Programming/vgui soundscape maker.cpp: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (set g_ShowSoundscapePanel to false by default)
(fixed document)
 
(13 intermediate revisions by the same user not shown)
Line 25: Line 25:
#include <vgui_controls/MenuItem.h>
#include <vgui_controls/MenuItem.h>
#include <vgui_controls/RichText.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);
 
//draw the line
vgui::surface()->DrawLine(0, y, w, y);
 
float labelValue = frac * m_flMaxValue;


//sound levels
char buf[32];
static const char* g_SoundLevels[] = {
Q_snprintf(buf, sizeof(buf), "%.2f", labelValue);
"SNDLVL_50dB",
 
"SNDLVL_55dB",
vgui::surface()->DrawSetTextFont(GetFont());
"SNDLVL_IDLE",
vgui::surface()->DrawSetTextColor(255, 255, 255, 255);
"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"
};


//-----------------------------------------------------------------------------
//set text pos
// Purpose: Helper funciton to compare vector and string
if (labelValue == m_flMaxValue)
//-----------------------------------------------------------------------------
vgui::surface()->DrawSetTextPos(5, y);
int Q_vecstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
else if (labelValue <= 0.0f)
{
vgui::surface()->DrawSetTextPos(5, y - 14);
//check for null substring
else
if (!substr || !*substr)
vgui::surface()->DrawSetTextPos(5, y - 8);
return -1;
//store variables
int substrLen = Q_strlen(substr);


//search for match
wchar_t wbuf[32];
for (int i = startindex; i <= endindex; ++i)
g_pVGuiLocalize->ConvertANSIToUnicode(buf, wbuf, sizeof(wbuf));
{
vgui::surface()->DrawPrintText(wbuf, wcslen(wbuf));
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
//get now time
if (match)
float now = vgui::system()->GetFrameTime();
return i;
}


//didnt find match
//now draw the graphs
return -1;
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: Helper funciton to compare vector and string but reversed
// Purpose: Starts drawing the graphs
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int Q_vecrstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
void CGraphPanel::Start()
{
{
//check for null substring
//check for not running
if (!substr || !*substr)
if (!m_bRunning)
return -1;
//store variables
int substrLen = Q_strlen(substr);
 
//search for match
for (int i = endindex - substrLen + 1; i >= startindex; --i)
{
{
bool match = true;
float now = vgui::system()->GetFrameTime();
for (int j = 0; j < substrLen; ++j)
for (int i = 0; i < m_Lines.Count(); ++i)
{
{
wchar_t wc = vec[i + j];
if (m_Lines[i].elapsedWhenStopped < m_flDuration / m_Lines[i].speed)
char ch = substr[j];
m_Lines[i].startTime = now - m_Lines[i].elapsedWhenStopped;
if (wc != ch)
{
match = false;
break;
}
}
}


//found match
//start running
if (match)
m_bRunning = true;
return i;
}
}
 
//-----------------------------------------------------------------------------
// 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;
}
}
}


//didnt find match
//-----------------------------------------------------------------------------
return -1;
// Purpose: Clears the line graph
//-----------------------------------------------------------------------------
void CGraphPanel::Clear()
{
m_Lines.RemoveAll();
m_flTimeOffset = 0.0f;
m_bRunning = false;
}
}


//holds all the sound names
//-----------------------------------------------------------------------------
static CUtlVector<char*> g_SoundDirectories;
// 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: Sort function for utl vector
// Purpose: Adds a line to the line graph
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static int VectorSortFunc(char* const* p1, char* const* p2)
void CGraphPanel::AddLine(bool ascending, unsigned char r, unsigned char g, unsigned char b, float speed, float flGraphWidthFraction)
{
{
return Q_stricmp(*p1, *p2);
//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: Gets all the sound names and stores them into g_SoundDirectories
// Purpose: Removes a line graph
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static void GetSoundNames()
void CGraphPanel::RemoveLine(int index)
{
{
//first off clear the sound array first
//bounds check
for (int i = 0; i < g_SoundDirectories.Count(); i++)
if (index >= m_Lines.Count() || index < 0)
free(g_SoundDirectories[i]);
return;


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


//directories to search
//move everything down
CUtlVector<char*> directoriesToSearch;
m_flTimeOffset = 0.0f;
directoriesToSearch.AddToTail(strdup("sound"));
for (int i = 0; i < m_Lines.Count(); ++i)
 
//loop until all directories have been processed
while (directoriesToSearch.Count() > 0)
{
{
//take the last added directory (depth-first search)
m_Lines[i].offset = m_flTimeOffset;
char* currentDir = directoriesToSearch[directoriesToSearch.Count() - 1];
m_flTimeOffset += 0.1f;
directoriesToSearch.Remove(directoriesToSearch.Count() - 1);
}
}


//create a wildcard path to search all files and subdirs
//-----------------------------------------------------------------------------
char searchPath[MAX_PATH];
// Purpose: Called when scheme settings are set
Q_snprintf(searchPath, sizeof(searchPath), "%s/*", currentDir);
//-----------------------------------------------------------------------------
void CGraphPanel::ApplySchemeSettings(vgui::IScheme* scheme)
{
SetFont(scheme->GetFont("Default", IsProportional()));
}


FileFindHandle_t findHandle;
//selected text mode
const char* filename = g_pFullFileSystem->FindFirst(searchPath, &findHandle);
enum class SoundscapeMode
{
Mode_Random,
Mode_Soundscape,
Mode_Looping,
};


while (filename)
//soundscape clipboard type
{
enum class SoundscapeClipboardType
//ignore special directories
{
if (Q_strcmp(filename, ".") != 0 && Q_strcmp(filename, "..") != 0)
Type_SoundscapeNone,
{
Type_SoundscapeName,
char fullPath[MAX_PATH];
Type_SoundscapeData,
Q_snprintf(fullPath, sizeof(fullPath), "%s/%s", currentDir, filename);
Type_SoundscapeRandomWave,
};


//if it's a directory, add it to the list for later processing
//dsp effects
if (g_pFullFileSystem->FindIsDirectory(findHandle))
static const char* g_DspEffects[] = {
{
"Normal (off)",
directoriesToSearch.AddToTail(strdup(fullPath));
"Generic",
}
"Metal Small",
else
"Metal Medium",
{
"Metal Large",
//check file extension and print if it's .wav or .mp3
"Tunnel Small",
const char* ext = V_GetFileExtension(filename);
"Tunnel Medium",
if (ext && (!Q_stricmp(ext, "wav") || !Q_stricmp(ext, "mp3")))
"Tunnel Large",
{
"Chamber Small",
g_SoundDirectories.AddToTail(strdup(fullPath + 6));
"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",
};


// Move to next file
//sound levels
filename = g_pFullFileSystem->FindNext(findHandle);
static const char* g_SoundLevels[] = {
}
"SNDLVL_50dB",
 
"SNDLVL_55dB",
//free the memory
"SNDLVL_IDLE",
g_pFullFileSystem->FindClose(findHandle);
"SNDLVL_TALKING",
free(currentDir);
"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;
g_SoundDirectories.Sort(VectorSortFunc);
}


//max clipboard size
#define MAX_CLIPBOARD_ITEMS 10


//text entry for text edit panel
//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;


class CTextPanelTextEntry : public vgui::TextEntry
//store variables
{
int substrLen = Q_strlen(substr);
public:
DECLARE_CLASS_SIMPLE(CTextPanelTextEntry, vgui::TextEntry)


//constructor
//search for match
CTextPanelTextEntry(vgui::Panel* parent, const char* panelName)
for (int i = startindex; i <= endindex; ++i)
: TextEntry(parent, panelName)
{
{
SetMultiline(true);
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;
}
}


//called on keycode typed
//found match
virtual void OnKeyCodeTyped(vgui::KeyCode code)
if (match)
{
return i;
//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
//didnt find match
void OnKeyCodePressed(vgui::KeyCode code)
return -1;
{
}
if (code == KEY_ENTER || code == KEY_PAD_ENTER
|| code == KEY_TAB)
return;


BaseClass::OnKeyCodePressed(code);
//-----------------------------------------------------------------------------
}
// 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);


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


//check for " so you dont insert string inside string
//found match
if (m_TextStream[_cursorPos] == '"')
if (match)
{
return i;
GotoRight();
SelectNone();
return;
}
 
}
 
//insert:
//""
//and set cursor in the middle
BaseClass::OnKeyTyped(c);
InsertString("\"");
GotoLeft();
SelectNone();
}
else
{
BaseClass::OnKeyTyped(c);
}
}
}
};


//didnt find match
return -1;
}


//soundscape maker text editor panel
//holds all the sound names
#define TEXT_PANEL_WIDTH 760
static CUtlVector<char*> g_SoundDirectories;
#define TEXT_PANEL_HEIGHT 630


#define TEXT_PANEL_COMMAND_SET "Set"
//-----------------------------------------------------------------------------
#define TEXT_PANEL_COMMAND_SET_OK "SetOk"
// Purpose: Sort function for utl vector
#define TEXT_PANEL_COMMAND_FIND "FInd"
//-----------------------------------------------------------------------------
static int VectorSortFunc(char* const* p1, char* const* p2)
{
return Q_stricmp(*p1, *p2);
}


class CSoundscapeTextPanel : public vgui::Frame
//-----------------------------------------------------------------------------
// Purpose: Sort function for utl vector
//-----------------------------------------------------------------------------
static int VectorSortFunc(const char* const* p1, const char* const* p2)
{
{
public:
return Q_stricmp(*p1, *p2);
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
// Purpose: Gets all the sound names and stores them into g_SoundDirectories
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeTextPanel::CSoundscapeTextPanel(vgui::VPANEL parent, const char* name)
static void GetSoundNames()
: BaseClass(nullptr, name)
{
{
SetParent(parent);
//first off clear the sound array first
for (int i = 0; i < g_SoundDirectories.Count(); i++)
free(g_SoundDirectories[i]);


SetKeyBoardInputEnabled(true);
g_SoundDirectories.RemoveAll();
SetMouseInputEnabled(true);


SetProportional(false);
//directories to search
SetTitleBarVisible(true);
CUtlVector<char*> directoriesToSearch;
SetMinimizeButtonVisible(false);
directoriesToSearch.AddToTail(strdup("sound"));
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(true);
SetMoveable(true);
SetVisible(false);
SetMinimumSize(575, 120);


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


SetTitle("Soundscape Text Editor", true);
//create a wildcard path to search all files and subdirs
SetSize(TEXT_PANEL_WIDTH, TEXT_PANEL_HEIGHT);
char searchPath[MAX_PATH];
SetPos((ScreenWide - TEXT_PANEL_WIDTH) / 2, (ScreenTall - TEXT_PANEL_HEIGHT) / 2);
Q_snprintf(searchPath, sizeof(searchPath), "%s/*", currentDir);


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
FileFindHandle_t findHandle;
const char* filename = g_pFullFileSystem->FindFirst(searchPath, &findHandle);


//make text entry
while (filename)
m_Text = new CTextPanelTextEntry(this, "EditBox");
{
m_Text->SetBounds(5, 25, TEXT_PANEL_WIDTH - 10, TEXT_PANEL_HEIGHT - 55);
//ignore special directories
m_Text->SetEnabled(true);
if (Q_strcmp(filename, ".") != 0 && Q_strcmp(filename, "..") != 0)
m_Text->SetMultiline(true);
{
m_Text->SetVerticalScrollbar(true);
char fullPath[MAX_PATH];
Q_snprintf(fullPath, sizeof(fullPath), "%s/%s", currentDir, filename);


//make set button
//if it's a directory, add it to the list for later processing
m_SetButton = new vgui::Button(this, "SetButton", "Apply Changes To Keyvalue Maker");
if (g_pFullFileSystem->FindIsDirectory(findHandle))
m_SetButton->SetBounds(5, TEXT_PANEL_HEIGHT - 27, 250, 25);
{
m_SetButton->SetCommand(TEXT_PANEL_COMMAND_SET);
directoriesToSearch.AddToTail(strdup(fullPath));
 
}
//make find text entry
else
m_FindTextEntry = new vgui::TextEntry(this, "FindTextEntry");
{
m_FindTextEntry->SetBounds(450, TEXT_PANEL_HEIGHT - 27, 200, 25);
//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);
}


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


//-----------------------------------------------------------------------------
 
// Purpose: Sets the keyvalues
//text entry for text edit panel
//-----------------------------------------------------------------------------
 
void CSoundscapeTextPanel::Set(KeyValues* keyvalues)
 
class CTextPanelTextEntry : public vgui::TextEntry
{
{
//write everything into a buffer
public:
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
DECLARE_CLASS_SIMPLE(CTextPanelTextEntry, vgui::TextEntry)


//now write the keyvalues
//constructor
KeyValues* pCurrent = keyvalues;
CTextPanelTextEntry(vgui::Panel* parent, const char* panelName)
while (pCurrent)
: TextEntry(parent, panelName)
{
{
RecursiveSetText(pCurrent, buf, 0);
SetMultiline(true);
}


//put a newline
//called on keycode typed
if (pCurrent->GetNextTrueSubKey())
virtual void OnKeyCodeTyped(vgui::KeyCode code)
buf.PutChar('\n');
{
//check for enter or enter
//get next
if (code == KEY_ENTER || code == KEY_PAD_ENTER)
pCurrent = pCurrent->GetNextTrueSubKey();
InsertString("\n");
 
//check for tab
else if (code == KEY_TAB)
InsertString("    ");
 
//do other key code
else
BaseClass::OnKeyCodeTyped(code);
}
}


//write that to the m_Text
//called on keycode pressed
m_Text->SetText((const char*)buf.Base());
void OnKeyCodePressed(vgui::KeyCode code)
}
{
if (code == KEY_ENTER || code == KEY_PAD_ENTER
|| code == KEY_TAB)
return;


//-----------------------------------------------------------------------------
BaseClass::OnKeyCodePressed(code);
// 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
//called on keycode insert
buffer.PutChar('"');
void OnKeyTyped(wchar_t c)
buffer.PutString(keyvalues->GetName());
{
buffer.PutString("\"\n");
//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())
{


//write {
//check for " so you dont insert string inside string
for (int i = 0; i < indent; i++)
if (m_TextStream[_cursorPos] == '"')
buffer.PutString("    ");
{
GotoRight();
SelectNone();
return;
}


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


//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('"');
//simple clipboard panel
buffer.PutString(value->GetString());
class CSoundscapeClipboard : public vgui::Frame
buffer.PutString("\"\n");
{
}
public:
DECLARE_CLASS_SIMPLE(CSoundscapeClipboard, vgui::Frame)


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


if (value->GetNextTrueSubKey())
//creates all the buttons
buffer.PutChar('\n');
void CreateButtons();
}


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


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


buffer.PutString("}\n");  
//static soundscape clipboard panel
}
static CSoundscapeClipboard* g_SoundscapeClipboard;


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on command
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::OnCommand(const char* pszCommand)
CSoundscapeClipboard::CSoundscapeClipboard(SoundscapeClipboardType type)
: BaseClass(nullptr, "SoundscapeMakerClipboard"), m_Type(type)
{
{
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET))
//get the size of the panel
{
int tall = 30;
//play sound
 
vgui::surface()->PlaySound("ui/buttonclickrelease.wav");
switch (type)
 
{
//check first incase you accidentally press it
case SoundscapeClipboardType::Type_SoundscapeName:
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);
tall += 29 * CurrClipboardName.Count();
popup->SetOKCommand(new KeyValues("Command", "command", TEXT_PANEL_COMMAND_SET_OK));
break;
popup->SetCancelButtonVisible(false);
case SoundscapeClipboardType::Type_SoundscapeData:
popup->AddActionSignalTarget(this);
tall += 29 * CurrClipboardData.Count();
popup->DoModal(this);
break;
return;
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
tall += 29 * CurrClipboardRandom.Count();
break;
}
}


//set text
SetParent(enginevgui->GetPanel(VGuiPanel_t::PANEL_TOOLS));
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET_OK))
SetCloseButtonVisible(true);
{
SetSize(300, tall);
//get string
MoveToCenterOfScreen();
int len = m_Text->GetTextLength() + 1;
SetTitle("Soundscape Clipboard", true);
SetSizeable(false);
SetDeleteSelfOnClose(true);


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


g_SoundscapeMaker->SetBuffer(buf);
CreateButtons();
}


//delete string
//-----------------------------------------------------------------------------
delete[] buf;
// Purpose: Creates all the clipboard buttons
//-----------------------------------------------------------------------------
//hide this
void CSoundscapeClipboard::CreateButtons()
SetVisible(false);
{
return;
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), "");


//find text
//set text
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_FIND))
const char* name = CurrClipboardData[i]->GetName();
{
if (!Q_stricmp(name, "playrandom"))
//get buffer
{
char buf[128];
button->SetText("playrandom");
m_FindTextEntry->GetText(buf, sizeof(buf));
}
else if (!Q_stricmp(name, "playlooping"))
{
const char* looping = CurrClipboardData[i]->GetString("wave");
if (strlen(looping) > 25)
looping += strlen(looping) - 25;


int index = m_Text->_cursorPos + 1;
button->SetText(CFmtStr("%s : '%s'", name, looping));
int find = -1;
}
else
//go in reversed order if holding shift
{
if (vgui::input()->IsKeyDown(KEY_LSHIFT) || vgui::input()->IsKeyDown(KEY_RSHIFT))
const char* looping = CurrClipboardData[i]->GetString("name");
{
if (strlen(looping) > 25)
looping += strlen(looping) - 25;


