Programming/vgui soundscape maker.cpp: Difference between revisions

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m ((ok final edit) fixed g_SoundscapePositions array size being 1 too small)
(Added clipboard for copying and pasting)
 
(16 intermediate revisions by the same user not shown)
Line 24: Line 24:
#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 <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);
 
//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);


//sound levels
//draw the line
static const char* g_SoundLevels[] = {
vgui::surface()->DrawLine(0, y, w, y);
"SNDLVL_50dB",
 
"SNDLVL_55dB",
float labelValue = frac * m_flMaxValue;
"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"
};


//holds all the sound names
char buf[32];
static CUtlVector<char*> g_SoundDirectories;
Q_snprintf(buf, sizeof(buf), "%.2f", labelValue);


//-----------------------------------------------------------------------------
vgui::surface()->DrawSetTextFont(GetFont());
// Purpose: Sort function for utl vector
vgui::surface()->DrawSetTextColor(255, 255, 255, 255);
//-----------------------------------------------------------------------------
static int VectorSortFunc(char* const* p1, char* const* p2)
{
return Q_stricmp(*p1, *p2);
}


//-----------------------------------------------------------------------------
//set text pos
// Purpose: Gets all the sound names and stores them into g_SoundDirectories
if (labelValue == m_flMaxValue)
//-----------------------------------------------------------------------------
vgui::surface()->DrawSetTextPos(5, y);
static void GetSoundNames()
else if (labelValue <= 0.0f)
{
vgui::surface()->DrawSetTextPos(5, y - 14);
//first off clear the sound array first
else
for (int i = 0; i < g_SoundDirectories.Count(); i++)
vgui::surface()->DrawSetTextPos(5, y - 8);
free(g_SoundDirectories[i]);


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


//directories to search
//get now time
CUtlVector<char*> directoriesToSearch;
float now = vgui::system()->GetFrameTime();
directoriesToSearch.AddToTail(strdup("sound"));


//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);


//create a wildcard path to search all files and subdirs
//set color
char searchPath[MAX_PATH];
vgui::surface()->DrawSetColor(line.r, line.g, line.b, 255);
Q_snprintf(searchPath, sizeof(searchPath), "%s/*", currentDir);


FileFindHandle_t findHandle;
//do stuff
const char* filename = g_pFullFileSystem->FindFirst(searchPath, &findHandle);
float elapsed = m_bRunning ? (now - line.startTime - line.offset) : line.elapsedWhenStopped;
if (elapsed < 0.0f)
continue;


while (filename)
float effectiveDuration = m_flDuration / line.speed;
{
//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 (elapsed > effectiveDuration)
if (g_pFullFileSystem->FindIsDirectory(findHandle))
elapsed = effectiveDuration;
{
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
float progress = elapsed / effectiveDuration;
filename = g_pFullFileSystem->FindNext(findHandle);
}


//free the memory
int lastX = -1;
g_pFullFileSystem->FindClose(findHandle);
int lastY = -1;
free(currentDir);
}


//
// Calculate the maximum possible width fraction for this line considering the offset
g_SoundDirectories.Sort(VectorSortFunc);
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;


//vector positions
// Stop drawing if t > progress for this line
Vector g_SoundscapePositions[] = {
if (t > progress)
vec3_origin,
break;
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin
};


#define SETTINGS_PANEL_WIDTH 350
float curve;
#define SETTINGS_PANEL_HEIGHT 250
if (line.ascending)
 
curve = t * t * t;
#define SETTINGS_PANEL_COMMAND_POS1 "GetPos0"
else
#define SETTINGS_PANEL_COMMAND_POS2 "GetPos1"
curve = 1.0f - t * t;
#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 MAX_SOUNDSCAPES 8
// Calculate the X position using offset + scaled max width for this line
float combinedPos = line.offset + t * maxWidthForLine;


//soundscape maker settings panel
// Stop if combinedPos is beyond max graph width fraction (to not draw outside graph area)
class CSoundscapeSettingsPanel : public vgui::Frame
if (combinedPos > line.m_flGraphWidthFraction)
{
break;
public:
DECLARE_CLASS_SIMPLE(CSoundscapeSettingsPanel, vgui::Frame);


CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name);
int x = (int)(w * combinedPos);
int y = (int)(h - curve * h);


//other
//draw the line
void OnCommand(const char* pszCommand);
if (lastX >= 0 && lastY >= 0)
vgui::surface()->DrawLine(lastX, lastY, x, y);


//sets the text
lastX = x;
void SetItem(int index, const Vector& value);
lastY = y;
}
}
}


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


~CSoundscapeSettingsPanel();
//start running
m_bRunning = true;
}
}


private:
//-----------------------------------------------------------------------------
//position text entries
// Purpose: Stops drawing the graphs
vgui::TextEntry* m_TextEntryPos0;
//-----------------------------------------------------------------------------
vgui::TextEntry* m_TextEntryPos1;
void CGraphPanel::Stop()
vgui::TextEntry* m_TextEntryPos2;
{
vgui::TextEntry* m_TextEntryPos3;
//check for running
vgui::TextEntry* m_TextEntryPos4;
if (m_bRunning)
vgui::TextEntry* m_TextEntryPos5;
{
vgui::TextEntry* m_TextEntryPos6;
float now = vgui::system()->GetFrameTime();
vgui::TextEntry* m_TextEntryPos7;
for (int i = 0; i < m_Lines.Count(); ++i)
vgui::CheckButton* m_ShowSoundscapePositions;
m_Lines[i].elapsedWhenStopped = now - m_Lines[i].startTime;


friend class CSoundscapeMaker;
//stop running
};
m_bRunning = false;
}
}


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


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Purpose: Resets the lines
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeSettingsPanel::CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name)
void CGraphPanel::Restart()
: BaseClass(nullptr, name)
{
{
SetParent(parent);
for (int i = 0; i < m_Lines.Count(); i++)
{
m_Lines[i].startTime = vgui::system()->GetFrameTime();
m_Lines[i].elapsedWhenStopped = 0.0f;
}


SetKeyBoardInputEnabled(true);
m_flTimeOffset += 0.1f;
SetMouseInputEnabled(true);
}


SetProportional(false);
//-----------------------------------------------------------------------------
SetTitleBarVisible(true);
// Purpose: Adds a line to the line graph
SetMinimizeButtonVisible(false);
//-----------------------------------------------------------------------------
SetMaximizeButtonVisible(false);
void CGraphPanel::AddLine(bool ascending, unsigned char r, unsigned char g, unsigned char b, float speed, float flGraphWidthFraction)
SetCloseButtonVisible(true);
{
SetSizeable(false);
//check speed
SetMoveable(true);
if (speed <= 0.0f)
SetVisible(false);
speed = 1.0f;


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


SetTitle("Soundscape Maker Settings", true);
//add to lines array
SetSize(SETTINGS_PANEL_WIDTH, SETTINGS_PANEL_HEIGHT);
m_Lines.AddToTail(line);
SetPos((ScreenWide - SETTINGS_PANEL_WIDTH) / 2, (ScreenTall - SETTINGS_PANEL_HEIGHT) / 2);
m_flTimeOffset += 0.1f;
}


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
//-----------------------------------------------------------------------------
// Purpose: Removes a line graph
//-----------------------------------------------------------------------------
void CGraphPanel::RemoveLine(int index)
{
//bounds check
if (index >= m_Lines.Count() || index < 0)
return;


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


//get positions
//move everything down
const char* pos0 = settings->GetString("Position0", "0 0 0");
m_flTimeOffset = 0.0f;
const char* pos1 = settings->GetString("Position1", "0 0 0");
for (int i = 0; i < m_Lines.Count(); ++i)
const char* pos2 = settings->GetString("Position2", "0 0 0");
{
const char* pos3 = settings->GetString("Position3", "0 0 0");
m_Lines[i].offset = m_flTimeOffset;
const char* pos4 = settings->GetString("Position4", "0 0 0");
m_flTimeOffset += 0.1f;
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");
// Purpose: Called when scheme settings are set
m_TextEntryPos0->SetEnabled(true);
//-----------------------------------------------------------------------------
m_TextEntryPos0->SetText(pos0 ? pos0 : "0 0 0");
void CGraphPanel::ApplySchemeSettings(vgui::IScheme* scheme)
m_TextEntryPos0->SetBounds(5, 30, 230, 20);
{
m_TextEntryPos0->SetMaximumCharCount(32);
SetFont(scheme->GetFont("Default", IsProportional()));
}


//create position 1 button
//selected text mode
vgui::Button* m_ButtonPos0 = new vgui::Button(this, "PosButton0", "Find Position 0", this, SETTINGS_PANEL_COMMAND_POS1);
enum class SoundscapeMode
m_ButtonPos0->SetBounds(240, 30, 100, 20);
{
Mode_Random,
Mode_Soundscape,
Mode_Looping,
};


//create position text 1
//soundscape clipboard type
m_TextEntryPos1 = new vgui::TextEntry(this, "PosTextEntry1");
enum class SoundscapeClipboardType
m_TextEntryPos1->SetEnabled(true);
{
m_TextEntryPos1->SetText(pos1 ? pos1 : "0 0 0");
Type_SoundscapeNone,
m_TextEntryPos1->SetBounds(5, 55, 230, 20);
Type_SoundscapeName,
m_TextEntryPos1->SetMaximumCharCount(32);
Type_SoundscapeData,
Type_SoundscapeRandomWave,
};


//create position 2 button
//dsp effects
vgui::Button* m_ButtonPos1 = new vgui::Button(this, "PosButton1", "Find Position 1", this, SETTINGS_PANEL_COMMAND_POS2);
static const char* g_DspEffects[] = {
m_ButtonPos1->SetBounds(240, 55, 100, 20);
"Normal (off)",
"Generic",
//create position text 3
"Metal Small",
m_TextEntryPos2 = new vgui::TextEntry(this, "PosTextEntry0");
"Metal Medium",
m_TextEntryPos2->SetEnabled(true);
"Metal Large",
m_TextEntryPos2->SetText(pos2 ? pos2 : "0 0 0");
"Tunnel Small",
m_TextEntryPos2->SetBounds(5, 80, 230, 20);
"Tunnel Medium",
m_TextEntryPos2->SetMaximumCharCount(32);
"Tunnel Large",
 
"Chamber Small",
//create position 1 button
"Chamber Medium",
vgui::Button* m_ButtonPos2 = new vgui::Button(this, "PosButton2", "Find Position 2", this, SETTINGS_PANEL_COMMAND_POS3);
"Chamber Large",
m_ButtonPos2->SetBounds(240, 80, 100, 20);
"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",
};


// create position text 4
//sound levels
m_TextEntryPos3 = new vgui::TextEntry(this, "PosTextEntry3");
static const char* g_SoundLevels[] = {
m_TextEntryPos3->SetEnabled(true);
"SNDLVL_50dB",
m_TextEntryPos3->SetText(pos3 ? pos3 : "0 0 0");
"SNDLVL_55dB",
m_TextEntryPos3->SetBounds(5, 105, 230, 20);
"SNDLVL_IDLE",
m_TextEntryPos3->SetMaximumCharCount(32);
"SNDLVL_TALKING",
 
"SNDLVL_60dB",
// create position 4 button
"SNDLVL_65dB",
vgui::Button* m_ButtonPos3 = new vgui::Button(this, "PosButton3", "Find Position 3", this, SETTINGS_PANEL_COMMAND_POS4);
"SNDLVL_STATIC",
m_ButtonPos3->SetBounds(240, 105, 100, 20);
"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;


// create position text 5
//max clipboard size
m_TextEntryPos4 = new vgui::TextEntry(this, "PosTextEntry4");
#define MAX_CLIPBOARD_ITEMS 10
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
//current clipboard stuff
vgui::Button* m_ButtonPos4 = new vgui::Button(this, "PosButton4", "Find Position 4", this, SETTINGS_PANEL_COMMAND_POS5);
static CUtlVector<KeyValues*> CurrClipboardName; //for soundscape name
m_ButtonPos4->SetBounds(240, 130, 100, 20);
static CUtlVector<KeyValues*> CurrClipboardData; //for soundscape data
static CUtlVector<KeyValues*> CurrClipboardRandom; //for random wave


// create position text 6
//-----------------------------------------------------------------------------
m_TextEntryPos5 = new vgui::TextEntry(this, "PosTextEntry5");
// Purpose: Helper funciton to compare vector and string
m_TextEntryPos5->SetEnabled(true);
//-----------------------------------------------------------------------------
m_TextEntryPos5->SetText(pos5 ? pos5 : "0 0 0");
int Q_vecstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
m_TextEntryPos5->SetBounds(5, 155, 230, 20);
{
m_TextEntryPos5->SetMaximumCharCount(32);
//check for null substring
if (!substr || !*substr)
return -1;


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


// create position text 7
//search for match
m_TextEntryPos6 = new vgui::TextEntry(this, "PosTextEntry6");
for (int i = startindex; i <= endindex; ++i)
m_TextEntryPos6->SetEnabled(true);
{
m_TextEntryPos6->SetText(pos6 ? pos6 : "0 0 0");
bool match = true;
m_TextEntryPos6->SetBounds(5, 180, 230, 20);
for (int j = 0; j < substrLen; ++j)
m_TextEntryPos6->SetMaximumCharCount(32);
{
wchar_t wc = vec[i + j];
char ch = substr[j];
if (wc != ch)
{
match = false;
break;
}
}


// create position 7 button
//found match
vgui::Button* m_ButtonPos6 = new vgui::Button(this, "PosButton6", "Find Position 6", this, SETTINGS_PANEL_COMMAND_POS7);
if (match)
m_ButtonPos6->SetBounds(240, 180, 100, 20);
return i;
}
// 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
//didnt find match
vgui::Button* m_ButtonPos7 = new vgui::Button(this, "PosButton7", "Find Position 7", this, SETTINGS_PANEL_COMMAND_POS8);
return -1;
m_ButtonPos7->SetBounds(240, 205, 100, 20);
}


// create show soundscape positions checkbox
//-----------------------------------------------------------------------------
m_ShowSoundscapePositions = new vgui::CheckButton(this, "ShowCheckox", "Show Soundscape Positions");
// Purpose: Helper funciton to compare vector and string but reversed
m_ShowSoundscapePositions->SetBounds(75, 225, 200, 20);
//-----------------------------------------------------------------------------
m_ShowSoundscapePositions->SetCommand(SETTINGS_PANEL_COMMAND_SHOW);
int Q_vecrstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
m_ShowSoundscapePositions->SetSelected(settings->GetBool("ShowSoundscapes", false));
{
//check for null substring
if (!substr || !*substr)
return -1;


//set convar value
//store variables
static ConVar* cv = cvar->FindVar("__ss_draw");
int substrLen = Q_strlen(substr);
if (cv)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


//set server positions
//search for match
ConCommand* cc = cvar->FindCommand("__ss_maker_set");
for (int i = endindex - substrLen + 1; i >= startindex; --i)
if (cc)
{
{
CCommand args;
bool match = true;
 
for (int j = 0; j < substrLen; ++j)
//do pos 0
if (pos0)
{
{
args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
wchar_t wc = vec[i + j];
cc->Dispatch(args);
char ch = substr[j];
 
if (wc != ch)
UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
{
match = false;
break;
}
}
}


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


UTIL_StringToVector(g_SoundscapePositions[1].Base(), pos1);
//didnt find match
}
return -1;
}


//do pos 2
//holds all the sound names
if (pos2)
static CUtlVector<char*> g_SoundDirectories;
{
args.Tokenize(CFmtStr("ssmaker 2 %s 1", pos2));
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[2].Base(), pos2);
//-----------------------------------------------------------------------------
}
// Purpose: Sort function for utl vector
//-----------------------------------------------------------------------------
static int VectorSortFunc(char* const* p1, char* const* p2)
{
return Q_stricmp(*p1, *p2);
}


//do pos 3
//-----------------------------------------------------------------------------
if (pos3)
// Purpose: Sort function for utl vector
{
//-----------------------------------------------------------------------------
args.Tokenize(CFmtStr("ssmaker 3 %s 1", pos3));
static int VectorSortFunc(const char* const* p1, const char* const* p2)
cc->Dispatch(args);
{
return Q_stricmp(*p1, *p2);
}


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


//do pos 4
//directories to search
if (pos4)
CUtlVector<char*> directoriesToSearch;
{
directoriesToSearch.AddToTail(strdup("sound"));
args.Tokenize(CFmtStr("ssmaker 4 %s 1", pos4));
cc->Dispatch(args);


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


//do pos 5
//create a wildcard path to search all files and subdirs
if (pos5)
char searchPath[MAX_PATH];
{
Q_snprintf(searchPath, sizeof(searchPath), "%s/*", currentDir);
args.Tokenize(CFmtStr("ssmaker 5 %s 1", pos5));
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[5].Base(), pos5);
FileFindHandle_t findHandle;
}
const char* filename = g_pFullFileSystem->FindFirst(searchPath, &findHandle);


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


UTIL_StringToVector(g_SoundscapePositions[6].Base(), pos6);
// Move to next file
filename = g_pFullFileSystem->FindNext(findHandle);
}
}


//do pos 7
//free the memory
if (pos7)
g_pFullFileSystem->FindClose(findHandle);
{
free(currentDir);
args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
cc->Dispatch(args);
 
