddLine(bool ascending, unsigned char r, unsigned char g, unsigned char b, float speed, float flGraphWidthFraction)
{
	//check speed
	if (speed <= 0.0f)
		speed = 1.0f;

	//create line info
	LineInfo line;
	line.startTime = vgui::system()->GetFrameTime();
	line.ascending = ascending;
	line.m_flGraphWidthFraction = flGraphWidthFraction;
	line.offset = m_flTimeOffset;
	line.elapsedWhenStopped = 0.0f;
	line.r = r;
	line.g = g;
	line.b = b;
	line.speed = speed;

	//add to lines array
	m_Lines.AddToTail(line);
	m_flTimeOffset += 0.1f;
}

//-----------------------------------------------------------------------------
// Purpose: Removes a line graph
//-----------------------------------------------------------------------------
void CGraphPanel::RemoveLine(int index)
{
	//bounds check
	if (index >= m_Lines.Count() || index < 0)
		return;

	//remove the line
	m_Lines.Remove(index);

	//move everything down
	m_flTimeOffset = 0.0f;
	for (int i = 0; i < m_Lines.Count(); ++i)
	{
		m_Lines[i].offset = m_flTimeOffset;
		m_flTimeOffset += 0.1f;
	}
}

//-----------------------------------------------------------------------------
// Purpose: Called when scheme settings are set
//-----------------------------------------------------------------------------
void CGraphPanel::ApplySchemeSettings(vgui::IScheme* scheme)
{
	SetFont(scheme->GetFont("Default", IsProportional()));
}

//selected text mode
enum class SoundscapeMode
{
	Mode_Random,
	Mode_Soundscape,
	Mode_Looping,
};

//soundscape clipboard type
enum class SoundscapeClipboardType
{
	Type_SoundscapeNone,
	Type_SoundscapeName,
	Type_SoundscapeData,
	Type_SoundscapeRandomWave,
};

//dsp effects
static const char* g_DspEffects[] = {
	"Normal (off)",
	"Generic",
	"Metal Small",
	"Metal Medium",
	"Metal Large",
	"Tunnel Small",
	"Tunnel Medium",
	"Tunnel Large",
	"Chamber Small",
	"Chamber Medium",
	"Chamber Large",
	"Bright Small",
	"Bright Medium",
	"Bright Large",
	"Water 1",
	"Water 2",
	"Water 3",
	"Concrete Small",
	"Concrete Medium",
	"Concrete Large",
	"Big 1",
	"Big 2",
	"Big 3",
	"Cavern Small",
	"Cavern Medium",
	"Cavern Large",
	"Weirdo 1",
	"Weirdo 2",
	"Weirdo 3",
};

//sound levels
static const char* g_SoundLevels[] = {
	"SNDLVL_50dB",
	"SNDLVL_55dB",
	"SNDLVL_IDLE",
	"SNDLVL_TALKING",
	"SNDLVL_60dB",
	"SNDLVL_65dB",
	"SNDLVL_STATIC",
	"SNDLVL_70dB",
	"SNDLVL_NORM",
	"SNDLVL_75dB",
	"SNDLVL_80dB",
	"SNDLVL_85dB",
	"SNDLVL_90dB",
	"SNDLVL_95dB",
	"SNDLVL_100dB",
	"SNDLVL_105dB",
	"SNDLVL_120dB",
	"SNDLVL_130dB",
	"SNDLVL_GUNFIRE",
	"SNDLVL_140dB",
	"SNDLVL_150dB"
};

bool g_bSSMHack = false;

//max clipboard size
#define MAX_CLIPBOARD_ITEMS 10

//current clipboard stuff
static CUtlVector<KeyValues*> CurrClipboardName;		//for soundscape name
static CUtlVector<KeyValues*> CurrClipboardData;		//for soundscape data
static CUtlVector<KeyValues*> CurrClipboardRandom;		//for random wave

//-----------------------------------------------------------------------------
// Purpose: Helper funciton to compare vector and string
//-----------------------------------------------------------------------------
int Q_vecstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
{
	//check for null substring
	if (!substr || !*substr)
		return -1;

	//store variables
	int substrLen = Q_strlen(substr);

	//search for match
	for (int i = startindex; i <= endindex; ++i)
	{
		bool match = true;
		for (int j = 0; j < substrLen; ++j)
		{
			wchar_t wc = vec[i + j];
			char ch = substr[j];
			if (wc != ch)
			{
				match = false;
				break;
			}
		}

		//found match
		if (match)
			return i;
	}

	//didnt find match
	return -1;
}

//-----------------------------------------------------------------------------
// Purpose: Helper funciton to compare vector and string but reversed
//-----------------------------------------------------------------------------
int Q_vecrstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
{
	//check for null substring
	if (!substr || !*substr)
		return -1;

	//store variables
	int substrLen = Q_strlen(substr);

	//search for match
	for (int i = endindex - substrLen + 1; i >= startindex; --i)
	{
		bool match = true;
		for (int j = 0; j < substrLen; ++j)
		{
			wchar_t wc = vec[i + j];
			char ch = substr[j];
			if (wc != ch)
			{
				match = false;
				break;
			}
		}

		//found match
		if (match)
			return i;
	}

	//didnt find match
	return -1;
}

//holds all the sound names
static CUtlVector<char*> g_SoundDirectories;

//-----------------------------------------------------------------------------
// Purpose: Sort function for utl vector
//-----------------------------------------------------------------------------
static int VectorSortFunc(char* const* p1, char* const* p2)
{
	return Q_stricmp(*p1, *p2);
}

//-----------------------------------------------------------------------------
// Purpose: Sort function for utl vector
//-----------------------------------------------------------------------------
static int VectorSortFunc(const char* const* p1, const char* const* p2)
{
	return Q_stricmp(*p1, *p2);
}

//-----------------------------------------------------------------------------
// Purpose: Gets all the sound names and stores them into g_SoundDirectories
//-----------------------------------------------------------------------------
static void GetSoundNames()
{
	//first off clear the sound array first
	for (int i = 0; i < g_SoundDirectories.Count(); i++)
		free(g_SoundDirectories[i]);

	g_SoundDirectories.RemoveAll();

	//directories to search
	CUtlVector<char*> directoriesToSearch;
	directoriesToSearch.AddToTail(strdup("sound"));

	//loop until all directories have been processed
	while (directoriesToSearch.Count() > 0)
	{
		//take the last added directory (depth-first search)
		char* currentDir = directoriesToSearch[directoriesToSearch.Count() - 1];
		directoriesToSearch.Remove(directoriesToSearch.Count() - 1);

		//create a wildcard path to search all files and subdirs
		char searchPath[MAX_PATH];
		Q_snprintf(searchPath, sizeof(searchPath), "%s/*", currentDir);

		FileFindHandle_t findHandle;
		const char* filename = g_pFullFileSystem->FindFirst(searchPath, &findHandle);

		while (filename)
		{
			//ignore special directories
			if (Q_strcmp(filename, ".") != 0 && Q_strcmp(filename, "..") != 0)
			{
				char fullPath[MAX_PATH];
				Q_snprintf(fullPath, sizeof(fullPath), "%s/%s", currentDir, filename);

				//if it's a directory, add it to the list for later processing
				if (g_pFullFileSystem->FindIsDirectory(findHandle))
				{
					directoriesToSearch.AddToTail(strdup(fullPath));
				}
				else
				{
					//check file extension and print if it's .wav or .mp3
					const char* ext = V_GetFileExtension(filename);
					if (ext && (!Q_stricmp(ext, "wav") || !Q_stricmp(ext, "mp3")))
					{
						g_SoundDirectories.AddToTail(strdup(fullPath + 6));
					}
				}
			}

			// Move to next file
			filename = g_pFullFileSystem->FindNext(findHandle);
		}

		//free the memory
		g_pFullFileSystem->FindClose(findHandle);
		free(currentDir);
	}

	//
	g_SoundDirectories.Sort(VectorSortFunc);
}


//text entry for text edit panel


class CTextPanelTextEntry : public vgui::TextEntry
{
public:
	DECLARE_CLASS_SIMPLE(CTextPanelTextEntry, vgui::TextEntry)

	//constructor
	CTextPanelTextEntry(vgui::Panel* parent, const char* panelName)
		: TextEntry(parent, panelName)
	{
		SetMultiline(true);
	}

	//called on keycode typed
	virtual void OnKeyCodeTyped(vgui::KeyCode code)
	{
		//check for enter or enter
		if (code == KEY_ENTER || code == KEY_PAD_ENTER)
			InsertString("\n");

		//check for tab
		else if (code == KEY_TAB)
			InsertString("    ");

		//do other key code
		else
			BaseClass::OnKeyCodeTyped(code);
	}

	//called on keycode pressed
	void OnKeyCodePressed(vgui::KeyCode code)
	{
		if (code == KEY_ENTER || code == KEY_PAD_ENTER
			|| code == KEY_TAB)
			return;

		BaseClass::OnKeyCodePressed(code);
	}

	//called on keycode insert
	void OnKeyTyped(wchar_t c)
	{
		//if (c == '{')
		//{
		//	//insert:
		//	//{
		//	//
		//	//}
		//	//and set cursor in the middle
		//	BaseClass::OnKeyTyped(c);
		//	InsertString("\n\n}    ");
		//	GotoLeft();
		//	GotoUp();
		//	SelectNoText();
		//}
		if (c == '"')
		{
			//check next item
			if (_cursorPos < m_TextStream.Count())
			{

				//check for " so you dont insert string inside string
				if (m_TextStream[_cursorPos] == '"')
				{
					GotoRight();
					SelectNone();
					return;
				}

			}

			//insert:
			//""
			//and set cursor in the middle
			BaseClass::OnKeyTyped(c);
			InsertString("\"");
			GotoLeft();
			SelectNone();
		}
		else
		{
			BaseClass::OnKeyTyped(c);
		}
	}
};



//simple clipboard panel
class CSoundscapeClipboard : public vgui::Frame
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeClipboard, vgui::Frame)

	CSoundscapeClipboard(SoundscapeClipboardType type);

	//creates all the buttons
	void CreateButtons();

	//other
	void OnCommand(const char* pszCommand);
	void OnClose();

private:
	SoundscapeClipboardType m_Type;
};

//static soundscape clipboard panel
static CSoundscapeClipboard* g_SoundscapeClipboard;

//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSoundscapeClipboard::CSoundscapeClipboard(SoundscapeClipboardType type)
	: BaseClass(nullptr, "SoundscapeMakerClipboard"), m_Type(type)
{
	//get the size of the panel
	int tall = 30;

	switch (type)
	{
	case SoundscapeClipboardType::Type_SoundscapeName:
		tall += 29 * CurrClipboardName.Count();
		break;
	case SoundscapeClipboardType::Type_SoundscapeData:
		tall += 29 * CurrClipboardData.Count();
		break;
	case SoundscapeClipboardType::Type_SoundscapeRandomWave:
		tall += 29 * CurrClipboardRandom.Count();
		break;
	}

	SetParent(enginevgui->GetPanel(VGuiPanel_t::PANEL_TOOLS));
	SetCloseButtonVisible(true);
	SetSize(300, tall);
	MoveToCenterOfScreen();
	SetTitle("Soundscape Clipboard", true);
	SetSizeable(false);
	SetDeleteSelfOnClose(true);

	SetVisible(true);
	RequestFocus();
	MoveToFront();

	CreateButtons();
}

//-----------------------------------------------------------------------------
// Purpose: Creates all the clipboard buttons
//-----------------------------------------------------------------------------
void CSoundscapeClipboard::CreateButtons()
{
	switch (m_Type)
	{
	case SoundscapeClipboardType::Type_SoundscapeName:
	{
		//add all the buttons
		for (int i = 0; i < CurrClipboardName.Count(); i++)
		{
			vgui::Button* button = new vgui::Button(this, CFmtStr("PasteButton%d", i), CFmtStr("%.50s", CurrClipboardName[i]->GetName()));
			button->SetBounds(10, 29 + (i * 27), 280, 25);
			button->SetCommand(CFmtStr("$PASTE%d", i));
		}
		break;
	}
	case SoundscapeClipboardType::Type_SoundscapeData:
	{
		//add all the buttons
		for (int i = 0; i < CurrClipboardData.Count(); i++)
		{
			vgui::Button* button = new vgui::Button(this, CFmtStr("PasteButton%d", i), "");

			//set text
			const char* name = CurrClipboardData[i]->GetName();
			if (!Q_stricmp(name, "playrandom"))
			{
				button->SetText("playrandom");
			}
			else if (!Q_stricmp(name, "playlooping"))
			{
				const char* looping = CurrClipboardData[i]->GetString("wave");
				if (strlen(looping) > 25)
					looping += strlen(looping) - 25;

				button->SetText(CFmtStr("%s : '%s'", name, looping));
			}
			else
			{
				const char* looping = CurrClipboardData[i]->GetString("name");
				if (strlen(looping) > 25)
					looping += strlen(looping) - 25;

				button->SetText(CFmtStr("%s : '%s'", name, looping));
			}

			//set other stuff
			button->SetBounds(10, 29 + (i * 27), 280, 25);
			button->SetCommand(CFmtStr("$PASTE%d", i));
		}
		break;
	}
	case SoundscapeClipboardType::Type_SoundscapeRandomWave:
	{
		//add all the buttons
		for (int i = 0; i < CurrClipboardRandom.Count(); i++)
		{
			vgui::Button* button = new vgui::Button(this, CFmtStr("PasteButton%d", i), CurrClipboardRandom[i]->GetString());
			button->SetBounds(10, 29 + (i * 27), 280, 25);
			button->SetCommand(CFmtStr("$PASTE%d", i));
		}
		break;
	}
	}
}

//-----------------------------------------------------------------------------
// Purpose: Called when focus is killed
//-----------------------------------------------------------------------------
void CSoundscapeClipboard::OnClose()
{
	g_SoundscapeClipboard = nullptr;

	BaseClass::OnClose();
}

//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeClipboard::OnCommand(const char* command)
{
	if (Q_stristr(command, "$PASTE") == command)
	{
		//get index
		int index = atoi(command + 6);

		//so this is what i am gonna do:
		//	1. copy KeyValue from index <index> to the top of the clipboard
		//	2. call g_SoundscapeMaker.PasteFromClipboard((int)m_Type);
		//	3. remove keyvalues at last index of clipboard CUtlVector
		switch (m_Type)
		{
		case SoundscapeClipboardType::Type_SoundscapeName:
			if (index >= CurrClipboardName.Count() || CurrClipboardName.Count() <= 0)
				return;

			CurrClipboardName.AddToTail(CurrClipboardName[index]);
			g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
			CurrClipboardName.Remove(CurrClipboardName.Count() - 1);
			break;
		case SoundscapeClipboardType::Type_SoundscapeData:
			if (index >= CurrClipboardData.Count() || CurrClipboardData.Count() <= 0)
				return;

			CurrClipboardData.AddToTail(CurrClipboardData[index]);
			g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
			CurrClipboardData.Remove(CurrClipboardData.Count() - 1);
			break;
		case SoundscapeClipboardType::Type_SoundscapeRandomWave:
			if (index >= CurrClipboardRandom.Count() || CurrClipboardRandom.Count() <= 0)
				return;

			CurrClipboardRandom.AddToTail(CurrClipboardRandom[index]);
			g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
			CurrClipboardRandom.Remove(CurrClipboardRandom.Count() - 1);
			break;
		}
	}

	BaseClass::OnCommand(command);
}



//soundscape maker text editor panel
#define TEXT_PANEL_WIDTH 760
#define TEXT_PANEL_HEIGHT 630

#define TEXT_PANEL_COMMAND_SET "Set"
#define TEXT_PANEL_COMMAND_SET_OK "SetOk"
#define TEXT_PANEL_COMMAND_FIND "FInd"

class CSoundscapeTextPanel : public vgui::Frame
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeTextPanel, vgui::Frame);

	CSoundscapeTextPanel(vgui::VPANEL parent, const char* name);

	//sets the keyvalues
	void Set(KeyValues* keyvalues);
	void RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent);

	//other
	void OnCommand(const char* pszCommand);
	void PerformLayout();
	void OnClose() { BaseClass::OnClose(); }

private:
	CTextPanelTextEntry* m_Text;
	vgui::Button* m_SetButton;
	vgui::TextEntry* m_FindTextEntry;
	vgui::Button* m_FindButton;
};

//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSoundscapeTextPanel::CSoundscapeTextPanel(vgui::VPANEL parent, const char* name)
	: BaseClass(nullptr, name)
{
	SetParent(parent);

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

	SetProportional(false);
	SetTitleBarVisible(true);
	SetMinimizeButtonVisible(false);
	SetMaximizeButtonVisible(false);
	SetCloseButtonVisible(true);
	SetSizeable(true);
	SetMoveable(true);
	SetVisible(false);
	SetMinimumSize(575, 120);

	int ScreenWide, ScreenTall;
	vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);

	SetTitle("Soundscape Text Editor", true);
	SetSize(TEXT_PANEL_WIDTH, TEXT_PANEL_HEIGHT);
	SetPos((ScreenWide - TEXT_PANEL_WIDTH) / 2, (ScreenTall - TEXT_PANEL_HEIGHT) / 2);



	//make text entry
	m_Text = new CTextPanelTextEntry(this, "EditBox");
	m_Text->SetBounds(5, 25, TEXT_PANEL_WIDTH - 10, TEXT_PANEL_HEIGHT - 55);
	m_Text->SetEnabled(true);
	m_Text->SetMultiline(true);
	m_Text->SetVerticalScrollbar(true);

	//make set button
	m_SetButton = new vgui::Button(this, "SetButton", "Apply Changes To Keyvalue Maker");
	m_SetButton->SetBounds(5, TEXT_PANEL_HEIGHT - 27, 250, 25);
	m_SetButton->SetCommand(TEXT_PANEL_COMMAND_SET);

	//make find text entry
	m_FindTextEntry = new vgui::TextEntry(this, "FindTextEntry");
	m_FindTextEntry->SetBounds(450, TEXT_PANEL_HEIGHT - 27, 200, 25);

	//make find button
	m_FindButton = new vgui::Button(this, "FindButton", "Find String");
	m_FindButton->SetBounds(655, TEXT_PANEL_HEIGHT - 27, 100, 25);
	m_FindButton->SetCommand(TEXT_PANEL_COMMAND_FIND);
}

//-----------------------------------------------------------------------------
// Purpose: Sets the keyvalues
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::Set(KeyValues* keyvalues)
{
	//write everything into a buffer
	CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);

	//now write the keyvalues
	KeyValues* pCurrent = keyvalues;
	while (pCurrent)
	{
		RecursiveSetText(pCurrent, buf, 0);

		//put a newline
		if (pCurrent->GetNextTrueSubKey())
			buf.PutChar('\n');

		//get next
		pCurrent = pCurrent->GetNextTrueSubKey();
	}

	//write that to the m_Text
	m_Text->SetText((const char*)buf.Base());
}

//-----------------------------------------------------------------------------
// Purpose: Recursively writes to a util buffer
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent)
{
	//write \t indent
	for (int i = 0; i < indent; i++)
		buffer.PutString("    ");