//see if we find index
button->SetText(CFmtStr("%s : '%s'", name, looping));
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);


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


//see if we find index
//-----------------------------------------------------------------------------
find = Q_vecstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count(), buf);
// Purpose: Called when focus is killed
if (find == -1)
//-----------------------------------------------------------------------------
void CSoundscapeClipboard::OnClose()
{
g_SoundscapeClipboard = nullptr;


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


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


//check for invalid index
//so this is what i am gonna do:
if (find == -1)
// 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)
{
{
//play an error sound
case SoundscapeClipboardType::Type_SoundscapeName:
vgui::surface()->PlaySound("resource/warning.wav");
if (index >= CurrClipboardName.Count() || CurrClipboardName.Count() <= 0)
return;


//get text
CurrClipboardName.AddToTail(CurrClipboardName[index]);
char error[512];
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
Q_snprintf(error, sizeof(error), "Couldnt find any instances of '%s'", buf);
CurrClipboardName.Remove(CurrClipboardName.Count() - 1);
break;
case SoundscapeClipboardType::Type_SoundscapeData:
if (index >= CurrClipboardData.Count() || CurrClipboardData.Count() <= 0)
return;


//show an error
CurrClipboardData.AddToTail(CurrClipboardData[index]);
vgui::QueryBox* popup = new vgui::QueryBox("No Instances Found", error, this);
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
popup->SetOKButtonText("Ok");
CurrClipboardData.Remove(CurrClipboardData.Count() - 1);
popup->SetCancelButtonVisible(false);
break;
popup->AddActionSignalTarget(this);
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
popup->DoModal(this);
if (index >= CurrClipboardRandom.Count() || CurrClipboardRandom.Count() <= 0)
return;


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


//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;
//soundscape maker text editor panel
}
#define TEXT_PANEL_WIDTH 760
#define TEXT_PANEL_HEIGHT 630
BaseClass::OnCommand(pszCommand);
 
}
#define TEXT_PANEL_COMMAND_SET "Set"
#define TEXT_PANEL_COMMAND_SET_OK "SetOk"
#define TEXT_PANEL_COMMAND_FIND "FInd"


//-----------------------------------------------------------------------------
class CSoundscapeTextPanel : public vgui::Frame
// Purpose: Called on panel size changed
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::PerformLayout()
{
{
BaseClass::PerformLayout();
public:
DECLARE_CLASS_SIMPLE(CSoundscapeTextPanel, vgui::Frame);


int wide, tall;
CSoundscapeTextPanel(vgui::VPANEL parent, const char* name);
GetSize(wide, tall);


if (m_Text)
//sets the keyvalues
m_Text->SetBounds(5, 25, wide - 10, tall - 55);
void Set(KeyValues* keyvalues);
void RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent);


if (m_SetButton)
//other
m_SetButton->SetBounds(5, tall - 27, 250, 25);
void OnCommand(const char* pszCommand);
void PerformLayout();
void OnClose() { BaseClass::OnClose(); }


if (m_FindTextEntry)
private:
m_FindTextEntry->SetBounds(wide - 310, tall - 27, 200, 25);
CTextPanelTextEntry* m_Text;
vgui::Button* m_SetButton;
vgui::TextEntry* m_FindTextEntry;
vgui::Button* m_FindButton;
};


if (m_FindButton)
//-----------------------------------------------------------------------------
m_FindButton->SetBounds(wide - 105, tall - 27, 100, 25);
// Purpose: Constructor
}
//-----------------------------------------------------------------------------
CSoundscapeTextPanel::CSoundscapeTextPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
{
SetParent(parent);


//soundscape settings panel
SetKeyBoardInputEnabled(true);
static CSoundscapeTextPanel* g_SoundscapeTextPanel = nullptr;
SetMouseInputEnabled(true);


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


//vector positions
int ScreenWide, ScreenTall;
Vector g_SoundscapePositions[] = {
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin
};


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




//should the soundscape's show
bool g_SSMakerShowMessages = false;


#define SETTINGS_PANEL_WIDTH 350
//make text entry
#define SETTINGS_PANEL_HEIGHT 275
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);


#define SETTINGS_PANEL_COMMAND_POS1 "GetPos0"
//make set button
#define SETTINGS_PANEL_COMMAND_POS2 "GetPos1"
m_SetButton = new vgui::Button(this, "SetButton", "Apply Changes To Keyvalue Maker");
#define SETTINGS_PANEL_COMMAND_POS3 "GetPos2"
m_SetButton->SetBounds(5, TEXT_PANEL_HEIGHT - 27, 250, 25);
#define SETTINGS_PANEL_COMMAND_POS4 "GetPos3"
m_SetButton->SetCommand(TEXT_PANEL_COMMAND_SET);
#define SETTINGS_PANEL_COMMAND_POS5 "GetPos4"
 
#define SETTINGS_PANEL_COMMAND_POS6 "GetPos5"
//make find text entry
#define SETTINGS_PANEL_COMMAND_POS7 "GetPos6"
m_FindTextEntry = new vgui::TextEntry(this, "FindTextEntry");
#define SETTINGS_PANEL_COMMAND_POS8 "GetPos7"
m_FindTextEntry->SetBounds(450, TEXT_PANEL_HEIGHT - 27, 200, 25);
#define SETTINGS_PANEL_COMMAND_SHOW "ShowPositions"
#define SETTINGS_PANEL_COMMAND_DEBUG "Debug"


#define MAX_SOUNDSCAPES 8
//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);
}


//soundscape maker settings panel
//-----------------------------------------------------------------------------
class CSoundscapeSettingsPanel : public vgui::Frame
// Purpose: Sets the keyvalues
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::Set(KeyValues* keyvalues)
{
{
public:
//write everything into a buffer
DECLARE_CLASS_SIMPLE(CSoundscapeSettingsPanel, vgui::Frame);
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);


CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name);
//now write the keyvalues
KeyValues* pCurrent = keyvalues;
while (pCurrent)
{
RecursiveSetText(pCurrent, buf, 0);


//other
//put a newline
void OnCommand(const char* pszCommand);
if (pCurrent->GetNextTrueSubKey())
buf.PutChar('\n');


//sets the text
//get next
void SetItem(int index, const Vector& value);
pCurrent = pCurrent->GetNextTrueSubKey();
 
}
//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::CheckButton* m_ShowSoundscapeDebug;
 
friend class CSoundscapeMaker;
};


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


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Purpose: Recursively writes to a util buffer
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeSettingsPanel::CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name)
void CSoundscapeTextPanel::RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent)
: BaseClass(nullptr, name)
{
{
SetParent(parent);
//write \t indent
for (int i = 0; i < indent; i++)
buffer.PutString("    ");


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


SetProportional(false);
//write {
SetTitleBarVisible(true);
for (int i = 0; i < indent; i++)
SetMinimizeButtonVisible(false);
buffer.PutString("    ");
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


//set the size and pos
buffer.PutString("{\n");
int ScreenWide, ScreenTall;
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);


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


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
//write all the keys first
FOR_EACH_VALUE(keyvalues, value)
{
for (int i = 0; i < indent; i++)
buffer.PutString("   ");


//load settings
//write name and value
KeyValues* settings = new KeyValues("settings");
buffer.PutChar('"');
if (!settings->LoadFromFile(filesystem, "cfg/soundscape_maker.txt", "MOD"))
buffer.PutString(value->GetName());
ConWarning("Failed to load settings for 'cfg/soundscape_maker.txt'. Using default settings.");
buffer.PutString("\"    ");


//get positions
buffer.PutChar('"');
const char* pos0 = settings->GetString("Position0", "0 0 0");
buffer.PutString(value->GetString());
const char* pos1 = settings->GetString("Position1", "0 0 0");
buffer.PutString("\"\n");
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
//write all the subkeys now
m_TextEntryPos0 = new vgui::TextEntry(this, "PosTextEntry0");
FOR_EACH_TRUE_SUBKEY(keyvalues, value)
m_TextEntryPos0->SetEnabled(true);
{
m_TextEntryPos0->SetText(pos0 ? pos0 : "0 0 0");
//increment indent
m_TextEntryPos0->SetBounds(5, 30, 230, 20);
RecursiveSetText(value, buffer, indent);
m_TextEntryPos0->SetMaximumCharCount(32);


//create position 1 button
if (value->GetNextTrueSubKey())
vgui::Button* m_ButtonPos0 = new vgui::Button(this, "PosButton0", "Find Position 0", this, SETTINGS_PANEL_COMMAND_POS1);
buffer.PutChar('\n');
m_ButtonPos0->SetBounds(240, 30, 100, 20);
}


//create position text 1
//decrement indent
m_TextEntryPos1 = new vgui::TextEntry(this, "PosTextEntry1");
indent--;
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
//write ending }
vgui::Button* m_ButtonPos1 = new vgui::Button(this, "PosButton1", "Find Position 1", this, SETTINGS_PANEL_COMMAND_POS2);
for (int i = 0; i < indent; i++)
m_ButtonPos1->SetBounds(240, 55, 100, 20);
buffer.PutString("   ");
//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
buffer.PutString("}\n");
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");
// Purpose: Called on command
m_TextEntryPos3->SetEnabled(true);
//-----------------------------------------------------------------------------
m_TextEntryPos3->SetText(pos3 ? pos3 : "0 0 0");
void CSoundscapeTextPanel::OnCommand(const char* pszCommand)
m_TextEntryPos3->SetBounds(5, 105, 230, 20);
{
m_TextEntryPos3->SetMaximumCharCount(32);
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;
}


// create position 4 button
//set text
vgui::Button* m_ButtonPos3 = new vgui::Button(this, "PosButton3", "Find Position 3", this, SETTINGS_PANEL_COMMAND_POS4);
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET_OK))
m_ButtonPos3->SetBounds(240, 105, 100, 20);
{
//get string
int len = m_Text->GetTextLength() + 1;


// create position text 5
char* buf = new char[len];
m_TextEntryPos4 = new vgui::TextEntry(this, "PosTextEntry4");
m_Text->GetText(buf, len);
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
g_SoundscapeMaker->SetBuffer(buf);
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
//delete string
m_TextEntryPos5 = new vgui::TextEntry(this, "PosTextEntry5");
delete[] buf;
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
//hide this
vgui::Button* m_ButtonPos5 = new vgui::Button(this, "PosButton5", "Find Position 5", this, SETTINGS_PANEL_COMMAND_POS6);
SetVisible(false);
m_ButtonPos5->SetBounds(240, 155, 100, 20);
return;
}


// create position text 7
//find text
m_TextEntryPos6 = new vgui::TextEntry(this, "PosTextEntry6");
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_FIND))
m_TextEntryPos6->SetEnabled(true);
{
m_TextEntryPos6->SetText(pos6 ? pos6 : "0 0 0");
//get buffer
m_TextEntryPos6->SetBounds(5, 180, 230, 20);
char buf[128];
m_TextEntryPos6->SetMaximumCharCount(32);
m_FindTextEntry->GetText(buf, sizeof(buf));


// create position 7 button
int index = m_Text->_cursorPos + 1;
vgui::Button* m_ButtonPos6 = new vgui::Button(this, "PosButton6", "Find Position 6", this, SETTINGS_PANEL_COMMAND_POS7);
int find = -1;
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
//go in reversed order if holding shift
vgui::Button* m_ButtonPos7 = new vgui::Button(this, "PosButton7", "Find Position 7", this, SETTINGS_PANEL_COMMAND_POS8);
if (vgui::input()->IsKeyDown(KEY_LSHIFT) || vgui::input()->IsKeyDown(KEY_RSHIFT))
m_ButtonPos7->SetBounds(240, 205, 100, 20);
{


// create show soundscape positions checkbox
//see if we find index
m_ShowSoundscapePositions = new vgui::CheckButton(this, "ShowCheckox", "Show Soundscape Positions");
find = Q_vecrstr(m_Text->m_TextStream, 0, index - 2, buf);
m_ShowSoundscapePositions->SetBounds(75, 225, 200, 20);
if (find == -1)
m_ShowSoundscapePositions->SetCommand(SETTINGS_PANEL_COMMAND_SHOW);
m_ShowSoundscapePositions->SetSelected(settings->GetBool("ShowSoundscapes", false));


//set convar value
//look again
ConVar* cv = cvar->FindVar("__ss_draw");
find = Q_vecrstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count() - 1, buf);
if (cv)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


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


//create debug thing
//see if we find index
bool bDebugSelected = settings->GetBool("PrintDebug");
find = Q_vecstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count(), buf);
if (find == -1)


m_ShowSoundscapeDebug = new vgui::CheckButton(this, "DebugInfo", "Print Soundscape Debug Info");
//look again
m_ShowSoundscapeDebug->SetBounds(73, 250, 200, 20);
find = Q_vecstr(m_Text->m_TextStream, 0, index, buf);
m_ShowSoundscapeDebug->SetCommand(SETTINGS_PANEL_COMMAND_DEBUG);
m_ShowSoundscapeDebug->SetSelected(bDebugSelected);


if (bDebugSelected)
}
OnCommand(SETTINGS_PANEL_COMMAND_DEBUG);


//set server positions
//check for invalid index
ConCommand* cc = cvar->FindCommand("__ss_maker_set");
if (find == -1)
if (cc)
{
CCommand args;
 
//do pos 0
if (pos0)
{
{
args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
//play an error sound
cc->Dispatch(args);
vgui::surface()->PlaySound("resource/warning.wav");


UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
//get text
}
char error[512];
Q_snprintf(error, sizeof(error), "Couldnt find any instances of '%s'", buf);


//do pos 1
//show an error
if (pos1)
vgui::QueryBox* popup = new vgui::QueryBox("No Instances Found", error, this);
{
popup->SetOKButtonText("Ok");
args.Tokenize(CFmtStr("ssmaker 1 %s 1", pos1));
popup->SetCancelButtonVisible(false);
cc->Dispatch(args);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


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


//do pos 2
//get number of newlines
if (pos2)
/*int newline = 0;
int column = 0;
for (int i = 0; i < find; i++)
{
{
args.Tokenize(CFmtStr("ssmaker 2 %s 1", pos2));
if (m_Text->m_TextStream[i] == '\n')
cc->Dispatch(args);
{
newline++;
column = 0;
}
else
{
column++;
}
}*/


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


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


UTIL_StringToVector(g_SoundscapePositions[3].Base(), pos3);
BaseClass::OnCommand(pszCommand);
}
}


//do pos 4
//-----------------------------------------------------------------------------
if (pos4)
// Purpose: Called on panel size changed
{
//-----------------------------------------------------------------------------
args.Tokenize(CFmtStr("ssmaker 4 %s 1", pos4));
void CSoundscapeTextPanel::PerformLayout()
cc->Dispatch(args);
{
BaseClass::PerformLayout();


UTIL_StringToVector(g_SoundscapePositions[4].Base(), pos4);
int wide, tall;
}
GetSize(wide, tall);


//do pos 5
if (m_Text)
if (pos5)
m_Text->SetBounds(5, 25, wide - 10, tall - 55);
{
args.Tokenize(CFmtStr("ssmaker 5 %s 1", pos5));
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[5].Base(), pos5);
if (m_SetButton)
}
m_SetButton->SetBounds(5, tall - 27, 250, 25);


//do pos 6
if (m_FindTextEntry)
if (pos6)
m_FindTextEntry->SetBounds(wide - 310, tall - 27, 200, 25);
{
args.Tokenize(CFmtStr("ssmaker 6 %s 1", pos6));
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[6].Base(), pos6);
if (m_FindButton)
}
m_FindButton->SetBounds(wide - 105, tall - 27, 100, 25);
}


//do pos 7
//soundscape settings panel
if (pos7)
static CSoundscapeTextPanel* g_SoundscapeTextPanel = nullptr;
{
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
//soundscape maker text editor panel
static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
#define DEBUG_PANEL_WIDTH 725
if (cc)
#define DEBUG_PANEL_HEIGHT 530
{
//hide everything first
g_SoundscapeMaker->SetAllVisible(false);


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


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


else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name);
{
static ConVar* cv = cvar->FindVar("__ss_draw");
if (cv)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


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


//handle debug thing
//other
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_DEBUG))
void OnCommand(const char* pszCommand);
{
void PerformLayout();
//get vars
void OnClose() { BaseClass::OnClose(); }
static ConVar* con_filter_enable = cvar->FindVar("con_filter_enable");
static ConVar* con_filter_text = cvar->FindVar("con_filter_text");


//set g_SSMakerShowMessages
private:
g_SSMakerShowMessages = m_ShowSoundscapeDebug->IsSelected();
vgui::RichText* m_Text;
vgui::Button* m_ClearButton;
if (g_SSMakerShowMessages)
vgui::Label* m_SoundscapesFadingInText;
developer.SetValue(1);
else
developer.SetValue(0);
}


BaseClass::OnCommand(pszCommand);
public:
}
CGraphPanel* m_PanelSoundscapesFadingIn;
};