UTIL_StringToVector(g_SoundscapePositions[7].Base(), pos7);
}
}
}


//delete settings
//
settings->deleteThis();
g_SoundDirectories.Sort(VectorSortFunc);
}
}


//-----------------------------------------------------------------------------
 
// Purpose: Called on command
//text entry for text edit panel
//-----------------------------------------------------------------------------
 
void CSoundscapeSettingsPanel::OnCommand(const char* pszCommand)
 
class CTextPanelTextEntry : public vgui::TextEntry
{
{
if (Q_strstr(pszCommand, "GetPos") == pszCommand)
public:
DECLARE_CLASS_SIMPLE(CTextPanelTextEntry, vgui::TextEntry)
 
//constructor
CTextPanelTextEntry(vgui::Panel* parent, const char* panelName)
: TextEntry(parent, panelName)
{
{
//search for number
SetMultiline(true);
pszCommand = pszCommand + 6;
}


//execute command
//called on keycode typed
static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
virtual void OnKeyCodeTyped(vgui::KeyCode code)
if (cc)
{
{
//check for enter or enter
//hide everything first
if (code == KEY_ENTER || code == KEY_PAD_ENTER)
g_SoundscapeMaker->SetAllVisible(false);
InsertString("\n");


CCommand args;
//check for tab
args.Tokenize(CFmtStr("ssmaker %d", atoi(pszCommand)));
else if (code == KEY_TAB)
cc->Dispatch(args);
InsertString("    ");
}


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


else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
//called on keycode pressed
void OnKeyCodePressed(vgui::KeyCode code)
{
{
static ConVar* cv = cvar->FindVar("__ss_draw");
if (code == KEY_ENTER || code == KEY_PAD_ENTER
if (cv)
|| code == KEY_TAB)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());
return;


return;
BaseClass::OnKeyCodePressed(code);
}
}


BaseClass::OnCommand(pszCommand);
//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
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::SetItem(int index, const Vector& value)
CSoundscapeClipboard::CSoundscapeClipboard(SoundscapeClipboardType type)
: BaseClass(nullptr, "SoundscapeMakerClipboard"), m_Type(type)
{
{
const char* text = CFmtStr("%.3f %.3f %.3f", value.x, value.y, value.z);
//get the size of the panel
int tall = 30;


//check index
switch (type)
switch (index)
{
{
case 0:
case SoundscapeClipboardType::Type_SoundscapeName:
m_TextEntryPos0->RequestFocus();
tall += 29 * CurrClipboardName.Count();
m_TextEntryPos0->SetText(text);
break;
g_SoundscapePositions[0] = value;
case SoundscapeClipboardType::Type_SoundscapeData:
tall += 29 * CurrClipboardData.Count();
break;
break;
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
case 1:
tall += 29 * CurrClipboardRandom.Count();
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;
break;
}
SetParent(enginevgui->GetPanel(VGuiPanel_t::PANEL_TOOLS));
SetCloseButtonVisible(true);
SetSize(300, tall);
MoveToCenterOfScreen();
SetTitle("Soundscape Clipboard", true);
SetSizeable(false);
SetDeleteSelfOnClose(true);


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


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


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on text changed
// Purpose: Creates all the clipboard buttons
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
void CSoundscapeClipboard::CreateButtons()
{
{
static ConCommand* cc = cvar->FindCommand("__ss_maker_set");
switch (m_Type)
 
{
//check focus
case SoundscapeClipboardType::Type_SoundscapeName:
if (m_TextEntryPos0->HasFocus())
{
{
//get text
//add all the buttons
char buf[512];
for (int i = 0; i < CurrClipboardName.Count(); i++)
m_TextEntryPos0->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[0].Base(), buf);
 
//do command
if (cc)
{
{
CCommand args;
vgui::Button* button = new vgui::Button(this, CFmtStr("PasteButton%d", i), CFmtStr("%.50s", CurrClipboardName[i]->GetName()));
args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
button->SetBounds(10, 29 + (i * 27), 280, 25);
cc->Dispatch(args);
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), "");


return;
//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;


//check focus
button->SetText(CFmtStr("%s : '%s'", name, looping));
if (m_TextEntryPos1->HasFocus())
}
{
else
//get text
{
char buf[512];
const char* looping = CurrClipboardData[i]->GetString("name");
m_TextEntryPos1->GetText(buf, sizeof(buf));
if (strlen(looping) > 25)
looping += strlen(looping) - 25;


//convert to vector
button->SetText(CFmtStr("%s : '%s'", name, looping));
UTIL_StringToVector(g_SoundscapePositions[1].Base(), buf);
}


//do command
//set other stuff
if (cc)
button->SetBounds(10, 29 + (i * 27), 280, 25);
{
button->SetCommand(CFmtStr("$PASTE%d", i));
CCommand args;
args.Tokenize(CFmtStr("ssmaker 1 %s 1", buf));
cc->Dispatch(args);
}
}
 
break;
return;
}
}
 
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
//check focus
if (m_TextEntryPos2->HasFocus())
{
{
//get text
//add all the buttons
char buf[512];
for (int i = 0; i < CurrClipboardRandom.Count(); i++)
m_TextEntryPos2->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[2].Base(), buf);
 
//do command
if (cc)
{
{
CCommand args;
vgui::Button* button = new vgui::Button(this, CFmtStr("PasteButton%d", i), CurrClipboardRandom[i]->GetString());
args.Tokenize(CFmtStr("ssmaker 2 %s 1", buf));
button->SetBounds(10, 29 + (i * 27), 280, 25);
cc->Dispatch(args);
button->SetCommand(CFmtStr("$PASTE%d", i));
}
}
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when focus is killed
//-----------------------------------------------------------------------------
void CSoundscapeClipboard::OnClose()
{
g_SoundscapeClipboard = nullptr;


return;
BaseClass::OnClose();
}
}


//check focus
//-----------------------------------------------------------------------------
if (m_TextEntryPos3->HasFocus())
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeClipboard::OnCommand(const char* command)
{
if (Q_stristr(command, "$PASTE") == command)
{
{
//get text
//get index
char buf[512];
int index = atoi(command + 6);
m_TextEntryPos3->GetText(buf, sizeof(buf));


//convert to vector
//so this is what i am gonna do:
UTIL_StringToVector(g_SoundscapePositions[3].Base(), buf);
// 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;


//do command
CurrClipboardName.AddToTail(CurrClipboardName[index]);
if (cc)
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
{
CurrClipboardName.Remove(CurrClipboardName.Count() - 1);
CCommand args;
break;
args.Tokenize(CFmtStr("ssmaker 3 %s 1", buf));
case SoundscapeClipboardType::Type_SoundscapeData:
cc->Dispatch(args);
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);
}


return;
}


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


//convert to vector
//soundscape maker text editor panel
UTIL_StringToVector(g_SoundscapePositions[4].Base(), buf);
#define TEXT_PANEL_WIDTH 760
#define TEXT_PANEL_HEIGHT 630


//do command
#define TEXT_PANEL_COMMAND_SET "Set"
if (cc)
#define TEXT_PANEL_COMMAND_SET_OK "SetOk"
{
#define TEXT_PANEL_COMMAND_FIND "FInd"
CCommand args;
args.Tokenize(CFmtStr("ssmaker 4 %s 1", buf));
cc->Dispatch(args);
}


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


//check focus
CSoundscapeTextPanel(vgui::VPANEL parent, const char* name);
if (m_TextEntryPos5->HasFocus())
{
//get text
char buf[512];
m_TextEntryPos5->GetText(buf, sizeof(buf));


//convert to vector
//sets the keyvalues
UTIL_StringToVector(g_SoundscapePositions[5].Base(), buf);
void Set(KeyValues* keyvalues);
void RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent);


//do command
//other
if (cc)
void OnCommand(const char* pszCommand);
{
void PerformLayout();
CCommand args;
void OnClose() { BaseClass::OnClose(); }
args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
cc->Dispatch(args);
}


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


//check focus
//-----------------------------------------------------------------------------
if (m_TextEntryPos6->HasFocus())
// Purpose: Constructor
{
//-----------------------------------------------------------------------------
//get text
CSoundscapeTextPanel::CSoundscapeTextPanel(vgui::VPANEL parent, const char* name)
char buf[512];
: BaseClass(nullptr, name)
m_TextEntryPos6->GetText(buf, sizeof(buf));
{
SetParent(parent);


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


//do command
SetProportional(false);
if (cc)
SetTitleBarVisible(true);
{
SetMinimizeButtonVisible(false);
CCommand args;
SetMaximizeButtonVisible(false);
args.Tokenize(CFmtStr("ssmaker 6 %s 1", buf));
SetCloseButtonVisible(true);
cc->Dispatch(args);
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);


return;
}


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


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


//do command
//make set button
if (cc)
m_SetButton = new vgui::Button(this, "SetButton", "Apply Changes To Keyvalue Maker");
{
m_SetButton->SetBounds(5, TEXT_PANEL_HEIGHT - 27, 250, 25);
CCommand args;
m_SetButton->SetCommand(TEXT_PANEL_COMMAND_SET);
args.Tokenize(CFmtStr("ssmaker 7 %s 1", buf));
cc->Dispatch(args);
}


return;
//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: Destructor
// Purpose: Sets the keyvalues
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeSettingsPanel::~CSoundscapeSettingsPanel()
void CSoundscapeTextPanel::Set(KeyValues* keyvalues)
{
{
//save everything
//write everything into a buffer
KeyValues* settings = new KeyValues("settings");
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();
}


//get text's
//write that to the m_Text
char text0[64];
m_Text->SetText((const char*)buf.Base());
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));
// Purpose: Recursively writes to a util buffer
m_TextEntryPos2->GetText(text2, sizeof(text2));
//-----------------------------------------------------------------------------
m_TextEntryPos3->GetText(text3, sizeof(text3));
void CSoundscapeTextPanel::RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent)
m_TextEntryPos4->GetText(text4, sizeof(text4));
{
m_TextEntryPos5->GetText(text5, sizeof(text5));
//write \t indent
m_TextEntryPos6->GetText(text6, sizeof(text6));
for (int i = 0; i < indent; i++)
m_TextEntryPos7->GetText(text7, sizeof(text7));
buffer.PutString("    ");


//save text entries
//write name
settings->SetString("Position0", text0);
buffer.PutChar('"');
settings->SetString("Position1", text1);
buffer.PutString(keyvalues->GetName());
settings->SetString("Position2", text2);
buffer.PutString("\"\n");
settings->SetString("Position3", text3);
settings->SetString("Position4", text4);
settings->SetString("Position5", text5);
settings->SetString("Position6", text6);
settings->SetString("Position7", text7);


//save check buttons
//write {
settings->SetBool("ShowSoundscapes", m_ShowSoundscapePositions->IsSelected());
for (int i = 0; i < indent; i++)
buffer.PutString("   ");


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


//static soundscape settings panel
//increment indent
static CSoundscapeSettingsPanel* g_SettingsPanel = nullptr;
indent++;


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


//button
//write name and value
class CSoundscapeButton : public vgui::Button
buffer.PutChar('"');
{
buffer.PutString(value->GetName());
public:
buffer.PutString("\"    ");
DECLARE_CLASS_SIMPLE(CSoundscapeButton, vgui::Button)


CSoundscapeButton(vgui::Panel* parent, const char* name, const char* text, vgui::Panel* target = nullptr, const char* command = nullptr)
buffer.PutChar('"');
: BaseClass(parent, name, text, target, command), m_bIsSelected(false)  
buffer.PutString(value->GetString());
{
buffer.PutString("\"\n");
m_ColorSelected = Color(200, 200, 200, 200);
m_FgColorSelected = Color(0, 0, 0, 255);
}
}


//apply scheme settings
//write all the subkeys now
void ApplySchemeSettings(vgui::IScheme* scheme)
FOR_EACH_TRUE_SUBKEY(keyvalues, value)
{
{
BaseClass::ApplySchemeSettings(scheme);
//increment indent
RecursiveSetText(value, buffer, indent);


m_ColorNotSelected = GetButtonArmedBgColor();
if (value->GetNextTrueSubKey())
m_FgColorNotSelectedd = GetButtonArmedFgColor();
buffer.PutChar('\n');
}
}


//paints the background
//decrement indent
void PaintBackground()
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))
{
{
if (m_bIsSelected)
//play sound
SetBgColor(m_ColorSelected);
vgui::surface()->PlaySound("ui/buttonclickrelease.wav");
else
SetBgColor(m_ColorNotSelected);


BaseClass::PaintBackground();
//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));
//paints
popup->SetCancelButtonVisible(false);
void Paint()
popup->AddActionSignalTarget(this);
{
popup->DoModal(this);
if (m_bIsSelected)
return;
SetFgColor(m_FgColorSelected);
else
SetFgColor(m_FgColorNotSelectedd);
BaseClass::Paint();
}
}


//is this selected or not
//set text
bool m_bIsSelected;
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET_OK))
static Color m_ColorSelected;
{
static Color m_ColorNotSelected;
//get string
static Color m_FgColorSelected;
int len = m_Text->GetTextLength() + 1;
static Color m_FgColorNotSelectedd;
};


Color CSoundscapeButton::m_ColorSelected = Color();
char* buf = new char[len];
Color CSoundscapeButton::m_ColorNotSelected = Color();
m_Text->GetText(buf, len);
Color CSoundscapeButton::m_FgColorSelected = Color();
Color CSoundscapeButton::m_FgColorNotSelectedd = Color();


g_SoundscapeMaker->SetBuffer(buf);


//soundscape combo box
//delete string
delete[] buf;


class CSoundListComboBox : public vgui::ComboBox
//hide this
{
SetVisible(false);
public:
return;
DECLARE_CLASS_SIMPLE(CSoundListComboBox, vgui::ComboBox);
}


CSoundListComboBox(Panel* parent, const char* panelName, int numLines, bool allowEdit) :
//find text
BaseClass(parent, panelName, numLines, allowEdit) {}
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_FIND))
{
//get buffer
char buf[128];
m_FindTextEntry->GetText(buf, sizeof(buf));


//on key typed. check for menu item with text inside it and if found then
int index = m_Text->_cursorPos + 1;
//select that item.
int find = -1;
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
//go in reversed order if holding shift
if (unichar == 13)
if (vgui::input()->IsKeyDown(KEY_LSHIFT) || vgui::input()->IsKeyDown(KEY_RSHIFT))
{
{
ShowMenu();
return;
}


BaseClass::OnKeyTyped(unichar);
//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");


//check for backspace
//get text
if (unichar == 8 || unichar == '_')
char error[512];
return;
Q_snprintf(error, sizeof(error), "Couldnt find any instances of '%s'", buf);


//get text
//show an error
char buf[512];
vgui::QueryBox* popup = new vgui::QueryBox("No Instances Found", error, this);
GetText(buf, sizeof(buf));
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


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


//look for sound with same name starting from the start first
//get number of newlines
for (int i = start; i < g_SoundDirectories.Count(); i++)
/*int newline = 0;
int column = 0;
for (int i = 0; i < find; i++)
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
if (m_Text->m_TextStream[i] == '\n')
{
{
GetMenu()->SetCurrentlyHighlightedItem(i);
newline++;
return;
column = 0;
}
}
}
else
//now cheeck from 0 to the start
for (int i = 0; i < start; i++)
{
if (Q_stristr(g_SoundDirectories[i], buf))
{
{
GetMenu()->SetCurrentlyHighlightedItem(i);
column++;
return;
}
}
}
}*/
}
};


//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();


//sounds list panel
return;
}


#define SOUND_LIST_PANEL_WIDTH 375
BaseClass::OnCommand(pszCommand);
#define SOUND_LIST_PANEL_HEIGHT 255
}
#define SOUND_LIST_PLAY_COMMAND "PlaySound"
 
#define SOUND_LIST_STOP_COMMAND "StopSound"
//-----------------------------------------------------------------------------
#define SOUND_LIST_INSERT_COMMAND "Insert"
// Purpose: Called on panel size changed
#define SOUND_LIST_RELOAD_COMMAND "Reload"
//-----------------------------------------------------------------------------
#define SOUND_LIST_SEARCH_COMMAND "Search"
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 CSoundListPanel : public vgui::Frame
class CSoundscapeDebugPanel : public vgui::Frame
{
{
public:
public:
DECLARE_CLASS_SIMPLE(CSoundListPanel, vgui::Frame);
DECLARE_CLASS_SIMPLE(CSoundscapeDebugPanel, vgui::Frame);


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


//initalizes sound combo box
//sets the keyvalues
void InitalizeSounds();
void AddMessage(Color color, const char* text);


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


private:
private:
friend class CSoundscapeMaker;
vgui::RichText* m_Text;
vgui::Button* m_ClearButton;
vgui::Label* m_SoundscapesFadingInText;


CSoundListComboBox* m_SoundsList;
public:
vgui::TextEntry* m_SearchText;
CGraphPanel* m_PanelSoundscapesFadingIn;
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;
};
};