	//write name
	buffer.PutChar('"');
	buffer.PutString(keyvalues->GetName());
	buffer.PutString("\"\n");

	//write {
	for (int i = 0; i < indent; i++)
		buffer.PutString("    ");

	buffer.PutString("{\n");

	//increment indent
	indent++;

	//write all the keys first
	FOR_EACH_VALUE(keyvalues, value)
	{
		for (int i = 0; i < indent; i++)
			buffer.PutString("    ");

		//write name and value
		buffer.PutChar('"');
		buffer.PutString(value->GetName());
		buffer.PutString("\"    ");

		buffer.PutChar('"');
		buffer.PutString(value->GetString());
		buffer.PutString("\"\n");
	}

	//write all the subkeys now
	FOR_EACH_TRUE_SUBKEY(keyvalues, value)
	{
		//increment indent
		RecursiveSetText(value, buffer, indent);

		if (value->GetNextTrueSubKey())
			buffer.PutChar('\n');
	}

	//decrement indent
	indent--;

	//write ending }
	for (int i = 0; i < indent; i++)
		buffer.PutString("    ");

	buffer.PutString("}\n");
}

//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::OnCommand(const char* pszCommand)
{
	if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET))
	{
		//play sound
		vgui::surface()->PlaySound("ui/buttonclickrelease.wav");

		//check first incase you accidentally press it
		vgui::QueryBox* popup = new vgui::QueryBox("Set File?", "Are you sure you want to set the current keyvalues for the keyvalue maker?\nIf there are errors then this could break the keyvalue file.", this);
		popup->SetOKCommand(new KeyValues("Command", "command", TEXT_PANEL_COMMAND_SET_OK));
		popup->SetCancelButtonVisible(false);
		popup->AddActionSignalTarget(this);
		popup->DoModal(this);
		return;
	}

	//set text
	if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET_OK))
	{
		//get string
		int len = m_Text->GetTextLength() + 1;

		char* buf = new char[len];
		m_Text->GetText(buf, len);

		g_SoundscapeMaker->SetBuffer(buf);

		//delete string
		delete[] buf;

		//hide this
		SetVisible(false);
		return;
	}

	//find text
	if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_FIND))
	{
		//get buffer
		char buf[128];
		m_FindTextEntry->GetText(buf, sizeof(buf));

		int index = m_Text->_cursorPos + 1;
		int find = -1;

		//go in reversed order if holding shift
		if (vgui::input()->IsKeyDown(KEY_LSHIFT) || vgui::input()->IsKeyDown(KEY_RSHIFT))
		{

			//see if we find index
			find = Q_vecrstr(m_Text->m_TextStream, 0, index - 2, buf);
			if (find == -1)

				//look again
				find = Q_vecrstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count() - 1, buf);

		}
		else
		{

			//see if we find index
			find = Q_vecstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count(), buf);
			if (find == -1)

				//look again
				find = Q_vecstr(m_Text->m_TextStream, 0, index, buf);

		}

		//check for invalid index
		if (find == -1)
		{
			//play an error sound
			vgui::surface()->PlaySound("resource/warning.wav");

			//get text
			char error[512];
			Q_snprintf(error, sizeof(error), "Couldnt find any instances of '%s'", buf);

			//show an error
			vgui::QueryBox* popup = new vgui::QueryBox("No Instances Found", error, this);
			popup->SetOKButtonText("Ok");
			popup->SetCancelButtonVisible(false);
			popup->AddActionSignalTarget(this);
			popup->DoModal(this);

			return;
		}

		//get number of newlines
		/*int newline = 0;
		int column = 0;
		for (int i = 0; i < find; i++)
		{
			if (m_Text->m_TextStream[i] == '\n')
			{
				newline++;
				column = 0;
			}
			else
			{
				column++;
			}
		}*/

		//select that
		m_Text->_cursorPos = find;
		m_Text->_select[0] = find;
		m_Text->_select[1] = find + Q_strlen(buf);
		m_Text->LayoutVerticalScrollBarSlider();
		m_Text->Repaint();
		m_Text->RequestFocus();

		return;
	}

	BaseClass::OnCommand(pszCommand);
}

//-----------------------------------------------------------------------------
// Purpose: Called on panel size changed
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::PerformLayout()
{
	BaseClass::PerformLayout();

	int wide, tall;
	GetSize(wide, tall);

	if (m_Text)
		m_Text->SetBounds(5, 25, wide - 10, tall - 55);

	if (m_SetButton)
		m_SetButton->SetBounds(5, tall - 27, 250, 25);

	if (m_FindTextEntry)
		m_FindTextEntry->SetBounds(wide - 310, tall - 27, 200, 25);

	if (m_FindButton)
		m_FindButton->SetBounds(wide - 105, tall - 27, 100, 25);
}

//soundscape settings panel
static CSoundscapeTextPanel* g_SoundscapeTextPanel = nullptr;




//soundscape maker text editor panel
#define DEBUG_PANEL_WIDTH 725
#define DEBUG_PANEL_HEIGHT 530

#define DEBUG_PANEL_COMMAND_CLEAR "Clear"

class CSoundscapeDebugPanel : public vgui::Frame
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeDebugPanel, vgui::Frame);

	CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name);

	//sets the keyvalues
	void AddMessage(Color color, const char* text);

	//other
	void OnCommand(const char* pszCommand);
	void PerformLayout();
	void OnClose() { BaseClass::OnClose(); }

private:
	vgui::RichText* m_Text;
	vgui::Button* m_ClearButton;
	vgui::Label* m_SoundscapesFadingInText;

public:
	CGraphPanel* m_PanelSoundscapesFadingIn;
};

//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSoundscapeDebugPanel::CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name)
	: BaseClass(nullptr, name)
{
	SetParent(parent);

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

	SetProportional(false);
	SetTitleBarVisible(true);
	SetMinimizeButtonVisible(false);
	SetMaximizeButtonVisible(false);
	SetCloseButtonVisible(true);
	SetSizeable(true);
	SetMoveable(true);
	SetVisible(false);
	SetMinimumSize(575, 280);

	SetTitle("Soundscape Debug Panel", true);
	SetSize(DEBUG_PANEL_WIDTH, DEBUG_PANEL_HEIGHT);
	SetPos(0, 0);



	//make text entry
	m_Text = new vgui::RichText(this, "DebugText");
	m_Text->SetBounds(5, 25, DEBUG_PANEL_WIDTH - 10, DEBUG_PANEL_HEIGHT - 55);
	m_Text->SetEnabled(true);
	m_Text->SetVerticalScrollbar(true);

	//make clear button
	m_ClearButton = new vgui::Button(this, "ClearButton", "Clear");
	m_ClearButton->SetBounds(5, DEBUG_PANEL_HEIGHT - 215, DEBUG_PANEL_WIDTH - 10, 25);
	m_ClearButton->SetCommand(DEBUG_PANEL_COMMAND_CLEAR);

	//make fading in label
	m_SoundscapesFadingInText = new vgui::Label(this, "LabelFadingIn", "Soundscapes Fading In");
	m_SoundscapesFadingInText->SetBounds(5, DEBUG_PANEL_HEIGHT - 187, DEBUG_PANEL_WIDTH - 10, 20);

	//make soundscapes fading in thing
	m_PanelSoundscapesFadingIn = new CGraphPanel(this, "SoundscapesFadingIn");
	m_PanelSoundscapesFadingIn->SetBounds(5, DEBUG_PANEL_HEIGHT - 165, DEBUG_PANEL_WIDTH - 10, 155);
	m_PanelSoundscapesFadingIn->SetMaxTextValue(1.0f);
	m_PanelSoundscapesFadingIn->SetHorizontalLinesMax(5);
}

//-----------------------------------------------------------------------------
// Purpose: adds a message to the debug panel
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::AddMessage(Color color, const char* text)
{
	m_Text->InsertColorChange(color);
	m_Text->InsertString(text);

	m_Text->SetMaximumCharCount(100000);
}

//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::OnCommand(const char* pszCommand)
{
	if (!Q_strcmp(pszCommand, DEBUG_PANEL_COMMAND_CLEAR))
	{
		//clear the text
		m_Text->SetText("");
		m_Text->GotoTextEnd();
		return;
	}

	BaseClass::OnCommand(pszCommand);
}

//-----------------------------------------------------------------------------
// Purpose: Called on panel size changed
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::PerformLayout()
{
	BaseClass::PerformLayout();

	int wide, tall;
	GetSize(wide, tall);

	m_Text->SetBounds(5, 25, wide - 10, tall - 245);
	m_ClearButton->SetBounds(5, tall - 215, wide - 10, 25);
	m_PanelSoundscapesFadingIn->SetBounds(5, tall - 165, wide - 10, 155);
	m_SoundscapesFadingInText->SetBounds(5, tall - 187, wide - 10, 20);
}

//soundscape debug panel
static CSoundscapeDebugPanel* g_SoundscapeDebugPanel = nullptr;

//-----------------------------------------------------------------------------
// Purpose: Function to print text to debug panel
//-----------------------------------------------------------------------------
void SoundscapePrint(Color color, const char* msg, ...)
{
	//format string
	va_list args;
	va_start(args, msg);

	char buf[2048];
	Q_vsnprintf(buf, sizeof(buf), msg, args);
	g_SoundscapeDebugPanel->AddMessage(color, buf);

	va_end(args);
}

//-----------------------------------------------------------------------------
// Purpose: Function to add a line to the soundscape debug panel
//-----------------------------------------------------------------------------
void SoundscapeAddLine(Color color, float speed, float width, bool accending)
{
	if (g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines() <= 6)
		g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->AddLine(accending, color.r(), color.g(), color.b(), speed, width);
}

//-----------------------------------------------------------------------------
// Purpose: Function to get debug line num
//-----------------------------------------------------------------------------
int SoundscapeGetLineNum()
{
	return g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines();
}

//vector positions
Vector g_SoundscapePositions[] = {
	vec3_origin,
	vec3_origin,
	vec3_origin,
	vec3_origin,
	vec3_origin,
	vec3_origin,
	vec3_origin,
	vec3_origin
};

#define SETTINGS_PANEL_WIDTH 350
#define SETTINGS_PANEL_HEIGHT 277

#define SETTINGS_PANEL_COMMAND_POS1 "GetPos0"
#define SETTINGS_PANEL_COMMAND_POS2 "GetPos1"
#define SETTINGS_PANEL_COMMAND_POS3 "GetPos2"
#define SETTINGS_PANEL_COMMAND_POS4 "GetPos3"
#define SETTINGS_PANEL_COMMAND_POS5 "GetPos4"
#define SETTINGS_PANEL_COMMAND_POS6 "GetPos5"
#define SETTINGS_PANEL_COMMAND_POS7 "GetPos6"
#define SETTINGS_PANEL_COMMAND_POS8 "GetPos7"
#define SETTINGS_PANEL_COMMAND_SHOW "ShowPositions"
#define SETTINGS_PANEL_COMMAND_DEBUG "Debug"

#define MAX_SOUNDSCAPES 8

//soundscape maker settings panel
class CSoundscapeSettingsPanel : public vgui::Frame
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeSettingsPanel, vgui::Frame);

	CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name);

	//other
	void OnCommand(const char* pszCommand);

	//sets the text
	void SetItem(int index, const Vector& value);

	//message funcs
	MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);

	~CSoundscapeSettingsPanel();

private:
	//position text entries
	vgui::TextEntry* m_TextEntryPos0;
	vgui::TextEntry* m_TextEntryPos1;
	vgui::TextEntry* m_TextEntryPos2;
	vgui::TextEntry* m_TextEntryPos3;
	vgui::TextEntry* m_TextEntryPos4;
	vgui::TextEntry* m_TextEntryPos5;
	vgui::TextEntry* m_TextEntryPos6;
	vgui::TextEntry* m_TextEntryPos7;
	vgui::CheckButton* m_ShowSoundscapePositions;
	vgui::Button* m_ShowSoundscapeDebug;

	friend class CSoundscapeMaker;
};


//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSoundscapeSettingsPanel::CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name)
	: BaseClass(nullptr, name)
{
	SetParent(parent);

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

	SetProportional(false);
	SetTitleBarVisible(true);
	SetMinimizeButtonVisible(false);
	SetMaximizeButtonVisible(false);
	SetCloseButtonVisible(true);
	SetSizeable(false);
	SetMoveable(true);
	SetVisible(false);

	//set the size and pos
	int ScreenWide, ScreenTall;
	vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);

	SetTitle("Soundscape Maker Settings", true);
	SetSize(SETTINGS_PANEL_WIDTH, SETTINGS_PANEL_HEIGHT);
	SetPos((ScreenWide - SETTINGS_PANEL_WIDTH) / 2, (ScreenTall - SETTINGS_PANEL_HEIGHT) / 2);



	//load settings
	KeyValues* settings = new KeyValues("settings");
	if (!settings->LoadFromFile(filesystem, "cfg/soundscape_maker.txt", "MOD"))
		ConWarning("Failed to load settings for 'cfg/soundscape_maker.txt'. Using default settings.");

	//get positions
	const char* pos0 = settings->GetString("Position0", "0 0 0");
	const char* pos1 = settings->GetString("Position1", "0 0 0");
	const char* pos2 = settings->GetString("Position2", "0 0 0");
	const char* pos3 = settings->GetString("Position3", "0 0 0");
	const char* pos4 = settings->GetString("Position4", "0 0 0");
	const char* pos5 = settings->GetString("Position5", "0 0 0");
	const char* pos6 = settings->GetString("Position6", "0 0 0");
	const char* pos7 = settings->GetString("Position7", "0 0 0");

	//create position text 1
	m_TextEntryPos0 = new vgui::TextEntry(this, "PosTextEntry0");
	m_TextEntryPos0->SetEnabled(true);
	m_TextEntryPos0->SetText(pos0 ? pos0 : "0 0 0");
	m_TextEntryPos0->SetBounds(5, 30, 230, 20);
	m_TextEntryPos0->SetMaximumCharCount(32);

	//create position 1 button
	vgui::Button* m_ButtonPos0 = new vgui::Button(this, "PosButton0", "Find Position 0", this, SETTINGS_PANEL_COMMAND_POS1);
	m_ButtonPos0->SetBounds(240, 30, 100, 20);

	//create position text 1
	m_TextEntryPos1 = new vgui::TextEntry(this, "PosTextEntry1");
	m_TextEntryPos1->SetEnabled(true);
	m_TextEntryPos1->SetText(pos1 ? pos1 : "0 0 0");
	m_TextEntryPos1->SetBounds(5, 55, 230, 20);
	m_TextEntryPos1->SetMaximumCharCount(32);

	//create position 2 button
	vgui::Button* m_ButtonPos1 = new vgui::Button(this, "PosButton1", "Find Position 1", this, SETTINGS_PANEL_COMMAND_POS2);
	m_ButtonPos1->SetBounds(240, 55, 100, 20);

	//create position text 3
	m_TextEntryPos2 = new vgui::TextEntry(this, "PosTextEntry0");
	m_TextEntryPos2->SetEnabled(true);
	m_TextEntryPos2->SetText(pos2 ? pos2 : "0 0 0");
	m_TextEntryPos2->SetBounds(5, 80, 230, 20);
	m_TextEntryPos2->SetMaximumCharCount(32);

	//create position 1 button
	vgui::Button* m_ButtonPos2 = new vgui::Button(this, "PosButton2", "Find Position 2", this, SETTINGS_PANEL_COMMAND_POS3);
	m_ButtonPos2->SetBounds(240, 80, 100, 20);

	// create position text 4
	m_TextEntryPos3 = new vgui::TextEntry(this, "PosTextEntry3");
	m_TextEntryPos3->SetEnabled(true);
	m_TextEntryPos3->SetText(pos3 ? pos3 : "0 0 0");
	m_TextEntryPos3->SetBounds(5, 105, 230, 20);
	m_TextEntryPos3->SetMaximumCharCount(32);

	// create position 4 button
	vgui::Button* m_ButtonPos3 = new vgui::Button(this, "PosButton3", "Find Position 3", this, SETTINGS_PANEL_COMMAND_POS4);
	m_ButtonPos3->SetBounds(240, 105, 100, 20);

	// create position text 5
	m_TextEntryPos4 = new vgui::TextEntry(this, "PosTextEntry4");
	m_TextEntryPos4->SetEnabled(true);
	m_TextEntryPos4->SetText(pos4 ? pos4 : "0 0 0");
	m_TextEntryPos4->SetBounds(5, 130, 230, 20);
	m_TextEntryPos4->SetMaximumCharCount(32);

	// create position 5 button
	vgui::Button* m_ButtonPos4 = new vgui::Button(this, "PosButton4", "Find Position 4", this, SETTINGS_PANEL_COMMAND_POS5);
	m_ButtonPos4->SetBounds(240, 130, 100, 20);

	// create position text 6
	m_TextEntryPos5 = new vgui::TextEntry(this, "PosTextEntry5");
	m_TextEntryPos5->SetEnabled(true);
	m_TextEntryPos5->SetText(pos5 ? pos5 : "0 0 0");
	m_TextEntryPos5->SetBounds(5, 155, 230, 20);
	m_TextEntryPos5->SetMaximumCharCount(32);

	// create position 6 button
	vgui::Button* m_ButtonPos5 = new vgui::Button(this, "PosButton5", "Find Position 5", this, SETTINGS_PANEL_COMMAND_POS6);
	m_ButtonPos5->SetBounds(240, 155, 100, 20);

	// create position text 7
	m_TextEntryPos6 = new vgui::TextEntry(this, "PosTextEntry6");
	m_TextEntryPos6->SetEnabled(true);
	m_TextEntryPos6->SetText(pos6 ? pos6 : "0 0 0");
	m_TextEntryPos6->SetBounds(5, 180, 230, 20);
	m_TextEntryPos6->SetMaximumCharCount(32);

	// create position 7 button
	vgui::Button* m_ButtonPos6 = new vgui::Button(this, "PosButton6", "Find Position 6", this, SETTINGS_PANEL_COMMAND_POS7);
	m_ButtonPos6->SetBounds(240, 180, 100, 20);

	// create position text 8
	m_TextEntryPos7 = new vgui::TextEntry(this, "PosTextEntry7");
	m_TextEntryPos7->SetEnabled(true);
	m_TextEntryPos7->SetText(pos7 ? pos7 : "0 0 0");
	m_TextEntryPos7->SetBounds(5, 205, 230, 20);
	m_TextEntryPos7->SetMaximumCharCount(32);

	// create position 8 button
	vgui::Button* m_ButtonPos7 = new vgui::Button(this, "PosButton7", "Find Position 7", this, SETTINGS_PANEL_COMMAND_POS8);
	m_ButtonPos7->SetBounds(240, 205, 100, 20);