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


//check index
SetTitle("Soundscape Debug Panel", true);
switch (index)
SetSize(DEBUG_PANEL_WIDTH, DEBUG_PANEL_HEIGHT);
{
SetPos(0, 0);
case 0:
 
m_TextEntryPos0->RequestFocus();
 
m_TextEntryPos0->SetText(text);
 
g_SoundscapePositions[0] = value;
//make text entry
break;
m_Text = new vgui::RichText(this, "DebugText");
m_Text->SetBounds(5, 25, DEBUG_PANEL_WIDTH - 10, DEBUG_PANEL_HEIGHT - 55);
case 1:
m_Text->SetEnabled(true);
m_TextEntryPos1->RequestFocus();
m_Text->SetVerticalScrollbar(true);
m_TextEntryPos1->SetText(text);
 
g_SoundscapePositions[1] = value;
//make clear button
break;
m_ClearButton = new vgui::Button(this, "ClearButton", "Clear");
m_ClearButton->SetBounds(5, DEBUG_PANEL_HEIGHT - 215, DEBUG_PANEL_WIDTH - 10, 25);
case 2:
m_ClearButton->SetCommand(DEBUG_PANEL_COMMAND_CLEAR);
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:
//make fading in label
m_TextEntryPos6->RequestFocus();
m_SoundscapesFadingInText = new vgui::Label(this, "LabelFadingIn", "Soundscapes Fading In");
m_TextEntryPos6->SetText(text);
m_SoundscapesFadingInText->SetBounds(5, DEBUG_PANEL_HEIGHT - 187, DEBUG_PANEL_WIDTH - 10, 20);
g_SoundscapePositions[6] = value;
break;


case 7:
//make soundscapes fading in thing
m_TextEntryPos7->RequestFocus();
m_PanelSoundscapesFadingIn = new CGraphPanel(this, "SoundscapesFadingIn");
m_TextEntryPos7->SetText(text);
m_PanelSoundscapesFadingIn->SetBounds(5, DEBUG_PANEL_HEIGHT - 165, DEBUG_PANEL_WIDTH - 10, 155);
g_SoundscapePositions[7] = value;
m_PanelSoundscapesFadingIn->SetMaxTextValue(1.0f);
break;
m_PanelSoundscapesFadingIn->SetHorizontalLinesMax(5);
}
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on text changed
// Purpose: adds a message to the debug panel
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
void CSoundscapeDebugPanel::AddMessage(Color color, const char* text)
{
{
static ConCommand* cc = cvar->FindCommand("__ss_maker_set");
m_Text->InsertColorChange(color);
m_Text->InsertString(text);


//check focus
m_Text->SetMaximumCharCount(100000);
if (m_TextEntryPos0->HasFocus())
}
 
//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::OnCommand(const char* pszCommand)
{
if (!Q_strcmp(pszCommand, DEBUG_PANEL_COMMAND_CLEAR))
{
{
//get text
//clear the text
char buf[512];
m_Text->SetText("");
m_TextEntryPos0->GetText(buf, sizeof(buf));
m_Text->GotoTextEnd();
return;
}


//convert to vector
BaseClass::OnCommand(pszCommand);
UTIL_StringToVector(g_SoundscapePositions[0].Base(), buf);
}


//do command
//-----------------------------------------------------------------------------
if (cc)
// Purpose: Called on panel size changed
{
//-----------------------------------------------------------------------------
CCommand args;
void CSoundscapeDebugPanel::PerformLayout()
args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
{
cc->Dispatch(args);
BaseClass::PerformLayout();
}


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


//check focus
m_Text->SetBounds(5, 25, wide - 10, tall - 245);
if (m_TextEntryPos1->HasFocus())
m_ClearButton->SetBounds(5, tall - 215, wide - 10, 25);
{
m_PanelSoundscapesFadingIn->SetBounds(5, tall - 165, wide - 10, 155);
//get text
m_SoundscapesFadingInText->SetBounds(5, tall - 187, wide - 10, 20);
char buf[512];
}
m_TextEntryPos1->GetText(buf, sizeof(buf));


//convert to vector
//soundscape debug panel
UTIL_StringToVector(g_SoundscapePositions[1].Base(), buf);
static CSoundscapeDebugPanel* g_SoundscapeDebugPanel = nullptr;


//do command
//-----------------------------------------------------------------------------
if (cc)
// Purpose: Function to print text to debug panel
{
//-----------------------------------------------------------------------------
CCommand args;
void SoundscapePrint(Color color, const char* msg, ...)
args.Tokenize(CFmtStr("ssmaker 1 %s 1", buf));
{
cc->Dispatch(args);
//format string
}
va_list args;
va_start(args, msg);


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


//check focus
va_end(args);
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);
// 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);
}


//do command
//-----------------------------------------------------------------------------
if (cc)
// Purpose: Function to get debug line num
{
//-----------------------------------------------------------------------------
CCommand args;
int SoundscapeGetLineNum()
args.Tokenize(CFmtStr("ssmaker 2 %s 1", buf));
{
cc->Dispatch(args);
return g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines();
}
}


return;
//vector positions
}
Vector g_SoundscapePositions[] = {
 
vec3_origin,
//check focus
vec3_origin,
if (m_TextEntryPos3->HasFocus())
vec3_origin,
{
vec3_origin,
//get text
vec3_origin,
char buf[512];
vec3_origin,
m_TextEntryPos3->GetText(buf, sizeof(buf));
vec3_origin,
vec3_origin
};


//convert to vector
#define SETTINGS_PANEL_WIDTH 350
UTIL_StringToVector(g_SoundscapePositions[3].Base(), buf);
#define SETTINGS_PANEL_HEIGHT 277


//do command
#define SETTINGS_PANEL_COMMAND_POS1 "GetPos0"
if (cc)
#define SETTINGS_PANEL_COMMAND_POS2 "GetPos1"
{
#define SETTINGS_PANEL_COMMAND_POS3 "GetPos2"
CCommand args;
#define SETTINGS_PANEL_COMMAND_POS4 "GetPos3"
args.Tokenize(CFmtStr("ssmaker 3 %s 1", buf));
#define SETTINGS_PANEL_COMMAND_POS5 "GetPos4"
cc->Dispatch(args);
#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"


return;
#define MAX_SOUNDSCAPES 8
}


//check focus
//soundscape maker settings panel
if (m_TextEntryPos4->HasFocus())
class CSoundscapeSettingsPanel : public vgui::Frame
{
{
//get text
public:
char buf[512];
DECLARE_CLASS_SIMPLE(CSoundscapeSettingsPanel, vgui::Frame);
m_TextEntryPos4->GetText(buf, sizeof(buf));


//convert to vector
CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name);
UTIL_StringToVector(g_SoundscapePositions[4].Base(), buf);


//do command
//other
if (cc)
void OnCommand(const char* pszCommand);
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 4 %s 1", buf));
cc->Dispatch(args);
}


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


//check focus
//message funcs
if (m_TextEntryPos5->HasFocus())
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
{
//get text
char buf[512];
m_TextEntryPos5->GetText(buf, sizeof(buf));


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


//do command
private:
if (cc)
//position text entries
{
vgui::TextEntry* m_TextEntryPos0;
CCommand args;
vgui::TextEntry* m_TextEntryPos1;
args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
vgui::TextEntry* m_TextEntryPos2;
cc->Dispatch(args);
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;
};


return;
}


//check focus
//-----------------------------------------------------------------------------
if (m_TextEntryPos6->HasFocus())
// Purpose: Constructor
{
//-----------------------------------------------------------------------------
//get text
CSoundscapeSettingsPanel::CSoundscapeSettingsPanel(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(false);
}
SetMoveable(true);
SetVisible(false);


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


//check focus
SetTitle("Soundscape Maker Settings", true);
if (m_TextEntryPos7->HasFocus())
SetSize(SETTINGS_PANEL_WIDTH, SETTINGS_PANEL_HEIGHT);
{
SetPos((ScreenWide - SETTINGS_PANEL_WIDTH) / 2, (ScreenTall - SETTINGS_PANEL_HEIGHT) / 2);
//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;
//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
// Purpose: Destructor
m_TextEntryPos0 = new vgui::TextEntry(this, "PosTextEntry0");
//-----------------------------------------------------------------------------
m_TextEntryPos0->SetEnabled(true);
CSoundscapeSettingsPanel::~CSoundscapeSettingsPanel()
m_TextEntryPos0->SetText(pos0 ? pos0 : "0 0 0");
{
m_TextEntryPos0->SetBounds(5, 30, 230, 20);
//save everything
m_TextEntryPos0->SetMaximumCharCount(32);
KeyValues* settings = new KeyValues("settings");


//get text's
//create position 1 button
char text0[64];
vgui::Button* m_ButtonPos0 = new vgui::Button(this, "PosButton0", "Find Position 0", this, SETTINGS_PANEL_COMMAND_POS1);
char text1[64];
m_ButtonPos0->SetBounds(240, 30, 100, 20);
char text2[64];
char text3[64];
char text4[64];
char text5[64];
char text6[64];
char text7[64];


m_TextEntryPos0->GetText(text0, sizeof(text0));
//create position text 1
m_TextEntryPos1->GetText(text1, sizeof(text1));
m_TextEntryPos1 = new vgui::TextEntry(this, "PosTextEntry1");
m_TextEntryPos2->GetText(text2, sizeof(text2));
m_TextEntryPos1->SetEnabled(true);
m_TextEntryPos3->GetText(text3, sizeof(text3));
m_TextEntryPos1->SetText(pos1 ? pos1 : "0 0 0");
m_TextEntryPos4->GetText(text4, sizeof(text4));
m_TextEntryPos1->SetBounds(5, 55, 230, 20);
m_TextEntryPos5->GetText(text5, sizeof(text5));
m_TextEntryPos1->SetMaximumCharCount(32);
m_TextEntryPos6->GetText(text6, sizeof(text6));
m_TextEntryPos7->GetText(text7, sizeof(text7));


//save text entries
//create position 2 button
settings->SetString("Position0", text0);
vgui::Button* m_ButtonPos1 = new vgui::Button(this, "PosButton1", "Find Position 1", this, SETTINGS_PANEL_COMMAND_POS2);
settings->SetString("Position1", text1);
m_ButtonPos1->SetBounds(240, 55, 100, 20);
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
//create position text 3
settings->SetBool("ShowSoundscapes", m_ShowSoundscapePositions->IsSelected());
m_TextEntryPos2 = new vgui::TextEntry(this, "PosTextEntry0");
settings->SetBool("PrintDebug", m_ShowSoundscapeDebug->IsSelected());
m_TextEntryPos2->SetEnabled(true);
 
m_TextEntryPos2->SetText(pos2 ? pos2 : "0 0 0");
//save to file
m_TextEntryPos2->SetBounds(5, 80, 230, 20);
settings->SaveToFile(filesystem, "cfg/soundscape_maker.txt", "MOD");
m_TextEntryPos2->SetMaximumCharCount(32);
settings->deleteThis();
}


//static soundscape settings panel
//create position 1 button
static CSoundscapeSettingsPanel* g_SettingsPanel = nullptr;
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);


//button
// create position 4 button
class CSoundscapeButton : public vgui::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);
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)
// create position text 5
: BaseClass(parent, name, text, target, command), m_bIsSelected(false)  
m_TextEntryPos4 = new vgui::TextEntry(this, "PosTextEntry4");
{
m_TextEntryPos4->SetEnabled(true);
m_ColorSelected = Color(200, 200, 200, 200);
m_TextEntryPos4->SetText(pos4 ? pos4 : "0 0 0");
m_FgColorSelected = Color(0, 0, 0, 255);
m_TextEntryPos4->SetBounds(5, 130, 230, 20);
}
m_TextEntryPos4->SetMaximumCharCount(32);


//apply scheme settings
// create position 5 button
void ApplySchemeSettings(vgui::IScheme* scheme)
vgui::Button* m_ButtonPos4 = new vgui::Button(this, "PosButton4", "Find Position 4", this, SETTINGS_PANEL_COMMAND_POS5);
{
m_ButtonPos4->SetBounds(240, 130, 100, 20);
BaseClass::ApplySchemeSettings(scheme);


m_ColorNotSelected = GetButtonArmedBgColor();
// create position text 6
m_FgColorNotSelectedd = GetButtonArmedFgColor();
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);


//paints the background
// create position 6 button
void PaintBackground()
vgui::Button* m_ButtonPos5 = new vgui::Button(this, "PosButton5", "Find Position 5", this, SETTINGS_PANEL_COMMAND_POS6);
{
m_ButtonPos5->SetBounds(240, 155, 100, 20);
if (m_bIsSelected)
SetBgColor(m_ColorSelected);
else
SetBgColor(m_ColorNotSelected);


BaseClass::PaintBackground();
// create position text 7
}
m_TextEntryPos6 = new vgui::TextEntry(this, "PosTextEntry6");
m_TextEntryPos6->SetEnabled(true);
//paints
m_TextEntryPos6->SetText(pos6 ? pos6 : "0 0 0");
void Paint()
m_TextEntryPos6->SetBounds(5, 180, 230, 20);
{
m_TextEntryPos6->SetMaximumCharCount(32);
if (m_bIsSelected)
SetFgColor(m_FgColorSelected);
else
SetFgColor(m_FgColorNotSelectedd);
BaseClass::Paint();
}


//is this selected or not
// create position 7 button
bool m_bIsSelected;
vgui::Button* m_ButtonPos6 = new vgui::Button(this, "PosButton6", "Find Position 6", this, SETTINGS_PANEL_COMMAND_POS7);
static Color m_ColorSelected;
m_ButtonPos6->SetBounds(240, 180, 100, 20);
static Color m_ColorNotSelected;
static Color m_FgColorSelected;
static Color m_FgColorNotSelectedd;
};


Color CSoundscapeButton::m_ColorSelected = Color();
// create position text 8
Color CSoundscapeButton::m_ColorNotSelected = Color();
m_TextEntryPos7 = new vgui::TextEntry(this, "PosTextEntry7");
Color CSoundscapeButton::m_FgColorSelected = Color();
m_TextEntryPos7->SetEnabled(true);
Color CSoundscapeButton::m_FgColorNotSelectedd = Color();
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));


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


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


CSoundListComboBox(Panel* parent, const char* panelName, int numLines, bool allowEdit) :
//create debug thing
BaseClass(parent, panelName, numLines, allowEdit) {}
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);


//on key typed. check for menu item with text inside it and if found then
//set server positions
//select that item.
ConCommand* cc = cvar->FindCommand("__ss_maker_set");
void OnKeyTyped(wchar_t unichar)
if (cc)
{
{
//check for ctrl or shift down
CCommand args;
if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RCONTROL) || unichar == '`')
return;


//open up this combo box
//do pos 0
if (unichar == 13)
if (pos0)
{
{
ShowMenu();
args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
return;
cc->Dispatch(args);
 
UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
}
}


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


//check for backspace
UTIL_StringToVector(g_SoundscapePositions[1].Base(), pos1);
if (unichar == 8 || unichar == '_')
}
return;


//get text
//do pos 2
char buf[512];
if (pos2)
GetText(buf, sizeof(buf));
{
args.Tokenize(CFmtStr("ssmaker 2 %s 1", pos2));
cc->Dispatch(args);


//start from current index + 1
UTIL_StringToVector(g_SoundscapePositions[2].Base(), pos2);
int start = GetMenu()->GetActiveItem() + 1;
}


//look for sound with same name starting from the start first
//do pos 3
for (int i = start; i < g_SoundDirectories.Count(); i++)
if (pos3)
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
args.Tokenize(CFmtStr("ssmaker 3 %s 1", pos3));
{
cc->Dispatch(args);
GetMenu()->SetCurrentlyHighlightedItem(i);
 
return;
UTIL_StringToVector(g_SoundscapePositions[3].Base(), pos3);
}
}
}
 
//now cheeck from 0 to the start
//do pos 4
for (int i = 0; i < start; i++)
if (pos4)
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
args.Tokenize(CFmtStr("ssmaker 4 %s 1", pos4));
{
cc->Dispatch(args);
GetMenu()->SetCurrentlyHighlightedItem(i);
 
return;
UTIL_StringToVector(g_SoundscapePositions[4].Base(), pos4);
}
}
}
}
};


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


//sounds list panel
UTIL_StringToVector(g_SoundscapePositions[5].Base(), pos5);
}


#define SOUND_LIST_PANEL_WIDTH 375
//do pos 6
#define SOUND_LIST_PANEL_HEIGHT 255
if (pos6)
#define SOUND_LIST_PLAY_COMMAND "PlaySound"
{
#define SOUND_LIST_STOP_COMMAND "StopSound"
args.Tokenize(CFmtStr("ssmaker 6 %s 1", pos6));
#define SOUND_LIST_INSERT_COMMAND "Insert"
cc->Dispatch(args);
#define SOUND_LIST_RELOAD_COMMAND "Reload"
#define SOUND_LIST_SEARCH_COMMAND "Search"


class CSoundListPanel : public vgui::Frame
UTIL_StringToVector(g_SoundscapePositions[6].Base(), pos6);
{
}
public:
DECLARE_CLASS_SIMPLE(CSoundListPanel, vgui::Frame);


CSoundListPanel(vgui::VPANEL parent, const char* name);
//do pos 7
if (pos7)
{
args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
cc->Dispatch(args);


//initalizes sound combo box
UTIL_StringToVector(g_SoundscapePositions[7].Base(), pos7);
void InitalizeSounds();
}
}


//other
//delete settings
void OnCommand(const char* pszCommand);
settings->deleteThis();
void OnClose();
}
 
private:
friend class CSoundscapeMaker;
 
CSoundListComboBox* m_SoundsList;
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
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
void CSoundscapeSettingsPanel::OnCommand(const char* pszCommand)
: BaseClass(nullptr, name)
{
{
SetParent(parent);
if (Q_strstr(pszCommand, "GetPos") == pszCommand)
{
//search for number
pszCommand = pszCommand + 6;


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


SetProportional(false);
CCommand args;
SetTitleBarVisible(true);
args.Tokenize(CFmtStr("ssmaker %d", atoi(pszCommand)));
SetMinimizeButtonVisible(false);
cc->Dispatch(args);
SetMaximizeButtonVisible(false);
}
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