Line 948: Line 1,227:
// Purpose: Constructor
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
CSoundscapeDebugPanel::CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
: BaseClass(nullptr, name)
{
{
Line 961: Line 1,240:
SetMaximizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetCloseButtonVisible(true);
SetSizeable(false);
SetSizeable(true);
SetMoveable(true);
SetMoveable(true);
SetVisible(false);
SetVisible(false);
SetMinimumSize(575, 280);


//set the size and pos
SetTitle("Soundscape Debug Panel", true);
int ScreenWide, ScreenTall;
SetSize(DEBUG_PANEL_WIDTH, DEBUG_PANEL_HEIGHT);
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
SetPos(0, 0);


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);


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));


//create combo box
//make text entry
m_SoundsList = new CSoundListComboBox(this, "SoundsList", 20, true);
m_Text = new vgui::RichText(this, "DebugText");
m_SoundsList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_Text->SetBounds(5, 25, DEBUG_PANEL_WIDTH - 10, DEBUG_PANEL_HEIGHT - 55);
m_SoundsList->AddActionSignalTarget(this);
m_Text->SetEnabled(true);
m_Text->SetVerticalScrollbar(true);
//make divider
vgui::Divider* divider1 = new vgui::Divider(this, "Divider");
divider1->SetBounds(-5, 48, SOUND_LIST_PANEL_WIDTH + 10, 2);


//create text
//make clear button
vgui::Label* label1 = new vgui::Label(this, "FindSound", "Find Sound");
m_ClearButton = new vgui::Button(this, "ClearButton", "Clear");
label1->SetBounds(147, 51, 120, 20);
m_ClearButton->SetBounds(5, DEBUG_PANEL_HEIGHT - 215, DEBUG_PANEL_WIDTH - 10, 25);
m_ClearButton->SetCommand(DEBUG_PANEL_COMMAND_CLEAR);


//create text entry
//make fading in label
m_SearchText = new vgui::TextEntry(this, "SearchTextEntry");
m_SoundscapesFadingInText = new vgui::Label(this, "LabelFadingIn", "Soundscapes Fading In");
m_SearchText->SetBounds(5, 75, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_SoundscapesFadingInText->SetBounds(5, DEBUG_PANEL_HEIGHT - 187, DEBUG_PANEL_WIDTH - 10, 20);
m_SearchText->SetEnabled(true);
m_SearchText->SetText("");


//create search for button
//make soundscapes fading in thing
m_SearchButton = new vgui::Button(this, "SearchButton", "Search For");
m_PanelSoundscapesFadingIn = new CGraphPanel(this, "SoundscapesFadingIn");
m_SearchButton->SetBounds(5, 100, SOUND_LIST_PANEL_WIDTH - 15, 20);;
m_PanelSoundscapesFadingIn->SetBounds(5, DEBUG_PANEL_HEIGHT - 165, DEBUG_PANEL_WIDTH - 10, 155);
m_SearchButton->SetEnabled(true);
m_PanelSoundscapesFadingIn->SetMaxTextValue(1.0f);
m_SearchButton->SetCommand(SOUND_LIST_SEARCH_COMMAND);
m_PanelSoundscapesFadingIn->SetHorizontalLinesMax(5);
}


//make divider
//-----------------------------------------------------------------------------
vgui::Divider* divider2 = new vgui::Divider(this, "Divider");
// Purpose: adds a message to the debug panel
divider2->SetBounds(-5, 124, SOUND_LIST_PANEL_WIDTH + 10, 2);
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::AddMessage(Color color, const char* text)
{
m_Text->InsertColorChange(color);
m_Text->InsertString(text);


//create text
m_Text->SetMaximumCharCount(100000);
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);
// Purpose: Called on command
m_PlayButton ->SetBounds(5, 150, SOUND_LIST_PANEL_WIDTH - 15, 20);
//-----------------------------------------------------------------------------
m_PlayButton->SetCommand(SOUND_LIST_PLAY_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);
}


//create stop sound button
//-----------------------------------------------------------------------------
m_StopSoundButton = new vgui::Button(this, "StopSound", "Stop Sound", this);
// Purpose: Called on panel size changed
m_StopSoundButton ->SetBounds(5, 175, SOUND_LIST_PANEL_WIDTH - 15, 20);
//-----------------------------------------------------------------------------
m_StopSoundButton->SetCommand(SOUND_LIST_STOP_COMMAND);
void CSoundscapeDebugPanel::PerformLayout()
{
BaseClass::PerformLayout();


//create sound insert button
int wide, tall;
m_InsertButton = new vgui::Button(this, "InsertSound", "Insert Sound", this);
GetSize(wide, tall);
m_InsertButton ->SetBounds(5, 200, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_InsertButton->SetCommand(SOUND_LIST_INSERT_COMMAND);


//create reload sounds button
m_Text->SetBounds(5, 25, wide - 10, tall - 245);
m_ReloadSounds = new vgui::Button(this, "ReloadSounds", "Reload Sounds", this);
m_ClearButton->SetBounds(5, tall - 215, wide - 10, 25);
m_ReloadSounds ->SetBounds(5, 225, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_PanelSoundscapesFadingIn->SetBounds(5, tall - 165, wide - 10, 155);
m_ReloadSounds->SetCommand(SOUND_LIST_RELOAD_COMMAND);
m_SoundscapesFadingInText->SetBounds(5, tall - 187, wide - 10, 20);
}
}
//soundscape debug panel
static CSoundscapeDebugPanel* g_SoundscapeDebugPanel = nullptr;


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on command
// Purpose: Function to print text to debug panel
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundListPanel::OnCommand(const char* pszCommand)
void SoundscapePrint(Color color, const char* msg, ...)
{
{
if (!Q_strcmp(pszCommand, SOUND_LIST_SEARCH_COMMAND))
//format string
{
va_list args;
//get text
va_start(args, msg);
char buf[512];
m_SearchText->GetText(buf, sizeof(buf));


//check for shift key
char buf[2048];
bool shift = (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT));
Q_vsnprintf(buf, sizeof(buf), msg, args);
g_SoundscapeDebugPanel->AddMessage(color, buf);
if (shift)
{
//start from current index - 1
int start = m_SoundsList->GetMenu()->GetActiveItem() - 1;


//look for sound with same name starting from the start first and going down
va_end(args);
for (int i = start; i >= 0; i--)
}
{
if (Q_stristr(g_SoundDirectories[i], buf))
{
//select item
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
m_SoundsList->ActivateItem(i);


//set text
//-----------------------------------------------------------------------------
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
// Purpose: Function to add a line to the soundscape debug panel
return;
//-----------------------------------------------------------------------------
}
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();
}


//now cheeck from the g_SoundDirectories to the start
//vector positions
for (int i = g_SoundDirectories.Count() - 1; i > start; i--)
Vector g_SoundscapePositions[] = {
{
vec3_origin,
if (Q_stristr(g_SoundDirectories[i], buf))
vec3_origin,
{
vec3_origin,
//select item
vec3_origin,
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
vec3_origin,
m_SoundsList->ActivateItem(i);
vec3_origin,
vec3_origin,
vec3_origin
};


//set text
#define SETTINGS_PANEL_WIDTH 350
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
#define SETTINGS_PANEL_HEIGHT 277
return;
}
}
}
else
{
//start from current index + 1
int start = m_SoundsList->GetMenu()->GetActiveItem() + 1;


//look for sound with same name starting from the start first
#define SETTINGS_PANEL_COMMAND_POS1 "GetPos0"
for (int i = start; i < g_SoundDirectories.Count(); i++)
#define SETTINGS_PANEL_COMMAND_POS2 "GetPos1"
{
#define SETTINGS_PANEL_COMMAND_POS3 "GetPos2"
if (Q_stristr(g_SoundDirectories[i], buf))
#define SETTINGS_PANEL_COMMAND_POS4 "GetPos3"
{
#define SETTINGS_PANEL_COMMAND_POS5 "GetPos4"
//select item
#define SETTINGS_PANEL_COMMAND_POS6 "GetPos5"
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
#define SETTINGS_PANEL_COMMAND_POS7 "GetPos6"
m_SoundsList->ActivateItem(i);
#define SETTINGS_PANEL_COMMAND_POS8 "GetPos7"
 
#define SETTINGS_PANEL_COMMAND_SHOW "ShowPositions"
//set text
#define SETTINGS_PANEL_COMMAND_DEBUG "Debug"
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
return;
}
}


#define MAX_SOUNDSCAPES 8


//now cheeck from 0 to the start
//soundscape maker settings panel
for (int i = 0; i < start; i++)
class CSoundscapeSettingsPanel : public vgui::Frame
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
public:
{
DECLARE_CLASS_SIMPLE(CSoundscapeSettingsPanel, vgui::Frame);
//select item
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
m_SoundsList->ActivateItem(i);


//set text
CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name);
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
return;
}
}
}


return;
//other
}
void OnCommand(const char* pszCommand);
else if (!Q_strcmp(pszCommand, SOUND_LIST_PLAY_COMMAND))
{
//get the sound
char buf[512];
m_SoundsList->GetText(buf, sizeof(buf));


//stop the sound
//sets the text
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
void SetItem(int index, const Vector& value);
{
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


//precache and play the sound
//message funcs
if (!enginesound->IsSoundPrecached(buf))
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
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;
~CSoundscapeSettingsPanel();
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
{
//make not visible
SetVisible(false);


//stop the sound
private:
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
//position text entries
{
vgui::TextEntry* m_TextEntryPos0;
enginesound->StopSoundByGuid(m_iSongGuid);
vgui::TextEntry* m_TextEntryPos1;
m_iSongGuid = -1;
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;


//get the sound
friend class CSoundscapeMaker;
char buf[512];
};
m_SoundsList->GetText(buf, sizeof(buf));


//set the sound text
g_SoundscapeMaker->SetSoundText(buf);
return;
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_RELOAD_COMMAND))
{
//clear everything for the combo box and reload it
m_SoundsList->RemoveAll();
InitalizeSounds();
return;
}
BaseClass::OnCommand(pszCommand);
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on panel close
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundListPanel::OnClose()
CSoundscapeSettingsPanel::CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
{
{
OnCommand(SOUND_LIST_STOP_COMMAND);
SetParent(parent);
BaseClass::OnClose();
}


//-----------------------------------------------------------------------------
SetKeyBoardInputEnabled(true);
// Purpose: Initalizes the sounds list
SetMouseInputEnabled(true);
//-----------------------------------------------------------------------------
void CSoundListPanel::InitalizeSounds()
{
//get the sound array
GetSoundNames();


//add all the sounds
SetProportional(false);
for (int i = 0; i < g_SoundDirectories.Size(); i++)
SetTitleBarVisible(true);
m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);
SetMinimizeButtonVisible(false);
 
SetMaximizeButtonVisible(false);
m_SoundsList->ActivateItem(0);
SetCloseButtonVisible(true);
}
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


//static sound list instance
//set the size and pos
static CSoundListPanel* g_SoundPanel = nullptr;
int ScreenWide, ScreenTall;
static bool g_SoundPanelInitalized = false;
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);


//soundscape list




#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
//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");


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


//constructor
//create position 1 button
CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height);
vgui::Button* m_ButtonPos0 = new vgui::Button(this, "PosButton0", "Find Position 0", this, SETTINGS_PANEL_COMMAND_POS1);
m_ButtonPos0->SetBounds(240, 30, 100, 20);


//menu item stuff
//create position text 1
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent);
m_TextEntryPos1 = new vgui::TextEntry(this, "PosTextEntry1");
virtual void Clear();
m_TextEntryPos1->SetEnabled(true);
m_TextEntryPos1->SetText(pos1 ? pos1 : "0 0 0");
m_TextEntryPos1->SetBounds(5, 55, 230, 20);
m_TextEntryPos1->SetMaximumCharCount(32);


//other
//create position 2 button
virtual void OnMouseWheeled(int delta);  
vgui::Button* m_ButtonPos1 = new vgui::Button(this, "PosButton1", "Find Position 1", this, SETTINGS_PANEL_COMMAND_POS2);
virtual void OnMouseReleased(vgui::MouseCode code);
m_ButtonPos1->SetBounds(240, 55, 100, 20);


virtual void OnCommand(const char* pszCommand);
//create position text 3
virtual void PaintBackground();
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);


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


protected:
// create position text 4
friend class CSoundscapeMaker;
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);


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


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


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


//menu button stuff
// create position text 6
CUtlVector<CSoundscapeButton*> m_MenuButtons;
m_TextEntryPos5 = new vgui::TextEntry(this, "PosTextEntry5");
int m_iCurrentY;
m_TextEntryPos5->SetEnabled(true);
int m_iMax;
m_TextEntryPos5->SetText(pos5 ? pos5 : "0 0 0");
int m_AmtAdded;
m_TextEntryPos5->SetBounds(5, 155, 230, 20);
};
m_TextEntryPos5->SetMaximumCharCount(32);


//-----------------------------------------------------------------------------
// create position 6 button
// Purpose: Constructor for soundscape list panel
vgui::Button* m_ButtonPos5 = new vgui::Button(this, "PosButton5", "Find Position 5", this, SETTINGS_PANEL_COMMAND_POS6);
//-----------------------------------------------------------------------------
m_ButtonPos5->SetBounds(240, 155, 100, 20);
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
// create position text 7
m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
m_TextEntryPos6 = new vgui::TextEntry(this, "PosTextEntry6");
m_pSideSlider->SetBounds(width - 20, 0, 20, height - 2);
m_TextEntryPos6->SetEnabled(true);
m_pSideSlider->SetValue(0);
m_TextEntryPos6->SetText(pos6 ? pos6 : "0 0 0");
m_pSideSlider->SetEnabled(false);
m_TextEntryPos6->SetBounds(5, 180, 230, 20);
m_pSideSlider->SetRange(0, 0);
m_TextEntryPos6->SetMaximumCharCount(32);
m_pSideSlider->SetButtonPressedScrollValue(1);
m_pSideSlider->SetRangeWindow(0);
m_pSideSlider->AddActionSignalTarget(this);


m_iCurrentY = 22;
// create position 7 button
m_iMax = max;
vgui::Button* m_ButtonPos6 = new vgui::Button(this, "PosButton6", "Find Position 6", this, SETTINGS_PANEL_COMMAND_POS7);
m_Keyvalues = nullptr;
m_ButtonPos6->SetBounds(240, 180, 100, 20);
}


//-----------------------------------------------------------------------------
// create position text 8
// Purpose: adds a button to the soundscape list
m_TextEntryPos7 = new vgui::TextEntry(this, "PosTextEntry7");
//-----------------------------------------------------------------------------
m_TextEntryPos7->SetEnabled(true);
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent)
m_TextEntryPos7->SetText(pos7 ? pos7 : "0 0 0");
{
m_TextEntryPos7->SetBounds(5, 205, 230, 20);
//create a new button
m_TextEntryPos7->SetMaximumCharCount(32);
CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command);
button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);


//increment current y
// create position 8 button
m_iCurrentY = m_iCurrentY + 22;
vgui::Button* m_ButtonPos7 = new vgui::Button(this, "PosButton7", "Find Position 7", this, SETTINGS_PANEL_COMMAND_POS8);
m_ButtonPos7->SetBounds(240, 205, 100, 20);


//add button to array
// create show soundscape positions checkbox
m_MenuButtons.AddToTail(button);
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));


//if the count is more then m_iMax then set slider value
//set convar value
if (m_MenuButtons.Count() > m_iMax)
ConVar* cv = cvar->FindVar("__ss_draw");
{
if (cv)
int max = m_MenuButtons.Count() - m_iMax;
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


m_pSideSlider->SetRange(0, max);
//create divider
m_pSideSlider->SetRangeWindow(1);
vgui::Divider* div = new vgui::Divider(this, "Divider");
m_pSideSlider->SetEnabled(true);
div->SetBounds(-2, 247, SETTINGS_PANEL_WIDTH + 4, 2);
}


m_AmtAdded++;
//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);


//check to see if we need to scroll down
//set server positions
if (m_MenuButtons.Count() >= m_iMax)
ConCommand* cc = cvar->FindCommand("__ss_maker_set");
OnMouseWheeled(-1);
if (cc)
}
{
CCommand args;


//-----------------------------------------------------------------------------
//do pos 0
// Purpose: Clears everything for this list
if (pos0)
//-----------------------------------------------------------------------------
{
void CSoundscapeList::Clear()
args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
{
cc->Dispatch(args);
//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
UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
for (int i = 0; i < m_MenuButtons.Count(); i++)
}
m_MenuButtons[i]->DeletePanel();


m_MenuButtons.RemoveAll();
//do pos 1
if (pos1)
{
args.Tokenize(CFmtStr("ssmaker 1 %s 1", pos1));
cc->Dispatch(args);
 
UTIL_StringToVector(g_SoundscapePositions[1].Base(), pos1);
}


//reset current y
//do pos 2
m_iCurrentY = 22;
if (pos2)
{
args.Tokenize(CFmtStr("ssmaker 2 %s 1", pos2));
cc->Dispatch(args);


m_AmtAdded = 0;
UTIL_StringToVector(g_SoundscapePositions[2].Base(), pos2);
}
}


//-----------------------------------------------------------------------------
//do pos 3
// Purpose: Called when a mouse is wheeled
if (pos3)
//-----------------------------------------------------------------------------
{
void CSoundscapeList::OnMouseWheeled(int delta)
args.Tokenize(CFmtStr("ssmaker 3 %s 1", pos3));
{
cc->Dispatch(args);
//check for scroll down
if (delta == -1)
m_pSideSlider->SetValue(m_pSideSlider->GetValue() + 1);