	// create show soundscape positions checkbox
	m_ShowSoundscapePositions = new vgui::CheckButton(this, "ShowCheckox", "Show Soundscape Positions");
	m_ShowSoundscapePositions->SetBounds(75, 225, 200, 20);
	m_ShowSoundscapePositions->SetCommand(SETTINGS_PANEL_COMMAND_SHOW);
	m_ShowSoundscapePositions->SetSelected(settings->GetBool("ShowSoundscapes", false));

	//set convar value
	ConVar* cv = cvar->FindVar("__ss_draw");
	if (cv)
		cv->SetValue(m_ShowSoundscapePositions->IsSelected());

	//create divider
	vgui::Divider* div = new vgui::Divider(this, "Divider");
	div->SetBounds(-2, 247, SETTINGS_PANEL_WIDTH + 4, 2);

	//create debug thing
	m_ShowSoundscapeDebug = new vgui::Button(this, "DebugInfo", "Show soundscape debug panel");
	m_ShowSoundscapeDebug->SetBounds(20, 254, SETTINGS_PANEL_WIDTH - 40, 20);
	m_ShowSoundscapeDebug->SetCommand(SETTINGS_PANEL_COMMAND_DEBUG);

	//set server positions
	ConCommand* cc = cvar->FindCommand("__ss_maker_set");
	if (cc)
	{
		CCommand args;

		//do pos 0
		if (pos0)
		{
			args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
			cc->Dispatch(args);

			UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
		}

		//do pos 1
		if (pos1)
		{
			args.Tokenize(CFmtStr("ssmaker 1 %s 1", pos1));
			cc->Dispatch(args);

			UTIL_StringToVector(g_SoundscapePositions[1].Base(), pos1);
		}

		//do pos 2
		if (pos2)
		{
			args.Tokenize(CFmtStr("ssmaker 2 %s 1", pos2));
			cc->Dispatch(args);

			UTIL_StringToVector(g_SoundscapePositions[2].Base(), pos2);
		}

		//do pos 3
		if (pos3)
		{
			args.Tokenize(CFmtStr("ssmaker 3 %s 1", pos3));
			cc->Dispatch(args);

			UTIL_StringToVector(g_SoundscapePositions[3].Base(), pos3);
		}

		//do pos 4
		if (pos4)
		{
			args.Tokenize(CFmtStr("ssmaker 4 %s 1", pos4));
			cc->Dispatch(args);

			UTIL_StringToVector(g_SoundscapePositions[4].Base(), pos4);
		}

		//do pos 5
		if (pos5)
		{
			args.Tokenize(CFmtStr("ssmaker 5 %s 1", pos5));
			cc->Dispatch(args);

			UTIL_StringToVector(g_SoundscapePositions[5].Base(), pos5);
		}

		//do pos 6
		if (pos6)
		{
			args.Tokenize(CFmtStr("ssmaker 6 %s 1", pos6));
			cc->Dispatch(args);

			UTIL_StringToVector(g_SoundscapePositions[6].Base(), pos6);
		}

		//do pos 7
		if (pos7)
		{
			args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
			cc->Dispatch(args);

			UTIL_StringToVector(g_SoundscapePositions[7].Base(), pos7);
		}
	}

	//delete settings
	settings->deleteThis();
}

//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnCommand(const char* pszCommand)
{
	if (Q_strstr(pszCommand, "GetPos") == pszCommand)
	{
		//search for number
		pszCommand = pszCommand + 6;

		//execute command
		static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
		if (cc)
		{
			//hide everything first
			g_SoundscapeMaker->SetAllVisible(false);

			CCommand args;
			args.Tokenize(CFmtStr("ssmaker %d", atoi(pszCommand)));
			cc->Dispatch(args);
		}

		return;
	}

	else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
	{
		static ConVar* cv = cvar->FindVar("__ss_draw");
		if (cv)
			cv->SetValue(m_ShowSoundscapePositions->IsSelected());

		return;
	}

	//handle debug thing
	else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_DEBUG))
	{
		g_SoundscapeDebugPanel->SetVisible(true);
		g_SoundscapeDebugPanel->RequestFocus();
		g_SoundscapeDebugPanel->MoveToFront();
		return;
	}

	BaseClass::OnCommand(pszCommand);
}

//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::SetItem(int index, const Vector& value)
{
	const char* text = CFmtStr("%.3f %.3f %.3f", value.x, value.y, value.z);

	//check index
	switch (index)
	{
	case 0:
		m_TextEntryPos0->RequestFocus();
		m_TextEntryPos0->SetText(text);
		g_SoundscapePositions[0] = value;
		break;

	case 1:
		m_TextEntryPos1->RequestFocus();
		m_TextEntryPos1->SetText(text);
		g_SoundscapePositions[1] = value;
		break;

	case 2:
		m_TextEntryPos2->RequestFocus();
		m_TextEntryPos2->SetText(text);
		g_SoundscapePositions[2] = value;
		break;
	case 3:
		m_TextEntryPos3->RequestFocus();
		m_TextEntryPos3->SetText(text);
		g_SoundscapePositions[3] = value;
		break;

	case 4:
		m_TextEntryPos4->RequestFocus();
		m_TextEntryPos4->SetText(text);
		g_SoundscapePositions[4] = value;
		break;

	case 5:
		m_TextEntryPos5->RequestFocus();
		m_TextEntryPos5->SetText(text);
		g_SoundscapePositions[5] = value;
		break;

	case 6:
		m_TextEntryPos6->RequestFocus();
		m_TextEntryPos6->SetText(text);
		g_SoundscapePositions[6] = value;
		break;

	case 7:
		m_TextEntryPos7->RequestFocus();
		m_TextEntryPos7->SetText(text);
		g_SoundscapePositions[7] = value;
		break;
	}
}

//-----------------------------------------------------------------------------
// Purpose: Called on text changed
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
{
	static ConCommand* cc = cvar->FindCommand("__ss_maker_set");

	//check focus
	if (m_TextEntryPos0->HasFocus())
	{
		//get text
		char buf[512];
		m_TextEntryPos0->GetText(buf, sizeof(buf));

		//convert to vector
		UTIL_StringToVector(g_SoundscapePositions[0].Base(), buf);

		//do command
		if (cc)
		{
			CCommand args;
			args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
			cc->Dispatch(args);
		}

		return;
	}

	//check focus
	if (m_TextEntryPos1->HasFocus())
	{
		//get text
		char buf[512];
		m_TextEntryPos1->GetText(buf, sizeof(buf));

		//convert to vector
		UTIL_StringToVector(g_SoundscapePositions[1].Base(), buf);

		//do command
		if (cc)
		{
			CCommand args;
			args.Tokenize(CFmtStr("ssmaker 1 %s 1", buf));
			cc->Dispatch(args);
		}

		return;
	}

	//check focus
	if (m_TextEntryPos2->HasFocus())
	{
		//get text
		char buf[512];
		m_TextEntryPos2->GetText(buf, sizeof(buf));

		//convert to vector
		UTIL_StringToVector(g_SoundscapePositions[2].Base(), buf);

		//do command
		if (cc)
		{
			CCommand args;
			args.Tokenize(CFmtStr("ssmaker 2 %s 1", buf));
			cc->Dispatch(args);
		}

		return;
	}

	//check focus
	if (m_TextEntryPos3->HasFocus())
	{
		//get text
		char buf[512];
		m_TextEntryPos3->GetText(buf, sizeof(buf));

		//convert to vector
		UTIL_StringToVector(g_SoundscapePositions[3].Base(), buf);

		//do command
		if (cc)
		{
			CCommand args;
			args.Tokenize(CFmtStr("ssmaker 3 %s 1", buf));
			cc->Dispatch(args);
		}

		return;
	}

	//check focus
	if (m_TextEntryPos4->HasFocus())
	{
		//get text
		char buf[512];
		m_TextEntryPos4->GetText(buf, sizeof(buf));

		//convert to vector
		UTIL_StringToVector(g_SoundscapePositions[4].Base(), buf);

		//do command
		if (cc)
		{
			CCommand args;
			args.Tokenize(CFmtStr("ssmaker 4 %s 1", buf));
			cc->Dispatch(args);
		}

		return;
	}

	//check focus
	if (m_TextEntryPos5->HasFocus())
	{
		//get text
		char buf[512];
		m_TextEntryPos5->GetText(buf, sizeof(buf));

		//convert to vector
		UTIL_StringToVector(g_SoundscapePositions[5].Base(), buf);

		//do command
		if (cc)
		{
			CCommand args;
			args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
			cc->Dispatch(args);
		}

		return;
	}

	//check focus
	if (m_TextEntryPos6->HasFocus())
	{
		//get text
		char buf[512];
		m_TextEntryPos6->GetText(buf, sizeof(buf));

		//convert to vector
		UTIL_StringToVector(g_SoundscapePositions[6].Base(), buf);

		//do command
		if (cc)
		{
			CCommand args;
			args.Tokenize(CFmtStr("ssmaker 6 %s 1", buf));
			cc->Dispatch(args);
		}

		return;
	}

	//check focus
	if (m_TextEntryPos7->HasFocus())
	{
		//get text
		char buf[512];
		m_TextEntryPos7->GetText(buf, sizeof(buf));

		//convert to vector
		UTIL_StringToVector(g_SoundscapePositions[7].Base(), buf);

		//do command
		if (cc)
		{
			CCommand args;
			args.Tokenize(CFmtStr("ssmaker 7 %s 1", buf));
			cc->Dispatch(args);
		}

		return;
	}

}

//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CSoundscapeSettingsPanel::~CSoundscapeSettingsPanel()
{
	//save everything
	KeyValues* settings = new KeyValues("settings");

	//get text's
	char text0[64];
	char text1[64];
	char text2[64];
	char text3[64];
	char text4[64];
	char text5[64];
	char text6[64];
	char text7[64];

	m_TextEntryPos0->GetText(text0, sizeof(text0));
	m_TextEntryPos1->GetText(text1, sizeof(text1));
	m_TextEntryPos2->GetText(text2, sizeof(text2));
	m_TextEntryPos3->GetText(text3, sizeof(text3));
	m_TextEntryPos4->GetText(text4, sizeof(text4));
	m_TextEntryPos5->GetText(text5, sizeof(text5));
	m_TextEntryPos6->GetText(text6, sizeof(text6));
	m_TextEntryPos7->GetText(text7, sizeof(text7));

	//save text entries
	settings->SetString("Position0", text0);
	settings->SetString("Position1", text1);
	settings->SetString("Position2", text2);
	settings->SetString("Position3", text3);
	settings->SetString("Position4", text4);
	settings->SetString("Position5", text5);
	settings->SetString("Position6", text6);
	settings->SetString("Position7", text7);

	//save check buttons
	settings->SetBool("ShowSoundscapes", m_ShowSoundscapePositions->IsSelected());

	//save to file
	settings->SaveToFile(filesystem, "cfg/soundscape_maker.txt", "MOD");
	settings->deleteThis();
}

//static soundscape settings panel
static CSoundscapeSettingsPanel* g_SettingsPanel = nullptr;


#define BUTTON_MENU_COMMAND_COPY_CLIPBOARD "CopyClipboard"

//button
class CSoundscapeButton : public vgui::Button
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeButton, vgui::Button)

	CSoundscapeButton(vgui::Panel* parent, const char* name, const char* text, vgui::Panel* target = nullptr, const char* command = nullptr, KeyValues* kv = nullptr, SoundscapeClipboardType type = SoundscapeClipboardType::Type_SoundscapeNone)
		: BaseClass(parent, name, text, target, command), m_bIsSelected(false), m_KeyValues(kv), m_KeyValuesType(type)
	{
		m_ColorSelected = Color(200, 200, 200, 200);
		m_FgColorSelected = Color(0, 0, 0, 255);
	}

	//apply scheme settings
	void ApplySchemeSettings(vgui::IScheme* scheme)
	{
		BaseClass::ApplySchemeSettings(scheme);

		m_ColorNotSelected = GetButtonArmedBgColor();
		m_FgColorNotSelected = GetButtonArmedFgColor();
	}

	//paints the background
	void PaintBackground()
	{
		if (m_bIsSelected)
			SetBgColor(m_ColorSelected);
		else
			SetBgColor(m_ColorNotSelected);

		BaseClass::PaintBackground();
	}

	//paints
	void Paint()
	{
		if (m_bIsSelected)
			SetFgColor(m_FgColorSelected);
		else
			SetFgColor(m_FgColorNotSelected);

		BaseClass::Paint();
	}

	//mouse release
	void OnMouseReleased(vgui::MouseCode code)
	{
		if (code != vgui::MouseCode::MOUSE_RIGHT)
			return BaseClass::OnMouseReleased(code);

		//this should never happen but just in case
		if (!m_KeyValues)
			return;

		//get cursor pos
		int x, y;
		vgui::surface()->SurfaceGetCursorPos(x, y);

		//show menu
		vgui::Menu* menu = new vgui::Menu(this, "Clipboard");
		menu->AddMenuItem("CopyToClipboard", "Copy", BUTTON_MENU_COMMAND_COPY_CLIPBOARD, this);
		menu->SetBounds(x, y, 200, 50);
		menu->SetVisible(true);

		BaseClass::Paint();
	}

	//mouse release
	void OnCommand(const char* pszCommand)
	{
		if (!Q_strcmp(pszCommand, BUTTON_MENU_COMMAND_COPY_CLIPBOARD))
		{
			//create copy of keyvalues
			switch (m_KeyValuesType)
			{
			case SoundscapeClipboardType::Type_SoundscapeName:
			{
				//copy
				if (CurrClipboardName.Count() >= MAX_CLIPBOARD_ITEMS)
				{
					CurrClipboardName[0]->deleteThis();
					CurrClipboardName.Remove(0);
				}

				CurrClipboardName.AddToTail(m_KeyValues->MakeCopy());

				//debug message
				SoundscapePrint(Color(255, 255, 255, 255), "Soundscape: '%s' Coppied to clipboard.\n", m_KeyValues->GetName());
				break;
			}
			case SoundscapeClipboardType::Type_SoundscapeData:
			{
				//copy
				if (CurrClipboardData.Count() >= MAX_CLIPBOARD_ITEMS)
				{
					CurrClipboardData[0]->deleteThis();
					CurrClipboardData.Remove(0);
				}

				//make copy
				CurrClipboardData.AddToTail(m_KeyValues->MakeCopy());

				//debug message
				SoundscapePrint(Color(255, 255, 255, 255), "Soundscape Data: '%s' Coppied to clipboard.\n", m_KeyValues->GetName());
				break;
			}
			case SoundscapeClipboardType::Type_SoundscapeRandomWave:
			{
				//copy
				if (CurrClipboardRandom.Count() >= MAX_CLIPBOARD_ITEMS)
				{
					CurrClipboardRandom[0]->deleteThis();
					CurrClipboardRandom.Remove(0);
				}

				CurrClipboardRandom.AddToTail(m_KeyValues->MakeCopy());

				//debug message
				SoundscapePrint(Color(255, 255, 255, 255), "Soundscape Random Wave: '%s' Coppied to clipboard.\n", m_KeyValues->GetString());
				break;
			}
			}
		}
	}

	//is this selected or not
	bool m_bIsSelected;
	static Color m_ColorSelected;
	static Color m_ColorNotSelected;
	static Color m_FgColorSelected;
	static Color m_FgColorNotSelected;

	KeyValues* m_KeyValues = nullptr;
	SoundscapeClipboardType m_KeyValuesType;
};

Color CSoundscapeButton::m_ColorSelected = Color();
Color CSoundscapeButton::m_ColorNotSelected = Color();
Color CSoundscapeButton::m_FgColorSelected = Color();
Color CSoundscapeButton::m_FgColorNotSelected = Color();


//soundscape combo box

class CSoundListComboBox : public vgui::ComboBox
{
public:
	DECLARE_CLASS_SIMPLE(CSoundListComboBox, vgui::ComboBox);

	CSoundListComboBox(Panel* parent, const char* panelName, int numLines, bool allowEdit) :
		BaseClass(parent, panelName, numLines, allowEdit) {}

	//on key typed. check for menu item with text inside it and if found then
	//select that item.
	void OnKeyTyped(wchar_t unichar)
	{
		//check for ctrl or shift down
		if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RCONTROL) || unichar == '`')
			return;

		//open up this combo box
		if (unichar == 13)
		{
			ShowMenu();
			return;
		}

		BaseClass::OnKeyTyped(unichar);

		//check for backspace
		if (unichar == 8 || unichar == '_')
			return;

		//get text
		char buf[512];
		GetText(buf, sizeof(buf));

		//start from current index + 1
		int start = GetMenu()->GetActiveItem() + 1;

		//look for sound with same name starting from the start first
		for (int i = start; i < g_SoundDirectories.Count(); i++)
		{
			if (Q_stristr(g_SoundDirectories[i], buf))
			{
				GetMenu()->SetCurrentlyHighlightedItem(i);
				return;
			}
		}

		//now cheeck from 0 to the start
		for (int i = 0; i < start; i++)
		{
			if (Q_stristr(g_SoundDirectories[i], buf))
			{
				GetMenu()->SetCurrentlyHighlightedItem(i);
				return;
			}
		}
	}
};


//sounds list panel

#define SOUND_LIST_PANEL_WIDTH 375
#define SOUND_LIST_PANEL_HEIGHT 255
#define SOUND_LIST_PLAY_COMMAND "PlaySound"
#define SOUND_LIST_STOP_COMMAND "StopSound"
#define SOUND_LIST_INSERT_COMMAND "Insert"
#define SOUND_LIST_RELOAD_COMMAND "Reload"
#define SOUND_LIST_SEARCH_COMMAND "Search"

class CSoundListPanel : public vgui::Frame
{
public:
	DECLARE_CLASS_SIMPLE(CSoundListPanel, vgui::Frame);

	CSoundListPanel(vgui::VPANEL parent, const char* name);

	//initalizes sound combo box
	void InitalizeSounds();
	void InitalizeSoundscapes(CUtlVector<const char*>& OtherSoundscapes);

	//sets if this is currently using the soundscape panel or sound panel
	void SetIsUsingSoundPanel(bool bUsing);

	//other
	void OnCommand(const char* pszCommand);
	void OnClose();

private:
	friend class CSoundscapeMaker;

	//are we currently in the 'sound' panel or 'soundscape' panel
	bool bCurrentlyInSoundPanel = true;

	CSoundListComboBox* m_SoundsList;		//for sounds
	CSoundListComboBox* m_SoundscapesList;	//for soundscapes
	vgui::TextEntry* m_SearchText;
	vgui::Button* m_SearchButton;
	vgui::Button* m_PlayButton;
	vgui::Button* m_StopSoundButton;
	vgui::Button* m_InsertButton;
	vgui::Button* m_ReloadSounds;

	//current sound guid
	int m_iSongGuid = -1;
};

//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
	: BaseClass(nullptr, name)
{
	SetParent(parent);

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

	SetProportional(false);
	SetTitleBarVisible(true);
	SetMinimizeButtonVisible(false);
	SetMaximizeButtonVisible(false);
	SetCloseButtonVisible(true);
	SetSizeable(false);
	SetMoveable(true);
	SetVisible(false);

	//set the size and pos
	int ScreenWide, ScreenTall;
	vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);