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


SetTitle("Sounds List", true);
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
{
SetPos((ScreenWide - SOUND_LIST_PANEL_WIDTH) / 2, (ScreenTall - SOUND_LIST_PANEL_HEIGHT) / 2);
static ConVar* cv = cvar->FindVar("__ss_draw");
if (cv)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


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


//create combo box
//handle debug thing
m_SoundsList = new CSoundListComboBox(this, "SoundsList", 20, true);
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_DEBUG))
m_SoundsList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
{
m_SoundsList->AddActionSignalTarget(this);
g_SoundscapeDebugPanel->SetVisible(true);
g_SoundscapeDebugPanel->RequestFocus();
//make divider
g_SoundscapeDebugPanel->MoveToFront();
vgui::Divider* divider1 = new vgui::Divider(this, "Divider");
return;
divider1->SetBounds(-5, 48, SOUND_LIST_PANEL_WIDTH + 10, 2);
}


//create text
BaseClass::OnCommand(pszCommand);
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");
// Purpose: Constructor
m_SearchText->SetBounds(5, 75, SOUND_LIST_PANEL_WIDTH - 15, 20);
//-----------------------------------------------------------------------------
m_SearchText->SetEnabled(true);
void CSoundscapeSettingsPanel::SetItem(int index, const Vector& value)
m_SearchText->SetText("");
{
const char* text = CFmtStr("%.3f %.3f %.3f", value.x, value.y, value.z);


//create search for button
//check index
m_SearchButton = new vgui::Button(this, "SearchButton", "Search For");
switch (index)
m_SearchButton->SetBounds(5, 100, SOUND_LIST_PANEL_WIDTH - 15, 20);;
{
m_SearchButton->SetEnabled(true);
case 0:
m_SearchButton->SetCommand(SOUND_LIST_SEARCH_COMMAND);
m_TextEntryPos0->RequestFocus();
m_TextEntryPos0->SetText(text);
g_SoundscapePositions[0] = value;
break;


//make divider
case 1:
vgui::Divider* divider2 = new vgui::Divider(this, "Divider");
m_TextEntryPos1->RequestFocus();
divider2->SetBounds(-5, 124, SOUND_LIST_PANEL_WIDTH + 10, 2);
m_TextEntryPos1->SetText(text);
g_SoundscapePositions[1] = value;
break;


//create text
case 2:
vgui::Label* label2 = new vgui::Label(this, "SoundButtons", "Sound Buttons");
m_TextEntryPos2->RequestFocus();
label2->SetBounds(140, 127, 120, 20);
m_TextEntryPos2->SetText(text);
 
g_SoundscapePositions[2] = value;
//create play button
break;
m_PlayButton = new vgui::Button(this, "PlayButton", "Play Sound", this);
case 3:
m_PlayButton ->SetBounds(5, 150, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_TextEntryPos3->RequestFocus();
m_PlayButton->SetCommand(SOUND_LIST_PLAY_COMMAND);
m_TextEntryPos3->SetText(text);
g_SoundscapePositions[3] = value;
break;
 
case 4:
m_TextEntryPos4->RequestFocus();
m_TextEntryPos4->SetText(text);
g_SoundscapePositions[4] = value;
break;


//create stop sound button
case 5:
m_StopSoundButton = new vgui::Button(this, "StopSound", "Stop Sound", this);
m_TextEntryPos5->RequestFocus();
m_StopSoundButton ->SetBounds(5, 175, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_TextEntryPos5->SetText(text);
m_StopSoundButton->SetCommand(SOUND_LIST_STOP_COMMAND);
g_SoundscapePositions[5] = value;
break;


//create sound insert button
case 6:
m_InsertButton = new vgui::Button(this, "InsertSound", "Insert Sound", this);
m_TextEntryPos6->RequestFocus();
m_InsertButton ->SetBounds(5, 200, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_TextEntryPos6->SetText(text);
m_InsertButton->SetCommand(SOUND_LIST_INSERT_COMMAND);
g_SoundscapePositions[6] = value;
break;


//create reload sounds button
case 7:
m_ReloadSounds = new vgui::Button(this, "ReloadSounds", "Reload Sounds", this);
m_TextEntryPos7->RequestFocus();
m_ReloadSounds ->SetBounds(5, 225, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_TextEntryPos7->SetText(text);
m_ReloadSounds->SetCommand(SOUND_LIST_RELOAD_COMMAND);
g_SoundscapePositions[7] = value;
break;
}
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on command
// Purpose: Called on text changed
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundListPanel::OnCommand(const char* pszCommand)
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
{
{
if (!Q_strcmp(pszCommand, SOUND_LIST_SEARCH_COMMAND))
static ConCommand* cc = cvar->FindCommand("__ss_maker_set");
 
//check focus
if (m_TextEntryPos0->HasFocus())
{
{
//get text
//get text
char buf[512];
char buf[512];
m_SearchText->GetText(buf, sizeof(buf));
m_TextEntryPos0->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[0].Base(), buf);


//check for shift key
//do command
bool shift = (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT));
if (cc)
if (shift)
{
{
//start from current index - 1
CCommand args;
int start = m_SoundsList->GetMenu()->GetActiveItem() - 1;
args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
cc->Dispatch(args);
}


//look for sound with same name starting from the start first and going down
return;
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
//check focus
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
if (m_TextEntryPos1->HasFocus())
return;
{
}
//get text
}
char buf[512];
m_TextEntryPos1->GetText(buf, sizeof(buf));


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


//now cheeck from the g_SoundDirectories to the start
//do command
for (int i = g_SoundDirectories.Count() - 1; i > start; i--)
if (cc)
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
CCommand args;
{
args.Tokenize(CFmtStr("ssmaker 1 %s 1", buf));
//select item
cc->Dispatch(args);
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
m_SoundsList->ActivateItem(i);
 
//set text
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
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
return;
for (int i = start; i < g_SoundDirectories.Count(); i++)
}
{
if (Q_stristr(g_SoundDirectories[i], buf))
{
//select item
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
m_SoundsList->ActivateItem(i);


//set text
//check focus
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
if (m_TextEntryPos2->HasFocus())
return;
{
}
//get text
}
char buf[512];
m_TextEntryPos2->GetText(buf, sizeof(buf));


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


//now cheeck from 0 to the start
//do command
for (int i = 0; i < start; i++)
if (cc)
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
CCommand args;
{
args.Tokenize(CFmtStr("ssmaker 2 %s 1", buf));
//select item
cc->Dispatch(args);
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
m_SoundsList->ActivateItem(i);
 
//set text
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
return;
}
}
}
}


return;
return;
}
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_PLAY_COMMAND))  
 
//check focus
if (m_TextEntryPos3->HasFocus())
{
{
//get the sound
//get text
char buf[512];
char buf[512];
m_SoundsList->GetText(buf, sizeof(buf));
m_TextEntryPos3->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[3].Base(), buf);


//stop the sound
//do command
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
if (cc)
{
{
enginesound->StopSoundByGuid(m_iSongGuid);
CCommand args;
m_iSongGuid = -1;
args.Tokenize(CFmtStr("ssmaker 3 %s 1", buf));
cc->Dispatch(args);
}
}


//precache and play the sound
if (!enginesound->IsSoundPrecached(buf))
enginesound->PrecacheSound(buf);
enginesound->EmitAmbientSound(buf, 1, 100);
m_iSongGuid = enginesound->GetGuidForLastSoundEmitted();
return;
return;
}
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_STOP_COMMAND))  
 
//check focus
if (m_TextEntryPos4->HasFocus())
{
{
//stop the sound
//get text
if (m_iSongGuid != -1 && enginesound->IsSoundStillPlaying(m_iSongGuid))
char buf[512];
m_TextEntryPos4->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[4].Base(), buf);
 
//do command
if (cc)
{
{
enginesound->StopSoundByGuid(m_iSongGuid);
CCommand args;
m_iSongGuid = -1;
args.Tokenize(CFmtStr("ssmaker 4 %s 1", buf));
cc->Dispatch(args);
}
}


return;
return;
}
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
 
//check focus
if (m_TextEntryPos5->HasFocus())
{
{
//make not visible
//get text
SetVisible(false);
char buf[512];
m_TextEntryPos5->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[5].Base(), buf);


//stop the sound
//do command
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
if (cc)
{
{
enginesound->StopSoundByGuid(m_iSongGuid);
CCommand args;
m_iSongGuid = -1;
args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
cc->Dispatch(args);
}
}


//get the sound
char buf[512];
m_SoundsList->GetText(buf, sizeof(buf));
//set the sound text
g_SoundscapeMaker->SetSoundText(buf);
return;
return;
}
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_RELOAD_COMMAND))
 
//check focus
if (m_TextEntryPos6->HasFocus())
{
{
//clear everything for the combo box and reload it
//get text
m_SoundsList->RemoveAll();
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);
}


InitalizeSounds();
return;
return;
}
}


BaseClass::OnCommand(pszCommand);
//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: Called on panel close
//-----------------------------------------------------------------------------
void CSoundListPanel::OnClose()
{
OnCommand(SOUND_LIST_STOP_COMMAND);
BaseClass::OnClose();
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Initalizes the sounds list
// Purpose: Destructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundListPanel::InitalizeSounds()
CSoundscapeSettingsPanel::~CSoundscapeSettingsPanel()
{
{
//get the sound array
//save everything
GetSoundNames();
KeyValues* settings = new KeyValues("settings");


//add all the sounds
//get text's
for (int i = 0; i < g_SoundDirectories.Size(); i++)
char text0[64];
m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);
char text1[64];
char text2[64];
char text3[64];
char text4[64];
char text5[64];
char text6[64];
char text7[64];


m_SoundsList->ActivateItem(0);
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));


//static sound list instance
//save text entries
static CSoundListPanel* g_SoundPanel = nullptr;
settings->SetString("Position0", text0);
static bool g_SoundPanelInitalized = false;
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());


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


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


#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"


#define BUTTON_MENU_COMMAND_COPY_CLIPBOARD "CopyClipboard"


//soundscape list class
//button
class CSoundscapeList : public vgui::Divider
class CSoundscapeButton : public vgui::Button
{
{
public:
public:
DECLARE_CLASS_SIMPLE(CSoundscapeList, vgui::Divider);
DECLARE_CLASS_SIMPLE(CSoundscapeButton, vgui::Button)


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


//menu item stuff
m_ColorNotSelected = GetButtonArmedBgColor();
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent);
m_FgColorNotSelected = GetButtonArmedFgColor();
virtual void Clear();
}


//other
//paints the background
virtual void OnMouseWheeled(int delta);  
void PaintBackground()
virtual void OnMouseReleased(vgui::MouseCode code);
{
if (m_bIsSelected)
SetBgColor(m_ColorSelected);
else
SetBgColor(m_ColorNotSelected);


virtual void OnCommand(const char* pszCommand);
BaseClass::PaintBackground();
virtual void PaintBackground();
}


virtual void OnKeyCodePressed(vgui::KeyCode code);
//paints
void Paint()
{
if (m_bIsSelected)
SetFgColor(m_FgColorSelected);
else
SetFgColor(m_FgColorNotSelected);


//message funcs
BaseClass::Paint();
MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);
}


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


//keyvalue list.
//this should never happen but just in case
KeyValues* m_Keyvalues = nullptr;
if (!m_KeyValues)
return;


//says "Soundscapes List"
//get cursor pos
vgui::Label* m_pLabel;
int x, y;
vgui::ScrollBar* m_pSideSlider;
vgui::surface()->SurfaceGetCursorPos(x, y);


//menu
//show menu
vgui::Menu* 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);


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


//-----------------------------------------------------------------------------
//mouse release
// Purpose: Constructor for soundscape list panel
void OnCommand(const char* pszCommand)
//-----------------------------------------------------------------------------
{
CSoundscapeList::CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
if (!Q_strcmp(pszCommand, BUTTON_MENU_COMMAND_COPY_CLIPBOARD))
: BaseClass(parent, name)
{
{
//create copy of keyvalues
//create the text
switch (m_KeyValuesType)
m_pLabel = new vgui::Label(this, "ListsText", text);
{
m_pLabel->SetVisible(true);
case SoundscapeClipboardType::Type_SoundscapeName:
m_pLabel->SetBounds(text_x_pos, 2, 150, 20);
{
//copy
if (CurrClipboardName.Count() >= MAX_CLIPBOARD_ITEMS)
{
CurrClipboardName[0]->deleteThis();
CurrClipboardName.Remove(0);
}


//create the side slider
CurrClipboardName.AddToTail(m_KeyValues->MakeCopy());
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;
//debug message
m_iMax = max;
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape: '%s' Coppied to clipboard.\n", m_KeyValues->GetName());
m_Keyvalues = nullptr;
break;
}
}
case SoundscapeClipboardType::Type_SoundscapeData:
{
//copy
if (CurrClipboardData.Count() >= MAX_CLIPBOARD_ITEMS)
{
CurrClipboardData[0]->deleteThis();
CurrClipboardData.Remove(0);
}


//-----------------------------------------------------------------------------
//make copy
// Purpose: adds a button to the soundscape list
CurrClipboardData.AddToTail(m_KeyValues->MakeCopy());
//-----------------------------------------------------------------------------
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent)
{
//create a new button
CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command);
button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);


//increment current y
//debug message
m_iCurrentY = m_iCurrentY + 22;
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);
}


//add button to array
CurrClipboardRandom.AddToTail(m_KeyValues->MakeCopy());
m_MenuButtons.AddToTail(button);


//if the count is more then m_iMax then set slider value
//debug message
if (m_MenuButtons.Count() > m_iMax)
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape Random Wave: '%s' Coppied to clipboard.\n", m_KeyValues->GetString());
{
break;
int max = m_MenuButtons.Count() - m_iMax;
}
 
}
m_pSideSlider->SetRange(0, max);
}
m_pSideSlider->SetRangeWindow(1);
m_pSideSlider->SetEnabled(true);
}
}


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


//check to see if we need to scroll down
KeyValues* m_KeyValues = nullptr;
if (m_MenuButtons.Count() >= m_iMax)
SoundscapeClipboardType m_KeyValuesType;
OnMouseWheeled(-1);
};
}


//-----------------------------------------------------------------------------
Color CSoundscapeButton::m_ColorSelected = Color();
// Purpose: Clears everything for this list
Color CSoundscapeButton::m_ColorNotSelected = Color();
//-----------------------------------------------------------------------------
Color CSoundscapeButton::m_FgColorSelected = Color();
void CSoundscapeList::Clear()
Color CSoundscapeButton::m_FgColorNotSelected = Color();
{
//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();
//soundscape combo box


//reset current y
class CSoundListComboBox : public vgui::ComboBox
m_iCurrentY = 22;
{
public:
DECLARE_CLASS_SIMPLE(CSoundListComboBox, vgui::ComboBox);


m_AmtAdded = 0;
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
// Purpose: Called when a mouse is wheeled
//select that item.
//-----------------------------------------------------------------------------
void OnKeyTyped(wchar_t unichar)
void CSoundscapeList::OnMouseWheeled(int delta)
{
{
//check for ctrl or shift down
//check for scroll down
if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RCONTROL) || unichar == '`')
if (delta == -1)
return;
m_pSideSlider->SetValue(m_pSideSlider->GetValue() + 1);


//check for scroll up
//open up this combo box
else if (delta == 1)
if (unichar == 13)
m_pSideSlider->SetValue(m_pSideSlider->GetValue() - 1);
{
}
ShowMenu();
return;
}


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


//get cursor pos
//check for backspace
int x, y;
if (unichar == 8 || unichar == '_')
vgui::surface()->SurfaceGetCursorPos(x, y);
return;


//create menu
//get text
menu = new vgui::Menu(this, "Menu");
char buf[512];
menu->AddMenuItem("AddSoundscape", "Add Soundscape", ADD_SOUNDSCAPE_COMMAND, this);
GetText(buf, sizeof(buf));
menu->SetBounds(x, y, 200, 50);
menu->SetVisible(true);
}


//-----------------------------------------------------------------------------
//start from current index + 1
// Purpose: Called on command
int start = GetMenu()->GetActiveItem() + 1;
//-----------------------------------------------------------------------------
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
//look for sound with same name starting from the start first
KeyValues* kv = new KeyValues(name);
for (int i = start; i < g_SoundDirectories.Count(); i++)
KeyValues* tmp = m_Keyvalues;
{
KeyValues* tmp2 = tmp;
if (Q_stristr(g_SoundDirectories[i], buf))
{
GetMenu()->SetCurrentlyHighlightedItem(i);
return;
}
}


//get last subkey
//now cheeck from 0 to the start
while (tmp != nullptr)
for (int i = 0; i < start; i++)
{
{
tmp2 = tmp;
if (Q_stristr(g_SoundDirectories[i], buf))
tmp = tmp->GetNextTrueSubKey();
{
GetMenu()->SetCurrentlyHighlightedItem(i);
return;
}
}
}
}
};


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


GetParent()->OnCommand(name);
//sounds list panel
return;
}


BaseClass::OnCommand(pszCommand);
#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
// Purpose: Paints the background
//-----------------------------------------------------------------------------
void CSoundscapeList::PaintBackground()
{
{
//colors
public:
static Color EnabledColor = Color(100, 100, 100, 200);
DECLARE_CLASS_SIMPLE(CSoundListPanel, vgui::Frame);
static Color DisabledColor = Color(60, 60, 60, 200);
 
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;