//check for scroll up
UTIL_StringToVector(g_SoundscapePositions[3].Base(), pos3);
else if (delta == 1)
}
m_pSideSlider->SetValue(m_pSideSlider->GetValue() - 1);
}


//-----------------------------------------------------------------------------
//do pos 4
// Purpose: Called when a mouse code is released
if (pos4)
//-----------------------------------------------------------------------------
{
void CSoundscapeList::OnMouseReleased(vgui::MouseCode code)
args.Tokenize(CFmtStr("ssmaker 4 %s 1", pos4));
{
cc->Dispatch(args);
if (code != vgui::MouseCode::MOUSE_RIGHT)
return;


//get cursor pos
UTIL_StringToVector(g_SoundscapePositions[4].Base(), pos4);
int x, y;
}
vgui::surface()->SurfaceGetCursorPos(x, y);


//create menu
//do pos 5
menu = new vgui::Menu(this, "Menu");
if (pos5)
menu->AddMenuItem("AddSoundscape", "Add Soundscape", ADD_SOUNDSCAPE_COMMAND, this);
{
menu->SetBounds(x, y, 200, 50);
args.Tokenize(CFmtStr("ssmaker 5 %s 1", pos5));
menu->SetVisible(true);
cc->Dispatch(args);
}


//-----------------------------------------------------------------------------
UTIL_StringToVector(g_SoundscapePositions[5].Base(), pos5);
// 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);
AddButton(name, name, name, GetParent());


//add to keyvalues file
//do pos 6
KeyValues* kv = new KeyValues(name);
if (pos6)
KeyValues* tmp = m_Keyvalues;
{
KeyValues* tmp2 = tmp;
args.Tokenize(CFmtStr("ssmaker 6 %s 1", pos6));
cc->Dispatch(args);


//get last subkey
UTIL_StringToVector(g_SoundscapePositions[6].Base(), pos6);
while (tmp != nullptr)
{
tmp2 = tmp;
tmp = tmp->GetNextTrueSubKey();
}
}


//add to last subkey
//do pos 7
tmp2->SetNextKey(kv);
if (pos7)
{
args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
cc->Dispatch(args);


GetParent()->OnCommand(name);
UTIL_StringToVector(g_SoundscapePositions[7].Base(), pos7);
return;
}
}
}


BaseClass::OnCommand(pszCommand);
//delete settings
settings->deleteThis();
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Paints the background
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeList::PaintBackground()
void CSoundscapeSettingsPanel::OnCommand(const char* pszCommand)
{
{
//colors
if (Q_strstr(pszCommand, "GetPos") == pszCommand)
static Color EnabledColor = Color(100, 100, 100, 200);
{
static Color DisabledColor = Color(60, 60, 60, 200);
//search for number
pszCommand = pszCommand + 6;


//if m_KeyValues then paint the default color
//execute command
if (m_Keyvalues)
static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
SetBgColor(EnabledColor);
if (cc)
else
{
SetBgColor(DisabledColor);
//hide everything first
g_SoundscapeMaker->SetAllVisible(false);


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


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


//move everything down (if needed)
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
for (int i = 0; i < m_MenuButtons.Count(); i++)
{
{
//make not visible if i < position
static ConVar* cv = cvar->FindVar("__ss_draw");
if (i < position)
if (cv)
{
cv->SetValue(m_ShowSoundscapePositions->IsSelected());
m_MenuButtons[i]->SetVisible(false);
continue;
}


m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
return;
m_MenuButtons[i]->SetVisible(true);
}
}
}


//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);


//soundscape data list
//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;


#define NEW_PLAYLOOPING_COMMAND "NewLooping"
case 2:
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
m_TextEntryPos2->RequestFocus();
#define NEW_RANDOM_COMMAND "NewRandom"
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;


class CSoundscapeDataList : public CSoundscapeList
case 5:
{
m_TextEntryPos5->RequestFocus();
public:
m_TextEntryPos5->SetText(text);
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
g_SoundscapePositions[5] = value;
break;
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
case 6:
virtual void OnMouseReleased(vgui::MouseCode code);
m_TextEntryPos6->RequestFocus();
 
m_TextEntryPos6->SetText(text);
void OnCommand(const char* pszCommand);
g_SoundscapePositions[6] = value;
 
break;
private:
friend class CSoundscapeMaker;
};


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


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
// Purpose: Called on text changed
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnMouseReleased(vgui::MouseCode code)
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
{
{
//if no soundscape is selected or mouse code != right then return
static ConCommand* cc = cvar->FindCommand("__ss_maker_set");
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
return;


//get cursor pos
//check focus
int x, y;
if (m_TextEntryPos0->HasFocus())
vgui::surface()->SurfaceGetCursorPos(x, y);
{
//get text
char buf[512];
m_TextEntryPos0->GetText(buf, sizeof(buf));


//create menu
//convert to vector
menu = new vgui::Menu(this, "Menu");
UTIL_StringToVector(g_SoundscapePositions[0].Base(), 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);
}


 
//do command
//-----------------------------------------------------------------------------
if (cc)
// 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
CCommand args;
const char* name = data->GetName();
args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
 
cc->Dispatch(args);
//increment variables based on name
if (!Q_strcasecmp(name, "playlooping"))
LoopingNum++;
}
}
//add the keyvalue to both this and the keyvalues
AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent());
//add the keyvalues
KeyValues* kv = new KeyValues("playlooping");
kv->SetFloat("volume", 1);
kv->SetInt("pitch", 100);
m_Keyvalues->AddSubKey(kv);
GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));


return;
return;
}
}
else if (!Q_strcmp(pszCommand, NEW_SOUNDSCAPE_COMMAND))
 
//check focus
if (m_TextEntryPos1->HasFocus())
{
{
int SoundscapeNum = 0;
//get text
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
char buf[512];
m_TextEntryPos1->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[1].Base(), buf);
 
//do command
if (cc)
{
{
//store data name
CCommand args;
const char* name = data->GetName();
args.Tokenize(CFmtStr("ssmaker 1 %s 1", buf));
 
cc->Dispatch(args);
//increment variables based on name
if (!Q_strcasecmp(name, "playsoundscape"))
SoundscapeNum++;
}
}
AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent());
//add the keyvalues
KeyValues* kv = new KeyValues("playsoundscape");
kv->SetFloat("volume", 1);
//add the keyvalue to both this and the keyvalues
m_Keyvalues->AddSubKey(kv);
GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));


return;
return;
}
}
else if (!Q_strcmp(pszCommand, NEW_RANDOM_COMMAND))
 
//check focus
if (m_TextEntryPos2->HasFocus())
{
{
int RandomNum = 0;
//get text
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
char buf[512];
m_TextEntryPos2->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[2].Base(), buf);
 
//do command
if (cc)
{
{
//store data name
CCommand args;
const char* name = data->GetName();
args.Tokenize(CFmtStr("ssmaker 2 %s 1", buf));
 
cc->Dispatch(args);
//increment variables based on name
if (!Q_strcasecmp(name, "playrandom"))
RandomNum++;
}
}


AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent());
return;
}


//add the keyvalues
//check focus
KeyValues* kv = new KeyValues("playrandom");
if (m_TextEntryPos3->HasFocus())
kv->SetString("volume", "0.5,0.8");
{
kv->SetInt("pitch", 100);
//get text
kv->SetString("time", "10,20");
char buf[512];
m_TextEntryPos3->GetText(buf, sizeof(buf));
//make rndwave subkey
KeyValues* rndwave = new KeyValues("rndwave");
kv->AddSubKey(rndwave);


//add the keyvalue to both this and the keyvalues
//convert to vector
m_Keyvalues->AddSubKey(kv);
UTIL_StringToVector(g_SoundscapePositions[3].Base(), buf);


//make the parent show the new item
//do command
GetParent()->OnCommand(CFmtStr("$playrandom%d", RandomNum + 1));
if (cc)
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 3 %s 1", buf));
cc->Dispatch(args);
}


return;
return;
}
}


BaseClass::OnCommand(pszCommand);
//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);


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


return;
}


#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"
//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);


class CSoundscapeRndwaveList : public CSoundscapeList
//do command
{
if (cc)
public:
{
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
CCommand args;
args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
CSoundscapeRndwaveList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
cc->Dispatch(args);
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
}
{}


//override right click functionality
return;
virtual void OnMouseReleased(vgui::MouseCode code);
}


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


private:
//convert to vector
friend class CSoundscapeMaker;
UTIL_StringToVector(g_SoundscapePositions[6].Base(), buf);
};


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


//-----------------------------------------------------------------------------
// 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;
return;
}


//get cursor pos
//check focus
int x, y;
if (m_TextEntryPos7->HasFocus())
vgui::surface()->SurfaceGetCursorPos(x, y);
{
//get text
char buf[512];
m_TextEntryPos7->GetText(buf, sizeof(buf));


//create menu
//convert to vector
menu = new vgui::Menu(this, "Menu");
UTIL_StringToVector(g_SoundscapePositions[7].Base(), buf);
menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);
menu->SetBounds(x, y, 200, 50);
menu->SetVisible(true);
}


 
//do command
//-----------------------------------------------------------------------------
if (cc)
// Purpose: Called on command
{
//-----------------------------------------------------------------------------
CCommand args;
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
args.Tokenize(CFmtStr("ssmaker 7 %s 1", buf));
{
cc->Dispatch(args);
if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND) && m_Keyvalues)
}
{
//get number of keyvalues
int num = 0;
 
FOR_EACH_VALUE(m_Keyvalues, kv)
num++;
//add keyvalues and button
AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent());
 
KeyValues* add = new KeyValues("wave");
add->SetString(nullptr, "");
m_Keyvalues->AddSubKey(add);
 
//forward command to parent
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));


return;
return;
}
}


BaseClass::OnCommand(pszCommand);
}
}


//-----------------------------------------------------------------------------
// 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];


//soundscape panel
m_TextEntryPos0->GetText(text0, sizeof(text0));
 
m_TextEntryPos1->GetText(text1, sizeof(text1));
 
m_TextEntryPos2->GetText(text2, sizeof(text2));
#define SOUNDSCAPE_PANEL_WIDTH 760
m_TextEntryPos3->GetText(text3, sizeof(text3));
#define SOUNDSCAPE_PANEL_HEIGHT 630
m_TextEntryPos4->GetText(text4, sizeof(text4));
m_TextEntryPos5->GetText(text5, sizeof(text5));
m_TextEntryPos6->GetText(text6, sizeof(text6));
m_TextEntryPos7->GetText(text7, sizeof(text7));


#define NEW_BUTTON_COMMAND "$NewSoundscape"
//save text entries
#define SAVE_BUTTON_COMMAND "$SaveSoundscape"
settings->SetString("Position0", text0);
#define LOAD_BUTTON_COMMAND "$LoadSoundscape"
settings->SetString("Position1", text1);
#define OPTIONS_BUTTON_COMMAND "$ShowOptions"
settings->SetString("Position2", text2);
#define RESET_BUTTON_COMMAND "$ResetSoundscapes"
settings->SetString("Position3", text3);
#define SOUNDS_LIST_BUTTON_COMMAND "$ShowSoundsList"
settings->SetString("Position4", text4);
#define PLAY_SOUNDSCAPE_COMMAND "$PlaySoundscape"
settings->SetString("Position5", text5);
#define RESET_SOUNDSCAPE_BUTTON_COMMAND "$ResetSoundscape"
settings->SetString("Position6", text6);
#define DELETE_CURRENT_ITEM_COMMAND "$DeleteItem"
settings->SetString("Position7", text7);


//static bool to determin if the soundscape panel should show or not
//save check buttons
bool g_ShowSoundscapePanel = true;
settings->SetBool("ShowSoundscapes", m_ShowSoundscapePositions->IsSelected());
bool g_IsPlayingSoundscape = false;


//soundscape maker panel
//save to file
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
settings->SaveToFile(filesystem, "cfg/soundscape_maker.txt", "MOD");
{
settings->deleteThis();
public:
}
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)


CSoundscapeMaker(vgui::VPANEL parent);
//static soundscape settings panel
static CSoundscapeSettingsPanel* g_SettingsPanel = nullptr;


//tick functions
void OnTick();


//other functions
#define BUTTON_MENU_COMMAND_COPY_CLIPBOARD "CopyClipboard"
void OnClose();
void OnCommand(const char* pszCommand);


void PlaySelectedSoundscape();
//button
void LoadFile(KeyValues* file);
class CSoundscapeButton : public vgui::Button
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeButton, vgui::Button)


void OnKeyCodePressed(vgui::KeyCode code);
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);
}


void SetSoundText(const char* text);
//apply scheme settings
void ApplySchemeSettings(vgui::IScheme* scheme)
{
BaseClass::ApplySchemeSettings(scheme);


//to play the soundscape on map spawn
m_ColorNotSelected = GetButtonArmedBgColor();
void LevelInitPostEntity();
m_FgColorNotSelected = GetButtonArmedFgColor();
}


//message pointer funcs
//paints the background
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
void PaintBackground()
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
{
if (m_bIsSelected)
SetBgColor(m_ColorSelected);
else
SetBgColor(m_ColorNotSelected);


~CSoundscapeMaker();
BaseClass::PaintBackground();
}


private:
//paints
//the soundscape keyvalues file
void Paint()
KeyValues* m_KeyValues = nullptr;
{
if (m_bIsSelected)
SetFgColor(m_FgColorSelected);
else
SetFgColor(m_FgColorNotSelected);


private:
BaseClass::Paint();
void CreateEverything();
}


private:
//mouse release
//lists all the soundscapes
void OnMouseReleased(vgui::MouseCode code)
CSoundscapeList* m_SoundscapesList;
{
CSoundscapeDataList* m_pDataList;
if (code != vgui::MouseCode::MOUSE_RIGHT)
CSoundscapeRndwaveList* m_pSoundList;
return BaseClass::OnMouseReleased(code);


//buttons
//this should never happen but just in case
vgui::Button* m_ButtonNew = nullptr;
if (!m_KeyValues)
vgui::Button* m_ButtonSave = nullptr;
return;
vgui::Button* m_ButtonLoad = nullptr;


//file load and save dialogs
//get cursor pos
vgui::FileOpenDialog* m_FileSave = nullptr;
int x, y;
vgui::FileOpenDialog* m_FileLoad = nullptr;
vgui::surface()->SurfaceGetCursorPos(x, y);
bool m_bWasFileLoad = false;


//text entry for name
//show menu
vgui::TextEntry* m_TextEntryName;
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);


//combo box for dsp effects
BaseClass::Paint();
vgui::ComboBox* m_DspEffects;
}
vgui::ComboBox* m_SoundLevels;


//sound data text entry
//mouse release
vgui::TextEntry* m_TimeTextEntry;
void OnCommand(const char* pszCommand)
vgui::TextEntry* m_VolumeTextEntry;
{
vgui::TextEntry* m_PitchTextEntry;
if (!Q_strcmp(pszCommand, BUTTON_MENU_COMMAND_COPY_CLIPBOARD))
vgui::TextEntry* m_PositionTextEntry;
{
vgui::TextEntry* m_SoundNameTextEntry;
//create copy of keyvalues
switch (m_KeyValuesType)
{
case SoundscapeClipboardType::Type_SoundscapeName:
{
//copy
if (CurrClipboardName.Count() >= MAX_CLIPBOARD_ITEMS)
{
CurrClipboardName[0]->deleteThis();
CurrClipboardName.Remove(0);
}


//play sound button
CurrClipboardName.AddToTail(m_KeyValues->MakeCopy());
vgui::Button* m_SoundNamePlay;


//play/reset soundscape buttons
//debug message
vgui::CheckButton* m_PlaySoundscapeButton;
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape: '%s' Coppied to clipboard.\n", m_KeyValues->GetName());
vgui::Button* m_ResetSoundscapeButton;
break;
vgui::Button* m_DeleteCurrentButton;
}
case SoundscapeClipboardType::Type_SoundscapeData:
{
//copy
if (CurrClipboardData.Count() >= MAX_CLIPBOARD_ITEMS)
{
CurrClipboardData[0]->deleteThis();
CurrClipboardData.Remove(0);
}


//current selected soundscape
//make copy
CSoundscapeButton* m_pCurrentSelected = nullptr;
CurrClipboardData.AddToTail(m_KeyValues->MakeCopy());
KeyValues* m_kvCurrSelected = nullptr;
KeyValues* m_kvCurrSound = nullptr;
KeyValues* m_kvCurrRndwave = nullptr;


int m_iCurrRndWave = 0;
//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);
}


//currently in non randomwave thing
CurrClipboardRandom.AddToTail(m_KeyValues->MakeCopy());
SoundscapeMode m_iSoundscapeMode = SoundscapeMode::Mode_Random;


//temporary added soundscapes
//debug message
CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
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;
};
};


//user message hook
Color CSoundscapeButton::m_ColorSelected = Color();
void _SoundscapeMaker_Recieve(bf_read& bf);
Color CSoundscapeButton::m_ColorNotSelected = Color();
Color CSoundscapeButton::m_FgColorSelected = Color();
Color CSoundscapeButton::m_FgColorNotSelected = Color();
 