	SetTitle("Sounds List", true);
	SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
	SetPos((ScreenWide - SOUND_LIST_PANEL_WIDTH) / 2, (ScreenTall - SOUND_LIST_PANEL_HEIGHT) / 2);

	//create combo box's
	m_SoundsList = new CSoundListComboBox(this, "SoundsList", 20, true);
	m_SoundsList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
	m_SoundsList->AddActionSignalTarget(this);
	m_SoundsList->SetVisible(true);

	m_SoundscapesList = new CSoundListComboBox(this, "SoundscapesList", 20, true);
	m_SoundscapesList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
	m_SoundscapesList->AddActionSignalTarget(this);
	m_SoundscapesList->SetVisible(false);

	//make divider
	vgui::Divider* divider1 = new vgui::Divider(this, "Divider");
	divider1->SetBounds(-5, 48, SOUND_LIST_PANEL_WIDTH + 10, 2);

	//create text
	vgui::Label* label1 = new vgui::Label(this, "FindSound", "Find Sound");
	label1->SetBounds(147, 51, 120, 20);

	//create text entry
	m_SearchText = new vgui::TextEntry(this, "SearchTextEntry");
	m_SearchText->SetBounds(5, 75, SOUND_LIST_PANEL_WIDTH - 15, 20);
	m_SearchText->SetEnabled(true);
	m_SearchText->SetText("");

	//create search for button
	m_SearchButton = new vgui::Button(this, "SearchButton", "Search For");
	m_SearchButton->SetBounds(5, 100, SOUND_LIST_PANEL_WIDTH - 15, 20);;
	m_SearchButton->SetEnabled(true);
	m_SearchButton->SetCommand(SOUND_LIST_SEARCH_COMMAND);

	//make divider
	vgui::Divider* divider2 = new vgui::Divider(this, "Divider");
	divider2->SetBounds(-5, 124, SOUND_LIST_PANEL_WIDTH + 10, 2);

	//create text
	vgui::Label* label2 = new vgui::Label(this, "SoundButtons", "Sound Buttons");
	label2->SetBounds(140, 127, 120, 20);

	//create play button
	m_PlayButton = new vgui::Button(this, "PlayButton", "Play Sound", this);
	m_PlayButton->SetBounds(5, 150, SOUND_LIST_PANEL_WIDTH - 15, 20);
	m_PlayButton->SetCommand(SOUND_LIST_PLAY_COMMAND);

	//create stop sound button
	m_StopSoundButton = new vgui::Button(this, "StopSound", "Stop Sound", this);
	m_StopSoundButton->SetBounds(5, 175, SOUND_LIST_PANEL_WIDTH - 15, 20);
	m_StopSoundButton->SetCommand(SOUND_LIST_STOP_COMMAND);

	//create sound insert button
	m_InsertButton = new vgui::Button(this, "InsertSound", "Insert Sound", this);
	m_InsertButton->SetBounds(5, 225, SOUND_LIST_PANEL_WIDTH - 15, 20);
	m_InsertButton->SetCommand(SOUND_LIST_INSERT_COMMAND);

	//create reload sounds button
	m_ReloadSounds = new vgui::Button(this, "ReloadSounds", "Reload Sounds", this);
	m_ReloadSounds->SetBounds(5, 200, SOUND_LIST_PANEL_WIDTH - 15, 20);
	m_ReloadSounds->SetCommand(SOUND_LIST_RELOAD_COMMAND);
}

//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundListPanel::OnCommand(const char* pszCommand)
{
	if (!Q_strcmp(pszCommand, SOUND_LIST_SEARCH_COMMAND))
	{
		//get text
		char buf[512];
		m_SearchText->GetText(buf, sizeof(buf));

		//check for shift key
		bool shift = (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT));

		//vector of texts
		CUtlVector<char*> SoundNames;
		CSoundListComboBox* SoundList = bCurrentlyInSoundPanel ? m_SoundsList : m_SoundscapesList;

		//if we are in soundscape mode then set the SoundNames to all the soundscapes. else set SoundNames to g_SoundDirectories
		if (!bCurrentlyInSoundPanel)
		{
			for (int i = 0; i < m_SoundscapesList->GetItemCount(); i++)
			{
				//insert
				char* tmpbuf = new char[512];
				m_SoundscapesList->GetItemText(i, tmpbuf, 512);

				SoundNames.AddToTail(tmpbuf);
			}
		}
		else
		{
			SoundNames = g_SoundDirectories;
		}

		if (shift)
		{
			//start from current index - 1
			int start = SoundList->GetMenu()->GetActiveItem() - 1;

			//look for sound with same name starting from the start first and going down
			for (int i = start; i >= 0; i--)
			{
				if (Q_stristr(SoundNames[i], buf))
				{
					//select item
					SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
					SoundList->ActivateItem(i);

					//set text
					SoundList->SetText(SoundNames[i]);

					//delete all soundscapes if we need to
					if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
						delete[] SoundNames[i];

					return;
				}
			}


			//now cheeck from the SoundNames to the start
			for (int i = SoundNames.Count() - 1; i > start; i--)
			{
				if (Q_stristr(SoundNames[i], buf))
				{
					//select item
					SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
					SoundList->ActivateItem(i);

					//set text
					SoundList->SetText(SoundNames[i]);

					//delete all soundscapes if we need to
					if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
						delete[] SoundNames[i];

					return;
				}
			}
		}
		else
		{
			//start from current index + 1
			int start = SoundList->GetMenu()->GetActiveItem() + 1;

			//look for sound with same name starting from the start first
			for (int i = start; i < SoundNames.Count(); i++)
			{
				if (Q_stristr(SoundNames[i], buf))
				{
					//select item
					SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
					SoundList->ActivateItem(i);

					//set text
					SoundList->SetText(SoundNames[i]);

					//delete all soundscapes if we need to
					if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
						delete[] SoundNames[i];

					return;
				}
			}


			//now cheeck from 0 to the start
			for (int i = 0; i < start; i++)
			{
				if (Q_stristr(SoundNames[i], buf))
				{
					//select item
					SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
					SoundList->ActivateItem(i);

					//set text
					SoundList->SetText(SoundNames[i]);

					//delete all soundscapes if we need to
					if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
						delete[] SoundNames[i];

					return;
				}
			}
		}

		//delete all soundscapes if we need to
		if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
			delete[] SoundNames[i];

		return;
	}
	else if (!Q_strcmp(pszCommand, SOUND_LIST_PLAY_COMMAND))
	{
		//get the sound
		char buf[512];
		m_SoundsList->GetText(buf, sizeof(buf));

		//stop the sound
		if (enginesound->IsSoundStillPlaying(m_iSongGuid))
		{
			enginesound->StopSoundByGuid(m_iSongGuid);
			m_iSongGuid = -1;
		}

		//precache and play the sound
		if (!enginesound->IsSoundPrecached(buf))
			enginesound->PrecacheSound(buf);

		enginesound->EmitAmbientSound(buf, 1, 100);
		m_iSongGuid = enginesound->GetGuidForLastSoundEmitted();
		return;
	}
	else if (!Q_strcmp(pszCommand, SOUND_LIST_STOP_COMMAND))
	{
		//stop the sound
		if (m_iSongGuid != -1 && enginesound->IsSoundStillPlaying(m_iSongGuid))
		{
			enginesound->StopSoundByGuid(m_iSongGuid);
			m_iSongGuid = -1;
		}

		return;
	}
	else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
	{
		//make not visible
		SetVisible(false);

		//stop the sound
		if (enginesound->IsSoundStillPlaying(m_iSongGuid))
		{
			enginesound->StopSoundByGuid(m_iSongGuid);
			m_iSongGuid = -1;
		}

		//get the sound
		char buf[512];

		if (bCurrentlyInSoundPanel)
			m_SoundsList->GetText(buf, sizeof(buf));
		else
			m_SoundscapesList->GetText(buf, sizeof(buf));

		//set the sound text
		g_SoundscapeMaker->SetSoundText(buf);
		return;
	}
	else if (!Q_strcmp(pszCommand, SOUND_LIST_RELOAD_COMMAND))
	{
		if (bCurrentlyInSoundPanel)
		{
			//clear everything for the combo box and reload it
			m_SoundsList->RemoveAll();
			InitalizeSounds();
		}
		else
		{
			//clear everything for the combo box and reload it
			m_SoundscapesList->RemoveAll();

			bool bPrev = g_bSSMHack;
			g_bSSMHack = true;

			//reload all the soundscape files
			enginesound->StopAllSounds(true);

			g_SoundscapeSystem.StartNewSoundscape(nullptr);
			g_SoundscapeSystem.RemoveAll();
			g_SoundscapeSystem. Init();

			g_bSSMHack = bPrev;

			//load all the temporary soundscapes
			CUtlVector<const char*> OtherSoundscapes;
			for (KeyValues* curr = g_SoundscapeMaker->GetPanelFile(); curr; curr = curr->GetNextKey())
			{
				if (curr == g_SoundscapeMaker->GetPanelSelected())
					continue;

				OtherSoundscapes.AddToTail(curr->GetName());
			}

			InitalizeSoundscapes(OtherSoundscapes);
		}

		return;
	}

	BaseClass::OnCommand(pszCommand);
}

//-----------------------------------------------------------------------------
// Purpose: Called on panel close
//-----------------------------------------------------------------------------
void CSoundListPanel::OnClose()
{
	OnCommand(SOUND_LIST_STOP_COMMAND);
	BaseClass::OnClose();
}

//-----------------------------------------------------------------------------
// Purpose: Initalizes the sounds list
//-----------------------------------------------------------------------------
void CSoundListPanel::InitalizeSounds()
{
	//get the sound array
	GetSoundNames();

	//add all the sounds
	for (int i = 0; i < g_SoundDirectories.Size(); i++)
		m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);

	m_SoundsList->ActivateItem(0);
}

//-----------------------------------------------------------------------------
// Purpose: Initalizes the soundscape list
//-----------------------------------------------------------------------------
void CSoundListPanel::InitalizeSoundscapes(CUtlVector<const char*>& OtherSoundscapes)
{
	//remove everything
	m_SoundscapesList->RemoveAll();

	//add all the soundscapes
	for (int i = 0; i < g_SoundscapeSystem.m_soundscapes.Count(); i++)
		OtherSoundscapes.AddToTail(g_SoundscapeSystem.m_soundscapes[i]->GetName());

	OtherSoundscapes.Sort(VectorSortFunc);

	//quickly remove duplicatesd
	for (int i = 1; i < OtherSoundscapes.Count(); )
	{
		if (!Q_strcmp(OtherSoundscapes[i], OtherSoundscapes[i - 1]))
		{
			OtherSoundscapes.Remove(i);
			continue;
		}
		i++;
	}

	for (int i = 0; i < OtherSoundscapes.Size(); i++)
		m_SoundscapesList->AddItem(OtherSoundscapes[i], nullptr);

	m_SoundscapesList->ActivateItem(0);
}

//-----------------------------------------------------------------------------
// Purpose: Sets if this panel is currently the sound panel or soundscape 
//			selector panel.
//-----------------------------------------------------------------------------
void CSoundListPanel::SetIsUsingSoundPanel(bool bUsing)
{
	bCurrentlyInSoundPanel = bUsing;

	//disable stuff
	if (bUsing)
	{
		//set 'reload' text
		m_ReloadSounds->SetText("Reload Sounds");

		m_SoundscapesList->SetVisible(false);
		m_SoundsList->SetVisible(true);

		//enable the play button
		m_PlayButton->SetEnabled(true);
		m_StopSoundButton->SetEnabled(true);

		//set texts
		m_PlayButton->SetText("Play Sound");
		m_StopSoundButton->SetText("Stop Sound");
		m_InsertButton->SetText("Insert Sound");

		//set title
		SetTitle("Sounds List", true);
	}
	else
	{
		//set 'reload' text
		m_ReloadSounds->SetText("Reload Soundscapes");

		m_SoundscapesList->SetVisible(true);
		m_SoundsList->SetVisible(false);

		//disable the play button
		m_PlayButton->SetEnabled(false);
		m_StopSoundButton->SetEnabled(false);

		//set texts
		m_PlayButton->SetText("Play Soundscape");
		m_StopSoundButton->SetText("Stop Soundscape");
		m_InsertButton->SetText("Insert Soundscape");

		//set stuff
		SetTitle("Soundscape List", true);
	}
}

//static sound list instance
static CSoundListPanel* g_SoundPanel = nullptr;


//soundscape list


#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
#define PASTE_FROM_CLIBOARD_COMMAND "PasteFromClipboard"
#define OPEN_CLIBOARD_COMMAND "OpenClipboard"


//soundscape list class
class CSoundscapeList : public vgui::Divider
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeList, vgui::Divider);

	//constructor
	CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height);

	//menu item stuff
	virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type);
	virtual void Clear();

	//other
	virtual void OnMouseWheeled(int delta);
	virtual void OnMouseReleased(vgui::MouseCode code);

	virtual void OnCommand(const char* pszCommand);
	virtual void PaintBackground();

	virtual void OnKeyCodeReleased(vgui::KeyCode code);

	//message funcs
	MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);

protected:
	friend class CSoundscapeMaker;

	//keyvalue list.
	KeyValues* m_Keyvalues = nullptr;

	//says "Soundscapes List"
	vgui::Label* m_pLabel;
	vgui::ScrollBar* m_pSideSlider;

	//menu
	vgui::Menu* menu;

	//menu button stuff
	CUtlVector<CSoundscapeButton*> m_MenuButtons;
	int m_iCurrentY;
	int m_iMax;
	int m_AmtAdded;
};

//-----------------------------------------------------------------------------
// Purpose: Constructor for soundscape list panel
//-----------------------------------------------------------------------------
CSoundscapeList::CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
	: BaseClass(parent, name)
{
	//create the text
	m_pLabel = new vgui::Label(this, "ListsText", text);
	m_pLabel->SetVisible(true);
	m_pLabel->SetBounds(text_x_pos, 2, 150, 20);

	//create the side slider
	m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
	m_pSideSlider->SetBounds(width - 20, 0, 20, height - 2);
	m_pSideSlider->SetValue(0);
	m_pSideSlider->SetEnabled(false);
	m_pSideSlider->SetRange(0, 0);
	m_pSideSlider->SetButtonPressedScrollValue(1);
	m_pSideSlider->SetRangeWindow(0);
	m_pSideSlider->AddActionSignalTarget(this);

	m_iCurrentY = 22;
	m_iMax = max;
	m_Keyvalues = nullptr;
}

//-----------------------------------------------------------------------------
// Purpose: adds a button to the soundscape list
//-----------------------------------------------------------------------------
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type)
{
	//create a new button
	CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command, add, type);
	button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);

	//increment current y
	m_iCurrentY = m_iCurrentY + 22;

	//add button to array
	m_MenuButtons.AddToTail(button);

	//if the count is more then m_iMax then set slider value
	if (m_MenuButtons.Count() > m_iMax)
	{
		int max = m_MenuButtons.Count() - m_iMax;

		m_pSideSlider->SetRange(0, max);
		m_pSideSlider->SetRangeWindow(1);
		m_pSideSlider->SetEnabled(true);
	}

	m_AmtAdded++;

	//check to see if we need to scroll down
	if (m_MenuButtons.Count() >= m_iMax)
		OnMouseWheeled(-1);
}

//-----------------------------------------------------------------------------
// Purpose: Clears everything for this list
//-----------------------------------------------------------------------------
void CSoundscapeList::Clear()
{
	//reset the slider
	m_pSideSlider->SetValue(0);
	m_pSideSlider->SetEnabled(false);
	m_pSideSlider->SetRange(0, 0);
	m_pSideSlider->SetButtonPressedScrollValue(1);
	m_pSideSlider->SetRangeWindow(0);

	//delete and clear the buttons
	for (int i = 0; i < m_MenuButtons.Count(); i++)
		m_MenuButtons[i]->DeletePanel();

	m_MenuButtons.RemoveAll();

	//reset current y
	m_iCurrentY = 22;

	m_AmtAdded = 0;
}

//-----------------------------------------------------------------------------
// Purpose: Called when a mouse is wheeled
//-----------------------------------------------------------------------------
void CSoundscapeList::OnMouseWheeled(int delta)
{
	//check for scroll down
	if (delta == -1)
		m_pSideSlider->SetValue(m_pSideSlider->GetValue() + 1);

	//check for scroll up
	else if (delta == 1)
		m_pSideSlider->SetValue(m_pSideSlider->GetValue() - 1);
}

//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
void CSoundscapeList::OnMouseReleased(vgui::MouseCode code)
{
	if (code != vgui::MouseCode::MOUSE_RIGHT)
		return;

	//get cursor pos
	int x, y;
	vgui::surface()->SurfaceGetCursorPos(x, y);

	//create menu
	menu = new vgui::Menu(this, "Menu");
	menu->AddMenuItem("AddSoundscape", "Add Soundscape", ADD_SOUNDSCAPE_COMMAND, this);

	//check clipboard item
	if (CurrClipboardName.Count() > 0)
	{
		menu->AddSeparator();
		menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
		menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
	}

	menu->SetBounds(x, y, 200, 50);
	menu->SetVisible(true);
}

//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeList::OnCommand(const char* pszCommand)
{
	if (!Q_strcmp(pszCommand, ADD_SOUNDSCAPE_COMMAND))
	{
		const char* name = CFmtStr("New Soundscape %d", m_AmtAdded);

		//add to keyvalues file
		KeyValues* kv = new KeyValues(name);
		KeyValues* tmp = m_Keyvalues;
		KeyValues* tmp2 = tmp;

		AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);

		//get last subkey
		while (tmp != nullptr)
		{
			tmp2 = tmp;
			tmp = tmp->GetNextTrueSubKey();
		}

		//add to last subkey
		tmp2->SetNextKey(kv);

		GetParent()->OnCommand(name);
		return;
	}
	else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
	{
		int index = CurrClipboardName.Count() - 1;

		const char* name = CFmtStr("%s - (Copy %d)", CurrClipboardName[index]->GetName(), m_AmtAdded);

		//add to keyvalues file
		KeyValues* kv = new KeyValues(name);
		CurrClipboardName[index]->CopySubkeys(kv);

		KeyValues* tmp = m_Keyvalues;
		KeyValues* tmp2 = tmp;

		AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);

		//get last subkey
		while (tmp != nullptr)
		{
			tmp2 = tmp;
			tmp = tmp->GetNextTrueSubKey();
		}

		//add to last subkey
		tmp2->SetNextKey(kv);

		GetParent()->OnCommand(name);
		return;
	}
	else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
	{
		if (g_SoundscapeClipboard)
			g_SoundscapeClipboard->DeletePanel();

		g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeName);
		return;
	}

	BaseClass::OnCommand(pszCommand);
}

//-----------------------------------------------------------------------------
// Purpose: Paints the background
//-----------------------------------------------------------------------------
void CSoundscapeList::PaintBackground()
{
	//colors
	static Color EnabledColor = Color(100, 100, 100, 200);
	static Color DisabledColor = Color(60, 60, 60, 200);