//if m_KeyValues then paint the default color
CSoundListComboBox* m_SoundsList; //for sounds
if (m_Keyvalues)
CSoundListComboBox* m_SoundscapesList; //for soundscapes
SetBgColor(EnabledColor);
vgui::TextEntry* m_SearchText;
else
vgui::Button* m_SearchButton;
SetBgColor(DisabledColor);
vgui::Button* m_PlayButton;
vgui::Button* m_StopSoundButton;
vgui::Button* m_InsertButton;
vgui::Button* m_ReloadSounds;


BaseClass::PaintBackground();
//current sound guid
}
int m_iSongGuid = -1;
};


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on keyboard code pressed
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeList::OnKeyCodePressed(vgui::KeyCode code)
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
{
{
//check for arrow
SetParent(parent);
if (code == KEY_UP)
 
{
SetKeyBoardInputEnabled(true);
//find selected item
SetMouseInputEnabled(true);
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
SetProportional(false);
GetParent()->OnCommand(m_MenuButtons[i-1]->GetCommand()->GetString("command"));
SetTitleBarVisible(true);
return;
SetMinimizeButtonVisible(false);
}
SetMaximizeButtonVisible(false);
}
SetCloseButtonVisible(true);
}
SetSizeable(false);
SetMoveable(true);
//check for arrow
SetVisible(false);
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
//set the size and pos
GetParent()->OnCommand(m_MenuButtons[i+1]->GetCommand()->GetString("command"));
int ScreenWide, ScreenTall;
return;
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
}
}
}
}


//-----------------------------------------------------------------------------
SetTitle("Sounds List", true);
// Purpose: Called on scroll bar moved
SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
//-----------------------------------------------------------------------------
SetPos((ScreenWide - SOUND_LIST_PANEL_WIDTH) / 2, (ScreenTall - SOUND_LIST_PANEL_HEIGHT) / 2);
void CSoundscapeList::ScrollBarMoved(int delta)
{
int position = m_pSideSlider->GetValue();


//move everything down (if needed)
//create combo box's
for (int i = 0; i < m_MenuButtons.Count(); i++)
m_SoundsList = new CSoundListComboBox(this, "SoundsList", 20, true);
{
m_SoundsList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
//make not visible if i < position
m_SoundsList->AddActionSignalTarget(this);
if (i < position)
m_SoundsList->SetVisible(true);
{
m_MenuButtons[i]->SetVisible(false);
continue;
}


m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
m_SoundscapesList = new CSoundListComboBox(this, "SoundscapesList", 20, true);
m_MenuButtons[i]->SetVisible(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("");


//soundscape data list
//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);


#define NEW_PLAYLOOPING_COMMAND "NewLooping"
//create text
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
vgui::Label* label2 = new vgui::Label(this, "SoundButtons", "Sound Buttons");
#define NEW_RANDOM_COMMAND "NewRandom"
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);


class CSoundscapeDataList : public CSoundscapeList
//create stop sound button
{
m_StopSoundButton = new vgui::Button(this, "StopSound", "Stop Sound", this);
public:
m_StopSoundButton->SetBounds(5, 175, SOUND_LIST_PANEL_WIDTH - 15, 20);
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
m_StopSoundButton->SetCommand(SOUND_LIST_STOP_COMMAND);
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
//create sound insert button
virtual void OnMouseReleased(vgui::MouseCode code);
m_InsertButton = new vgui::Button(this, "InsertSound", "Insert Sound", this);
 
m_InsertButton->SetBounds(5, 225, SOUND_LIST_PANEL_WIDTH - 15, 20);
void OnCommand(const char* pszCommand);
m_InsertButton->SetCommand(SOUND_LIST_INSERT_COMMAND);
 
private:
friend class CSoundscapeMaker;
};


//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 when a mouse code is released
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnMouseReleased(vgui::MouseCode code)
void CSoundListPanel::OnCommand(const char* pszCommand)
{
{
//if no soundscape is selected or mouse code != right then return
if (!Q_strcmp(pszCommand, SOUND_LIST_SEARCH_COMMAND))
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
{
return;
//get text
char buf[512];
m_SearchText->GetText(buf, sizeof(buf));


//get cursor pos
//check for shift key
int x, y;
bool shift = (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT));
vgui::surface()->SurfaceGetCursorPos(x, y);


//create menu
//vector of texts
menu = new vgui::Menu(this, "Menu");
CUtlVector<char*> SoundNames;
menu->AddMenuItem("AddLooping", "Add Looping Sound", NEW_PLAYLOOPING_COMMAND, this);
CSoundListComboBox* SoundList = bCurrentlyInSoundPanel ? m_SoundsList : m_SoundscapesList;
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);
}


//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);
// Purpose: Called on command
}
//-----------------------------------------------------------------------------
}
void CSoundscapeDataList::OnCommand(const char* pszCommand)
else
{
if (!Q_strcmp(pszCommand, NEW_PLAYLOOPING_COMMAND))
{
int LoopingNum = 0;
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
{
{
//store data name
SoundNames = g_SoundDirectories;
const char* name = data->GetName();
 
//increment variables based on name
if (!Q_strcasecmp(name, "playlooping"))
LoopingNum++;
}
}


//add the keyvalue to both this and the keyvalues
if (shift)
AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent());
{
//start from current index - 1
int start = SoundList->GetMenu()->GetActiveItem() - 1;


//add the keyvalues
//look for sound with same name starting from the start first and going down
KeyValues* kv = new KeyValues("playlooping");
for (int i = start; i >= 0; i--)
kv->SetFloat("volume", 1);
{
kv->SetInt("pitch", 100);
if (Q_stristr(SoundNames[i], buf))
{
//select item
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
SoundList->ActivateItem(i);


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


GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));
//delete all soundscapes if we need to
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
delete[] SoundNames[i];


return;
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++;
}


AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent());
//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);


//add the keyvalues
//set text
KeyValues* kv = new KeyValues("playsoundscape");
SoundList->SetText(SoundNames[i]);
kv->SetFloat("volume", 1);


//add the keyvalue to both this and the keyvalues
//delete all soundscapes if we need to
m_Keyvalues->AddSubKey(kv);
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
delete[] SoundNames[i];


GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));
return;
}
}
}
else
{
//start from current index + 1
int start = SoundList->GetMenu()->GetActiveItem() + 1;


return;
//look for sound with same name starting from the start first
}
for (int i = start; i < SoundNames.Count(); i++)
else if (!Q_strcmp(pszCommand, NEW_RANDOM_COMMAND))
{
{
if (Q_stristr(SoundNames[i], buf))
int RandomNum = 0;
{
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
//select item
{
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
//store data name
SoundList->ActivateItem(i);
const char* name = data->GetName();


//increment variables based on name
//set text
if (!Q_strcasecmp(name, "playrandom"))
SoundList->SetText(SoundNames[i]);
RandomNum++;
}


AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent());
//delete all soundscapes if we need to
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
delete[] SoundNames[i];


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


//add the keyvalue to both this and the keyvalues
m_Keyvalues->AddSubKey(kv);


//make the parent show the new item
//now cheeck from 0 to the start
GetParent()->OnCommand(CFmtStr("$playrandom%d", RandomNum + 1));
for (int i = 0; i < start; i++)
{
if (Q_stristr(SoundNames[i], buf))
{
//select item
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
SoundList->ActivateItem(i);


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


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


return;
}
}
}


//soundscape rndwave data list
//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));


#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"
//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);


class CSoundscapeRndwaveList : public CSoundscapeList
enginesound->EmitAmbientSound(buf, 1, 100);
{
m_iSongGuid = enginesound->GetGuidForLastSoundEmitted();
public:
return;
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_STOP_COMMAND))
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)
//stop the sound
{}
if (m_iSongGuid != -1 && enginesound->IsSoundStillPlaying(m_iSongGuid))
{
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


//override right click functionality
return;
virtual void OnMouseReleased(vgui::MouseCode code);
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
{
//make not visible
SetVisible(false);


void OnCommand(const char* pszCommand);
//stop the sound
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
{
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


private:
//get the sound
friend class CSoundscapeMaker;
char buf[512];
};


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


//-----------------------------------------------------------------------------
//set the sound text
// Purpose: Called when a mouse code is released
g_SoundscapeMaker->SetSoundText(buf);
//-----------------------------------------------------------------------------
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;
}
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();


//get cursor pos
bool bPrev = g_bSSMHack;
int x, y;
g_bSSMHack = true;
vgui::surface()->SurfaceGetCursorPos(x, y);
 
//reload all the soundscape files
enginesound->StopAllSounds(true);
 
g_SoundscapeSystem.StartNewSoundscape(nullptr);
g_SoundscapeSystem.RemoveAll();
g_SoundscapeSystem.Init();


//create menu
g_bSSMHack = bPrev;
menu = new vgui::Menu(this, "Menu");
menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);
menu->SetBounds(x, y, 200, 50);
menu->SetVisible(true);
}


//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());
// 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)
InitalizeSoundscapes(OtherSoundscapes);
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;
Line 2,235: Line 2,557:
}
}


//-----------------------------------------------------------------------------
// 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();


//soundscape panel
//add all the sounds
for (int i = 0; i < g_SoundDirectories.Size(); i++)
m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);


m_SoundsList->ActivateItem(0);
}


#define SOUNDSCAPE_PANEL_WIDTH 760
//-----------------------------------------------------------------------------
#define SOUNDSCAPE_PANEL_HEIGHT 630
// Purpose: Initalizes the soundscape list
//-----------------------------------------------------------------------------
void CSoundListPanel::InitalizeSoundscapes(CUtlVector<const char*>& OtherSoundscapes)
{
//remove everything
m_SoundscapesList->RemoveAll();


#define NEW_BUTTON_COMMAND "$NewSoundscape"
//add all the soundscapes
#define SAVE_BUTTON_COMMAND "$SaveSoundscape"
for (int i = 0; i < g_SoundscapeSystem.m_soundscapes.Count(); i++)
#define LOAD_BUTTON_COMMAND "$LoadSoundscape"
OtherSoundscapes.AddToTail(g_SoundscapeSystem.m_soundscapes[i]->GetName());
#define OPTIONS_BUTTON_COMMAND "$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
OtherSoundscapes.Sort(VectorSortFunc);
bool g_ShowSoundscapePanel = false;
bool g_IsPlayingSoundscape = false;
bool g_bSSMHack = false;


//soundscape maker panel
//quickly remove duplicatesd
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
for (int i = 1; i < OtherSoundscapes.Count(); )
{
{
public:
if (!Q_strcmp(OtherSoundscapes[i], OtherSoundscapes[i - 1]))
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)
{
OtherSoundscapes.Remove(i);
continue;
}
i++;
}


CSoundscapeMaker(vgui::VPANEL parent);
for (int i = 0; i < OtherSoundscapes.Size(); i++)
m_SoundscapesList->AddItem(OtherSoundscapes[i], nullptr);


//tick functions
m_SoundscapesList->ActivateItem(0);
void OnTick();
}


//other functions
//-----------------------------------------------------------------------------
void OnClose();
// Purpose: Sets if this panel is currently the sound panel or soundscape
void OnCommand(const char* pszCommand);
// selector panel.
//-----------------------------------------------------------------------------
void CSoundListPanel::SetIsUsingSoundPanel(bool bUsing)
{
bCurrentlyInSoundPanel = bUsing;


void PlaySelectedSoundscape();
//disable stuff
void LoadFile(KeyValues* file);
if (bUsing)
{
//set 'reload' text
m_ReloadSounds->SetText("Reload Sounds");


void OnKeyCodePressed(vgui::KeyCode code);
m_SoundscapesList->SetVisible(false);
m_SoundsList->SetVisible(true);


void SetSoundText(const char* text);
//enable the play button
m_PlayButton->SetEnabled(true);
m_StopSoundButton->SetEnabled(true);


//to play the soundscape on map spawn
//set texts
void LevelInitPostEntity();
m_PlayButton->SetText("Play Sound");
m_StopSoundButton->SetText("Stop Sound");
m_InsertButton->SetText("Insert Sound");


//sets the keyvalue file
//set title
void Set(const char* buffer);
SetTitle("Sounds List", true);
}
else
{
//set 'reload' text
m_ReloadSounds->SetText("Reload Soundscapes");


//message pointer funcs
m_SoundscapesList->SetVisible(true);
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
m_SoundsList->SetVisible(false);
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);


~CSoundscapeMaker();
//disable the play button
m_PlayButton->SetEnabled(false);
m_StopSoundButton->SetEnabled(false);


private:
//set texts
//the soundscape keyvalues file
m_PlayButton->SetText("Play Soundscape");
KeyValues* m_KeyValues = nullptr;
m_StopSoundButton->SetText("Stop Soundscape");
m_InsertButton->SetText("Insert Soundscape");


private:
//set stuff
void CreateEverything();
SetTitle("Soundscape List", true);
}
}


private:
//static sound list instance
//lists all the soundscapes
static CSoundListPanel* g_SoundPanel = nullptr;
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
//soundscape list
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
#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
vgui::ComboBox* m_DspEffects;
#define PASTE_FROM_CLIBOARD_COMMAND "PasteFromClipboard"
vgui::ComboBox* m_SoundLevels;
#define OPEN_CLIBOARD_COMMAND "OpenClipboard"


//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
//soundscape list class
vgui::Button* m_SoundNamePlay;
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);


//play/reset soundscape buttons
//menu item stuff
vgui::CheckButton* m_PlaySoundscapeButton;
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type);
vgui::Button* m_ResetSoundscapeButton;
virtual void Clear();
vgui::Button* m_DeleteCurrentButton;


//current selected soundscape
//other
CSoundscapeButton* m_pCurrentSelected = nullptr;
virtual void OnMouseWheeled(int delta);
KeyValues* m_kvCurrSelected = nullptr;
virtual void OnMouseReleased(vgui::MouseCode code);
KeyValues* m_kvCurrSound = nullptr;
KeyValues* m_kvCurrRndwave = nullptr;


int m_iCurrRndWave = 0;
virtual void OnCommand(const char* pszCommand);
virtual void PaintBackground();


//currently in non randomwave thing
virtual void OnKeyCodePressed(vgui::KeyCode code);
SoundscapeMode m_iSoundscapeMode = SoundscapeMode::Mode_Random;


//temporary added soundscapes
//message funcs
CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);
};


//user message hook
protected:
void _SoundscapeMaker_Recieve(bf_read& bf);
friend class CSoundscapeMaker;


//-----------------------------------------------------------------------------
//keyvalue list.
// Purpose: Constructor for soundscape maker panel
KeyValues* m_Keyvalues = nullptr;
//-----------------------------------------------------------------------------
CSoundscapeMaker::CSoundscapeMaker(vgui::VPANEL parent)
: BaseClass(nullptr, "SoundscapeMaker")
{
static bool bRegistered = false;
if (!bRegistered)
{
usermessages->HookMessage("SoundscapeMaker_Recieve", _SoundscapeMaker_Recieve);
bRegistered = true;
}


//set variables
//says "Soundscapes List"
m_pCurrentSelected = nullptr;
vgui::Label* m_pLabel;
vgui::ScrollBar* m_pSideSlider;


SetParent(parent);
//menu
vgui::Menu* menu;
SetKeyBoardInputEnabled(true);
SetMouseInputEnabled(true);


SetProportional(false);
//menu button stuff
SetTitleBarVisible(true);
CUtlVector<CSoundscapeButton*> m_MenuButtons;
SetMinimizeButtonVisible(false);
int m_iCurrentY;
SetMaximizeButtonVisible(false);
int m_iMax;
SetCloseButtonVisible(true);
int m_AmtAdded;
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);
 
SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
 
//add a tick signal for every 50 ms
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);
 
CreateEverything();
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Creates everything for this panel
// Purpose: Constructor for soundscape list panel
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::CreateEverything()
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 divider that will be the outline for the inside of the panel
//create the text
vgui::Divider* PanelOutline = new vgui::Divider(this, "InsideOutline");
m_pLabel = new vgui::Label(this, "ListsText", text);
PanelOutline->SetEnabled(false);
m_pLabel->SetVisible(true);
PanelOutline->SetBounds(5, 25, SOUNDSCAPE_PANEL_WIDTH - 10, SOUNDSCAPE_PANEL_HEIGHT - 62);
m_pLabel->SetBounds(text_x_pos, 2, 150, 20);


//create the buttons
//create the side slider
//create the buttons
m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
m_pSideSlider->SetBounds(width - 20, 0, 20, height - 2);
m_ButtonNew->SetVisible(true);
m_pSideSlider->SetValue(0);
m_ButtonNew->SetBounds(7, 600, 145, 25);
m_pSideSlider->SetEnabled(false);
m_ButtonNew->SetCommand(NEW_BUTTON_COMMAND);
m_pSideSlider->SetRange(0, 0);
m_ButtonNew->SetDepressedSound("ui/buttonclickrelease.wav");
m_pSideSlider->SetButtonPressedScrollValue(1);
m_pSideSlider->SetRangeWindow(0);
m_pSideSlider->AddActionSignalTarget(this);


m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
m_iCurrentY = 22;
m_ButtonSave->SetVisible(true);
m_iMax = max;
m_ButtonSave->SetBounds(157, 600, 145, 25);
m_Keyvalues = nullptr;
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);
// Purpose: adds a button to the soundscape list
m_ButtonLoad->SetBounds(307, 600, 145, 25);
//-----------------------------------------------------------------------------
m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type)
m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");
{
//create a new button
m_ButtonOptions = new vgui::Button(this, "OptionsButton", "Show Options Panel");
CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command, add, type);
m_ButtonOptions->SetVisible(true);
button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);
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
//increment current y
m_SoundscapesList = new CSoundscapeList(this, "SoundscapesList", "Soundscapes:", 90, 22, 300, 550);
m_iCurrentY = m_iCurrentY + 22;
m_SoundscapesList->SetBounds(15, 35, 300, 550);
m_SoundscapesList->SetVisible(true);