 
//soundscape combo box


//-----------------------------------------------------------------------------
class CSoundListComboBox : public vgui::ComboBox
// Purpose: Constructor for soundscape maker panel
//-----------------------------------------------------------------------------
CSoundscapeMaker::CSoundscapeMaker(vgui::VPANEL parent)
: BaseClass(nullptr, "SoundscapeMaker")
{
{
static bool bRegistered = false;
public:
if (!bRegistered)
DECLARE_CLASS_SIMPLE(CSoundListComboBox, vgui::ComboBox);
{
usermessages->HookMessage("SoundscapeMaker_Recieve", _SoundscapeMaker_Recieve);
bRegistered = true;
}


//set variables
CSoundListComboBox(Panel* parent, const char* panelName, int numLines, bool allowEdit) :
m_pCurrentSelected = nullptr;
BaseClass(parent, panelName, numLines, allowEdit) {}


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


SetProportional(false);
//open up this combo box
SetTitleBarVisible(true);
if (unichar == 13)
SetMinimizeButtonVisible(false);
{
SetMaximizeButtonVisible(false);
ShowMenu();
SetCloseButtonVisible(true);
return;
SetSizeable(false);
}
SetMoveable(true);
SetVisible(g_ShowSoundscapePanel);
int ScreenWide, ScreenTall;
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);


SetTitle("Soundscape Maker (New File)", true);
BaseClass::OnKeyTyped(unichar);
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
//check for backspace
if (unichar == 8 || unichar == '_')
return;


//add a tick signal for every 50 ms
//get text
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);
char buf[512];
GetText(buf, sizeof(buf));


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


//-----------------------------------------------------------------------------
//look for sound with same name starting from the start first
// Purpose: Creates everything for this panel
for (int i = start; i < g_SoundDirectories.Count(); i++)
//-----------------------------------------------------------------------------
{
void CSoundscapeMaker::CreateEverything()
if (Q_stristr(g_SoundDirectories[i], buf))
{
{
//create the divider that will be the outline for the inside of the panel
GetMenu()->SetCurrentlyHighlightedItem(i);
vgui::Divider* PanelOutline = new vgui::Divider(this, "InsideOutline");
return;
PanelOutline->SetEnabled(false);
}
PanelOutline->SetBounds(5, 25, SOUNDSCAPE_PANEL_WIDTH - 10, SOUNDSCAPE_PANEL_HEIGHT - 62);
}
 
//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;
}
}
}
};


//create the buttons
//create the buttons
m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
m_ButtonNew->SetVisible(true);
m_ButtonNew->SetBounds(45, 600, 165, 25);
m_ButtonNew->SetCommand(NEW_BUTTON_COMMAND);
m_ButtonNew->SetDepressedSound("ui/buttonclickrelease.wav");


m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
//sounds list panel
m_ButtonSave->SetVisible(true);
m_ButtonSave->SetBounds(215, 600, 165, 25);
m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");


m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
#define SOUND_LIST_PANEL_WIDTH 375
m_ButtonLoad->SetVisible(true);
#define SOUND_LIST_PANEL_HEIGHT 255
m_ButtonLoad->SetBounds(385, 600, 165, 25);
#define SOUND_LIST_PLAY_COMMAND "PlaySound"
m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
#define SOUND_LIST_STOP_COMMAND "StopSound"
m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");
#define SOUND_LIST_INSERT_COMMAND "Insert"
#define SOUND_LIST_RELOAD_COMMAND "Reload"
m_ButtonLoad = new vgui::Button(this, "LoadButton", "Show Options Panel");
#define SOUND_LIST_SEARCH_COMMAND "Search"
m_ButtonLoad->SetVisible(true);
m_ButtonLoad->SetBounds(555, 600, 165, 25);
m_ButtonLoad->SetCommand(OPTIONS_BUTTON_COMMAND);
m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");


//create the soundscapes menu
class CSoundListPanel : public vgui::Frame
m_SoundscapesList = new CSoundscapeList(this, "SoundscapesList", "Soundscapes:", 90, 22, 300, 550);
{
m_SoundscapesList->SetBounds(15, 35, 300, 550);
public:
m_SoundscapesList->SetVisible(true);
DECLARE_CLASS_SIMPLE(CSoundListPanel, vgui::Frame);


//create data list
CSoundListPanel(vgui::VPANEL parent, const char* name);
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
//initalizes sound combo box
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
void InitalizeSounds();
m_TextEntryName->SetEnabled(false);
void InitalizeSoundscapes(CUtlVector<const char*>& OtherSoundscapes);
m_TextEntryName->SetBounds(325, 40, 295, 20);
m_TextEntryName->SetMaximumCharCount(50);


//dsp effects combo box
//sets if this is currently using the soundscape panel or sound panel
m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
void SetIsUsingSoundPanel(bool bUsing);
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++)
//other
m_DspEffects->AddItem(g_DspEffects[i], nullptr);
void OnCommand(const char* pszCommand);
void OnClose();


//time text entry
private:
m_TimeTextEntry = new vgui::TextEntry(this, "TimeTextEntry");
friend class CSoundscapeMaker;
m_TimeTextEntry->SetBounds(325, 90, 295, 20);
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetVisible(true);


//volume text entry
//are we currently in the 'sound' panel or 'soundscape' panel
m_VolumeTextEntry = new vgui::TextEntry(this, "VolumeTextEntry");
bool bCurrentlyInSoundPanel = true;
m_VolumeTextEntry->SetBounds(325, 115, 295, 20);
m_VolumeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetVisible(true);


//pitch text entry
CSoundListComboBox* m_SoundsList; //for sounds
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
CSoundListComboBox* m_SoundscapesList; //for soundscapes
m_PitchTextEntry->SetBounds(325, 140, 295, 20);
vgui::TextEntry* m_SearchText;
m_PitchTextEntry->SetEnabled(false);
vgui::Button* m_SearchButton;
m_PitchTextEntry->SetVisible(true);
vgui::Button* m_PlayButton;
vgui::Button* m_StopSoundButton;
//position text entry
vgui::Button* m_InsertButton;
m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
vgui::Button* m_ReloadSounds;
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++)
//current sound guid
m_SoundLevels->AddItem(g_SoundLevels[i], nullptr);
int m_iSongGuid = -1;
};
//sound name
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetVisible(true);


//play sound button
//-----------------------------------------------------------------------------
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
// Purpose: Constructor
m_SoundNamePlay->SetBounds(545, 215, 75, 20);
//-----------------------------------------------------------------------------
m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
m_SoundNamePlay->SetEnabled(false);
: BaseClass(nullptr, name)
{
SetParent(parent);


//starts the soundscape
SetKeyBoardInputEnabled(true);
m_PlaySoundscapeButton = new vgui::CheckButton(this, "PlaySoundscape", "Play Soundscape");
SetMouseInputEnabled(true);
m_PlaySoundscapeButton->SetBounds(330, 243, 125, 20);
m_PlaySoundscapeButton->SetCommand(PLAY_SOUNDSCAPE_COMMAND);
m_PlaySoundscapeButton->SetEnabled(false);
m_PlaySoundscapeButton->SetSelected(false);


//reset soundscape button
SetProportional(false);
m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
SetTitleBarVisible(true);
m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
SetMinimizeButtonVisible(false);
m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
SetMaximizeButtonVisible(false);
m_ResetSoundscapeButton->SetEnabled(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


//delete this item
//set the size and pos
m_DeleteCurrentButton = new vgui::Button(this, "DeleteItem", "Delete Current Item");
int ScreenWide, ScreenTall;
m_DeleteCurrentButton->SetBounds(595, 243, 135, 20);
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
m_DeleteCurrentButton->SetCommand(DELETE_CURRENT_ITEM_COMMAND);
m_DeleteCurrentButton->SetEnabled(false);


//create the soundscape name text
SetTitle("Sounds List", true);
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
NameLabel->SetBounds(635, 40, 125, 20);
SetPos((ScreenWide - SOUND_LIST_PANEL_WIDTH) / 2, (ScreenTall - SOUND_LIST_PANEL_HEIGHT) / 2);


//create the soundscape dsp text
//create combo box's
vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
m_SoundsList = new CSoundListComboBox(this, "SoundsList", 20, true);
DspLabel->SetBounds(635, 65, 125, 20);
m_SoundsList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_SoundsList->AddActionSignalTarget(this);
//create the soundscape time text
m_SoundsList->SetVisible(true);
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
m_SoundscapesList = new CSoundListComboBox(this, "SoundscapesList", 20, true);
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
m_SoundscapesList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
PitchLabel->SetBounds(635, 140, 125, 20);
m_SoundscapesList->AddActionSignalTarget(this);
m_SoundscapesList->SetVisible(false);
//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
//make divider
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
vgui::Divider* divider1 = new vgui::Divider(this, "Divider");
SoundLevelLabel ->SetBounds(635, 190, 125, 20);
divider1->SetBounds(-5, 48, SOUND_LIST_PANEL_WIDTH + 10, 2);


//create the soundscape sound name text
//create text
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
vgui::Label* label1 = new vgui::Label(this, "FindSound", "Find Sound");
SoundName->SetBounds(635, 215, 125, 20);
label1->SetBounds(147, 51, 120, 20);


//create the soundscape keyvalues and load it
//create text entry
m_KeyValues = new KeyValues("Empty Soundscape");
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);


LoadFile(m_KeyValues);
//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 every tick for the soundscape maker
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTick()
void CSoundListPanel::OnCommand(const char* pszCommand)
{
{
//set the visibility
if (!Q_strcmp(pszCommand, SOUND_LIST_SEARCH_COMMAND))
static bool bPrevVisible = g_ShowSoundscapePanel;
{
if (g_ShowSoundscapePanel != bPrevVisible)
//get text
SetVisible(g_ShowSoundscapePanel);
char buf[512];
m_SearchText->GetText(buf, sizeof(buf));


//set the old visibility
//check for shift key
bPrevVisible = g_ShowSoundscapePanel;
bool shift = (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT));
}
 
//-----------------------------------------------------------------------------
// Purpose: Called when the close button is pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnClose()
{
//hide the other panels
g_SoundPanel->OnClose();
g_SettingsPanel->OnClose();
 
g_ShowSoundscapePanel = false;
}


//-----------------------------------------------------------------------------
//vector of texts
// Purpose: Play the selected soundscape
CUtlVector<char*> SoundNames;
//-----------------------------------------------------------------------------
CSoundListComboBox* SoundList = bCurrentlyInSoundPanel ? m_SoundsList : m_SoundscapesList;
void CSoundscapeMaker::PlaySelectedSoundscape()
{
g_IsPlayingSoundscape = false;


//remove all the temporary soundscapes from the soundscape system
//if we are in soundscape mode then set the SoundNames to all the soundscapes. else set SoundNames to g_SoundDirectories
for (int i = 0; i < m_TmpAddedSoundscapes.Count(); i++)
if (!bCurrentlyInSoundPanel)
{
for (int j = 0; j < g_SoundscapeSystem.m_soundscapes.Count(); j++)
{
{
if (g_SoundscapeSystem.m_soundscapes[j] == m_TmpAddedSoundscapes[i])
for (int i = 0; i < m_SoundscapesList->GetItemCount(); i++)
{
{
g_SoundscapeSystem.m_soundscapes.Remove(j);
//insert
break;
char* tmpbuf = new char[512];
m_SoundscapesList->GetItemText(i, tmpbuf, 512);
 
SoundNames.AddToTail(tmpbuf);
}
}
}
}
}
else
{
SoundNames = g_SoundDirectories;
}


m_TmpAddedSoundscapes.RemoveAll();
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
//change audio params position
for (int i = start; i >= 0; i--)
g_SoundscapeSystem.m_params.localBits = 0x7f;
{
for (int i = 0; i < MAX_SOUNDSCAPES - 1; i++)
if (Q_stristr(SoundNames[i], buf))
g_SoundscapeSystem.m_params.localSound.Set(i, g_SoundscapePositions[i]);
{
//select item
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
SoundList->ActivateItem(i);


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


//if m_kvCurrSelected then add all the "playsoundscape" soundscape keyvalues
//delete all soundscapes if we need to
//into the g_SoundscapeSystem.m_soundscapes array
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
if (m_kvCurrSelected)
delete[] SoundNames[i];
{
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);
return;
}
}
}
}


//now look for each keyvalue
 
for (int i = 0; i < SoundscapeNames.Count(); i++)
//now cheeck from the SoundNames to the start
{
for (int i = SoundNames.Count() - 1; i > start; i--)
for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
{
{
//look for playsoundscape file
if (Q_stristr(SoundNames[i], buf))
if (!Q_strcmp(subkey->GetName(), SoundscapeNames[i]))
{
{
//add it to the soundscape system
//select item
m_TmpAddedSoundscapes.AddToTail(subkey);
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
g_SoundscapeSystem.m_soundscapes.AddToTail(subkey);
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;


//stop all sounds
//look for sound with same name starting from the start first
enginesound->StopAllSounds(true);
for (int i = start; i < SoundNames.Count(); i++)
{
if (Q_stristr(SoundNames[i], buf))
{
//select item
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
SoundList->ActivateItem(i);


//stop the current soundscape and start a new soundscape
//set text
g_SoundscapeSystem.StartNewSoundscape(nullptr);
SoundList->SetText(SoundNames[i]);
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);


g_IsPlayingSoundscape = true;
//delete all soundscapes if we need to
}
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
delete[] SoundNames[i];


//-----------------------------------------------------------------------------
return;
// 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
//now cheeck from 0 to the start
else if (!Q_strcmp(pszCommand, SAVE_BUTTON_COMMAND))
for (int i = 0; i < start; i++)
{
{
//initalize the file save dialog
if (Q_stristr(SoundNames[i], buf))
if (!m_FileSave)
{
{
//select item
//get the current game directory
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
char buf[512];
SoundList->ActivateItem(i);
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));
 
//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];


//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);
m_FileSave->SetStartDirectory(buf);
m_FileSave->AddActionSignalTarget(this);
}
}


//show the dialog
//delete all soundscapes if we need to
m_FileSave->DoModal(false);
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
m_FileSave->Activate();
delete[] SoundNames[i];
 
//file wasnt loadad
m_bWasFileLoad = false;


return;
return;
}
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_PLAY_COMMAND))
{
//get the sound
char buf[512];
m_SoundsList->GetText(buf, sizeof(buf));


//check for load button command
//stop the sound
else if (!Q_strcmp(pszCommand, LOAD_BUTTON_COMMAND))
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
{
//initalize the file save dialog
if (!m_FileLoad)
{
{
//get the current game directory
enginesound->StopSoundByGuid(m_iSongGuid);
char buf[512];
m_iSongGuid = -1;
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));
}


//create the load dialog
//precache and play the sound
m_FileLoad = new vgui::FileOpenDialog(this, "Load Soundscape File", true);
if (!enginesound->IsSoundPrecached(buf))
m_FileLoad->AddFilter("*.txt", "Soundscape Text File", true);
enginesound->PrecacheSound(buf);
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;


enginesound->EmitAmbientSound(buf, 1, 100);
m_iSongGuid = enginesound->GetGuidForLastSoundEmitted();
return;
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;
}


//check for options panel button
else if (!Q_strcmp(pszCommand, OPTIONS_BUTTON_COMMAND))
{
g_SettingsPanel->SetVisible(true);
g_SettingsPanel->MoveToFront();
g_SettingsPanel->RequestFocus();
return;
return;
}
}
 
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
//check for new soundscape
else if (!Q_strcmp(pszCommand, NEW_BUTTON_COMMAND))
{
{
//make sure you want to create a new soundscape file
//make not visible
vgui::QueryBox* popup = new vgui::QueryBox("New File?", "Are you sure you want to create a new soundscape file?", this);
SetVisible(false);
popup->SetOKCommand(new KeyValues("Command", "command", RESET_BUTTON_COMMAND));
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


return;
//stop the sound
}
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
{
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


//check for reset soundscape
//get the sound
else if (!Q_strcmp(pszCommand, RESET_BUTTON_COMMAND))
char buf[512];
{
m_kvCurrSelected = nullptr;


//stop all soundscapes before deleting the old soundscapes
if (bCurrentlyInSoundPanel)
if (g_IsPlayingSoundscape)
m_SoundsList->GetText(buf, sizeof(buf));
PlaySelectedSoundscape();
else
m_SoundscapesList->GetText(buf, sizeof(buf));


m_KeyValues->deleteThis();
//set the sound text
m_KeyValues = new KeyValues("Empty Soundscape");
g_SoundscapeMaker->SetSoundText(buf);
 
LoadFile(m_KeyValues);
return;
return;
}
}
 
else if (!Q_strcmp(pszCommand, SOUND_LIST_RELOAD_COMMAND))
//check for play sound
else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
{
{
//initalize the sounds
if (bCurrentlyInSoundPanel)
if (!g_SoundPanelInitalized)
{
{
g_SoundPanelInitalized = true;
//clear everything for the combo box and reload it
g_SoundPanel->InitalizeSounds();
m_SoundsList->RemoveAll();
InitalizeSounds();
}
}
else
{
//clear everything for the combo box and reload it
m_SoundscapesList->RemoveAll();