	//if m_KeyValues then paint the default color
	if (m_Keyvalues)
		SetBgColor(EnabledColor);
	else
		SetBgColor(DisabledColor);

	BaseClass::PaintBackground();
}

//-----------------------------------------------------------------------------
// Purpose: Called on keyboard code pressed
//-----------------------------------------------------------------------------
void CSoundscapeList::OnKeyCodeReleased(vgui::KeyCode code)
{
	//check for arrow
	if (code == KEY_UP)
	{
		//find selected item
		for (int i = 0; i < m_MenuButtons.Count(); i++)
		{
			if (m_MenuButtons[i]->m_bIsSelected)
			{
				//check for size and to see if we can select item
				if (i - 1 < 0)
					return;

				//select that item
				GetParent()->OnCommand(m_MenuButtons[i - 1]->GetCommand()->GetString("command"));
				return;
			}
		}
	}

	//check for arrow
	if (code == KEY_DOWN)
	{
		//find selected item
		for (int i = 0; i < m_MenuButtons.Count(); i++)
		{
			if (m_MenuButtons[i]->m_bIsSelected)
			{
				//check for size and to see if we can select item
				if (i + 1 >= m_MenuButtons.Count())
					return;

				//select that item
				GetParent()->OnCommand(m_MenuButtons[i + 1]->GetCommand()->GetString("command"));
				return;
			}
		}
	}
}

//-----------------------------------------------------------------------------
// Purpose: Called on scroll bar moved
//-----------------------------------------------------------------------------
void CSoundscapeList::ScrollBarMoved(int delta)
{
	int position = m_pSideSlider->GetValue();

	//move everything down (if needed)
	for (int i = 0; i < m_MenuButtons.Count(); i++)
	{
		//make not visible if i < position
		if (i < position)
		{
			m_MenuButtons[i]->SetVisible(false);
			continue;
		}

		m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
		m_MenuButtons[i]->SetVisible(true);
	}
}




//soundscape data list


#define NEW_PLAYLOOPING_COMMAND "NewLooping"
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
#define NEW_RANDOM_COMMAND "NewRandom"


class CSoundscapeDataList : public CSoundscapeList
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);

	CSoundscapeDataList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
		: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
	{}

	//override right click functionality
	virtual void OnMouseReleased(vgui::MouseCode code);

	void OnCommand(const char* pszCommand);

private:
	friend class CSoundscapeMaker;
};


//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnMouseReleased(vgui::MouseCode code)
{
	//if no soundscape is selected or mouse code != right then return
	if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
		return;

	//get cursor pos
	int x, y;
	vgui::surface()->SurfaceGetCursorPos(x, y);

	//create menu
	menu = new vgui::Menu(this, "Menu");
	menu->AddMenuItem("AddLooping", "Add Looping Sound", NEW_PLAYLOOPING_COMMAND, this);
	menu->AddMenuItem("AddSoundscape", "Add Soundscape", NEW_SOUNDSCAPE_COMMAND, this);
	menu->AddMenuItem("AddSoundscape", "Add Random Sounds", NEW_RANDOM_COMMAND, this);

	//add clipboard thing
	if (CurrClipboardData.Count() > 0)
	{
		menu->AddSeparator();
		menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
		menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
	}

	menu->SetBounds(x, y, 200, 50);
	menu->SetVisible(true);
}


//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnCommand(const char* pszCommand)
{
	if (!Q_strcmp(pszCommand, NEW_PLAYLOOPING_COMMAND))
	{
		int LoopingNum = 0;
		FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
		{
			//store data name
			const char* name = data->GetName();

			//increment variables based on name
			if (!Q_strcasecmp(name, "playlooping"))
				LoopingNum++;
		}

		//add the keyvalues
		KeyValues* kv = new KeyValues("playlooping");
		kv->SetFloat("volume", 1);
		kv->SetInt("pitch", 100);

		//add the keyvalue to both this and the keyvalues
		AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);

		m_Keyvalues->AddSubKey(kv);

		GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));

		return;
	}
	else if (!Q_strcmp(pszCommand, NEW_SOUNDSCAPE_COMMAND))
	{
		int SoundscapeNum = 0;
		FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
		{
			//store data name
			const char* name = data->GetName();

			//increment variables based on name
			if (!Q_strcasecmp(name, "playsoundscape"))
				SoundscapeNum++;
		}

		//add the keyvalues
		KeyValues* kv = new KeyValues("playsoundscape");
		kv->SetFloat("volume", 1);

		AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);

		//add the keyvalue to both this and the keyvalues
		m_Keyvalues->AddSubKey(kv);

		GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));

		return;
	}
	else if (!Q_strcmp(pszCommand, NEW_RANDOM_COMMAND))
	{
		int RandomNum = 0;
		FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
		{
			//store data name
			const char* name = data->GetName();

			//increment variables based on name
			if (!Q_strcasecmp(name, "playrandom"))
				RandomNum++;
		}

		//add the keyvalues
		KeyValues* kv = new KeyValues("playrandom");


		kv->SetString("volume", "0.5,0.8");
		kv->SetInt("pitch", 100);
		kv->SetString("time", "10,20");

		AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);

		//make rndwave subkey
		KeyValues* rndwave = new KeyValues("rndwave");
		kv->AddSubKey(rndwave);

		//add the keyvalue to both this and the keyvalues
		m_Keyvalues->AddSubKey(kv);

		//make the parent show the new item
		GetParent()->OnCommand(CFmtStr("$playrandom%d", RandomNum + 1));

		return;
	}
	else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
	{
		int index = CurrClipboardData.Count() - 1;

		const char* type = CurrClipboardData[index]->GetName();

		//get num of that item
		int NumItem = 0;
		FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
		{
			//store data name
			const char* name = data->GetName();

			//increment variables based on name
			if (!Q_strcasecmp(name, type))
				NumItem++;
		}

		//add the keyvalues
		KeyValues* kv = new KeyValues(type);
		CurrClipboardData[index]->CopySubkeys(kv);

		AddButton(type, type, CFmtStr("$%s%d", type, NumItem + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);

		//add the keyvalue to both this and the keyvalues
		m_Keyvalues->AddSubKey(kv);

		//make the parent show the new item
		GetParent()->OnCommand(CFmtStr("$%s%d", type, NumItem + 1));
		return;
	}
	else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
	{
		if (g_SoundscapeClipboard)
			g_SoundscapeClipboard->DeletePanel();

		g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeData);
		return;
	}

	BaseClass::OnCommand(pszCommand);
}


//soundscape rndwave data list


#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"


class CSoundscapeRndwaveList : public CSoundscapeList
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);

	CSoundscapeRndwaveList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
		: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
	{}

	//override right click functionality
	virtual void OnMouseReleased(vgui::MouseCode code);

	void OnCommand(const char* pszCommand);

private:
	friend class CSoundscapeMaker;
};


//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnMouseReleased(vgui::MouseCode code)
{
	//if no soundscape is selected or mouse code != right then return
	if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
		return;

	//get cursor pos
	int x, y;
	vgui::surface()->SurfaceGetCursorPos(x, y);

	//create menu
	menu = new vgui::Menu(this, "Menu");
	menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);

	//add clipboard thing
	if (CurrClipboardRandom.Count() > 0)
	{
		menu->AddSeparator();
		menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
		menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
	}

	menu->SetBounds(x, y, 200, 50);
	menu->SetVisible(true);
}


//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
{
	if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND) && m_Keyvalues)
	{
		//get number of keyvalues
		int num = 0;

		FOR_EACH_VALUE(m_Keyvalues, kv)
			num++;

		KeyValues* add = new KeyValues("wave");
		add->SetString(nullptr, "");

		//add keyvalues and button
		AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);

		m_Keyvalues->AddSubKey(add);

		//forward command to parent
		GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));

		return;
	}

	else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
	{
		//get number of keyvalues
		int num = 0;

		FOR_EACH_VALUE(m_Keyvalues, kv)
			num++;

		int index = CurrClipboardRandom.Count() - 1;

		const char* text = CurrClipboardRandom[index]->GetString();

		KeyValues* add = new KeyValues("wave");
		add->SetString(nullptr, text);

		//get last / or \ and make the string be that + 1
		char* fslash = Q_strrchr(text, '/');
		char* bslash = Q_strrchr(text, '\\');

		if (fslash > bslash)
			text = fslash + 1;
		else if (bslash > fslash)
			text = bslash + 1;

		//add keyvalues and button
		AddButton("Rndwave", text, CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);

		m_Keyvalues->AddSubKey(add);

		//forward command to parent
		GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
		return;
	}
	else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
	{
		if (g_SoundscapeClipboard)
			g_SoundscapeClipboard->DeletePanel();

		g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeRandomWave);
		return;
	}

	BaseClass::OnCommand(pszCommand);
}


//soundscape panel


#define SOUNDSCAPE_PANEL_WIDTH 760
#define SOUNDSCAPE_PANEL_HEIGHT 630

#define NEW_BUTTON_COMMAND "$NewSoundscape"
#define SAVE_BUTTON_COMMAND "$SaveSoundscape"
#define LOAD_BUTTON_COMMAND "$LoadSoundscape"
#define OPTIONS_BUTTON_COMMAND "$ShowOptions"
#define EDIT_BUTTON_COMMAND "$Edit"
#define RESET_BUTTON_COMMAND "$ResetSoundscapes"
#define SOUNDS_LIST_BUTTON_COMMAND "$ShowSoundsList"
#define PLAY_SOUNDSCAPE_COMMAND "$PlaySoundscape"
#define RESET_SOUNDSCAPE_BUTTON_COMMAND "$ResetSoundscape"
#define DELETE_CURRENT_ITEM_COMMAND "$DeleteItem"

//static bool to determin if the soundscape panel should show or not
bool g_ShowSoundscapePanel = false;
bool g_IsPlayingSoundscape = false;

//soundscape maker panel
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)

	CSoundscapeMaker(vgui::VPANEL parent);

	//tick functions
	void OnTick();

	//other functions
	void OnClose();
	void OnCommand(const char* pszCommand);
	void Paste(SoundscapeClipboardType type);

	void PlaySelectedSoundscape();
	void LoadFile(KeyValues* file);

	void OnKeyCodePressed(vgui::KeyCode code);

	void SetSoundText(const char* text);

	//to play the soundscape on map spawn
	void LevelInitPostEntity();

	//sets the keyvalue file
	void Set(const char* buffer);

	//message pointer funcs
	MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
	MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);

	~CSoundscapeMaker();

public:

	//the soundscape keyvalues file
	KeyValues* m_KeyValues = nullptr;

private:
	void CreateEverything();

private:
	//lists all the soundscapes
	CSoundscapeList* m_SoundscapesList;
	CSoundscapeDataList* m_pDataList;
	CSoundscapeRndwaveList* m_pSoundList;

	//buttons
	vgui::Button* m_ButtonNew = nullptr;
	vgui::Button* m_ButtonSave = nullptr;
	vgui::Button* m_ButtonLoad = nullptr;
	vgui::Button* m_ButtonOptions = nullptr;
	vgui::Button* m_EditButton = nullptr;

	//file load and save dialogs
	vgui::FileOpenDialog* m_FileSave = nullptr;
	vgui::FileOpenDialog* m_FileLoad = nullptr;
	bool m_bWasFileLoad = false;

	//text entry for name
	vgui::TextEntry* m_TextEntryName;

	//combo box for dsp effects
	vgui::ComboBox* m_DspEffects;
	vgui::ComboBox* m_SoundLevels;

	//sound data text entry
	vgui::TextEntry* m_TimeTextEntry;
	vgui::TextEntry* m_VolumeTextEntry;
	vgui::TextEntry* m_PitchTextEntry;
	vgui::TextEntry* m_PositionTextEntry;
	vgui::TextEntry* m_SoundNameTextEntry;

	//play sound button
	vgui::Button* m_SoundNamePlay;

	//play/reset soundscape buttons
	vgui::CheckButton* m_PlaySoundscapeButton;
	vgui::Button* m_ResetSoundscapeButton;
	vgui::Button* m_DeleteCurrentButton;

	//current selected soundscape
	CSoundscapeButton* m_pCurrentSelected = nullptr;

public:
	KeyValues* m_kvCurrSelected = nullptr;

private:
	KeyValues* m_kvCurrSound = nullptr;
	KeyValues* m_kvCurrRndwave = nullptr;

	int m_iCurrRndWave = 0;

	//currently in non randomwave thing
	SoundscapeMode m_iSoundscapeMode = SoundscapeMode::Mode_Random;

	//temporary added soundscapes
	CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
};

//user message hook
void _SoundscapeMaker_Recieve(bf_read& bf);

//-----------------------------------------------------------------------------
// Purpose: Constructor for soundscape maker panel
//-----------------------------------------------------------------------------
CSoundscapeMaker::CSoundscapeMaker(vgui::VPANEL parent)
	: BaseClass(nullptr, "SoundscapeMaker")
{
	static bool bRegistered = false;
	if (!bRegistered)
	{
		usermessages->HookMessage("SoundscapeMaker_Recieve", _SoundscapeMaker_Recieve);
		bRegistered = true;
	}

	//set variables
	m_pCurrentSelected = nullptr;

	SetParent(parent);

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

	SetProportional(false);
	SetTitleBarVisible(true);
	SetMinimizeButtonVisible(false);
	SetMaximizeButtonVisible(false);
	SetCloseButtonVisible(true);
	SetSizeable(false);
	SetMoveable(true);
	SetVisible(g_ShowSoundscapePanel);

	int ScreenWide, ScreenTall;
	vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);

	SetTitle("Soundscape Maker (New File)", true);
	SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
	SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);



	//add a tick signal for every 50 ms
	vgui::ivgui()->AddTickSignal(GetVPanel(), 50);

	CreateEverything();
}

//-----------------------------------------------------------------------------
// Purpose: Creates everything for this panel
//-----------------------------------------------------------------------------
void CSoundscapeMaker::CreateEverything()
{
	//create the divider that will be the outline for the inside of the panel
	vgui::Divider* PanelOutline = new vgui::Divider(this, "InsideOutline");
	PanelOutline->SetEnabled(false);
	PanelOutline->SetBounds(5, 25, SOUNDSCAPE_PANEL_WIDTH - 10, SOUNDSCAPE_PANEL_HEIGHT - 62);

	//create the buttons
		//create the buttons
	m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
	m_ButtonNew->SetVisible(true);
	m_ButtonNew->SetBounds(7, 600, 145, 25);
	m_ButtonNew->SetCommand(NEW_BUTTON_COMMAND);
	m_ButtonNew->SetDepressedSound("ui/buttonclickrelease.wav");

	m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
	m_ButtonSave->SetVisible(true);
	m_ButtonSave->SetBounds(157, 600, 145, 25);
	m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
	m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");

	m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
	m_ButtonLoad->SetVisible(true);
	m_ButtonLoad->SetBounds(307, 600, 145, 25);
	m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
	m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");

	m_ButtonOptions = new vgui::Button(this, "OptionsButton", "Show Options Panel");
	m_ButtonOptions->SetVisible(true);
	m_ButtonOptions->SetBounds(457, 600, 145, 25);
	m_ButtonOptions->SetCommand(OPTIONS_BUTTON_COMMAND);
	m_ButtonOptions->SetDepressedSound("ui/buttonclickrelease.wav");

	m_EditButton = new vgui::Button(this, "EditButton", "Show Text Editor");
	m_EditButton->SetVisible(true);
	m_EditButton->SetBounds(607, 600, 145, 25);
	m_EditButton->SetCommand(EDIT_BUTTON_COMMAND);
	m_EditButton->SetDepressedSound("ui/buttonclickrelease.wav");

	//create the soundscapes menu
	m_SoundscapesList = new CSoundscapeList(this, "SoundscapesList", "Soundscapes:", 90, 22, 300, 550);
	m_SoundscapesList->SetBounds(15, 35, 300, 550);
	m_SoundscapesList->SetVisible(true);

	//create data list
	m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 310);
	m_pDataList->SetBounds(327, 275, 200, 310);
	m_pDataList->SetVisible(true);

	//create sound list
	m_pSoundList = new CSoundscapeRndwaveList(this, "SoudscapeDataList", "Random Sounds:", 40, 10, 200, 310);
	m_pSoundList->SetBounds(542, 275, 200, 310);
	m_pSoundList->SetVisible(true);

	//name text entry
	m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
	m_TextEntryName->SetEnabled(false);
	m_TextEntryName->SetBounds(325, 40, 295, 20);
	m_TextEntryName->SetMaximumCharCount(256);

	//dsp effects combo box
	m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
	m_DspEffects->SetEnabled(false);
	m_DspEffects->SetBounds(325, 65, 295, 20);
	m_DspEffects->SetText("");
	m_DspEffects->AddActionSignalTarget(this);

	for (int i = 0; i < sizeof(g_DspEffects) / sizeof(g_DspEffects[i]); i++)
		m_DspEffects->AddItem(g_DspEffects[i], nullptr);

	//time text entry
	m_TimeTextEntry = new vgui::TextEntry(this, "TimeTextEntry");
	m_TimeTextEntry->SetBounds(325, 90, 295, 20);
	m_TimeTextEntry->SetEnabled(false);
	m_TimeTextEntry->SetVisible(true);

	//volume text entry
	m_VolumeTextEntry = new vgui::TextEntry(this, "VolumeTextEntry");
	m_VolumeTextEntry->SetBounds(325, 115, 295, 20);
	m_VolumeTextEntry->SetEnabled(false);
	m_VolumeTextEntry->SetVisible(true);

	//pitch text entry
	m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
	m_PitchTextEntry->SetBounds(325, 140, 295, 20);
	m_PitchTextEntry->SetEnabled(false);
	m_PitchTextEntry->SetVisible(true);

	//position text entry
	m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
	m_PositionTextEntry->SetBounds(325, 165, 295, 20);
	m_PositionTextEntry->SetEnabled(false);
	m_PositionTextEntry->SetVisible(true);

	//sound levels
	m_SoundLevels = new vgui::ComboBox(this, "SoundLevels", sizeof(g_SoundLevels) / sizeof(g_SoundLevels[0]), false);
	m_SoundLevels->SetEnabled(false);
	m_SoundLevels->SetBounds(325, 190, 295, 20);
	m_SoundLevels->SetText("");
	m_SoundLevels->AddActionSignalTarget(this);

	for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
		m_SoundLevels->AddItem(g_SoundLevels[i], nullptr);

	//sound name
	m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
	m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
	m_SoundNameTextEntry->SetEnabled(false);
	m_SoundNameTextEntry->SetVisible(true);

	//sound list button
	m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
	m_SoundNamePlay->SetBounds(545, 215, 75, 20);
	m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
	m_SoundNamePlay->SetEnabled(false);

	//starts the soundscape
	m_PlaySoundscapeButton = new vgui::CheckButton(this, "PlaySoundscape", "Play Soundscape");
	m_PlaySoundscapeButton->SetBounds(330, 243, 125, 20);
	m_PlaySoundscapeButton->SetCommand(PLAY_SOUNDSCAPE_COMMAND);
	m_PlaySoundscapeButton->SetEnabled(false);
	m_PlaySoundscapeButton->SetSelected(false);