//create data list
//add button to array
m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 310);
m_MenuButtons.AddToTail(button);
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
//if the count is more then m_iMax then set slider value
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
if (m_MenuButtons.Count() > m_iMax)
m_TextEntryName->SetEnabled(false);
{
m_TextEntryName->SetBounds(325, 40, 295, 20);
int max = m_MenuButtons.Count() - m_iMax;
m_TextEntryName->SetMaximumCharCount(50);


//dsp effects combo box
m_pSideSlider->SetRange(0, max);
m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
m_pSideSlider->SetRangeWindow(1);
m_DspEffects->SetEnabled(false);
m_pSideSlider->SetEnabled(true);
m_DspEffects->SetBounds(325, 65, 295, 20);
}
m_DspEffects->SetText("");
 
m_DspEffects->AddActionSignalTarget(this);
m_AmtAdded++;
 
//check to see if we need to scroll down
if (m_MenuButtons.Count() >= m_iMax)
OnMouseWheeled(-1);
}


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


//time text entry
//delete and clear the buttons
m_TimeTextEntry = new vgui::TextEntry(this, "TimeTextEntry");
for (int i = 0; i < m_MenuButtons.Count(); i++)
m_TimeTextEntry->SetBounds(325, 90, 295, 20);
m_MenuButtons[i]->DeletePanel();
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetVisible(true);


//volume text entry
m_MenuButtons.RemoveAll();
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
//reset current y
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
m_iCurrentY = 22;
m_PitchTextEntry->SetBounds(325, 140, 295, 20);
 
m_PitchTextEntry->SetEnabled(false);
m_AmtAdded = 0;
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);
// Purpose: Called when a mouse is wheeled
//-----------------------------------------------------------------------------
//sound name
void CSoundscapeList::OnMouseWheeled(int delta)
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
{
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
//check for scroll down
m_SoundNameTextEntry->SetEnabled(false);
if (delta == -1)
m_SoundNameTextEntry->SetVisible(true);
m_pSideSlider->SetValue(m_pSideSlider->GetValue() + 1);


//play sound button
//check for scroll up
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
else if (delta == 1)
m_SoundNamePlay->SetBounds(545, 215, 75, 20);
m_pSideSlider->SetValue(m_pSideSlider->GetValue() - 1);
m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
}
m_SoundNamePlay->SetEnabled(false);


//starts the soundscape
//-----------------------------------------------------------------------------
m_PlaySoundscapeButton = new vgui::CheckButton(this, "PlaySoundscape", "Play Soundscape");
// Purpose: Called when a mouse code is released
m_PlaySoundscapeButton->SetBounds(330, 243, 125, 20);
//-----------------------------------------------------------------------------
m_PlaySoundscapeButton->SetCommand(PLAY_SOUNDSCAPE_COMMAND);
void CSoundscapeList::OnMouseReleased(vgui::MouseCode code)
m_PlaySoundscapeButton->SetEnabled(false);
{
m_PlaySoundscapeButton->SetSelected(false);
if (code != vgui::MouseCode::MOUSE_RIGHT)
return;


//reset soundscape button
//get cursor pos
m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
int x, y;
m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
vgui::surface()->SurfaceGetCursorPos(x, y);
m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
m_ResetSoundscapeButton->SetEnabled(false);


//delete this item
//create menu
m_DeleteCurrentButton = new vgui::Button(this, "DeleteItem", "Delete Current Item");
menu = new vgui::Menu(this, "Menu");
m_DeleteCurrentButton->SetBounds(595, 243, 135, 20);
menu->AddMenuItem("AddSoundscape", "Add Soundscape", ADD_SOUNDSCAPE_COMMAND, this);
m_DeleteCurrentButton->SetCommand(DELETE_CURRENT_ITEM_COMMAND);
m_DeleteCurrentButton->SetEnabled(false);


//create the soundscape name text
//check clipboard item
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
if (CurrClipboardName.Count() > 0)
NameLabel->SetBounds(635, 40, 125, 20);
{
menu->AddSeparator();
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
}


//create the soundscape dsp text
menu->SetBounds(x, y, 200, 50);
vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
menu->SetVisible(true);
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");
// Purpose: Called on command
PitchLabel->SetBounds(635, 140, 125, 20);
//-----------------------------------------------------------------------------
void CSoundscapeList::OnCommand(const char* pszCommand)
//create the soundscape position text
{
vgui::Label* PositionLabel = new vgui::Label(this, "PositionLabel", "Sound Position");
if (!Q_strcmp(pszCommand, ADD_SOUNDSCAPE_COMMAND))
PositionLabel->SetBounds(635, 165, 125, 20);
{
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);


//create the soundscape sound level text
//get last subkey
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
while (tmp != nullptr)
SoundLevelLabel ->SetBounds(635, 190, 125, 20);
{
tmp2 = tmp;
tmp = tmp->GetNextTrueSubKey();
}


//create the soundscape sound name text
//add to last subkey
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
tmp2->SetNextKey(kv);
SoundName->SetBounds(635, 215, 125, 20);


//create the soundscape keyvalues and load it
GetParent()->OnCommand(name);
m_KeyValues = new KeyValues("Empty Soundscape");
return;
}
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
{
int index = CurrClipboardName.Count() - 1;


LoadFile(m_KeyValues);
const char* name = CFmtStr("%s - (Copy %d)", CurrClipboardName[index]->GetName(), m_AmtAdded);
}


//-----------------------------------------------------------------------------
//add to keyvalues file
// Purpose: Called every tick for the soundscape maker
KeyValues* kv = new KeyValues(name);
//-----------------------------------------------------------------------------
CurrClipboardName[index]->CopySubkeys(kv);
void CSoundscapeMaker::OnTick()
 
{
KeyValues* tmp = m_Keyvalues;
//set the visibility
KeyValues* tmp2 = tmp;
static bool bPrevVisible = g_ShowSoundscapePanel;
 
if (g_ShowSoundscapePanel != bPrevVisible)
AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);
SetVisible(g_ShowSoundscapePanel);
 
//get last subkey
while (tmp != nullptr)
{
tmp2 = tmp;
tmp = tmp->GetNextTrueSubKey();
}
 
//add to last subkey
tmp2->SetNextKey(kv);


//set the old visibility
GetParent()->OnCommand(name);
bPrevVisible = g_ShowSoundscapePanel;
return;
}
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();


//-----------------------------------------------------------------------------
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeName);
// Purpose: Called when the close button is pressed
return;
//-----------------------------------------------------------------------------
}
void CSoundscapeMaker::OnClose()
{
//hide the other panels
g_SoundPanel->OnClose();
g_SettingsPanel->OnClose();
g_SoundscapeTextPanel->OnClose();


g_ShowSoundscapePanel = false;
BaseClass::OnCommand(pszCommand);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Play the selected soundscape
// Purpose: Paints the background
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::PlaySelectedSoundscape()
void CSoundscapeList::PaintBackground()
{
{
g_IsPlayingSoundscape = true;
//colors
g_bSSMHack = true;
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();
}


//remove all the temporary soundscapes from the soundscape system
//-----------------------------------------------------------------------------
for (int i = 0; i < m_TmpAddedSoundscapes.Count(); i++)
// Purpose: Called on keyboard code pressed
//-----------------------------------------------------------------------------
void CSoundscapeList::OnKeyCodePressed(vgui::KeyCode code)
{
//check for arrow
if (code == KEY_UP)
{
{
for (int j = 0; j < g_SoundscapeSystem.m_soundscapes.Count(); j++)
//find selected item
for (int i = 0; i < m_MenuButtons.Count(); i++)
{
{
if (g_SoundscapeSystem.m_soundscapes[j] == m_TmpAddedSoundscapes[i])
if (m_MenuButtons[i]->m_bIsSelected)
{
{
g_SoundscapeSystem.m_soundscapes.Remove(j);
//check for size and to see if we can select item
break;
if (i - 1 < 0)
return;
 
//select that item
GetParent()->OnCommand(m_MenuButtons[i - 1]->GetCommand()->GetString("command"));
return;
}
}
}
}
}
}


m_TmpAddedSoundscapes.RemoveAll();
//check for arrow
 
if (code == KEY_DOWN)
{
//change audio params position
//find selected item
g_SoundscapeSystem.m_params.localBits = 0x7f;
for (int i = 0; i < m_MenuButtons.Count(); i++)
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 (m_MenuButtons[i]->m_bIsSelected)
if (!Q_strcasecmp(subkey->GetName(), "playsoundscape"))
{
{
const char* name = subkey->GetString("name", nullptr);
//check for size and to see if we can select item
if (!name || !name[0] || SoundscapeNames.Find(name) != SoundscapeNames.InvalidIndex())
if (i + 1 >= m_MenuButtons.Count())
continue;
return;


SoundscapeNames.AddToTail(name);
//select that item
GetParent()->OnCommand(m_MenuButtons[i + 1]->GetCommand()->GetString("command"));
return;
}
}
}
}
}
}


//now look for each keyvalue
//-----------------------------------------------------------------------------
for (int i = 0; i < SoundscapeNames.Count(); i++)
// 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)
{
{
for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
m_MenuButtons[i]->SetVisible(false);
{
continue;
//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);
}
}
}
}
m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
m_MenuButtons[i]->SetVisible(true);
}
}
}
//soundscape data list


//stop all sounds
enginesound->StopAllSounds(true);


//stop the current soundscape and start a new soundscape
#define NEW_PLAYLOOPING_COMMAND "NewLooping"
g_SoundscapeSystem.StartNewSoundscape(nullptr);
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);
#define NEW_RANDOM_COMMAND "NewRandom"


g_bSSMHack = false;
}


//-----------------------------------------------------------------------------
class CSoundscapeDataList : public CSoundscapeList
// Purpose: Called when a button or something else gets pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnCommand(const char* pszCommand)
{
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);


//check for close command first
CSoundscapeDataList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
if (!Q_strcmp(pszCommand, "Close"))
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
{
{}
BaseClass::OnCommand(pszCommand);
return;
}


//check for the save button command
//override right click functionality
else if (!Q_strcmp(pszCommand, SAVE_BUTTON_COMMAND))
virtual void OnMouseReleased(vgui::MouseCode code);
{
//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
void OnCommand(const char* pszCommand);
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
private:
m_FileSave->DoModal(false);
friend class CSoundscapeMaker;
m_FileSave->Activate();
};


//file wasnt loadad
m_bWasFileLoad = false;


//-----------------------------------------------------------------------------
// 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;
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);
}
}


//check for load button command
menu->SetBounds(x, y, 200, 50);
else if (!Q_strcmp(pszCommand, LOAD_BUTTON_COMMAND))
menu->SetVisible(true);
}
 
 
//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnCommand(const char* pszCommand)
{
if (!Q_strcmp(pszCommand, NEW_PLAYLOOPING_COMMAND))
{
{
//initalize the file save dialog
int LoopingNum = 0;
if (!m_FileLoad)
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
{
{
//get the current game directory
//store data name
char buf[512];
const char* name = data->GetName();
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));


//create the load dialog
//increment variables based on name
m_FileLoad = new vgui::FileOpenDialog(this, "Load Soundscape File", true);
if (!Q_strcasecmp(name, "playlooping"))
m_FileLoad->AddFilter("*.txt", "Soundscape Text File", true);
LoopingNum++;
m_FileLoad->AddFilter("*.*", "All Files (*.*)", false);
m_FileLoad->SetStartDirectory(buf);
m_FileLoad->AddActionSignalTarget(this);
}
}


//show the file load dialog
//add the keyvalues
m_FileLoad->DoModal(false);
KeyValues* kv = new KeyValues("playlooping");
m_FileLoad->Activate();
kv->SetFloat("volume", 1);
kv->SetInt("pitch", 100);


//file was loadad
//add the keyvalue to both this and the keyvalues
m_bWasFileLoad = true;
AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);


return;
m_Keyvalues->AddSubKey(kv);
}
 
GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 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, NEW_SOUNDSCAPE_COMMAND))
//check for edit panel button
else if (!Q_strcmp(pszCommand, EDIT_BUTTON_COMMAND))
{
{
g_SoundscapeTextPanel->SetVisible(true);
int SoundscapeNum = 0;
g_SoundscapeTextPanel->MoveToFront();
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
g_SoundscapeTextPanel->RequestFocus();
{
g_SoundscapeTextPanel->Set(m_KeyValues);
//store data name
return;
const char* name = data->GetName();
}


//check for new soundscape
//increment variables based on name
else if (!Q_strcmp(pszCommand, NEW_BUTTON_COMMAND))
if (!Q_strcasecmp(name, "playsoundscape"))
{
SoundscapeNum++;
//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;
//add the keyvalues
}
KeyValues* kv = new KeyValues("playsoundscape");
kv->SetFloat("volume", 1);


//check for reset soundscape
AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
else if (!Q_strcmp(pszCommand, RESET_BUTTON_COMMAND))
{
m_kvCurrSelected = nullptr;


//stop all soundscapes before deleting the old soundscapes
//add the keyvalue to both this and the keyvalues
if (g_IsPlayingSoundscape)
m_Keyvalues->AddSubKey(kv);
PlaySelectedSoundscape();


m_KeyValues->deleteThis();
GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));
m_KeyValues = new KeyValues("Empty Soundscape");
 
//reset title
SetTitle("Soundscape Maker (New File)", true);


LoadFile(m_KeyValues);
return;
return;
}
}
 
else if (!Q_strcmp(pszCommand, NEW_RANDOM_COMMAND))
//check for play sound
else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
{
{
//initalize the sounds
int RandomNum = 0;
if (!g_SoundPanelInitalized)
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
{
{
g_SoundPanelInitalized = true;
//store data name
g_SoundPanel->InitalizeSounds();
const char* name = data->GetName();
 
//increment variables based on name
if (!Q_strcasecmp(name, "playrandom"))
RandomNum++;
}
}


//set the sound list panel's combo box text and selected item
//add the keyvalues
KeyValues* kv = new KeyValues("playrandom");
//get sound text entry name
 
char buf[512];
m_SoundNameTextEntry->GetText(buf, sizeof(buf));


//look for item with same name
kv->SetString("volume", "0.5,0.8");
for (int i = 0; i < g_SoundDirectories.Count(); i++)
kv->SetInt("pitch", 100);
{
kv->SetString("time", "10,20");
if (!Q_strcmp(buf, g_SoundDirectories[i]))
{
//select item
g_SoundPanel->m_SoundsList->ActivateItem(i);
g_SoundPanel->m_SoundsList->SetText(buf);


break;
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));


g_SoundPanel->SetVisible(true);
g_SoundPanel->MoveToFront();
g_SoundPanel->RequestFocus();
return;
return;
}
}
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
{
int index = CurrClipboardData.Count() - 1;


//check for play soundscape
const char* type = CurrClipboardData[index]->GetName();
else if (!Q_strcmp(pszCommand, PLAY_SOUNDSCAPE_COMMAND))
 
{
//get num of that item
if (m_PlaySoundscapeButton->IsSelected())
int NumItem = 0;
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
{
{
//enable the reset soundscape button
//store data name
m_ResetSoundscapeButton->SetEnabled(true);
const char* name = data->GetName();


//play the soundscape
//increment variables based on name
PlaySelectedSoundscape();
if (!Q_strcasecmp(name, type))
NumItem++;
}
}
else
{
//disable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(false);


g_IsPlayingSoundscape = false;
//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);


//stop all sounds and soundscapes
//add the keyvalue to both this and the keyvalues
enginesound->StopAllSounds(true);
m_Keyvalues->AddSubKey(kv);
g_SoundscapeSystem.StartNewSoundscape(nullptr);
}


//make the parent show the new item
GetParent()->OnCommand(CFmtStr("$%s%d", type, NumItem + 1));
return;
return;
}
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();


//check for play soundscape
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeData);
else if (!Q_strcmp(pszCommand, RESET_SOUNDSCAPE_BUTTON_COMMAND))
{
PlaySelectedSoundscape();
return;
return;
}
}


//check for delete item
BaseClass::OnCommand(pszCommand);
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)
//soundscape rndwave data list
{
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);
#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"
keyvalues->deleteThis();
break;
}




class CSoundscapeRndwaveList : public CSoundscapeList
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);


prev = keyvalues;
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)
{}


//reset everything
//override right click functionality
m_SoundNameTextEntry->SetText("");
virtual void OnMouseReleased(vgui::MouseCode code);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


//store vector
void OnCommand(const char* pszCommand);
auto& vec = m_pSoundList->m_MenuButtons;


//remove it
private:
delete vec[curr];
friend class CSoundscapeMaker;
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)
//-----------------------------------------------------------------------------
{
// Purpose: Called when a mouse code is released
m_pSoundList->OnMouseWheeled(1);
//-----------------------------------------------------------------------------
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;


int min, max;
//get cursor pos
m_pSoundList->m_pSideSlider->GetRange(min, max);
int x, y;
m_pSoundList->m_pSideSlider->SetRange(0, max - 1);
vgui::surface()->SurfaceGetCursorPos(x, y);
}


for (int i = curr; i < vec.Count(); i++)
//create menu
{
menu = new vgui::Menu(this, "Menu");
//move everything down
menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