//set the sound list panel's combo box text and selected item
bool bPrev = g_bSSMHack;
g_bSSMHack = true;
//get sound text entry name
char buf[512];
m_SoundNameTextEntry->GetText(buf, sizeof(buf));


//look for item with same name
//reload all the soundscape files
for (int i = 0; i < g_SoundDirectories.Count(); i++)
enginesound->StopAllSounds(true);
{
if (!Q_strcmp(buf, g_SoundDirectories[i]))
{
//select item
g_SoundPanel->m_SoundsList->ActivateItem(i);
g_SoundPanel->m_SoundsList->SetText(buf);


break;
g_SoundscapeSystem.StartNewSoundscape(nullptr);
}
g_SoundscapeSystem.RemoveAll();
}
g_SoundscapeSystem. Init();


g_SoundPanel->SetVisible(true);
g_bSSMHack = bPrev;
g_SoundPanel->MoveToFront();
g_SoundPanel->RequestFocus();
return;
}


//check for play soundscape
//load all the temporary soundscapes
else if (!Q_strcmp(pszCommand, PLAY_SOUNDSCAPE_COMMAND))
CUtlVector<const char*> OtherSoundscapes;
{
for (KeyValues* curr = g_SoundscapeMaker->GetPanelFile(); curr; curr = curr->GetNextKey())
if (m_PlaySoundscapeButton->IsSelected())
{
{
if (curr == g_SoundscapeMaker->GetPanelSelected())
//enable the reset soundscape button
continue;
m_ResetSoundscapeButton->SetEnabled(true);


//play the soundscape
OtherSoundscapes.AddToTail(curr->GetName());
PlaySelectedSoundscape();
}
}
else
{
//disable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(false);
 
g_IsPlayingSoundscape = false;


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


Line 2,269: Line 2,554:
}
}


//check for play soundscape
BaseClass::OnCommand(pszCommand);
else if (!Q_strcmp(pszCommand, RESET_SOUNDSCAPE_BUTTON_COMMAND))
}
{
PlaySelectedSoundscape();
return;
}


//check for delete item
//-----------------------------------------------------------------------------
else if (!Q_strcmp(pszCommand, DELETE_CURRENT_ITEM_COMMAND))
// Purpose: Called on panel close
{
//-----------------------------------------------------------------------------
//check for current rndwave
void CSoundListPanel::OnClose()
if (m_kvCurrRndwave && m_SoundNameTextEntry->IsEnabled())
{
{
OnCommand(SOUND_LIST_STOP_COMMAND);
if (!m_kvCurrRndwave || m_iCurrRndWave <= 0)
BaseClass::OnClose();
return;
}


//get the keyvalues by the index
//-----------------------------------------------------------------------------
int curr = 0;
// Purpose: Initalizes the sounds list
KeyValues* prev = nullptr;
//-----------------------------------------------------------------------------
void CSoundListPanel::InitalizeSounds()
{
//get the sound array
GetSoundNames();


FOR_EACH_VALUE(m_kvCurrRndwave, keyvalues)
//add all the sounds
{
for (int i = 0; i < g_SoundDirectories.Size(); i++)
if (++curr == m_iCurrRndWave)
m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);
{
//delete
if (prev)
prev->SetNextKey(keyvalues->GetNextValue());
else
{
m_kvCurrRndwave->m_pSub = keyvalues->GetNextValue();
m_iCurrRndWave = -1;
}


curr = curr - 1;
m_SoundsList->ActivateItem(0);
}


keyvalues->SetNextKey(nullptr);
//-----------------------------------------------------------------------------
keyvalues->deleteThis();
// Purpose: Initalizes the soundscape list
break;
//-----------------------------------------------------------------------------
}
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);


prev = keyvalues;
//quickly remove duplicatesd
}
for (int i = 1; i < OtherSoundscapes.Count(); )
{
if (!Q_strcmp(OtherSoundscapes[i], OtherSoundscapes[i - 1]))
{
OtherSoundscapes.Remove(i);
continue;
}
i++;
}


//reset everything
for (int i = 0; i < OtherSoundscapes.Size(); i++)
m_SoundNameTextEntry->SetText("");
m_SoundscapesList->AddItem(OtherSoundscapes[i], nullptr);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


//store vector
m_SoundscapesList->ActivateItem(0);
auto& vec = m_pSoundList->m_MenuButtons;
}


//remove it
//-----------------------------------------------------------------------------
delete vec[curr];
// Purpose: Sets if this panel is currently the sound panel or soundscape
vec.Remove(curr);
// selector panel.
//-----------------------------------------------------------------------------
void CSoundListPanel::SetIsUsingSoundPanel(bool bUsing)
{
bCurrentlyInSoundPanel = bUsing;


//move everything down
//disable stuff
m_pSoundList->m_iCurrentY = m_pSoundList->m_iCurrentY - 22;
if (bUsing)
m_pSoundList->m_Keyvalues = m_kvCurrRndwave;
{
//set 'reload' text
m_ReloadSounds->SetText("Reload Sounds");


if (vec.Count() >= m_pSoundList->m_iMax)
m_SoundscapesList->SetVisible(false);
{
m_SoundsList->SetVisible(true);
m_pSoundList->OnMouseWheeled(1);


int min, max;
//enable the play button
m_pSoundList->m_pSideSlider->GetRange(min, max);
m_PlayButton->SetEnabled(true);
m_pSoundList->m_pSideSlider->SetRange(0, max - 1);
m_StopSoundButton->SetEnabled(true);
}


for (int i = curr; i < vec.Count(); i++)
//set texts
{
m_PlayButton->SetText("Play Sound");
//move everything down
m_StopSoundButton->SetText("Stop Sound");
int x, y = 0;
m_InsertButton->SetText("Insert Sound");
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


//reset every command
//set title
int WaveAmount = 0;
SetTitle("Sounds List", true);
for (int i = 0; i < vec.Count(); i++)
}
{
else
//store data name
{
const char* name = vec[i]->GetCommand()->GetString("command");
//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);


//increment variables based on name
//set texts
if (Q_stristr(name, "$rndwave") == name)
m_PlayButton->SetText("Play Soundscape");
{
m_StopSoundButton->SetText("Stop Soundscape");
WaveAmount++;
m_InsertButton->SetText("Insert Soundscape");
vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
}
}


//bounds check
//set stuff
if (vec.Count() <= 0)
SetTitle("Soundscape List", true);
return;
}
}


//select next item
//static sound list instance
if (m_iCurrRndWave <= vec.Count())
static CSoundListPanel* g_SoundPanel = nullptr;
OnCommand(CFmtStr("$rndwave%d", curr + 1));
else
OnCommand(CFmtStr("$rndwave%d", curr));
}
else if (m_kvCurrSound)
{
if (!m_kvCurrSelected)
return;


//find keyvalue with same pointer and get the index
int tmpindex = 0;
int index = -1;


KeyValues* prev = nullptr;
//soundscape list
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);
#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
keyvalues->deleteThis();
#define PASTE_FROM_CLIBOARD_COMMAND "PasteFromClipboard"
#define OPEN_CLIBOARD_COMMAND "OpenClipboard"


//get index
index = tmpindex;
break;
}


prev = keyvalues;
//soundscape list class
class CSoundscapeList : public vgui::Divider
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeList, vgui::Divider);


//increment
//constructor
tmpindex++;
CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height);
}


//error
//menu item stuff
if (index == -1)
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type);
return;
virtual void Clear();


//store vector
//other
auto& vec = m_pDataList->m_MenuButtons;
virtual void OnMouseWheeled(int delta);
virtual void OnMouseReleased(vgui::MouseCode code);


//remove it
virtual void OnCommand(const char* pszCommand);
delete vec[index];
virtual void PaintBackground();
vec.Remove(index);


//move everything down
virtual void OnKeyCodeReleased(vgui::KeyCode code);
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
m_pDataList->m_Keyvalues = m_kvCurrSelected;


for (int i = index; i < vec.Count(); i++)
//message funcs
{
MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);
//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)
protected:
{
friend class CSoundscapeMaker;
m_pDataList->OnMouseWheeled(1);


int min, max;
//keyvalue list.
m_pDataList->m_pSideSlider->GetRange(min, max);
KeyValues* m_Keyvalues = nullptr;
m_pDataList->m_pSideSlider->SetRange(0, max - 1);
}


//reset the names of each button
//says "Soundscapes List"
int RandomNum = 0;
vgui::Label* m_pLabel;
int LoopingNum = 0;
vgui::ScrollBar* m_pSideSlider;
int SoundscapeNum = 0;


//change the commands of the buttons
//menu
for (int i = 0; i < vec.Count(); i++)
vgui::Menu* menu;
{
//store data name
const char* name = vec[i]->GetCommand()->GetString("command");


//increment variables based on name
//menu button stuff
if (Q_stristr(name, "$playrandom") == name)
CUtlVector<CSoundscapeButton*> m_MenuButtons;
{
int m_iCurrentY;
RandomNum++;
int m_iMax;
vec[i]->SetCommand(CFmtStr("$playrandom%d", RandomNum));
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);


if (Q_stristr(name, "$playlooping") == name)
//create the side slider
{
m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
LoopingNum++;
m_pSideSlider->SetBounds(width - 20, 0, 20, height - 2);
vec[i]->SetCommand(CFmtStr("$playlooping%d", LoopingNum));
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);


if (Q_stristr(name, "$playsoundscape") == name)
m_iCurrentY = 22;
{
m_iMax = max;
SoundscapeNum++;
m_Keyvalues = nullptr;
vec[i]->SetCommand(CFmtStr("$playsoundscape%d", SoundscapeNum));
}
}
}


//reset everything
//-----------------------------------------------------------------------------
m_SoundLevels->SetText("");
// Purpose: adds a button to the soundscape list
m_SoundNameTextEntry->SetText("");
//-----------------------------------------------------------------------------
m_TimeTextEntry->SetText("");
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type)
m_PitchTextEntry->SetText("");
{
m_PositionTextEntry->SetText("");
//create a new button
m_VolumeTextEntry->SetText("");
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;


m_SoundLevels->SetEnabled(false);
//add button to array
m_SoundNameTextEntry->SetEnabled(false);
m_MenuButtons.AddToTail(button);
m_TimeTextEntry->SetEnabled(false);
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


m_pSoundList->Clear();
//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_kvCurrSound = nullptr;
m_pSideSlider->SetRange(0, max);
m_pSoundList->m_Keyvalues = nullptr;
m_pSideSlider->SetRangeWindow(1);
m_pSideSlider->SetEnabled(true);
}


//bounds checking
m_AmtAdded++;
if (index >= vec.Count())
index = index - 1;


//select the button
//check to see if we need to scroll down
if (index >= 0)
if (m_MenuButtons.Count() >= m_iMax)
OnCommand(vec[index]->GetCommand()->GetString("command"));
OnMouseWheeled(-1);
}
}
else if (m_kvCurrSelected)
 
{
//-----------------------------------------------------------------------------
if (m_KeyValues == m_kvCurrSelected)
// Purpose: Clears everything for this list
{
//-----------------------------------------------------------------------------
//play an error sound
void CSoundscapeList::Clear()
vgui::surface()->PlaySound("resource/warning.wav");
{
//reset the slider
m_pSideSlider->SetValue(0);
m_pSideSlider->SetEnabled(false);
m_pSideSlider->SetRange(0, 0);
m_pSideSlider->SetButtonPressedScrollValue(1);
m_pSideSlider->SetRangeWindow(0);


//show an error
//delete and clear the buttons
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
for (int i = 0; i < m_MenuButtons.Count(); i++)
popup->SetOKButtonText("Ok");
m_MenuButtons[i]->DeletePanel();
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


return;
m_MenuButtons.RemoveAll();
}


//find keyvalue with same pointer and get the index
//reset current y
int tmpindex = 0;
m_iCurrentY = 22;
int index = -1;


KeyValues* prev = nullptr;
m_AmtAdded = 0;
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);
// Purpose: Called when a mouse is wheeled
keyvalues->deleteThis();
//-----------------------------------------------------------------------------
void CSoundscapeList::OnMouseWheeled(int delta)
{
//check for scroll down
if (delta == -1)
m_pSideSlider->SetValue(m_pSideSlider->GetValue() + 1);


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


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


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


//error
//create menu
if (index == -1)
menu = new vgui::Menu(this, "Menu");
return;
menu->AddMenuItem("AddSoundscape", "Add Soundscape", ADD_SOUNDSCAPE_COMMAND, this);


//store vector
//check clipboard item
auto& vec = m_SoundscapesList->m_MenuButtons;
if (CurrClipboardName.Count() > 0)
{
menu->AddSeparator();
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
}


//remove it
menu->SetBounds(x, y, 200, 50);
delete vec[index];
menu->SetVisible(true);
vec.Remove(index);
}


//move everything down
//-----------------------------------------------------------------------------
m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;
// 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);


for (int i = index; i < vec.Count(); i++)
//add to keyvalues file
{
KeyValues* kv = new KeyValues(name);
//move everything down
KeyValues* tmp = m_Keyvalues;
int x, y = 0;
KeyValues* tmp2 = tmp;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


if (vec.Count() >= m_SoundscapesList->m_iMax)
AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);
{
m_SoundscapesList->OnMouseWheeled(1);


int min, max;
//get last subkey
m_SoundscapesList->m_pSideSlider->GetRange(min, max);
while (tmp != nullptr)
m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
{
}
tmp2 = tmp;
tmp = tmp->GetNextTrueSubKey();
}


//reset everything
//add to last subkey
m_DspEffects->SetText("");
tmp2->SetNextKey(kv);
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();
GetParent()->OnCommand(name);
m_pSoundList->Clear();
return;
}
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
{
int index = CurrClipboardName.Count() - 1;


m_kvCurrSound = nullptr;
const char* name = CFmtStr("%s - (Copy %d)", CurrClipboardName[index]->GetName(), m_AmtAdded);
m_pDataList->m_Keyvalues = nullptr;


//go to next soundscape
//add to keyvalues file
if (!prev)
KeyValues* kv = new KeyValues(name);
return;
CurrClipboardName[index]->CopySubkeys(kv);


if (prev->GetNextTrueSubKey())
KeyValues* tmp = m_Keyvalues;
OnCommand(prev->GetNextTrueSubKey()->GetName());
KeyValues* tmp2 = tmp;
else
 
OnCommand(prev->GetName());
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;
return;
}
}
 
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
//check for "playrandom", "playsoundscape" or "playlooping"
if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
{
{
//get the selected number
if (g_SoundscapeClipboard)
char* str_number = (char*)(pszCommand + 11);
g_SoundscapeClipboard->DeletePanel();
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;
}


g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeName);
return;
}


//clear the m_pSoundList
BaseClass::OnCommand(pszCommand);
m_pSoundList->Clear();
}
m_pSoundList->m_Keyvalues = nullptr;


//store variables
//-----------------------------------------------------------------------------
KeyValues* data = nullptr;
// Purpose: Paints the background
int curr = 0;
//-----------------------------------------------------------------------------
void CSoundscapeList::PaintBackground()
{
//colors
static Color EnabledColor = Color(100, 100, 100, 200);
static Color DisabledColor = Color(60, 60, 60, 200);


//get subkey
//if m_KeyValues then paint the default color
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
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)
{
{
if (Q_strcasecmp(sounds->GetName(), "playrandom"))
//check for size and to see if we can select item
continue;
if (i - 1 < 0)
return;
if (++curr == number)
{
data = sounds;
break;
}
}


//no data
//select that item
if (!data)
GetParent()->OnCommand(m_MenuButtons[i - 1]->GetCommand()->GetString("command"));
return;
return;
}
}
}


m_kvCurrSound = data;
//check for arrow
m_kvCurrRndwave = nullptr;
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;


//set the random times
//select that item
m_TimeTextEntry->SetText(data->GetString("time", "10,20"));
GetParent()->OnCommand(m_MenuButtons[i + 1]->GetCommand()->GetString("command"));
m_VolumeTextEntry->SetText(data->GetString("volume", "0.5,0.8"));
return;
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
// Purpose: Called on scroll bar moved
const char* name = data->GetString("soundlevel", nullptr);
//-----------------------------------------------------------------------------
void CSoundscapeList::ScrollBarMoved(int delta)
{
int position = m_pSideSlider->GetValue();


//check for the name
//move everything down (if needed)
if (name)
for (int i = 0; i < m_MenuButtons.Count(); i++)
{
{
//make not visible if i < position
if (i < position)
{
m_MenuButtons[i]->SetVisible(false);
continue;
}


//loop through the sound levels to find the right one
m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
m_MenuButtons[i]->SetVisible(true);
{
}
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
//soundscape data list
if ((data = data->FindKey("rndwave")) == nullptr)
return;


m_kvCurrRndwave = data;
m_pSoundList->m_Keyvalues = data;


//add all the data
#define NEW_PLAYLOOPING_COMMAND "NewLooping"
int i = 0;
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
FOR_EACH_VALUE(data, sound)
#define NEW_RANDOM_COMMAND "NewRandom"
{
const char* name = sound->GetName();


//get real text
const char* text = sound->GetString();