	//reset soundscape button
	m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
	m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
	m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
	m_ResetSoundscapeButton->SetEnabled(false);

	//delete this item
	m_DeleteCurrentButton = new vgui::Button(this, "DeleteItem", "Delete Current Item");
	m_DeleteCurrentButton->SetBounds(595, 243, 135, 20);
	m_DeleteCurrentButton->SetCommand(DELETE_CURRENT_ITEM_COMMAND);
	m_DeleteCurrentButton->SetEnabled(false);

	//create the soundscape name text
	vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
	NameLabel->SetBounds(635, 40, 125, 20);

	//create the soundscape dsp text
	vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
	DspLabel->SetBounds(635, 65, 125, 20);

	//create the soundscape time text
	vgui::Label* TimeLabel = new vgui::Label(this, "TimeLabel", "Sound Time");
	TimeLabel->SetBounds(635, 90, 125, 20);

	//create the soundscape volumn text
	vgui::Label* VolumeLabel = new vgui::Label(this, "VolumeLabel", "Sound Volume");
	VolumeLabel->SetBounds(635, 115, 125, 20);

	//create the soundscape pitch text
	vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
	PitchLabel->SetBounds(635, 140, 125, 20);

	//create the soundscape position text
	vgui::Label* PositionLabel = new vgui::Label(this, "PositionLabel", "Sound Position");
	PositionLabel->SetBounds(635, 165, 125, 20);

	//create the soundscape sound level text
	vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
	SoundLevelLabel->SetBounds(635, 190, 125, 20);

	//create the soundscape sound name text
	vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
	SoundName->SetBounds(635, 215, 125, 20);

	//create the soundscape keyvalues and load it
	m_KeyValues = new KeyValues("Empty Soundscape");

	LoadFile(m_KeyValues);
}

//-----------------------------------------------------------------------------
// Purpose: Called every tick for the soundscape maker
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTick()
{
	//set the visibility
	static bool bPrevVisible = g_ShowSoundscapePanel;
	if (g_ShowSoundscapePanel != bPrevVisible)
		SetVisible(g_ShowSoundscapePanel);

	//set the old visibility
	bPrevVisible = g_ShowSoundscapePanel;
}

//-----------------------------------------------------------------------------
// Purpose: Called when the close button is pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnClose()
{
	//hide the other panels
	g_SoundPanel->OnClose();
	g_SettingsPanel->OnClose();
	g_SoundscapeTextPanel->OnClose();

	g_ShowSoundscapePanel = false;
}

//-----------------------------------------------------------------------------
// Purpose: Play the selected soundscape
//-----------------------------------------------------------------------------
void CSoundscapeMaker::PlaySelectedSoundscape()
{
	//set debug stuff
	SoundscapePrint(Color(255, 255, 255, 255), "\n\n\n=============== %s %s =================\n\n", m_kvCurrSelected ? "Starting Soundscape: " : "Stopping Current Soundscape", m_kvCurrSelected ? m_kvCurrSelected->GetName() : "");
	g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Clear();

	g_IsPlayingSoundscape = true;
	g_bSSMHack = true;

	//remove all the temporary soundscapes from the soundscape system
	for (int i = 0; i < m_TmpAddedSoundscapes.Count(); i++)
	{
		for (int j = 0; j < g_SoundscapeSystem.m_soundscapes.Count(); j++)
		{
			if (g_SoundscapeSystem.m_soundscapes[j] == m_TmpAddedSoundscapes[i])
			{
				g_SoundscapeSystem.m_soundscapes.Remove(j);
				break;
			}
		}
	}

	m_TmpAddedSoundscapes.RemoveAll();

	//change audio params position
	g_SoundscapeSystem.m_params.localBits = 0x7f;
	for (int i = 0; i < MAX_SOUNDSCAPES - 1; i++)
		g_SoundscapeSystem.m_params.localSound.Set(i, g_SoundscapePositions[i]);


	//if m_kvCurrSelected then add all the "playsoundscape" soundscape keyvalues
	//into the g_SoundscapeSystem.m_soundscapes array
	if (m_kvCurrSelected)
	{
		CUtlVector<const char*> SoundscapeNames;
		FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, subkey)
		{
			//look for playsoundscape file
			if (!Q_strcasecmp(subkey->GetName(), "playsoundscape"))
			{
				const char* name = subkey->GetString("name", nullptr);
				if (!name || !name[0] || SoundscapeNames.Find(name) != SoundscapeNames.InvalidIndex())
					continue;

				SoundscapeNames.AddToTail(name);
			}
		}

		//now look for each keyvalue
		for (int i = 0; i < SoundscapeNames.Count(); i++)
		{
			for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
			{
				//look for playsoundscape file
				if (!Q_strcmp(subkey->GetName(), SoundscapeNames[i]))
				{
					//add it to the soundscape system
					m_TmpAddedSoundscapes.AddToTail(subkey);
					g_SoundscapeSystem.m_soundscapes.AddToTail(subkey);
				}
			}
		}
	}

	//stop all sounds
	enginesound->StopAllSounds(true);

	//stop the current soundscape and start a new soundscape
	g_SoundscapeSystem.StartNewSoundscape(nullptr);
	g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);

	//start debug graphs
	g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Start();

	g_bSSMHack = false;
}

//-----------------------------------------------------------------------------
// Purpose: Called when a button or something else gets pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnCommand(const char* pszCommand)
{
	//check for close command first
	if (!Q_strcmp(pszCommand, "Close"))
	{
		BaseClass::OnCommand(pszCommand);
		return;
	}

	//check for the save button command
	else if (!Q_strcmp(pszCommand, SAVE_BUTTON_COMMAND))
	{
		//initalize the file save dialog
		if (!m_FileSave)
		{
			//get the current game directory
			char buf[512];
			filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));

			//create the save dialog
			m_FileSave = new vgui::FileOpenDialog(this, "Save Soundscape File", false);
			m_FileSave->AddFilter("*.txt", "Soundscape Text File", true);
			m_FileSave->AddFilter("*.*", "All Files (*.*)", false);
			m_FileSave->SetStartDirectory(buf);
			m_FileSave->AddActionSignalTarget(this);
		}

		//show the dialog
		m_FileSave->DoModal(false);
		m_FileSave->Activate();

		//file wasnt loadad
		m_bWasFileLoad = false;

		return;
	}

	//check for load button command
	else if (!Q_strcmp(pszCommand, LOAD_BUTTON_COMMAND))
	{
		//initalize the file save dialog
		if (!m_FileLoad)
		{
			//get the current game directory
			char buf[512];
			filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));

			//create the load dialog
			m_FileLoad = new vgui::FileOpenDialog(this, "Load Soundscape File", true);
			m_FileLoad->AddFilter("*.txt", "Soundscape Text File", true);
			m_FileLoad->AddFilter("*.*", "All Files (*.*)", false);
			m_FileLoad->SetStartDirectory(buf);
			m_FileLoad->AddActionSignalTarget(this);
		}

		//show the file load dialog
		m_FileLoad->DoModal(false);
		m_FileLoad->Activate();

		//file was loadad
		m_bWasFileLoad = true;

		return;
	}

	//check for options panel button
	else if (!Q_strcmp(pszCommand, OPTIONS_BUTTON_COMMAND))
	{
		g_SettingsPanel->SetVisible(true);
		g_SettingsPanel->MoveToFront();
		g_SettingsPanel->RequestFocus();
		return;
	}

	//check for edit panel button
	else if (!Q_strcmp(pszCommand, EDIT_BUTTON_COMMAND))
	{
		g_SoundscapeTextPanel->SetVisible(true);
		g_SoundscapeTextPanel->MoveToFront();
		g_SoundscapeTextPanel->RequestFocus();
		g_SoundscapeTextPanel->Set(m_KeyValues);
		return;
	}

	//check for new soundscape
	else if (!Q_strcmp(pszCommand, NEW_BUTTON_COMMAND))
	{
		//make sure you want to create a new soundscape file
		vgui::QueryBox* popup = new vgui::QueryBox("New File?", "Are you sure you want to create a new soundscape file?", this);
		popup->SetOKCommand(new KeyValues("Command", "command", RESET_BUTTON_COMMAND));
		popup->SetCancelButtonVisible(false);
		popup->AddActionSignalTarget(this);
		popup->DoModal(this);

		return;
	}

	//check for reset soundscape
	else if (!Q_strcmp(pszCommand, RESET_BUTTON_COMMAND))
	{
		m_kvCurrSelected = nullptr;

		//stop all soundscapes before deleting the old soundscapes
		if (g_IsPlayingSoundscape)
			PlaySelectedSoundscape();

		m_KeyValues->deleteThis();
		m_KeyValues = new KeyValues("Empty Soundscape");

		//reset title
		SetTitle("Soundscape Maker (New File)", true);

		LoadFile(m_KeyValues);
		return;
	}

	//check for play sound
	else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
	{
		//initalize the sounds
		static bool g_SoundPanelInitalized = false;
		if (!g_SoundPanelInitalized)
		{
			g_SoundPanelInitalized = true;
			g_SoundPanel->InitalizeSounds();
		}

		//get sound text entry name
		char buf[512];
		m_SoundNameTextEntry->GetText(buf, sizeof(buf));

		//check the current mode
		if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
		{
			g_SoundPanel->SetIsUsingSoundPanel(false);

			//load all the temporary soundscapes
			CUtlVector<const char*> OtherSoundscapes;
			for (KeyValues* curr = m_KeyValues; curr; curr = curr->GetNextKey())
			{
				if (curr == m_kvCurrSelected)
					continue;

				OtherSoundscapes.AddToTail(curr->GetName());
			}

			g_SoundPanel->InitalizeSoundscapes(OtherSoundscapes);
		}
		else
		{
			g_SoundPanel->SetIsUsingSoundPanel(true);

			//look for item with same name
			for (int i = 0; i < g_SoundDirectories.Count(); i++)
			{
				if (!Q_strcmp(buf, g_SoundDirectories[i]))
				{
					//select item
					g_SoundPanel->m_SoundsList->ActivateItem(i);
					g_SoundPanel->m_SoundsList->SetText(buf);

					break;
				}
			}
		}

		g_SoundPanel->SetVisible(true);
		g_SoundPanel->MoveToFront();
		g_SoundPanel->RequestFocus();
		return;
	}

	//check for play soundscape
	else if (!Q_strcmp(pszCommand, PLAY_SOUNDSCAPE_COMMAND))
	{
		if (m_PlaySoundscapeButton->IsSelected())
		{
			//enable the reset soundscape button
			m_ResetSoundscapeButton->SetEnabled(true);

			//play the soundscape
			PlaySelectedSoundscape();
		}
		else
		{
			//disable the reset soundscape button
			m_ResetSoundscapeButton->SetEnabled(false);

			g_IsPlayingSoundscape = false;

			//stop all sounds and soundscapes
			enginesound->StopAllSounds(true);
			g_SoundscapeSystem.StartNewSoundscape(nullptr);
		}

		return;
	}

	//check for play soundscape
	else if (!Q_strcmp(pszCommand, RESET_SOUNDSCAPE_BUTTON_COMMAND))
	{
		PlaySelectedSoundscape();
		return;
	}


	//check for delete item
	else if (!Q_strcmp(pszCommand, DELETE_CURRENT_ITEM_COMMAND))
	{
		//check for current rndwave
		if (m_kvCurrRndwave && m_SoundNameTextEntry->IsEnabled())
		{
			if (!m_kvCurrRndwave || m_iCurrRndWave <= 0)
				return;

			//get the keyvalues by the index
			int curr = 0;
			KeyValues* prev = nullptr;

			FOR_EACH_VALUE(m_kvCurrRndwave, keyvalues)
			{
				if (++curr == m_iCurrRndWave)
				{
					//delete
					if (prev)
						prev->SetNextKey(keyvalues->GetNextValue());
					else
					{
						m_kvCurrRndwave->m_pSub = keyvalues->GetNextValue();
						m_iCurrRndWave = -1;
					}

					curr = curr - 1;

					keyvalues->SetNextKey(nullptr);
					keyvalues->deleteThis();
					break;
				}



				prev = keyvalues;
			}

			//reset everything
			m_SoundNameTextEntry->SetText("");
			m_SoundNameTextEntry->SetEnabled(false);
			m_SoundNamePlay->SetEnabled(false);

			//store vector
			auto& vec = m_pSoundList->m_MenuButtons;

			//remove it
			delete vec[curr];
			vec.Remove(curr);

			//move everything down
			m_pSoundList->m_iCurrentY = m_pSoundList->m_iCurrentY - 22;
			m_pSoundList->m_Keyvalues = m_kvCurrRndwave;

			if (vec.Count() >= m_pSoundList->m_iMax)
			{
				m_pSoundList->OnMouseWheeled(1);

				int min, max;
				m_pSoundList->m_pSideSlider->GetRange(min, max);
				m_pSoundList->m_pSideSlider->SetRange(0, max - 1);
			}

			for (int i = curr; i < vec.Count(); i++)
			{
				//move everything down
				int x, y = 0;
				vec[i]->GetPos(x, y);
				vec[i]->SetPos(x, y - 22);
			}

			//reset every command
			int WaveAmount = 0;
			for (int i = 0; i < vec.Count(); i++)
			{
				//store data name
				const char* name = vec[i]->GetCommand()->GetString("command");

				//increment variables based on name
				if (Q_stristr(name, "$rndwave") == name)
				{
					WaveAmount++;
					vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
				}
			}

			//bounds check
			if (vec.Count() <= 0)
			{
				m_kvCurrRndwave = nullptr;
				m_pSoundList->m_Keyvalues = nullptr;

				//restart soundscape
				PlaySelectedSoundscape();

				return;
			}

			//select next item
			if (m_iCurrRndWave <= vec.Count())
				OnCommand(CFmtStr("$rndwave%d", curr + 1));
			else
				OnCommand(CFmtStr("$rndwave%d", curr));
		}
		else if (m_kvCurrSound)
		{
			//find keyvalue with same pointer and get the index
			int tmpindex = 0;
			int index = -1;

			KeyValues* prev = nullptr;
			FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, keyvalues)
			{
				if (m_kvCurrSound == keyvalues)
				{
					//remove it
					if (prev)
						prev->SetNextKey(keyvalues->GetNextTrueSubKey());
					else
						m_kvCurrSelected->m_pSub = keyvalues->GetNextTrueSubKey();

					keyvalues->SetNextKey(nullptr);
					keyvalues->deleteThis();

					//get index
					index = tmpindex;
					break;
				}

				prev = keyvalues;

				//increment
				tmpindex++;
			}

			//error
			if (index == -1)
				return;

			//store vector
			auto& vec = m_pDataList->m_MenuButtons;

			//remove it
			delete vec[index];
			vec.Remove(index);

			//move everything down
			m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
			m_pDataList->m_Keyvalues = m_kvCurrSelected;

			for (int i = index; i < vec.Count(); i++)
			{
				//move everything down
				int x, y = 0;
				vec[i]->GetPos(x, y);
				vec[i]->SetPos(x, y - 22);
			}

			if (vec.Count() >= m_pDataList->m_iMax)
			{
				m_pDataList->OnMouseWheeled(1);

				int min, max;
				m_pDataList->m_pSideSlider->GetRange(min, max);

				if (max > 0)
					m_pDataList->m_pSideSlider->SetRange(0, max - 1);
				else
					m_pDataList->m_pSideSlider->SetRange(0, 0);
			}

			//reset the names of each button
			int RandomNum = 0;
			int LoopingNum = 0;
			int SoundscapeNum = 0;

			//change the commands of the buttons
			for (int i = 0; i < vec.Count(); i++)
			{
				//store data name
				const char* name = vec[i]->GetCommand()->GetString("command");

				//increment variables based on name
				if (Q_stristr(name, "$playrandom") == name)
				{
					RandomNum++;
					vec[i]->SetCommand(CFmtStr("$playrandom%d", RandomNum));
				}

				if (Q_stristr(name, "$playlooping") == name)
				{
					LoopingNum++;
					vec[i]->SetCommand(CFmtStr("$playlooping%d", LoopingNum));
				}

				if (Q_stristr(name, "$playsoundscape") == name)
				{
					SoundscapeNum++;
					vec[i]->SetCommand(CFmtStr("$playsoundscape%d", SoundscapeNum));
				}
			}

			//reset everything
			m_SoundLevels->SetText("");
			m_SoundNameTextEntry->SetText("");
			m_TimeTextEntry->SetText("");
			m_PitchTextEntry->SetText("");
			m_PositionTextEntry->SetText("");
			m_VolumeTextEntry->SetText("");

			m_SoundLevels->SetEnabled(false);
			m_SoundNameTextEntry->SetEnabled(false);
			m_TimeTextEntry->SetEnabled(false);
			m_PitchTextEntry->SetEnabled(false);
			m_PositionTextEntry->SetEnabled(false);
			m_VolumeTextEntry->SetEnabled(false);
			m_SoundNamePlay->SetEnabled(false);

			m_pSoundList->Clear();

			m_kvCurrSound = nullptr;
			m_pSoundList->m_Keyvalues = nullptr;

			//bounds checking
			if (index >= vec.Count())
				index = vec.Count() - 1; // fix bounds more safely

			//select the button
			if (index >= 0)
				OnCommand(vec[index]->GetCommand()->GetString("command"));
		}
		else if (m_kvCurrSelected)
		{
			if (m_KeyValues == m_kvCurrSelected)
			{
				//play an error sound
				vgui::surface()->PlaySound("resource/warning.wav");

				//show an error
				vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
				popup->SetOKButtonText("Ok");
				popup->SetCancelButtonVisible(false);
				popup->AddActionSignalTarget(this);
				popup->DoModal(this);

				return;
			}

			//find keyvalue with same pointer and get the index
			int tmpindex = 0;
			int index = -1;

			KeyValues* prev = nullptr;
			for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
			{
				if (m_kvCurrSelected == keyvalues)
				{
					//remove it
					if (!prev)
						break;

					prev->SetNextKey(keyvalues->GetNextTrueSubKey());
					keyvalues->SetNextKey(nullptr);
					keyvalues->deleteThis();

					//get index
					index = tmpindex;
					break;
				}

				prev = keyvalues;

				//increment
				tmpindex++;
			}

			//error
			if (index == -1)
				return;

			//store vector
			auto& vec = m_SoundscapesList->m_MenuButtons;

			//remove it
			delete vec[index];
			vec.Remove(index);

			//move everything down
			m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;

			for (int i = index; i < vec.Count(); i++)
			{
				//move everything down
				int x, y = 0;
				vec[i]->GetPos(x, y);
				vec[i]->SetPos(x, y - 22);
			}

			if (vec.Count() >= m_SoundscapesList->m_iMax)
			{
				m_SoundscapesList->OnMouseWheeled(1);

				int min, max;
				m_SoundscapesList->m_pSideSlider->GetRange(min, max);
				m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
			}