//reset every command
//add clipboard thing
int WaveAmount = 0;
if (CurrClipboardRandom.Count() > 0)
for (int i = 0; i < vec.Count(); i++)
{
{
menu->AddSeparator();
//store data name
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
const char* name = vec[i]->GetCommand()->GetString("command");
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
}
 
menu->SetBounds(x, y, 200, 50);
menu->SetVisible(true);
}


//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)
// Purpose: Called on command
{
//-----------------------------------------------------------------------------
m_kvCurrRndwave = nullptr;
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
m_pSoundList->m_Keyvalues = nullptr;
{
if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND) && m_Keyvalues)
{
//get number of keyvalues
int num = 0;


//restart soundscape
FOR_EACH_VALUE(m_Keyvalues, kv)
PlaySelectedSoundscape();
num++;


return;
KeyValues* add = new KeyValues("wave");
}
add->SetString(nullptr, "");


//select next item
//add keyvalues and button
if (m_iCurrRndWave <= vec.Count())
AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);
OnCommand(CFmtStr("$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;
m_Keyvalues->AddSubKey(add);
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);
//forward command to parent
keyvalues->deleteThis();
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));


//get index
return;
index = tmpindex;
}
break;
}


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


//increment
FOR_EACH_VALUE(m_Keyvalues, kv)
tmpindex++;
num++;
}


//error
int index = CurrClipboardRandom.Count() - 1;
if (index == -1)
return;


//store vector
const char* text = CurrClipboardRandom[index]->GetString();
auto& vec = m_pDataList->m_MenuButtons;


//remove it
KeyValues* add = new KeyValues("wave");
delete vec[index];
add->SetString(nullptr, text);
vec.Remove(index);


//move everything down
//get last / or \ and make the string be that + 1
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
char* fslash = Q_strrchr(text, '/');
m_pDataList->m_Keyvalues = m_kvCurrSelected;
char* bslash = Q_strrchr(text, '\\');


for (int i = index; i < vec.Count(); i++)
if (fslash > bslash)
{
text = fslash + 1;
//move everything down
else if (bslash > fslash)
int x, y = 0;
text = bslash + 1;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


if (vec.Count() >= m_pDataList->m_iMax)
//add keyvalues and button
{
AddButton("Rndwave", text, CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);
m_pDataList->OnMouseWheeled(1);


int min, max;
m_Keyvalues->AddSubKey(add);
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
//forward command to parent
int RandomNum = 0;
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
int LoopingNum = 0;
return;
int SoundscapeNum = 0;
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();


//change the commands of the buttons
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeRandomWave);
for (int i = 0; i < vec.Count(); i++)
return;
{
}
//store data name
const char* name = vec[i]->GetCommand()->GetString("command");


//increment variables based on name
BaseClass::OnCommand(pszCommand);
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, "$playsoundscape") == name)
//soundscape panel
{
SoundscapeNum++;
vec[i]->SetCommand(CFmtStr("$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);
#define SOUNDSCAPE_PANEL_WIDTH 760
m_SoundNameTextEntry->SetEnabled(false);
#define SOUNDSCAPE_PANEL_HEIGHT 630
m_TimeTextEntry->SetEnabled(false);
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


m_pSoundList->Clear();
#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"


m_kvCurrSound = nullptr;
//static bool to determin if the soundscape panel should show or not
m_pSoundList->m_Keyvalues = nullptr;
bool g_ShowSoundscapePanel = false;
bool g_IsPlayingSoundscape = false;


//bounds checking
//soundscape maker panel
if (index >= vec.Count())
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
index = vec.Count() - 1; // fix bounds more safely
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)


//select the button
CSoundscapeMaker(vgui::VPANEL parent);
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
//tick functions
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
void OnTick();
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


return;
//other functions
}
void OnClose();
void OnCommand(const char* pszCommand);
void Paste(SoundscapeClipboardType type);


//find keyvalue with same pointer and get the index
void PlaySelectedSoundscape();
int tmpindex = 0;
void LoadFile(KeyValues* file);
int index = -1;


KeyValues* prev = nullptr;
void OnKeyCodePressed(vgui::KeyCode code);
for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
{
if (m_kvCurrSelected == keyvalues)
{
//remove it
if (!prev)
break;


prev->SetNextKey(keyvalues->GetNextTrueSubKey());
void SetSoundText(const char* text);
keyvalues->SetNextKey(nullptr);
keyvalues->deleteThis();


//get index
//to play the soundscape on map spawn
index = tmpindex;
void LevelInitPostEntity();
break;
}


prev = keyvalues;
//sets the keyvalue file
void Set(const char* buffer);


//increment
//message pointer funcs
tmpindex++;
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
}
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);


//error
~CSoundscapeMaker();
if (index == -1)
return;


//store vector
public:
auto& vec = m_SoundscapesList->m_MenuButtons;


//remove it
//the soundscape keyvalues file
delete vec[index];
KeyValues* m_KeyValues = nullptr;
vec.Remove(index);


//move everything down
private:
m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;
void CreateEverything();


for (int i = index; i < vec.Count(); i++)
private:
{
//lists all the soundscapes
//move everything down
CSoundscapeList* m_SoundscapesList;
int x, y = 0;
CSoundscapeDataList* m_pDataList;
vec[i]->GetPos(x, y);
CSoundscapeRndwaveList* m_pSoundList;
vec[i]->SetPos(x, y - 22);
 
}
//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;


if (vec.Count() >= m_SoundscapesList->m_iMax)
//text entry for name
{
vgui::TextEntry* m_TextEntryName;
m_SoundscapesList->OnMouseWheeled(1);


int min, max;
//combo box for dsp effects
m_SoundscapesList->m_pSideSlider->GetRange(min, max);
vgui::ComboBox* m_DspEffects;
m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
vgui::ComboBox* m_SoundLevels;
}


//reset everything
//sound data text entry
m_DspEffects->SetText("");
vgui::TextEntry* m_TimeTextEntry;
m_SoundLevels->SetText("");
vgui::TextEntry* m_VolumeTextEntry;
m_TextEntryName->SetText("");
vgui::TextEntry* m_PitchTextEntry;
m_SoundNameTextEntry->SetText("");
vgui::TextEntry* m_PositionTextEntry;
m_TimeTextEntry->SetText("");
vgui::TextEntry* m_SoundNameTextEntry;
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();
//play sound button
m_pSoundList->Clear();
vgui::Button* m_SoundNamePlay;


m_kvCurrSound = nullptr;
//play/reset soundscape buttons
m_pDataList->m_Keyvalues = nullptr;
vgui::CheckButton* m_PlaySoundscapeButton;
vgui::Button* m_ResetSoundscapeButton;
vgui::Button* m_DeleteCurrentButton;


//go to next soundscape
//current selected soundscape
if (!prev)
CSoundscapeButton* m_pCurrentSelected = nullptr;
{
//restart soundscape
PlaySelectedSoundscape();
return;
}


if (prev->GetNextTrueSubKey())
public:
OnCommand(prev->GetNextTrueSubKey()->GetName());
KeyValues* m_kvCurrSelected = nullptr;
else
OnCommand(prev->GetName());
}


//restart soundscape
private:
PlaySelectedSoundscape();
KeyValues* m_kvCurrSound = nullptr;
return;
KeyValues* m_kvCurrRndwave = nullptr;
}


//check for "playrandom", "playsoundscape" or "playlooping"
int m_iCurrRndWave = 0;
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;
}


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


//clear the m_pSoundList
//temporary added soundscapes
m_pSoundList->Clear();
CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
m_pSoundList->m_Keyvalues = nullptr;
};


//store variables
//user message hook
KeyValues* data = nullptr;
void _SoundscapeMaker_Recieve(bf_read& bf);
int curr = 0;


//get subkey
//-----------------------------------------------------------------------------
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
// Purpose: Constructor for soundscape maker panel
{
//-----------------------------------------------------------------------------
if (Q_strcasecmp(sounds->GetName(), "playrandom"))
CSoundscapeMaker::CSoundscapeMaker(vgui::VPANEL parent)
continue;
: BaseClass(nullptr, "SoundscapeMaker")
{
if (++curr == number)
static bool bRegistered = false;
{
if (!bRegistered)
data = sounds;
{
break;
usermessages->HookMessage("SoundscapeMaker_Recieve", _SoundscapeMaker_Recieve);
}
bRegistered = true;
}
}


//no data
//set variables
if (!data)
m_pCurrentSelected = nullptr;
return;


m_kvCurrSound = data;
SetParent(parent);
m_kvCurrRndwave = nullptr;


//set the random times
SetKeyBoardInputEnabled(true);
m_TimeTextEntry->SetText(data->GetString("time", "10,20"));
SetMouseInputEnabled(true);
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
SetProportional(false);
int index = 8; //8 = SNDLVL_NORM
SetTitleBarVisible(true);
const char* name = data->GetString("soundlevel", nullptr);
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(g_ShowSoundscapePanel);


//check for the name
int ScreenWide, ScreenTall;
if (name)
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
{


//loop through the sound levels to find the right one
SetTitle("Soundscape Maker (New File)", true);
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
{
SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);
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
//add a tick signal for every 50 ms
if ((data = data->FindKey("rndwave")) == nullptr)
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);
return;


m_kvCurrRndwave = data;
CreateEverything();
m_pSoundList->m_Keyvalues = data;
}


//add all the data
//-----------------------------------------------------------------------------
int i = 0;
// Purpose: Creates everything for this panel
FOR_EACH_VALUE(data, sound)
//-----------------------------------------------------------------------------
{
void CSoundscapeMaker::CreateEverything()
const char* name = sound->GetName();
{
//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);


//get real text
//create the buttons
const char* text = sound->GetString();
//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");


//get last / or \ and make the string be that + 1
m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
char* fslash = Q_strrchr(text, '/');
m_ButtonSave->SetVisible(true);
char* bslash = Q_strrchr(text, '\\');
m_ButtonSave->SetBounds(157, 600, 145, 25);
m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");


//no forward slash and no back slash
m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
if (!fslash && !bslash)
m_ButtonLoad->SetVisible(true);
{
m_ButtonLoad->SetBounds(307, 600, 145, 25);
text = text;
m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
}
m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");
else
{
if (fslash > bslash)
text = fslash + 1;


else if (bslash > fslash)
m_ButtonOptions = new vgui::Button(this, "OptionsButton", "Show Options Panel");
text = bslash + 1;
m_ButtonOptions->SetVisible(true);
}
m_ButtonOptions->SetBounds(457, 600, 145, 25);
m_ButtonOptions->SetCommand(OPTIONS_BUTTON_COMMAND);
m_ButtonOptions->SetDepressedSound("ui/buttonclickrelease.wav");


m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this);
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_iSoundscapeMode = SoundscapeMode::Mode_Random;
//create the soundscapes menu
return;
m_SoundscapesList = new CSoundscapeList(this, "SoundscapesList", "Soundscapes:", 90, 22, 300, 550);
}
m_SoundscapesList->SetBounds(15, 35, 300, 550);
}
m_SoundscapesList->SetVisible(true);
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;
}


//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);


//clear the m_pSoundList
//create sound list
m_pSoundList->Clear();
m_pSoundList = new CSoundscapeRndwaveList(this, "SoudscapeDataList", "Random Sounds:", 40, 10, 200, 310);
m_pSoundList->m_Keyvalues = nullptr;
m_pSoundList->SetBounds(542, 275, 200, 310);
m_pSoundList->SetVisible(true);


//store variables
//name text entry
KeyValues* data = nullptr;
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
int curr = 0;
m_TextEntryName->SetEnabled(false);
m_TextEntryName->SetBounds(325, 40, 295, 20);
m_TextEntryName->SetMaximumCharCount(256);


//get subkey
//dsp effects combo box
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
{
m_DspEffects->SetEnabled(false);
if (Q_strcasecmp(sounds->GetName(), "playlooping"))
m_DspEffects->SetBounds(325, 65, 295, 20);
continue;
m_DspEffects->SetText("");
m_DspEffects->AddActionSignalTarget(this);


if (++curr == number)
for (int i = 0; i < sizeof(g_DspEffects) / sizeof(g_DspEffects[i]); i++)
{
m_DspEffects->AddItem(g_DspEffects[i], nullptr);
data = sounds;
break;
}
}


//no data
//time text entry
if (!data)
m_TimeTextEntry = new vgui::TextEntry(this, "TimeTextEntry");
return;
m_TimeTextEntry->SetBounds(325, 90, 295, 20);
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetVisible(true);


m_kvCurrSound = data;
//volume text entry
m_kvCurrRndwave = nullptr;
m_VolumeTextEntry = new vgui::TextEntry(this, "VolumeTextEntry");
m_VolumeTextEntry->SetBounds(325, 115, 295, 20);
m_VolumeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetVisible(true);


//set the random times
//pitch text entry
m_TimeTextEntry->SetText("");
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
m_PitchTextEntry->SetBounds(325, 140, 295, 20);
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetText(data->GetString("position", ""));
m_PitchTextEntry->SetVisible(true);
m_SoundNameTextEntry->SetText(data->GetString("wave", ""));


//get snd level index
//position text entry
int index = 8; //8 = SNDLVL_NORM
m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
const char* name = data->GetString("soundlevel", nullptr);
m_PositionTextEntry->SetBounds(325, 165, 295, 20);
m_PositionTextEntry->SetEnabled(false);
m_PositionTextEntry->SetVisible(true);


//check for the name
//sound levels
if (name)
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);


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


//select the index
//sound name
m_SoundLevels->ActivateItem(index);
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetVisible(true);


//enable the text entries
//sound list button
m_TimeTextEntry->SetEnabled(false);
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
m_VolumeTextEntry->SetEnabled(true);
m_SoundNamePlay->SetBounds(545, 215, 75, 20);
m_PitchTextEntry->SetEnabled(true);
m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
m_PositionTextEntry->SetEnabled(true);
m_SoundNamePlay->SetEnabled(false);
m_SoundLevels->SetEnabled(true);
m_SoundNameTextEntry->SetEnabled(true);
m_SoundNamePlay->SetEnabled(true);
g_SoundPanel->SetVisible(false);


m_iSoundscapeMode = SoundscapeMode::Mode_Looping;
//starts the soundscape
return;
m_PlaySoundscapeButton = new vgui::CheckButton(this, "PlaySoundscape", "Play Soundscape");
}
m_PlaySoundscapeButton->SetBounds(330, 243, 125, 20);
}
m_PlaySoundscapeButton->SetCommand(PLAY_SOUNDSCAPE_COMMAND);
else if (Q_stristr(pszCommand, "$playsoundscape") == pszCommand)
m_PlaySoundscapeButton->SetEnabled(false);
{
m_PlaySoundscapeButton->SetSelected(false);
//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;
}


//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);


//clear the m_pSoundList
//delete this item
m_pSoundList->Clear();
m_DeleteCurrentButton = new vgui::Button(this, "DeleteItem", "Delete Current Item");
m_pSoundList->m_Keyvalues = nullptr;
m_DeleteCurrentButton->SetBounds(595, 243, 135, 20);
 
m_DeleteCurrentButton->SetCommand(DELETE_CURRENT_ITEM_COMMAND);
//store variables
m_DeleteCurrentButton->SetEnabled(false);
KeyValues* data = nullptr;
int curr = 0;


//get subkey
//create the soundscape name text
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
{
NameLabel->SetBounds(635, 40, 125, 20);
if (Q_strcasecmp(sounds->GetName(), "playsoundscape"))
continue;


if (++curr == number)
//create the soundscape dsp text
{
vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
data = sounds;
DspLabel->SetBounds(635, 65, 125, 20);
break;
}
}


//no data
//create the soundscape time text
if (!data)
vgui::Label* TimeLabel = new vgui::Label(this, "TimeLabel", "Sound Time");
return;
TimeLabel->SetBounds(635, 90, 125, 20);


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


//set the random times
//create the soundscape pitch text
m_TimeTextEntry->SetText("");
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
PitchLabel->SetBounds(635, 140, 125, 20);
m_PositionTextEntry->SetText(data->GetString("positionoverride", ""));
 
m_SoundNameTextEntry->SetText(data->GetString("name", ""));
//create the soundscape position text
m_PitchTextEntry->SetText("");
vgui::Label* PositionLabel = new vgui::Label(this, "PositionLabel", "Sound Position");
PositionLabel->SetBounds(635, 165, 125, 20);


//get snd level index
//create the soundscape sound level text
int index = 8; //8 = SNDLVL_NORM
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
const char* name = data->GetString("soundlevel", nullptr);
SoundLevelLabel->SetBounds(635, 190, 125, 20);


//check for the name
//create the soundscape sound name text
if (name)
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
{
SoundName->SetBounds(635, 215, 125, 20);


//loop through the sound levels to find the right one
//create the soundscape keyvalues and load it
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
m_KeyValues = new KeyValues("Empty Soundscape");
{
if (!Q_strcmp(name, g_SoundLevels[i]))
{
index = i;
break;
}
}
}


//select the index
LoadFile(m_KeyValues);
m_SoundLevels->ActivateItem(index);
}


//enable the text entries
//-----------------------------------------------------------------------------
m_TimeTextEntry->SetEnabled(true);
// Purpose: Called every tick for the soundscape maker
m_VolumeTextEntry->SetEnabled(true);
//-----------------------------------------------------------------------------
m_PitchTextEntry->SetEnabled(false);
void CSoundscapeMaker::OnTick()
m_PositionTextEntry->SetEnabled(true);
{
m_SoundLevels->SetEnabled(true);
//set the visibility
m_SoundNameTextEntry->SetEnabled(true);
static bool bPrevVisible = g_ShowSoundscapePanel;
m_TimeTextEntry->SetEnabled(false);
if (g_ShowSoundscapePanel != bPrevVisible)
m_SoundNamePlay->SetEnabled(false);
SetVisible(g_ShowSoundscapePanel);
 