//get last / or \ and make the string be that + 1
class CSoundscapeDataList : public CSoundscapeList
char* fslash = Q_strrchr(text, '/');
{
char* bslash = Q_strrchr(text, '\\');
public:
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);


//no forward slash and no back slash
CSoundscapeDataList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
if (!fslash && !bslash)
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
{
{}
text = text;
}
else
{
if (fslash > bslash)
text = fslash + 1;


else if (bslash > fslash)
//override right click functionality
text = bslash + 1;
virtual void OnMouseReleased(vgui::MouseCode code);
}


m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this);
void OnCommand(const char* pszCommand);
}


m_iSoundscapeMode = SoundscapeMode::Mode_Random;
private:
return;
friend class CSoundscapeMaker;
}
};
}
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();
// Purpose: Called when a mouse code is released
m_pSoundList->m_Keyvalues = 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;


//store variables
//get cursor pos
KeyValues* data = nullptr;
int x, y;
int curr = 0;
vgui::surface()->SurfaceGetCursorPos(x, y);


//get subkey
//create menu
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
menu = new vgui::Menu(this, "Menu");
{
menu->AddMenuItem("AddLooping", "Add Looping Sound", NEW_PLAYLOOPING_COMMAND, this);
if (Q_strcasecmp(sounds->GetName(), "playlooping"))
menu->AddMenuItem("AddSoundscape", "Add Soundscape", NEW_SOUNDSCAPE_COMMAND, this);
continue;
menu->AddMenuItem("AddSoundscape", "Add Random Sounds", NEW_RANDOM_COMMAND, this);


if (++curr == number)
//add clipboard thing
{
if (CurrClipboardData.Count() > 0)
data = sounds;
{
break;
menu->AddSeparator();
}
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
}
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
}


//no data
menu->SetBounds(x, y, 200, 50);
if (!data)
menu->SetVisible(true);
return;
}


m_kvCurrSound = data;
m_kvCurrRndwave = nullptr;


//set the random times
//-----------------------------------------------------------------------------
m_TimeTextEntry->SetText("");
// Purpose: Called on command
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
//-----------------------------------------------------------------------------
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
void CSoundscapeDataList::OnCommand(const char* pszCommand)
m_PositionTextEntry->SetText(data->GetString("position", ""));
{
m_SoundNameTextEntry->SetText(data->GetString("wave", ""));
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();


//get snd level index
//increment variables based on name
int index = 8; //8 = SNDLVL_NORM
if (!Q_strcasecmp(name, "playlooping"))
const char* name = data->GetString("soundlevel", nullptr);
LoopingNum++;
}


//check for the name
//add the keyvalues
if (name)
KeyValues* kv = new KeyValues("playlooping");
{
kv->SetFloat("volume", 1);
kv->SetInt("pitch", 100);


//loop through the sound levels to find the right one
//add the keyvalue to both this and the keyvalues
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
{
if (!Q_strcmp(name, g_SoundLevels[i]))
{
index = i;
break;
}
}
}


//select the index
m_Keyvalues->AddSubKey(kv);
m_SoundLevels->ActivateItem(index);


//enable the text entries
GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));
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;
return;
}
}
}
else if (Q_stristr(pszCommand, "$playsoundscape") == pszCommand)
else if (!Q_strcmp(pszCommand, NEW_SOUNDSCAPE_COMMAND))
{
{
//get the selected number
int SoundscapeNum = 0;
char* str_number = (char*)(pszCommand + 15);
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
int number = atoi(str_number);
if (number != 0)
{
{
//look for button with same command
//store data name
auto& vec = m_pDataList->m_MenuButtons;
const char* name = data->GetName();
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;
}


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


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


//store variables
AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
KeyValues* data = nullptr;
int curr = 0;


//get subkey
//add the keyvalue to both this and the keyvalues
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
m_Keyvalues->AddSubKey(kv);
{
if (Q_strcasecmp(sounds->GetName(), "playsoundscape"))
continue;


if (++curr == number)
GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));
{
data = sounds;
break;
}
}


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


m_kvCurrSound = data;
//increment variables based on name
m_kvCurrRndwave = nullptr;
if (!Q_strcasecmp(name, "playrandom"))
RandomNum++;
}


//set the random times
//add the keyvalues
m_TimeTextEntry->SetText("");
KeyValues* kv = new KeyValues("playrandom");
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
kv->SetString("volume", "0.5,0.8");
if (name)
kv->SetInt("pitch", 100);
{
kv->SetString("time", "10,20");


//loop through the sound levels to find the right one
AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
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
//make rndwave subkey
m_SoundLevels->ActivateItem(index);
KeyValues* rndwave = new KeyValues("rndwave");
kv->AddSubKey(rndwave);


//enable the text entries
//add the keyvalue to both this and the keyvalues
m_TimeTextEntry->SetEnabled(true);
m_Keyvalues->AddSubKey(kv);
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(false);


g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
//make the parent show the new item
g_SoundPanel->SetVisible(false);
GetParent()->OnCommand(CFmtStr("$playrandom%d", RandomNum + 1));


m_iSoundscapeMode = SoundscapeMode::Mode_Soundscape;
return;
return;
}
}
}
else if (Q_stristr(pszCommand, "$rndwave") == pszCommand)
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
{
{
if (!m_kvCurrRndwave)
int index = CurrClipboardData.Count() - 1;
return;
 
const char* type = CurrClipboardData[index]->GetName();


//get the selected number
//get num of that item
char* str_number = (char*)(pszCommand + 8);
int NumItem = 0;
m_iCurrRndWave = atoi(str_number);
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
if (m_iCurrRndWave != 0)
{
{
//look for button with same command
//store data name
auto& vec = m_pSoundList->m_MenuButtons;
const char* name = data->GetName();
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;
}


//increment variables based on name
if (!Q_strcasecmp(name, type))
NumItem++;
}


int i = 0;
//add the keyvalues
KeyValues* kv = new KeyValues(type);
CurrClipboardData[index]->CopySubkeys(kv);


//get value
AddButton(type, type, CFmtStr("$%s%d", type, NumItem + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
KeyValues* curr = nullptr;
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
{
if (++i == m_iCurrRndWave)
{
curr = wave;
break;
}
}


//if no curr then throw an error
//add the keyvalue to both this and the keyvalues
if (!curr)
m_Keyvalues->AddSubKey(kv);
{
 
//play an error sound
//make the parent show the new item
vgui::surface()->PlaySound("resource/warning.wav");
GetParent()->OnCommand(CFmtStr("$%s%d", type, NumItem + 1));
return;
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();


//show error
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeData);
char buf[1028];
return;
Q_snprintf(buf, sizeof(buf), "Failed to get rndwave '%d' for subkey \"%s\"\nfor current soundscape file!", i, m_kvCurrSelected->GetName());
}


//show an error
BaseClass::OnCommand(pszCommand);
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);
//soundscape rndwave data list


m_iSoundscapeMode = SoundscapeMode::Mode_Random;
return;
}
}


//look for button with the same name as the command
#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"
{
//store vars
CUtlVector<CSoundscapeButton*>& array = m_SoundscapesList->m_MenuButtons;


//de-select button
if (m_pCurrentSelected)
m_pCurrentSelected->m_bIsSelected = false;


//check for name
class CSoundscapeRndwaveList : public CSoundscapeList
for (int i = 0; i < m_SoundscapesList->m_MenuButtons.Size(); i++)
{
{
public:
//check button name
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
if (!Q_strcmp(array[i]->GetCommand()->GetString("command"), pszCommand))
{
//found it
m_pCurrentSelected = array[i];
break;
}
}


//find selected keyvalue
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)
{}


//set needed stuff
//override right click functionality
if (m_pCurrentSelected)
virtual void OnMouseReleased(vgui::MouseCode code);
{
//select button
m_pCurrentSelected->m_bIsSelected = true;


m_DeleteCurrentButton->SetEnabled(false);
void OnCommand(const char* pszCommand);


//reset the selected kv
private:
m_kvCurrSelected = nullptr;
friend class CSoundscapeMaker;
};


//find selected keyvalues


for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
//-----------------------------------------------------------------------------
{
// Purpose: Called when a mouse code is released
if (!Q_strcmp(kv->GetName(), pszCommand))
//-----------------------------------------------------------------------------
{
void CSoundscapeRndwaveList::OnMouseReleased(vgui::MouseCode code)
m_kvCurrSelected = kv;
{
break;
//if no soundscape is selected or mouse code != right then return
}
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
}
return;


//set
//get cursor pos
m_kvCurrSound = nullptr;
int x, y;
m_kvCurrRndwave = nullptr;
vgui::surface()->SurfaceGetCursorPos(x, y);


m_TimeTextEntry->SetEnabled(false);
//create menu
m_TimeTextEntry->SetText("");
menu = new vgui::Menu(this, "Menu");
menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);


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


m_PitchTextEntry->SetEnabled(false);
menu->SetBounds(x, y, 200, 50);
m_PitchTextEntry->SetText("");
menu->SetVisible(true);
}


m_PositionTextEntry->SetEnabled(false);
m_PositionTextEntry->SetText("");
m_SoundLevels->SetEnabled(false);
m_SoundLevels->SetText("");


m_SoundNameTextEntry->SetEnabled(false);
//-----------------------------------------------------------------------------
m_SoundNameTextEntry->SetText("");
// 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;


m_SoundNamePlay->SetEnabled(false);
FOR_EACH_VALUE(m_Keyvalues, kv)
num++;
 
KeyValues* add = new KeyValues("wave");
add->SetString(nullptr, "");


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


//check for current keyvalues. should never bee nullptr but could be
m_Keyvalues->AddSubKey(add);
if (!m_kvCurrSelected)
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show error
//forward command to parent
char buf[1028];
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
Q_snprintf(buf, sizeof(buf), "Failed to find KeyValue subkey \"%s\"\nfor current soundscape file!", pszCommand);


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


//reset vars
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
m_pCurrentSelected = nullptr;
{
//get number of keyvalues
int num = 0;


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


m_DspEffects->SetEnabled(false);
int index = CurrClipboardRandom.Count() - 1;
m_DspEffects->SetText("");
 
return;
const char* text = CurrClipboardRandom[index]->GetString();
}


if (g_IsPlayingSoundscape)
KeyValues* add = new KeyValues("wave");
PlaySelectedSoundscape();
add->SetString(nullptr, text);


m_DeleteCurrentButton->SetEnabled(true);
//get last / or \ and make the string be that + 1
char* fslash = Q_strrchr(text, '/');
char* bslash = Q_strrchr(text, '\\');


//set current soundscape name
if (fslash > bslash)
m_TextEntryName->SetText(pszCommand);
text = fslash + 1;
m_TextEntryName->SetEnabled(true);
else if (bslash > fslash)
m_pDataList->m_Keyvalues = m_kvCurrSelected;
text = bslash + 1;


//set dsp effect
//add keyvalues and button
int dsp = Clamp<int>(m_kvCurrSelected->GetInt("dsp"), 0, 29);
AddButton("Rndwave", text, CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);


m_PlaySoundscapeButton->SetEnabled(true);
m_Keyvalues->AddSubKey(add);


m_DspEffects->SetEnabled(true);
//forward command to parent
m_DspEffects->ActivateItem(dsp);
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
return;
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();


//clear these
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeRandomWave);
m_pDataList->Clear();
return;
m_pSoundList->Clear();
}
m_pSoundList->m_Keyvalues = nullptr;


//set variables
BaseClass::OnCommand(pszCommand);
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
//soundscape panel
if (!Q_strcasecmp(name, "playrandom"))
{
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);
}
}
}
}


BaseClass::OnCommand(pszCommand);
}


//-----------------------------------------------------------------------------
#define SOUNDSCAPE_PANEL_WIDTH 760
// Purpose: Function to recursivly write keyvalues to keyvalue files. the keyvalues
#define SOUNDSCAPE_PANEL_HEIGHT 630
// 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
#define NEW_BUTTON_COMMAND "$NewSoundscape"
buffer.PutChar('"');
#define SAVE_BUTTON_COMMAND "$SaveSoundscape"
buffer.PutString(prev->GetName());
#define LOAD_BUTTON_COMMAND "$LoadSoundscape"
buffer.PutString("\"\n");
#define OPTIONS_BUTTON_COMMAND "$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"


//write {
//static bool to determin if the soundscape panel should show or not
for (int i = 0; i < indent; i++)
bool g_ShowSoundscapePanel = false;
buffer.PutChar('\t');
bool g_IsPlayingSoundscape = false;


buffer.PutString("{\n");
//soundscape maker panel
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)


//increment indent
CSoundscapeMaker(vgui::VPANEL parent);
indent++;


//write all the keys first
//tick functions
FOR_EACH_VALUE(prev, value)
void OnTick();
{
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');


//write name and value
//other functions
buffer.PutChar('"');
void OnClose();
buffer.PutString(value->GetName());
void OnCommand(const char* pszCommand);
buffer.PutString("\"\t");
void Paste(SoundscapeClipboardType type);
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
void PlaySelectedSoundscape();
indent--;
void LoadFile(KeyValues* file);


//write ending }
void OnKeyCodePressed(vgui::KeyCode code);
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');


buffer.PutString("}\n");
void SetSoundText(const char* text);
}


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


//check for file save
//sets the keyvalue file
if (!m_bWasFileLoad)
void Set(const char* buffer);
{
//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
//message pointer funcs
KeyValues* pCurrent = m_KeyValues;
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
while (pCurrent)
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
{
int indent = 0;
RecursivlyWriteKeyvalues(pCurrent, buf, indent);
pCurrent = pCurrent->GetNextTrueSubKey();


//put a newline
~CSoundscapeMaker();
buf.PutChar('\n');
}


if (!g_pFullFileSystem->WriteFile(pszFileName, "MOD", buf))
public:
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//get the error first
//the soundscape keyvalues file
char buf[1028];
KeyValues* m_KeyValues = nullptr;
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);
void CreateEverything();
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
return;
}
}


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


//store vars
//buttons
const char* last = pszFileName;
vgui::Button* m_ButtonNew = nullptr;
const char* tmp = nullptr;
vgui::Button* m_ButtonSave = nullptr;
vgui::Button* m_ButtonLoad = nullptr;
vgui::Button* m_ButtonOptions = nullptr;
vgui::Button* m_EditButton = nullptr;


//get the last /
//file load and save dialogs
while ((last = Q_strstr(last, "\\")) != nullptr)
vgui::FileOpenDialog* m_FileSave = nullptr;
tmp = ++last; //move past the backslash
vgui::FileOpenDialog* m_FileLoad = nullptr;
bool m_bWasFileLoad = false;
 
//text entry for name
vgui::TextEntry* m_TextEntryName;


//check tmp
//combo box for dsp effects
if (!tmp || !*tmp)
vgui::ComboBox* m_DspEffects;
tmp = pszFileName;
vgui::ComboBox* m_SoundLevels;


//set new title
//sound data text entry
char buf[1028];
vgui::TextEntry* m_TimeTextEntry;
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
vgui::TextEntry* m_VolumeTextEntry;
vgui::TextEntry* m_PitchTextEntry;
vgui::TextEntry* m_PositionTextEntry;
vgui::TextEntry* m_SoundNameTextEntry;


SetTitle(buf, true);
//play sound button
vgui::Button* m_SoundNamePlay;


//create copy of pszFileName
//play/reset soundscape buttons
char manifest[1028];
vgui::CheckButton* m_PlaySoundscapeButton;
Q_strncpy(manifest, pszFileName, sizeof(manifest));
vgui::Button* m_ResetSoundscapeButton;
vgui::Button* m_DeleteCurrentButton;


//get last /
//current selected soundscape
char* lastSlash = Q_strrchr(manifest, '\\');
CSoundscapeButton* m_pCurrentSelected = nullptr;
if (lastSlash == nullptr || *lastSlash == '\0')
return;


//append 'soundscapes_manifest.txt'
public:
lastSlash[1] = '\0';
KeyValues* m_kvCurrSelected = nullptr;
strcat(manifest, "soundscapes_manifest.txt");


//see if we can open manifest file
private:
KeyValues* man_file = new KeyValues("manifest");
KeyValues* m_kvCurrSound = nullptr;
if (!man_file->LoadFromFile(g_pFullFileSystem, manifest))
KeyValues* m_kvCurrRndwave = nullptr;
{
//cant open manifest file
man_file->deleteThis();
return;
}


//get real filename
int m_iCurrRndWave = 0;
pszFileName = Q_strrchr(pszFileName, '\\');
if (!pszFileName || !*pszFileName)
{
man_file->deleteThis();
return;
}


pszFileName = pszFileName + 1;
//currently in non randomwave thing
SoundscapeMode m_iSoundscapeMode = SoundscapeMode::Mode_Random;


//create name to be added to the manifest file
//temporary added soundscapes
char add_file[1028];
CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
Q_snprintf(add_file, sizeof(add_file), "scripts/%s", pszFileName);
};


//add filename to manifest file if not found
//user message hook
FOR_EACH_VALUE(man_file, value)
void _SoundscapeMaker_Recieve(bf_read& bf);
{
if (!Q_strcmp(value->GetString(), add_file))
{
man_file->deleteThis();
return;
}
}