			//reset everything
			m_DspEffects->SetText("");
			m_SoundLevels->SetText("");
			m_TextEntryName->SetText("");
			m_SoundNameTextEntry->SetText("");
			m_TimeTextEntry->SetText("");
			m_PitchTextEntry->SetText("");
			m_PositionTextEntry->SetText("");
			m_VolumeTextEntry->SetText("");

			m_DspEffects->SetEnabled(false);
			m_SoundLevels->SetEnabled(false);
			m_TextEntryName->SetEnabled(false);
			m_SoundNameTextEntry->SetEnabled(false);
			m_TimeTextEntry->SetEnabled(false);
			m_PitchTextEntry->SetEnabled(false);
			m_PositionTextEntry->SetEnabled(false);
			m_VolumeTextEntry->SetEnabled(false);
			m_SoundNamePlay->SetEnabled(false);

			m_pDataList->Clear();
			m_pSoundList->Clear();

			m_kvCurrSound = nullptr;
			m_pDataList->m_Keyvalues = nullptr;

			//go to next soundscape
			if (!prev)
			{
				//restart soundscape
				PlaySelectedSoundscape();
				return;
			}

			if (prev->GetNextTrueSubKey())
				OnCommand(prev->GetNextTrueSubKey()->GetName());
			else
				OnCommand(prev->GetName());
		}

		//restart soundscape
		PlaySelectedSoundscape();
		return;
	}

	//check for "playrandom", "playsoundscape" or "playlooping"
	if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
	{
		//get the selected number
		char* str_number = (char*)(pszCommand + 11);
		int number = atoi(str_number);
		if (number != 0)
		{
			//look for button with same command
			auto& vec = m_pDataList->m_MenuButtons;
			for (int i = 0; i < vec.Count(); i++)
			{
				//if the button doesnt have the same command then de-select it. else select it
				if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
					vec[i]->m_bIsSelected = true;
				else
					vec[i]->m_bIsSelected = false;
			}


			//clear the m_pSoundList
			m_pSoundList->Clear();
			m_pSoundList->m_Keyvalues = nullptr;

			//store variables
			KeyValues* data = nullptr;
			int curr = 0;

			//get subkey
			FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
			{
				if (Q_strcasecmp(sounds->GetName(), "playrandom"))
					continue;

				if (++curr == number)
				{
					data = sounds;
					break;
				}
			}

			//no data
			if (!data)
				return;

			m_kvCurrSound = data;
			m_kvCurrRndwave = nullptr;

			//set the random times
			m_TimeTextEntry->SetText(data->GetString("time", "10,20"));
			m_VolumeTextEntry->SetText(data->GetString("volume", "0.5,0.8"));
			m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
			m_PositionTextEntry->SetText(data->GetString("position", ""));
			m_SoundNameTextEntry->SetText("");

			//get snd level index
			int index = 8;	//8 = SNDLVL_NORM
			const char* name = data->GetString("soundlevel", nullptr);

			//check for the name
			if (name)
			{

				//loop through the sound levels to find the right one
				for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
				{
					if (!Q_strcmp(name, g_SoundLevels[i]))
					{
						index = i;
						break;
					}
				}
			}

			//select the index
			m_SoundLevels->ActivateItem(index);

			//enable the text entries
			m_TimeTextEntry->SetEnabled(true);
			m_VolumeTextEntry->SetEnabled(true);
			m_PitchTextEntry->SetEnabled(true);
			m_PositionTextEntry->SetEnabled(true);
			m_SoundLevels->SetEnabled(true);
			m_SoundNameTextEntry->SetEnabled(false);
			m_SoundNamePlay->SetEnabled(false);

			g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
			g_SoundPanel->SetVisible(false);

			//check for randomwave subkey
			if ((data = data->FindKey("rndwave")) == nullptr)
				return;

			m_kvCurrRndwave = data;
			m_pSoundList->m_Keyvalues = data;

			//add all the data
			int i = 0;
			FOR_EACH_VALUE(data, sound)
			{
				const char* name = sound->GetName();

				//get real text
				const char* text = sound->GetString();

				//get last / or \ and make the string be that + 1
				char* fslash = Q_strrchr(text, '/');
				char* bslash = Q_strrchr(text, '\\');

				//no forward slash and no back slash
				if (!fslash && !bslash)
				{
					text = text;
				}
				else
				{
					if (fslash > bslash)
						text = fslash + 1;

					else if (bslash > fslash)
						text = bslash + 1;
				}

				m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this, sound, SoundscapeClipboardType::Type_SoundscapeRandomWave);
			}

			m_iSoundscapeMode = SoundscapeMode::Mode_Random;
			return;
		}
	}
	else if (Q_stristr(pszCommand, "$playlooping") == pszCommand)
	{
		//get the selected number
		char* str_number = (char*)(pszCommand + 12);
		int number = atoi(str_number);
		if (number != 0)
		{
			//look for button with same command
			auto& vec = m_pDataList->m_MenuButtons;
			for (int i = 0; i < vec.Count(); i++)
			{
				//if the button doesnt have the same command then de-select it. else select it
				if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
					vec[i]->m_bIsSelected = true;
				else
					vec[i]->m_bIsSelected = false;
			}


			//clear the m_pSoundList
			m_pSoundList->Clear();
			m_pSoundList->m_Keyvalues = nullptr;

			//store variables
			KeyValues* data = nullptr;
			int curr = 0;

			//get subkey
			FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
			{
				if (Q_strcasecmp(sounds->GetName(), "playlooping"))
					continue;

				if (++curr == number)
				{
					data = sounds;
					break;
				}
			}

			//no data
			if (!data)
				return;

			m_kvCurrSound = data;
			m_kvCurrRndwave = nullptr;

			//set the random times
			m_TimeTextEntry->SetText("");
			m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
			m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
			m_PositionTextEntry->SetText(data->GetString("position", ""));
			m_SoundNameTextEntry->SetText(data->GetString("wave", ""));

			//get snd level index
			int index = 8;	//8 = SNDLVL_NORM
			const char* name = data->GetString("soundlevel", nullptr);

			//check for the name
			if (name)
			{

				//loop through the sound levels to find the right one
				for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
				{
					if (!Q_strcmp(name, g_SoundLevels[i]))
					{
						index = i;
						break;
					}
				}
			}

			//select the index
			m_SoundLevels->ActivateItem(index);

			//enable the text entries
			m_TimeTextEntry->SetEnabled(false);
			m_VolumeTextEntry->SetEnabled(true);
			m_PitchTextEntry->SetEnabled(true);
			m_PositionTextEntry->SetEnabled(true);
			m_SoundLevels->SetEnabled(true);
			m_SoundNameTextEntry->SetEnabled(true);
			m_SoundNamePlay->SetEnabled(true);
			g_SoundPanel->SetVisible(false);

			m_iSoundscapeMode = SoundscapeMode::Mode_Looping;
			return;
		}
	}
	else if (Q_stristr(pszCommand, "$playsoundscape") == pszCommand)
	{
		//get the selected number
		char* str_number = (char*)(pszCommand + 15);
		int number = atoi(str_number);
		if (number != 0)
		{
			//look for button with same command
			auto& vec = m_pDataList->m_MenuButtons;
			for (int i = 0; i < vec.Count(); i++)
			{
				//if the button doesnt have the same command then de-select it. else select it
				if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
					vec[i]->m_bIsSelected = true;
				else
					vec[i]->m_bIsSelected = false;
			}


			//clear the m_pSoundList
			m_pSoundList->Clear();
			m_pSoundList->m_Keyvalues = nullptr;

			//store variables
			KeyValues* data = nullptr;
			int curr = 0;

			//get subkey
			FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
			{
				if (Q_strcasecmp(sounds->GetName(), "playsoundscape"))
					continue;

				if (++curr == number)
				{
					data = sounds;
					break;
				}
			}

			//no data
			if (!data)
				return;

			m_kvCurrSound = data;
			m_kvCurrRndwave = nullptr;

			//set the random times
			m_TimeTextEntry->SetText("");
			m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
			m_PositionTextEntry->SetText(data->GetString("positionoverride", ""));
			m_SoundNameTextEntry->SetText(data->GetString("name", ""));
			m_PitchTextEntry->SetText("");

			//get snd level index
			int index = 8;	//8 = SNDLVL_NORM
			const char* name = data->GetString("soundlevel", nullptr);

			//check for the name
			if (name)
			{

				//loop through the sound levels to find the right one
				for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
				{
					if (!Q_strcmp(name, g_SoundLevels[i]))
					{
						index = i;
						break;
					}
				}
			}

			//select the index
			m_SoundLevels->ActivateItem(index);

			//enable the text entries
			m_TimeTextEntry->SetEnabled(true);
			m_VolumeTextEntry->SetEnabled(true);
			m_PitchTextEntry->SetEnabled(false);
			m_PositionTextEntry->SetEnabled(true);
			m_SoundLevels->SetEnabled(true);
			m_SoundNameTextEntry->SetEnabled(true);
			m_TimeTextEntry->SetEnabled(false);
			m_SoundNamePlay->SetEnabled(true);

			g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
			g_SoundPanel->SetVisible(false);

			m_iSoundscapeMode = SoundscapeMode::Mode_Soundscape;
			return;
		}
	}
	else if (Q_stristr(pszCommand, "$rndwave") == pszCommand)
	{
		if (!m_kvCurrRndwave)
			return;

		//get the selected number
		char* str_number = (char*)(pszCommand + 8);
		m_iCurrRndWave = atoi(str_number);
		if (m_iCurrRndWave != 0)
		{
			//look for button with same command
			auto& vec = m_pSoundList->m_MenuButtons;
			for (int i = 0; i < vec.Count(); i++)
			{
				//if the button doesnt have the same command then de-select it. else select it
				if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
					vec[i]->m_bIsSelected = true;
				else
					vec[i]->m_bIsSelected = false;
			}


			int i = 0;

			//get value
			KeyValues* curr = nullptr;
			FOR_EACH_VALUE(m_kvCurrRndwave, wave)
			{
				if (++i == m_iCurrRndWave)
				{
					curr = wave;
					break;
				}
			}

			//if no curr then throw an error
			if (!curr)
			{
				//play an error sound
				vgui::surface()->PlaySound("resource/warning.wav");

				//show error
				char buf[1028];
				Q_snprintf(buf, sizeof(buf), "Failed to get rndwave '%d' for subkey \"%s\"\nfor current soundscape file!", i, m_kvCurrSelected->GetName());

				//show an error
				vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
				popup->SetOKButtonText("Ok");
				popup->SetCancelButtonVisible(false);
				popup->AddActionSignalTarget(this);
				popup->DoModal(this);
				return;
			}

			m_SoundNameTextEntry->SetEnabled(true);
			m_SoundNameTextEntry->SetText(curr->GetString());

			m_SoundNamePlay->SetEnabled(true);

			m_iSoundscapeMode = SoundscapeMode::Mode_Random;
			return;
		}
	}

	//look for button with the same name as the command
	{
		//store vars
		CUtlVector<CSoundscapeButton*>& array = m_SoundscapesList->m_MenuButtons;

		//de-select button
		if (m_pCurrentSelected)
			m_pCurrentSelected->m_bIsSelected = false;

		//check for name
		for (int i = 0; i < m_SoundscapesList->m_MenuButtons.Size(); i++)
		{
			//check button name
			if (!Q_strcmp(array[i]->GetCommand()->GetString("command"), pszCommand))
			{
				//found it
				m_pCurrentSelected = array[i];
				break;
			}
		}

		//set needed stuff
		if (m_pCurrentSelected)
		{
			//select button
			m_pCurrentSelected->m_bIsSelected = true;
			m_DeleteCurrentButton->SetEnabled(false);

			//reset the selected kv
			m_kvCurrSelected = nullptr;

			//find selected keyvalues
			for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
			{
				if (!Q_strcmp(kv->GetName(), pszCommand))
				{
					m_kvCurrSelected = kv;
					break;
				}
			}

			//set 
			m_kvCurrSound = nullptr;
			m_kvCurrRndwave = nullptr;

			m_TimeTextEntry->SetEnabled(false);
			m_TimeTextEntry->SetText("");

			m_VolumeTextEntry->SetEnabled(false);
			m_VolumeTextEntry->SetText("");

			m_PitchTextEntry->SetEnabled(false);
			m_PitchTextEntry->SetText("");

			m_PositionTextEntry->SetEnabled(false);
			m_PositionTextEntry->SetText("");

			m_SoundLevels->SetEnabled(false);
			m_SoundLevels->SetText("");

			m_SoundNameTextEntry->SetEnabled(false);
			m_SoundNameTextEntry->SetText("");

			m_SoundNamePlay->SetEnabled(false);

			if (g_SoundPanel)
			{
				g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
				g_SoundPanel->SetVisible(false);
			}

			//check for current keyvalues. should never bee nullptr but could be
			if (!m_kvCurrSelected)
			{
				//play an error sound
				vgui::surface()->PlaySound("resource/warning.wav");

				//show error
				char buf[1028];
				Q_snprintf(buf, sizeof(buf), "Failed to find KeyValue subkey \"%s\"\nfor current soundscape file!", pszCommand);

				//show an error
				vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
				popup->SetOKButtonText("Ok");
				popup->SetCancelButtonVisible(false);
				popup->AddActionSignalTarget(this);
				popup->DoModal(this);

				//reset vars
				m_pCurrentSelected = nullptr;

				m_TextEntryName->SetEnabled(false);
				m_TextEntryName->SetText("");

				m_DspEffects->SetEnabled(false);
				m_DspEffects->SetText("");
				return;
			}

			if (g_IsPlayingSoundscape)
				PlaySelectedSoundscape();

			m_DeleteCurrentButton->SetEnabled(true);

			//set current soundscape name
			m_TextEntryName->SetText(pszCommand);
			m_TextEntryName->SetEnabled(true);
			m_pDataList->m_Keyvalues = m_kvCurrSelected;

			//set dsp effect
			int dsp = Clamp<int>(m_kvCurrSelected->GetInt("dsp"), 0, 29);

			m_PlaySoundscapeButton->SetEnabled(true);

			m_DspEffects->SetEnabled(true);
			m_DspEffects->ActivateItem(dsp);

			//clear these
			m_pDataList->Clear();
			m_pSoundList->Clear();
			m_pSoundList->m_Keyvalues = nullptr;

			//set variables
			int RandomNum = 0;
			int LoopingNum = 0;
			int SoundscapeNum = 0;

			FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, data)
			{
				//store data name
				const char* name = data->GetName();

				//increment variables based on name
				if (!Q_strcasecmp(name, "playrandom"))
				{
					RandomNum++;
					m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playrandom%d", RandomNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
				}

				if (!Q_strcasecmp(name, "playlooping"))
				{
					LoopingNum++;
					m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playlooping%d", LoopingNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
				}

				if (!Q_strcasecmp(name, "playsoundscape"))
				{
					SoundscapeNum++;
					m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playsoundscape%d", SoundscapeNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
				}
			}
		}
	}

	BaseClass::OnCommand(pszCommand);
}

//-----------------------------------------------------------------------------
// Purpose: Paste item from clipboard
//-----------------------------------------------------------------------------
void CSoundscapeMaker::Paste(SoundscapeClipboardType type)
{
	switch (type)
	{
	case SoundscapeClipboardType::Type_SoundscapeName:
		m_SoundscapesList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
		break;
	case SoundscapeClipboardType::Type_SoundscapeData:
		m_pDataList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
		break;
	case SoundscapeClipboardType::Type_SoundscapeRandomWave:
		m_pSoundList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
		break;
	}
}

//-----------------------------------------------------------------------------
// Purpose: Function to recursivly write keyvalues to keyvalue files. the keyvalues
//			class does have a function to do this BUT this function writes every single
//			item one after another. this function does that but writes the keys
//			first then the subkeys so the order is good.
//-----------------------------------------------------------------------------
void RecursivlyWriteKeyvalues(KeyValues* prev, CUtlBuffer& buffer, int& indent)
{
	//write \t indent
	for (int i = 0; i < indent; i++)
		buffer.PutChar('\t');

	//write name
	buffer.PutChar('"');
	buffer.PutString(prev->GetName());
	buffer.PutString("\"\n");

	//write {
	for (int i = 0; i < indent; i++)
		buffer.PutChar('\t');

	buffer.PutString("{\n");

	//increment indent
	indent++;

	//write all the keys first
	FOR_EACH_VALUE(prev, value)
	{
		for (int i = 0; i < indent; i++)
			buffer.PutChar('\t');

		//write name and value
		buffer.PutChar('"');
		buffer.PutString(value->GetName());
		buffer.PutString("\"\t");

		buffer.PutChar('"');
		buffer.PutString(value->GetString());
		buffer.PutString("\"\n");
	}

	//write all the subkeys now
	FOR_EACH_TRUE_SUBKEY(prev, value)
	{
		//increment indent
		RecursivlyWriteKeyvalues(value, buffer, indent);

		if (value->GetNextTrueSubKey())
			buffer.PutChar('\n');
	}

	//decrement indent
	indent--;

	//write ending }
	for (int i = 0; i < indent; i++)
		buffer.PutChar('\t');

	buffer.PutString("}\n");
}

//-----------------------------------------------------------------------------
// Purpose: Called when a file gets opened/closed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnFileSelected(const char* pszFileName)
{
	//check for null or empty string
	if (!pszFileName || pszFileName[0] == '\0')
		return;

	//check for file save
	if (!m_bWasFileLoad)
	{
		//save the file
		if (m_KeyValues)
		{
			//write everything into a buffer
			CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
			buf.PutString("//------------------------------------------------------------------------------------\n");
			buf.PutString("//\n");
			buf.PutString("// Auto-generated soundscape file created with modbases soundscape tool'\n");
			buf.PutString("//\n");
			buf.PutString("//------------------------------------------------------------------------------------\n");

			//now write the keyvalues
			KeyValues* pCurrent = m_KeyValues;
			while (pCurrent)
			{
				int indent = 0;
				RecursivlyWriteKeyvalues(pCurrent, buf, indent);

				//put a newline
				if (pCurrent->GetNextTrueSubKey())
					buf.PutChar('\n');

				//get next
				pCurrent = pCurrent->GetNextTrueSubKey();
			}

			if (!g_pFullFileSystem->WriteFile(pszFileName, "MOD", buf))
			{
				//play an error sound
				vgui::surface()->PlaySound("resource/warning.wav");

				//get the error first
				char buf[1028];
				Q_snprintf(buf, sizeof(buf), "Failed to save soundscape to file \"%s\"", pszFileName);

				//show an error
				vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
				popup->SetOKButtonText("Ok");
				popup->SetCancelButtonVisible(false);
				popup->AddActionSignalTarget(this);
				popup->DoModal(this);
				return;
			}
		}


		//store vars
		const char* last = pszFileName;
		const char* tmp = nullptr;

		//get the last /
		while ((last = Q_strstr(last, "\\")) != nullptr)
			tmp = ++last; //move past the backslash

		//check tmp
		if (!tmp || !*tmp)
			tmp = pszFileName;