 
//-----------------------------------------------------------------------------
//add to manifest file
// Purpose: Constructor for soundscape maker panel
KeyValues* kv = new KeyValues("file");
//-----------------------------------------------------------------------------
kv->SetString(nullptr, add_file);
CSoundscapeMaker::CSoundscapeMaker(vgui::VPANEL parent)
man_file->AddSubKey(kv);
: BaseClass(nullptr, "SoundscapeMaker")
 
{
//write to file
static bool bRegistered = false;
man_file->SaveToFile(g_pFullFileSystem, manifest);
if (!bRegistered)
 
{
man_file->deleteThis();
usermessages->HookMessage("SoundscapeMaker_Recieve", _SoundscapeMaker_Recieve);
return;
bRegistered = true;
}
}


//try and load the keyvalues file first
//set variables
KeyValues* temp = new KeyValues("SoundscapeFile");
m_pCurrentSelected = nullptr;
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
SetParent(parent);
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


temp->deleteThis();
SetKeyBoardInputEnabled(true);
return;
SetMouseInputEnabled(true);
}


//set the new title
SetProportional(false);
{
SetTitleBarVisible(true);
//store vars
SetMinimizeButtonVisible(false);
const char* last = pszFileName;
SetMaximizeButtonVisible(false);
const char* tmp = nullptr;
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(g_ShowSoundscapePanel);


//get the last /
int ScreenWide, ScreenTall;
while ((last = Q_strstr(last, "\\")) != nullptr)
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
tmp = ++last; //move past the backslash


//check tmp
SetTitle("Soundscape Maker (New File)", true);
if (!tmp || !*tmp)
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
tmp = pszFileName;
SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);


//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
//add a tick signal for every 50 ms
m_kvCurrSelected = nullptr;
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);


if (g_IsPlayingSoundscape)
CreateEverything();
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
// Purpose: Creates everything for this panel
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTextChanged(KeyValues* keyvalues)
void CSoundscapeMaker::CreateEverything()
{
{
//check for these things
//create the divider that will be the outline for the inside of the panel
if (!m_pCurrentSelected || !m_kvCurrSelected)
vgui::Divider* PanelOutline = new vgui::Divider(this, "InsideOutline");
return;
PanelOutline->SetEnabled(false);
PanelOutline->SetBounds(5, 25, SOUNDSCAPE_PANEL_WIDTH - 10, SOUNDSCAPE_PANEL_HEIGHT - 62);


//check to see if the current focus is the text text entry
//create the buttons
if (m_TextEntryName->HasFocus())
//create the buttons
{
m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
//get text
m_ButtonNew->SetVisible(true);
char buf[50];
m_ButtonNew->SetBounds(7, 600, 145, 25);
m_TextEntryName->GetText(buf, sizeof(buf));
m_ButtonNew->SetCommand(NEW_BUTTON_COMMAND);
m_ButtonNew->SetDepressedSound("ui/buttonclickrelease.wav");


//set current text and keyvalue name
m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
m_kvCurrSelected->SetName(buf);
m_ButtonSave->SetVisible(true);
m_pCurrentSelected->SetText(buf);
m_ButtonSave->SetBounds(157, 600, 145, 25);
m_pCurrentSelected->SetCommand(buf);
m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
return;
m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");
}


//set dsp
m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
m_kvCurrSelected->SetInt("dsp", Clamp<int>(m_DspEffects->GetActiveItem(), 0, 28));
m_ButtonLoad->SetVisible(true);
m_ButtonLoad->SetBounds(307, 600, 145, 25);
//if the m_kvCurrSound is nullptr then dont do the rest of the stuff
m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
if (!m_kvCurrSound)
m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");
return;


//set the curr sound and stuff
m_ButtonOptions = new vgui::Button(this, "OptionsButton", "Show Options Panel");
if (m_TimeTextEntry->HasFocus())
m_ButtonOptions->SetVisible(true);
{
m_ButtonOptions->SetBounds(457, 600, 145, 25);
//get text
m_ButtonOptions->SetCommand(OPTIONS_BUTTON_COMMAND);
char buf[38];
m_ButtonOptions->SetDepressedSound("ui/buttonclickrelease.wav");
m_TimeTextEntry->GetText(buf, sizeof(buf));
 
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");


m_kvCurrSound->SetString("time", buf);
//create the soundscapes menu
return;
m_SoundscapesList = new CSoundscapeList(this, "SoundscapesList", "Soundscapes:", 90, 22, 300, 550);
}
m_SoundscapesList->SetBounds(15, 35, 300, 550);
else if (m_VolumeTextEntry->HasFocus())
m_SoundscapesList->SetVisible(true);
{
//get text
char buf[38];
m_VolumeTextEntry->GetText(buf, sizeof(buf));


m_kvCurrSound->SetString("volume", buf);
//create data list
return;
m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 310);
}
m_pDataList->SetBounds(327, 275, 200, 310);
else if (m_PitchTextEntry->HasFocus())
m_pDataList->SetVisible(true);
{
//dont add to soundscaep
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
return;


//get text
//create sound list
char buf[38];
m_pSoundList = new CSoundscapeRndwaveList(this, "SoudscapeDataList", "Random Sounds:", 40, 10, 200, 310);
m_PitchTextEntry->GetText(buf, sizeof(buf));
m_pSoundList->SetBounds(542, 275, 200, 310);
m_pSoundList->SetVisible(true);


m_kvCurrSound->SetString("pitch", buf);
//name text entry
return;
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
}
m_TextEntryName->SetEnabled(false);
else if (m_PositionTextEntry->HasFocus())
m_TextEntryName->SetBounds(325, 40, 295, 20);
{
m_TextEntryName->SetMaximumCharCount(256);
//get text
char buf[38];
m_PositionTextEntry->GetText(buf, sizeof(buf));


//if the string is empty then remove the position instead
//dsp effects combo box
if (!buf[0])
m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
{
m_DspEffects->SetEnabled(false);
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
m_DspEffects->SetBounds(325, 65, 295, 20);
m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("positionoverride"));
m_DspEffects->SetText("");
else
m_DspEffects->AddActionSignalTarget(this);
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);


}
for (int i = 0; i < sizeof(g_DspEffects) / sizeof(g_DspEffects[i]); i++)
m_DspEffects->AddItem(g_DspEffects[i], nullptr);


return;
//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);


//get the sound level amount
//volume text entry
int sndlevel = Clamp<int>(m_SoundLevels->GetActiveItem(), 0, 20);
m_VolumeTextEntry = new vgui::TextEntry(this, "VolumeTextEntry");
m_kvCurrSound->SetString("soundlevel", g_SoundLevels[sndlevel]);
m_VolumeTextEntry->SetBounds(325, 115, 295, 20);
m_VolumeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetVisible(true);


//set soundscape name/wave
//pitch text entry
if (m_SoundNameTextEntry->HasFocus())
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
{
m_PitchTextEntry->SetBounds(325, 140, 295, 20);
//get text
m_PitchTextEntry->SetEnabled(false);
char buf[512];
m_PitchTextEntry->SetVisible(true);
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)
//position text entry
{
m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
if (++i == m_iCurrRndWave)
m_PositionTextEntry->SetBounds(325, 165, 295, 20);
{
m_PositionTextEntry->SetEnabled(false);
wave->SetStringValue(buf);
m_PositionTextEntry->SetVisible(true);


//set text on the sounds panel
//sound levels
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
m_SoundLevels = new vgui::ComboBox(this, "SoundLevels", sizeof(g_SoundLevels) / sizeof(g_SoundLevels[0]), false);
if (button)
m_SoundLevels->SetEnabled(false);
{
m_SoundLevels->SetBounds(325, 190, 295, 20);
//get last / or \ and make the string be that + 1
m_SoundLevels->SetText("");
char* fslash = Q_strrchr(buf, '/');
m_SoundLevels->AddActionSignalTarget(this);
char* bslash = Q_strrchr(buf, '\\');


//no forward slash and no back slash
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
if (!fslash && !bslash)
m_SoundLevels->AddItem(g_SoundLevels[i], nullptr);
{
button->SetText(buf);
return;
}


if (fslash > bslash)
//sound name
{
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
button->SetText(fslash + 1);
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
return;
m_SoundNameTextEntry->SetEnabled(false);
}
m_SoundNameTextEntry->SetVisible(true);
else if (bslash > fslash)
{
button->SetText(bslash + 1);
return;
}
}


break;
//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);
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);
}


//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->SetEnabled(false);
m_PlaySoundscapeButton->SetSelected(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);
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);
m_DeleteCurrentButton->SetEnabled(false);


//clear current file
//create the soundscape name text
m_pCurrentSelected = nullptr;
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
m_kvCurrSelected = nullptr;
NameLabel->SetBounds(635, 40, 125, 20);
m_kvCurrSound = nullptr;
 
m_kvCurrRndwave = nullptr;
//create the soundscape dsp text
vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
DspLabel->SetBounds(635, 65, 125, 20);


//clear the menu items
//create the soundscape time text
m_SoundscapesList->Clear();
vgui::Label* TimeLabel = new vgui::Label(this, "TimeLabel", "Sound Time");
m_pSoundList->Clear();
TimeLabel->SetBounds(635, 90, 125, 20);
m_pDataList->Clear();
m_SoundscapesList->m_Keyvalues = file;
m_pDataList->m_Keyvalues = nullptr;
m_pSoundList->m_Keyvalues = nullptr;


g_IsPlayingSoundscape = false;
//create the soundscape volumn text
vgui::Label* VolumeLabel = new vgui::Label(this, "VolumeLabel", "Sound Volume");
VolumeLabel->SetBounds(635, 115, 125, 20);


//temp soundscapes list
//create the soundscape pitch text
CUtlVector<const char*> Added;
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
PitchLabel->SetBounds(635, 140, 125, 20);


//add all the menu items
//create the soundscape position text
for (KeyValues* soundscape = file; soundscape != nullptr; soundscape = soundscape->GetNextTrueSubKey())
vgui::Label* PositionLabel = new vgui::Label(this, "PositionLabel", "Sound Position");
{
PositionLabel->SetBounds(635, 165, 125, 20);
//add the menu buttons
const char* name = soundscape->GetName();


//check for the soundscape first
//create the soundscape sound level text
if (Added.Find(name) != Added.InvalidIndex())
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
{
SoundLevelLabel->SetBounds(635, 190, 125, 20);
ConWarning("CSoundscapePanel: Failed to add repeated soundscape '%s'\n", name);
 
continue;
//create the soundscape sound name text
}
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
SoundName->SetBounds(635, 215, 125, 20);


Added.AddToTail(name);
//create the soundscape keyvalues and load it
m_SoundscapesList->AddButton(name, name, name, this);
m_KeyValues = new KeyValues("Empty Soundscape");
}


//
LoadFile(m_KeyValues);
OnCommand(file->GetName());
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Sets the sounds text
// Purpose: Called every tick for the soundscape maker
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::SetSoundText(const char* text)
void CSoundscapeMaker::OnTick()
{
{
m_SoundNameTextEntry->SetText(text);
//set the visibility
static bool bPrevVisible = g_ShowSoundscapePanel;
if (g_ShowSoundscapePanel != bPrevVisible)
SetVisible(g_ShowSoundscapePanel);


//set soundscape name/wave
//set the old visibility
if (m_iSoundscapeMode != SoundscapeMode::Mode_Random)
bPrevVisible = g_ShowSoundscapePanel;
{
}
m_kvCurrSound->SetString("wave", text);
}
else
{
//get value
int i = 0;


FOR_EACH_VALUE(m_kvCurrRndwave, wave)
//-----------------------------------------------------------------------------
{
// Purpose: Called when the close button is pressed
if (++i == m_iCurrRndWave)
//-----------------------------------------------------------------------------
{
void CSoundscapeMaker::OnClose()
wave->SetStringValue(text);
{
//hide the other panels
g_SoundPanel->OnClose();
g_SettingsPanel->OnClose();
g_SoundscapeTextPanel->OnClose();


//set text on the sounds panel
g_ShowSoundscapePanel = false;
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)
// Purpose: Play the selected soundscape
{
//-----------------------------------------------------------------------------
button->SetText(text);
void CSoundscapeMaker::PlaySelectedSoundscape()
return;
{
}
//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();


if (fslash > bslash)
g_IsPlayingSoundscape = true;
{
g_bSSMHack = true;
button->SetText(fslash + 1);
return;
}
 
else if (bslash > fslash)
{
button->SetText(bslash + 1);
return;
}
}


//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;
break;
}
}
Line 3,694: Line 3,723:
}
}


return;
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
// Purpose: Called when a keyboard key is pressed
//into the g_SoundscapeSystem.m_soundscapes array
//-----------------------------------------------------------------------------
if (m_kvCurrSelected)
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)
CUtlVector<const char*> SoundscapeNames;
OnCommand(LOAD_BUTTON_COMMAND);
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, subkey)
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
//look for playsoundscape file
g_SettingsPanel->SetVisible(true);
if (!Q_strcasecmp(subkey->GetName(), "playsoundscape"))
g_SettingsPanel->RequestFocus();
{
g_SettingsPanel->MoveToFront();
const char* name = subkey->GetString("name", nullptr);
}
if (!name || !name[0] || SoundscapeNames.Find(name) != SoundscapeNames.InvalidIndex())
else if (code == vgui::KeyCode::KEY_D)
continue;
OnCommand(DELETE_CURRENT_ITEM_COMMAND);


//check for ctrl+alt+a
SoundscapeNames.AddToTail(name);
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
//now look for each keyvalue
else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT)) && m_SoundscapesList)
for (int i = 0; i < SoundscapeNames.Count(); i++)
m_SoundscapesList->OnCommand(ADD_SOUNDSCAPE_COMMAND);
{
 
for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
return;
{
//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);
}
}
}
}
}


//get key bound to this
//stop all sounds
const char* key = engine->Key_LookupBinding("modbase_soundscape_panel");
enginesound->StopAllSounds(true);
if (!key)
return;


//convert the key to a keyboard code
//stop the current soundscape and start a new soundscape
const char* keystring = KeyCodeToString(code);
g_SoundscapeSystem.StartNewSoundscape(nullptr);
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);
//remove the KEY_ if found
 
if (Q_strstr(keystring, "KEY_") == keystring)
//start debug graphs
keystring = keystring + 4;
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Start();


//check both strings
g_bSSMHack = false;
if (!Q_strcasecmp(key, keystring))
OnClose();
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Starts the soundscape on map spawn
// Purpose: Called when a button or something else gets pressed
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LevelInitPostEntity()
void CSoundscapeMaker::OnCommand(const char* pszCommand)
{
{
if (g_IsPlayingSoundscape)
//check for close command first
PlaySelectedSoundscape();
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
// Purpose: Destructor for soundscape maker panel
m_FileSave->DoModal(false);
//-----------------------------------------------------------------------------
m_FileSave->Activate();
CSoundscapeMaker::~CSoundscapeMaker()
 
{
//file wasnt loadad
//delete the keyvalue files if needed
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)
if (m_KeyValues)
m_KeyValues->deleteThis();
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);


//static panel instance
if (g_SoundscapeTextPanel)
static CSoundscapeMaker* g_SSMakerPanel = nullptr;
g_SoundscapeTextPanel->SetVisible(bVisible);


//interface class
if (g_SoundscapeDebugPanel)
class CSoundscapeMakerInterface : public ISoundscapeMaker
g_SoundscapeDebugPanel->SetVisible(bVisible);
{
public:
void Create(vgui::VPANEL parent)
{
g_SSMakerPanel = new CSoundscapeMaker(parent);
g_SoundPanel = new CSoundListPanel(parent, "SoundListPanel");
g_SettingsPanel = new CSoundscapeSettingsPanel(parent, "SettingsPanel");
}
}


void SetVisible(bool bVisible)
void SetBuffer(const char* text)
{
{
if (g_SSMakerPanel)
if (g_SSMakerPanel)
g_SSMakerPanel->SetVisible(bVisible);
g_SSMakerPanel->Set(text);
}
}


void Destroy()
KeyValues* GetPanelFile()
{
{
if (g_SSMakerPanel)
return g_SSMakerPanel->m_KeyValues;
g_SSMakerPanel->DeletePanel();
 
if (g_SoundPanel)
g_SoundPanel->DeletePanel();
 
if (g_SettingsPanel)
g_SettingsPanel->DeletePanel();
 
g_SSMakerPanel = nullptr;
g_SoundPanel = nullptr;
g_SettingsPanel = nullptr;
}
}


void SetSoundText(const char* text)
KeyValues* GetPanelSelected()
{
{
if (!g_SSMakerPanel)
return g_SSMakerPanel->m_kvCurrSelected;
return;
 
g_SSMakerPanel->SetSoundText(text);
g_SSMakerPanel->RequestFocus();
g_SSMakerPanel->MoveToFront();
}
}


void SetAllVisible(bool bVisible)
void PasteFromClipboard(int type)
{
{
g_ShowSoundscapePanel = false;
g_SSMakerPanel->Paste((SoundscapeClipboardType)type);
 
if (g_SSMakerPanel)
g_SSMakerPanel->SetVisible(false);
 
if (g_SoundPanel)
g_SoundPanel->SetVisible(false);
 
if (g_SettingsPanel)
g_SettingsPanel->SetVisible(false);
}
}
};
};

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({});
}