		//set new title
		char buf[1028];
		Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);

		SetTitle(buf, true);

		//create copy of pszFileName
		char manifest[1028];
		Q_strncpy(manifest, pszFileName, sizeof(manifest));

		//get last /
		char* lastSlash = Q_strrchr(manifest, '\\');
		if (lastSlash == nullptr || *lastSlash == '\0')
			return;

		//append 'soundscapes_manifest.txt'
		lastSlash[1] = '\0';
		strcat(manifest, "soundscapes_manifest.txt");

		//see if we can open manifest file
		KeyValues* man_file = new KeyValues("manifest");
		if (!man_file->LoadFromFile(g_pFullFileSystem, manifest))
		{
			//cant open manifest file
			man_file->deleteThis();
			return;
		}

		//get real filename
		pszFileName = Q_strrchr(pszFileName, '\\');
		if (!pszFileName || !*pszFileName)
		{
			man_file->deleteThis();
			return;
		}

		pszFileName = pszFileName + 1;

		//create name to be added to the manifest file
		char add_file[1028];
		Q_snprintf(add_file, sizeof(add_file), "scripts/%s", pszFileName);

		//add filename to manifest file if not found
		FOR_EACH_VALUE(man_file, value)
		{
			if (!Q_strcmp(value->GetString(), add_file))
			{
				man_file->deleteThis();
				return;
			}
		}


		//add to manifest file
		KeyValues* kv = new KeyValues("file");
		kv->SetString(nullptr, add_file);
		man_file->AddSubKey(kv);

		//write to file
		man_file->SaveToFile(g_pFullFileSystem, manifest);

		man_file->deleteThis();
		return;
	}

	//try and load the keyvalues file first
	KeyValues* temp = new KeyValues("SoundscapeFile");
	if (!temp->LoadFromFile(filesystem, pszFileName))
	{
		//play an error sound
		vgui::surface()->PlaySound("resource/warning.wav");

		//get the error first
		char buf[1028];
		Q_snprintf(buf, sizeof(buf), "Failed to open keyvalues file \"%s\"", pszFileName);

		//show an error
		vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
		popup->SetOKButtonText("Ok");
		popup->SetCancelButtonVisible(false);
		popup->AddActionSignalTarget(this);
		popup->DoModal(this);

		temp->deleteThis();
		return;
	}

	//set the new title
	{
		//store vars
		const char* last = pszFileName;
		const char* tmp = nullptr;

		//get the last /
		while ((last = Q_strstr(last, "\\")) != nullptr)
			tmp = ++last; //move past the backslash

		//check tmp
		if (!tmp || !*tmp)
			tmp = pszFileName;

		//create the new new title
		char buf[1028];
		Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);

		SetTitle(buf, true);
	}

	//stop all soundscapes before deleting the old soundscapes
	m_kvCurrSelected = nullptr;

	if (g_IsPlayingSoundscape)
		PlaySelectedSoundscape();

	//delete and set the old keyvalues
	if (m_KeyValues)
		m_KeyValues->deleteThis();

	m_KeyValues = temp;

	//load the file
	LoadFile(m_KeyValues);
}

//-----------------------------------------------------------------------------
// Purpose: Called when a text thing changes
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTextChanged(KeyValues* keyvalues)
{
	//check for these things
	if (!m_pCurrentSelected || !m_kvCurrSelected)
		return;

	//check to see if the current focus is the text text entry
	if (m_TextEntryName->HasFocus())
	{
		//get text
		char buf[50];
		m_TextEntryName->GetText(buf, sizeof(buf));

		//set current text and keyvalue name
		m_kvCurrSelected->SetName(buf);
		m_pCurrentSelected->SetText(buf);
		m_pCurrentSelected->SetCommand(buf);
		return;
	}

	//set dsp
	m_kvCurrSelected->SetInt("dsp", Clamp<int>(m_DspEffects->GetActiveItem(), 0, 28));

	//if the m_kvCurrSound is nullptr then dont do the rest of the stuff
	if (!m_kvCurrSound)
		return;

	//set the curr sound and stuff
	if (m_TimeTextEntry->HasFocus())
	{
		//get text
		char buf[38];
		m_TimeTextEntry->GetText(buf, sizeof(buf));

		m_kvCurrSound->SetString("time", buf);
		return;
	}
	else if (m_VolumeTextEntry->HasFocus())
	{
		//get text
		char buf[38];
		m_VolumeTextEntry->GetText(buf, sizeof(buf));

		m_kvCurrSound->SetString("volume", buf);
		return;
	}
	else if (m_PitchTextEntry->HasFocus())
	{
		//dont add to soundscaep
		if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
			return;

		//get text
		char buf[38];
		m_PitchTextEntry->GetText(buf, sizeof(buf));

		m_kvCurrSound->SetString("pitch", buf);
		return;
	}
	else if (m_PositionTextEntry->HasFocus())
	{
		//get text
		char buf[38];
		m_PositionTextEntry->GetText(buf, sizeof(buf));

		//if the string is empty then remove the position instead
		if (!buf[0])
		{
			if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
				m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("positionoverride"));
			else
				m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("position"));
		}
		else
		{
			if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
				m_kvCurrSound->SetString("positionoverride", buf);
			else
				m_kvCurrSound->SetString("position", buf);

		}

		return;
	}

	//get the sound level amount
	int sndlevel = Clamp<int>(m_SoundLevels->GetActiveItem(), 0, 20);
	m_kvCurrSound->SetString("soundlevel", g_SoundLevels[sndlevel]);

	//set soundscape name/wave
	if (m_SoundNameTextEntry->HasFocus())
	{
		//get text
		char buf[512];
		m_SoundNameTextEntry->GetText(buf, sizeof(buf));

		if (m_iSoundscapeMode == SoundscapeMode::Mode_Looping)
			m_kvCurrSound->SetString("wave", buf);
		else if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
			m_kvCurrSound->SetString("name", buf);
		else if (m_iSoundscapeMode == SoundscapeMode::Mode_Random && m_kvCurrRndwave)
		{
			//get value
			int i = 0;

			FOR_EACH_VALUE(m_kvCurrRndwave, wave)
			{
				if (++i == m_iCurrRndWave)
				{
					wave->SetStringValue(buf);

					//set text on the sounds panel
					vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
					if (button)
					{
						//get last / or \ and make the string be that + 1
						char* fslash = Q_strrchr(buf, '/');
						char* bslash = Q_strrchr(buf, '\\');

						//no forward slash and no back slash
						if (!fslash && !bslash)
						{
							button->SetText(buf);
							return;
						}

						if (fslash > bslash)
						{
							button->SetText(fslash + 1);
							return;
						}

						else if (bslash > fslash)
						{
							button->SetText(bslash + 1);
							return;
						}
					}

					break;
				}
			}
		}

		return;
	}
}

//-----------------------------------------------------------------------------
// Purpose: Loads the keyvalues
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LoadFile(KeyValues* file)
{
	//clear all the text's
	m_TextEntryName->SetEnabled(false);
	m_TextEntryName->SetText("");

	m_DspEffects->SetEnabled(false);
	m_DspEffects->SetText("");

	m_TimeTextEntry->SetEnabled(false);
	m_TimeTextEntry->SetText("");

	m_VolumeTextEntry->SetEnabled(false);
	m_VolumeTextEntry->SetText("");

	m_PitchTextEntry->SetEnabled(false);
	m_PitchTextEntry->SetText("");

	m_PositionTextEntry->SetEnabled(false);
	m_PositionTextEntry->SetText("");

	m_SoundNameTextEntry->SetEnabled(false);
	m_SoundNameTextEntry->SetText("");

	m_SoundNamePlay->SetEnabled(false);

	if (g_SoundPanel)
	{
		g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
		g_SoundPanel->SetVisible(false);
	}

	m_PlaySoundscapeButton->SetEnabled(false);
	m_PlaySoundscapeButton->SetSelected(false);

	m_ResetSoundscapeButton->SetEnabled(false);
	m_DeleteCurrentButton->SetEnabled(false);

	//clear current file
	m_pCurrentSelected = nullptr;
	m_kvCurrSelected = nullptr;
	m_kvCurrSound = nullptr;
	m_kvCurrRndwave = nullptr;

	//clear the menu items
	m_SoundscapesList->Clear();
	m_pSoundList->Clear();
	m_pDataList->Clear();

	m_SoundscapesList->m_Keyvalues = file;
	m_pDataList->m_Keyvalues = nullptr;
	m_pSoundList->m_Keyvalues = nullptr;

	g_IsPlayingSoundscape = false;

	//temp soundscapes list
	CUtlVector<const char*> Added;

	//add all the menu items
	for (KeyValues* soundscape = file; soundscape != nullptr; soundscape = soundscape->GetNextTrueSubKey())
	{
		//add the menu buttons
		const char* name = soundscape->GetName();

		//check for the soundscape first
		if (Added.Find(name) != Added.InvalidIndex())
		{
			ConWarning("CSoundscapePanel: Failed to add repeated soundscape '%s'\n", name);
			continue;
		}

		Added.AddToTail(name);
		m_SoundscapesList->AddButton(name, name, name, this, soundscape, SoundscapeClipboardType::Type_SoundscapeName);
	}

	m_SoundscapesList->m_pSideSlider->SetValue(0);
	m_SoundscapesList->ScrollBarMoved(0);

	//
	OnCommand(file->GetName());
}

//-----------------------------------------------------------------------------
// Purpose: Sets the sounds text
//-----------------------------------------------------------------------------
void CSoundscapeMaker::SetSoundText(const char* text)
{
	m_SoundNameTextEntry->SetText(text);

	//set soundscape name/wave
	if (m_iSoundscapeMode != SoundscapeMode::Mode_Random)
	{
		if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
			m_kvCurrSound->SetString("name", text);
		else
			m_kvCurrSound->SetString("wave", text);
	}
	else
	{
		//get value
		int i = 0;

		FOR_EACH_VALUE(m_kvCurrRndwave, wave)
		{
			if (++i == m_iCurrRndWave)
			{
				wave->SetStringValue(text);

				//set text on the sounds panel
				vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
				if (button)
				{
					//get last / or \ and make the string be that + 1
					char* fslash = Q_strrchr(text, '/');
					char* bslash = Q_strrchr(text, '\\');

					//no forward slash and no back slash
					if (!fslash && !bslash)
					{
						button->SetText(text);
						return;
					}

					if (fslash > bslash)
					{
						button->SetText(fslash + 1);
						return;
					}

					else if (bslash > fslash)
					{
						button->SetText(bslash + 1);
						return;
					}
				}

				break;
			}
		}
	}

	return;
}

//-----------------------------------------------------------------------------
// Purpose: Called when a keyboard key is pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnKeyCodePressed(vgui::KeyCode code)
{
	//check for ctrl o or ctrl s
	if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) ||
		vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RCONTROL))
	{
		if (code == vgui::KeyCode::KEY_O)
			OnCommand(LOAD_BUTTON_COMMAND);
		else if (code == vgui::KeyCode::KEY_S)
			OnCommand(SAVE_BUTTON_COMMAND);
		else if (code == vgui::KeyCode::KEY_N)
			OnCommand(NEW_BUTTON_COMMAND);
		else if (code == vgui::KeyCode::KEY_P)
		{
			//show settings
			g_SettingsPanel->SetVisible(true);
			g_SettingsPanel->RequestFocus();
			g_SettingsPanel->MoveToFront();
		}

		else if (code == vgui::KeyCode::KEY_D)
			OnCommand(DELETE_CURRENT_ITEM_COMMAND);

		//check for ctrl+alt+a
		else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LALT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RALT)) && m_pSoundList && m_pSoundList->m_Keyvalues)
			m_pSoundList->OnCommand(NEW_RNDWAVE_WAVE_COMMAND);

		//check for just ctrl+shift+a
		else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT)) && m_SoundscapesList)
			m_SoundscapesList->OnCommand(ADD_SOUNDSCAPE_COMMAND);

		return;
	}

	//check for arrow keys
	if (code == KEY_DOWN || code == KEY_UP)
	{
		if (m_kvCurrRndwave)
		{
			m_pSoundList->OnKeyCodePressed(code);
		}
		else if (m_kvCurrSelected && m_pDataList->m_MenuButtons.Count())
		{
			m_pDataList->OnKeyCodePressed(code);
		}
		else
		{
			m_SoundscapesList->OnKeyCodePressed(code);
		}

		return;
	}

	//get key bound to this
	const char* key = engine->Key_LookupBinding("modbase_soundscape_panel");
	if (!key)
		return;

	//convert the key to a keyboard code
	const char* keystring = KeyCodeToString(code);

	//remove the KEY_ if found
	if (Q_strstr(keystring, "KEY_") == keystring)
		keystring = keystring + 4;

	//check both strings
	if (!Q_strcasecmp(key, keystring))
		OnClose();
}

//-----------------------------------------------------------------------------
// Purpose: Starts the soundscape on map spawn
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LevelInitPostEntity()
{
	if (g_IsPlayingSoundscape)
		PlaySelectedSoundscape();
}

//-----------------------------------------------------------------------------
// Purpose: Sets keyvalues from text
//-----------------------------------------------------------------------------
void CSoundscapeMaker::Set(const char* buffer)
{
	CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
	buf.PutString(buffer);

	//try and load the keyvalues file first
	KeyValues* temp = new KeyValues("SoundscapeFile");
	if (!temp->LoadFromBuffer("Text Editor Panel Buffer", buf))
	{
		//play an error sound
		vgui::surface()->PlaySound("resource/warning.wav");

		//show an error
		vgui::QueryBox* popup = new vgui::QueryBox("Error", "Failed to open keyvalues data from \"Text Editor Panel\"", this);
		popup->SetOKButtonText("Ok");
		popup->SetCancelButtonVisible(false);
		popup->AddActionSignalTarget(this);
		popup->DoModal(this);

		temp->deleteThis();
		return;
	}

	//stop all soundscapes before deleting the old soundscapes
	m_kvCurrSelected = nullptr;

	if (g_IsPlayingSoundscape)
		PlaySelectedSoundscape();

	//delete and set the old keyvalues
	if (m_KeyValues)
		m_KeyValues->deleteThis();

	m_KeyValues = temp;

	//load the file
	LoadFile(m_KeyValues);
}

//-----------------------------------------------------------------------------
// Purpose: Destructor for soundscape maker panel
//-----------------------------------------------------------------------------
CSoundscapeMaker::~CSoundscapeMaker()
{
	//delete the keyvalue files if needed
	if (m_KeyValues)
		m_KeyValues->deleteThis();
}

//static panel instance
static CSoundscapeMaker* g_SSMakerPanel = nullptr;

//interface class
class CSoundscapeMakerInterface : public ISoundscapeMaker
{
public:
	void Create(vgui::VPANEL parent)
	{
		g_SSMakerPanel = new CSoundscapeMaker(parent);
		g_SoundPanel = new CSoundListPanel(parent, "SoundscapeSoundListPanel");
		g_SettingsPanel = new CSoundscapeSettingsPanel(parent, "SoundscapeSettingsPanel");
		g_SoundscapeTextPanel = new CSoundscapeTextPanel(parent, "SoundscapeTextPanel");
		g_SoundscapeDebugPanel = new CSoundscapeDebugPanel(parent, "SoundscapeDebugPanel");
	}

	void SetVisible(bool bVisible)
	{
		if (g_SSMakerPanel)
			g_SSMakerPanel->SetVisible(bVisible);
	}

	void Destroy()
	{
		if (g_SSMakerPanel)
			g_SSMakerPanel->DeletePanel();

		if (g_SoundPanel)
			g_SoundPanel->DeletePanel();

		if (g_SettingsPanel)
			g_SettingsPanel->DeletePanel();

		if (g_SoundscapeTextPanel)
			g_SoundscapeTextPanel->DeletePanel();

		if (g_SoundscapeDebugPanel)
			g_SoundscapeDebugPanel->DeletePanel();

		if (g_SoundscapeClipboard)
			g_SoundscapeClipboard->DeletePanel();

		g_SSMakerPanel = nullptr;
		g_SoundPanel = nullptr;
		g_SettingsPanel = nullptr;
		g_SoundscapeTextPanel = nullptr;
		g_SoundscapeDebugPanel = nullptr;
		g_SoundscapeClipboard = nullptr;
	}

	void SetSoundText(const char* text)
	{
		if (!g_SSMakerPanel)
			return;

		g_SSMakerPanel->SetSoundText(text);
		g_SSMakerPanel->RequestFocus();
		g_SSMakerPanel->MoveToFront();
	}

	void SetAllVisible(bool bVisible)
	{
		g_ShowSoundscapePanel = false;

		if (g_SSMakerPanel)
			g_SSMakerPanel->SetVisible(bVisible);

		if (g_SoundPanel)
			g_SoundPanel->SetVisible(bVisible);

		if (g_SettingsPanel)
			g_SettingsPanel->SetVisible(bVisible);

		if (g_SoundscapeTextPanel)
			g_SoundscapeTextPanel->SetVisible(bVisible);

		if (g_SoundscapeDebugPanel)
			g_SoundscapeDebugPanel->SetVisible(bVisible);
	}

	void SetBuffer(const char* text)
	{
		if (g_SSMakerPanel)
			g_SSMakerPanel->Set(text);
	}

	KeyValues* GetPanelFile()
	{
		return g_SSMakerPanel->m_KeyValues;
	}

	KeyValues* GetPanelSelected()
	{
		return g_SSMakerPanel->m_kvCurrSelected;
	}

	void PasteFromClipboard(int type)
	{
		g_SSMakerPanel->Paste((SoundscapeClipboardType)type);
	}
};

CSoundscapeMakerInterface SoundscapeMaker;
ISoundscapeMaker* g_SoundscapeMaker = &SoundscapeMaker;

//-----------------------------------------------------------------------------
// Purpose: User message hook function for setting/getting soundscape position
//-----------------------------------------------------------------------------
void _SoundscapeMaker_Recieve(bf_read& bf)
{
	//show the soundscape panel
	g_ShowSoundscapePanel = true;
	g_SSMakerPanel->SetVisible(true);

	//show settings panel
	g_SettingsPanel->SetVisible(true);

	//get the stuff
	byte index = bf.ReadByte();
	Vector pos;
	bf.ReadBitVec3Coord(pos);

	//if index == -1 (255) then that means the message was canceled
	if (index == 255)
		return;

	//clamp index and get pos
	index = Clamp<int>(index, 0, MAX_SOUNDSCAPES - 1);

	//send message to settings
	g_SettingsPanel->SetItem(index, pos);
}

//-----------------------------------------------------------------------------
// Purpose: Command to toggle the soundscape panel
//-----------------------------------------------------------------------------
CON_COMMAND(modbase_soundscape_panel, "Toggles the modebase soundscape panel")
{
	g_ShowSoundscapePanel = !g_ShowSoundscapePanel;
	SoundscapeMaker.SetVisible(g_ShowSoundscapePanel);

	//tell player to stop soundscape mode
	static ConCommand* cc = cvar->FindCommand("__ss_maker_stop");
	if (cc)
		cc->Dispatch({});
}