//set the old visibility
bPrevVisible = g_ShowSoundscapePanel;
}


g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
//-----------------------------------------------------------------------------
g_SoundPanel->SetVisible(false);
// Purpose: Called when the close button is pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnClose()
{
//hide the other panels
g_SoundPanel->OnClose();
g_SettingsPanel->OnClose();
g_SoundscapeTextPanel->OnClose();


m_iSoundscapeMode = SoundscapeMode::Mode_Soundscape;
g_ShowSoundscapePanel = false;
return;
}
}
}
else if (Q_stristr(pszCommand, "$rndwave") == pszCommand)
{
if (!m_kvCurrRndwave)
return;


//get the selected number
//-----------------------------------------------------------------------------
char* str_number = (char*)(pszCommand + 8);
// Purpose: Play the selected soundscape
m_iCurrRndWave = atoi(str_number);
//-----------------------------------------------------------------------------
if (m_iCurrRndWave != 0)
void CSoundscapeMaker::PlaySelectedSoundscape()
{
{
//look for button with same command
//set debug stuff
auto& vec = m_pSoundList->m_MenuButtons;
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() : "");
for (int i = 0; i < vec.Count(); i++)
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])
{
{
//if the button doesnt have the same command then de-select it. else select it
g_SoundscapeSystem.m_soundscapes.Remove(j);
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
break;
vec[i]->m_bIsSelected = true;
else
vec[i]->m_bIsSelected = false;
}
}
}
}


m_TmpAddedSoundscapes.RemoveAll();


int i = 0;
//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]);


//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 m_kvCurrSelected then add all the "playsoundscape" soundscape keyvalues
if (!curr)
//into the g_SoundscapeSystem.m_soundscapes array
{
if (m_kvCurrSelected)
//play an error sound
{
vgui::surface()->PlaySound("resource/warning.wav");
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;


//show error
SoundscapeNames.AddToTail(name);
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
//now look for each keyvalue
{
for (int i = 0; i < SoundscapeNames.Count(); i++)
//store vars
{
CUtlVector<CSoundscapeButton*>& array = m_SoundscapesList->m_MenuButtons;
for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
 
{
//de-select button
//look for playsoundscape file
if (m_pCurrentSelected)
if (!Q_strcmp(subkey->GetName(), SoundscapeNames[i]))
m_pCurrentSelected->m_bIsSelected = false;
{
 
//add it to the soundscape system
//check for name
m_TmpAddedSoundscapes.AddToTail(subkey);
for (int i = 0; i < m_SoundscapesList->m_MenuButtons.Size(); i++)
g_SoundscapeSystem.m_soundscapes.AddToTail(subkey);
{
}
//check button name
if (!Q_strcmp(array[i]->GetCommand()->GetString("command"), pszCommand))
{
//found it
m_pCurrentSelected = array[i];
break;
}
}
}
}
}


//find selected keyvalue
//stop all sounds
enginesound->StopAllSounds(true);


//set needed stuff
//stop the current soundscape and start a new soundscape
if (m_pCurrentSelected)
g_SoundscapeSystem.StartNewSoundscape(nullptr);
{
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);
//select button
m_pCurrentSelected->m_bIsSelected = true;
 
m_DeleteCurrentButton->SetEnabled(false);


//reset the selected kv
//start debug graphs
m_kvCurrSelected = nullptr;
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Start();


//find selected keyvalues
g_bSSMHack = false;
}


for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
//-----------------------------------------------------------------------------
{
// Purpose: Called when a button or something else gets pressed
if (!Q_strcmp(kv->GetName(), pszCommand))
//-----------------------------------------------------------------------------
{
void CSoundscapeMaker::OnCommand(const char* pszCommand)
m_kvCurrSelected = kv;
{
break;
//check for close command first
}
if (!Q_strcmp(pszCommand, "Close"))
}
{
BaseClass::OnCommand(pszCommand);
return;
}


//set
//check for the save button command
m_kvCurrSound = nullptr;
else if (!Q_strcmp(pszCommand, SAVE_BUTTON_COMMAND))
m_kvCurrRndwave = nullptr;
{
//initalize the file save dialog
if (!m_FileSave)
{
//get the current game directory
char buf[512];
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));


m_TimeTextEntry->SetEnabled(false);
//create the save dialog
m_TimeTextEntry->SetText("");
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);
}


m_VolumeTextEntry->SetEnabled(false);
//show the dialog
m_VolumeTextEntry->SetText("");
m_FileSave->DoModal(false);
m_FileSave->Activate();


m_PitchTextEntry->SetEnabled(false);
//file wasnt loadad
m_PitchTextEntry->SetText("");
m_bWasFileLoad = false;


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


m_SoundNameTextEntry->SetEnabled(false);
//check for load button command
m_SoundNameTextEntry->SetText("");
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));


m_SoundNamePlay->SetEnabled(false);
//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);
}


if (g_SoundPanel)
//show the file load dialog
{
m_FileLoad->DoModal(false);
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
m_FileLoad->Activate();
g_SoundPanel->SetVisible(false);
}


//check for current keyvalues. should never bee nullptr but could be
//file was loadad
if (!m_kvCurrSelected)
m_bWasFileLoad = true;
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show error
return;
char buf[1028];
}
Q_snprintf(buf, sizeof(buf), "Failed to find KeyValue subkey \"%s\"\nfor current soundscape file!", pszCommand);


//show an error
//check for options panel button
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
else if (!Q_strcmp(pszCommand, OPTIONS_BUTTON_COMMAND))
popup->SetOKButtonText("Ok");
{
popup->SetCancelButtonVisible(false);
g_SettingsPanel->SetVisible(true);
popup->AddActionSignalTarget(this);
g_SettingsPanel->MoveToFront();
popup->DoModal(this);
g_SettingsPanel->RequestFocus();
return;
}


//reset vars
//check for edit panel button
m_pCurrentSelected = nullptr;
else if (!Q_strcmp(pszCommand, EDIT_BUTTON_COMMAND))
{
g_SoundscapeTextPanel->SetVisible(true);
g_SoundscapeTextPanel->MoveToFront();
g_SoundscapeTextPanel->RequestFocus();
g_SoundscapeTextPanel->Set(m_KeyValues);
return;
}


m_TextEntryName->SetEnabled(false);
//check for new soundscape
m_TextEntryName->SetText("");
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);


m_DspEffects->SetEnabled(false);
return;
m_DspEffects->SetText("");
}
return;
}


if (g_IsPlayingSoundscape)
//check for reset soundscape
PlaySelectedSoundscape();
else if (!Q_strcmp(pszCommand, RESET_BUTTON_COMMAND))
{
m_kvCurrSelected = nullptr;


m_DeleteCurrentButton->SetEnabled(true);
//stop all soundscapes before deleting the old soundscapes
if (g_IsPlayingSoundscape)
PlaySelectedSoundscape();


//set current soundscape name
m_KeyValues->deleteThis();
m_TextEntryName->SetText(pszCommand);
m_KeyValues = new KeyValues("Empty Soundscape");
m_TextEntryName->SetEnabled(true);
m_pDataList->m_Keyvalues = m_kvCurrSelected;


//set dsp effect
//reset title
int dsp = Clamp<int>(m_kvCurrSelected->GetInt("dsp"), 0, 29);
SetTitle("Soundscape Maker (New File)", true);


m_PlaySoundscapeButton->SetEnabled(true);
LoadFile(m_KeyValues);
return;
}


m_DspEffects->SetEnabled(true);
//check for play sound
m_DspEffects->ActivateItem(dsp);
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();
}


//clear these
//get sound text entry name
m_pDataList->Clear();
char buf[512];
m_pSoundList->Clear();
m_SoundNameTextEntry->GetText(buf, sizeof(buf));
m_pSoundList->m_Keyvalues = nullptr;


//set variables
//check the current mode
int RandomNum = 0;
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
int LoopingNum = 0;
{
int SoundscapeNum = 0;
g_SoundPanel->SetIsUsingSoundPanel(false);


FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, data)
//load all the temporary soundscapes
CUtlVector<const char*> OtherSoundscapes;
for (KeyValues* curr = m_KeyValues; curr; curr = curr->GetNextKey())
{
{
//store data name
if (curr == m_kvCurrSelected)
const char* name = data->GetName();
continue;
 
OtherSoundscapes.AddToTail(curr->GetName());
}
 
g_SoundPanel->InitalizeSoundscapes(OtherSoundscapes);
}
else
{
g_SoundPanel->SetIsUsingSoundPanel(true);


//increment variables based on name
//look for item with same name
if (!Q_strcasecmp(name, "playrandom"))
for (int i = 0; i < g_SoundDirectories.Count(); i++)
{
if (!Q_strcmp(buf, g_SoundDirectories[i]))
{
{
RandomNum++;
//select item
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playrandom%d", RandomNum), this);
g_SoundPanel->m_SoundsList->ActivateItem(i);
}
g_SoundPanel->m_SoundsList->SetText(buf);
 
if (!Q_strcasecmp(name, "playlooping"))
break;
{
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);
}
}
}
}
}
}
g_SoundPanel->SetVisible(true);
g_SoundPanel->MoveToFront();
g_SoundPanel->RequestFocus();
return;
}
}


BaseClass::OnCommand(pszCommand);
//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
// Purpose: Function to recursivly write keyvalues to keyvalue files. the keyvalues
PlaySelectedSoundscape();
// 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
else
// first then the subkeys so the order is good.
{
//-----------------------------------------------------------------------------
//disable the reset soundscape button
void RecursivlyWriteKeyvalues(KeyValues* prev, CUtlBuffer& buffer, int& indent)
m_ResetSoundscapeButton->SetEnabled(false);
{
//write \t indent
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');


//write name
g_IsPlayingSoundscape = false;
buffer.PutChar('"');
buffer.PutString(prev->GetName());
buffer.PutString("\"\n");


//write {
//stop all sounds and soundscapes
for (int i = 0; i < indent; i++)
enginesound->StopAllSounds(true);
buffer.PutChar('\t');
g_SoundscapeSystem.StartNewSoundscape(nullptr);
}


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


//increment indent
//check for play soundscape
indent++;
else if (!Q_strcmp(pszCommand, RESET_SOUNDSCAPE_BUTTON_COMMAND))
{
PlaySelectedSoundscape();
return;
}


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


//write name and value
//check for delete item
buffer.PutChar('"');
else if (!Q_strcmp(pszCommand, DELETE_CURRENT_ITEM_COMMAND))
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
//check for current rndwave
RecursivlyWriteKeyvalues(value, buffer, indent);
if (m_kvCurrRndwave && m_SoundNameTextEntry->IsEnabled())
{
if (value->GetNextTrueSubKey())
if (!m_kvCurrRndwave || m_iCurrRndWave <= 0)
buffer.PutChar('\n');
return;
}


//decrement indent
//get the keyvalues by the index
indent--;
int curr = 0;
KeyValues* prev = nullptr;


//write ending }
FOR_EACH_VALUE(m_kvCurrRndwave, keyvalues)
for (int i = 0; i < indent; i++)
{
buffer.PutChar('\t');
if (++curr == m_iCurrRndWave)
{
//delete
if (prev)
prev->SetNextKey(keyvalues->GetNextValue());
else
{
m_kvCurrRndwave->m_pSub = keyvalues->GetNextValue();
m_iCurrRndWave = -1;
}


buffer.PutString("}\n");
curr = curr - 1;
}


//-----------------------------------------------------------------------------
keyvalues->SetNextKey(nullptr);
// Purpose: Called when a file gets opened/closed
keyvalues->deleteThis();
//-----------------------------------------------------------------------------
break;
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
prev = keyvalues;
pCurrent = pCurrent->GetNextTrueSubKey();
}
}  


if (!g_pFullFileSystem->WriteFile(pszFileName, "MOD", buf))
//reset everything
{
m_SoundNameTextEntry->SetText("");
//play an error sound
m_SoundNameTextEntry->SetEnabled(false);
vgui::surface()->PlaySound("resource/warning.wav");
m_SoundNamePlay->SetEnabled(false);


//get the error first
//store vector
char buf[1028];
auto& vec = m_pSoundList->m_MenuButtons;
Q_snprintf(buf, sizeof(buf), "Failed to save soundscape to file \"%s\"", pszFileName);


//show an error
//remove it
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
delete vec[curr];
popup->SetOKButtonText("Ok");
vec.Remove(curr);
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);
return;
}
}


//move everything down
m_pSoundList->m_iCurrentY = m_pSoundList->m_iCurrentY - 22;
m_pSoundList->m_Keyvalues = m_kvCurrRndwave;


//store vars
if (vec.Count() >= m_pSoundList->m_iMax)
const char* last = pszFileName;
{
const char* tmp = nullptr;
m_pSoundList->OnMouseWheeled(1);


//get the last /
int min, max;
while ((last = Q_strstr(last, "\\")) != nullptr)
m_pSoundList->m_pSideSlider->GetRange(min, max);
tmp = ++last; //move past the backslash
m_pSoundList->m_pSideSlider->SetRange(0, max - 1);
}


//check tmp
for (int i = curr; i < vec.Count(); i++)
if (!tmp || !*tmp)
{
tmp = pszFileName;
//move everything down
 
int x, y = 0;
//set new title
vec[i]->GetPos(x, y);
char buf[1028];
vec[i]->SetPos(x, y - 22);
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
}
 
//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");


SetTitle(buf, true);
//increment variables based on name
if (Q_stristr(name, "$rndwave") == name)
{
WaveAmount++;
vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
}
}


//create copy of pszFileName
//bounds check
char manifest[1028];
if (vec.Count() <= 0)
Q_strncpy(manifest, pszFileName, sizeof(manifest));
{
m_kvCurrRndwave = nullptr;
m_pSoundList->m_Keyvalues = nullptr;


//get last /
//restart soundscape
char* lastSlash = Q_strrchr(manifest, '\\');
PlaySelectedSoundscape();
if (lastSlash == nullptr || *lastSlash == '\0')
return;


//append 'soundscapes_manifest.txt'
return;
lastSlash[1] = '\0';
}
strcat(manifest, "soundscapes_manifest.txt");


//see if we can open manifest file
//select next item
KeyValues* man_file = new KeyValues("manifest");
if (m_iCurrRndWave <= vec.Count())
if (!man_file->LoadFromFile(g_pFullFileSystem, manifest))
OnCommand(CFmtStr("$rndwave%d", curr + 1));
{
else
//cant open manifest file
OnCommand(CFmtStr("$rndwave%d", curr));
man_file->deleteThis();
return;
}
}
 
else if (m_kvCurrSound)
//get real filename
pszFileName = Q_strrchr(pszFileName, '\\');
if (!pszFileName || !*pszFileName)
{
{
man_file->deleteThis();
//find keyvalue with same pointer and get the index
return;
int tmpindex = 0;
}
int index = -1;


pszFileName = pszFileName + 1;
KeyValues* prev = nullptr;
 
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, keyvalues)
//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();
if (m_kvCurrSound == keyvalues)
return;
{
}
//remove it
}
if (prev)
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
else
m_kvCurrSelected->m_pSub = keyvalues->GetNextTrueSubKey();


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


//add to manifest file
//get index
KeyValues* kv = new KeyValues("file");
index = tmpindex;
kv->SetString(nullptr, add_file);
break;
man_file->AddSubKey(kv);
}


//write to file
prev = keyvalues;
man_file->SaveToFile(g_pFullFileSystem, manifest);


man_file->deleteThis();
//increment
return;
tmpindex++;
}
}


//try and load the keyvalues file first
//error
KeyValues* temp = new KeyValues("SoundscapeFile");
if (index == -1)
if (!temp->LoadFromFile(filesystem, pszFileName))
return;
{
//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
//store vector
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
auto& vec = m_pDataList->m_MenuButtons;
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


temp->deleteThis();
//remove it
return;
delete vec[index];
}
vec.Remove(index);


//set the new title
//move everything down
{
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
//store vars
m_pDataList->m_Keyvalues = m_kvCurrSelected;
const char* last = pszFileName;
const char* tmp = nullptr;


//get the last /
for (int i = index; i < vec.Count(); i++)
while ((last = Q_strstr(last, "\\")) != nullptr)
{
tmp = ++last; //move past the backslash
//move everything down
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


//check tmp
if (vec.Count() >= m_pDataList->m_iMax)
if (!tmp || !*tmp)
{
tmp = pszFileName;
m_pDataList->OnMouseWheeled(1);


//create the new new title
int min, max;
char buf[1028];
m_pDataList->m_pSideSlider->GetRange(min, max);
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);


SetTitle(buf, true);
if (max > 0)
}
m_pDataList->m_pSideSlider->SetRange(0, max - 1);
else
m_pDataList->m_pSideSlider->SetRange(0, 0);
}


//stop all soundscapes before deleting the old soundscapes
//reset the names of each button
m_kvCurrSelected = nullptr;
int RandomNum = 0;
int LoopingNum = 0;
int SoundscapeNum = 0;


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


//delete and set the old keyvalues
//increment variables based on name
if (m_KeyValues)
if (Q_stristr(name, "$playrandom") == name)
m_KeyValues->deleteThis();
{
RandomNum++;
vec[i]->SetCommand(CFmtStr("$playrandom%d", RandomNum));
}


m_KeyValues = temp;
if (Q_stristr(name, "$playlooping") == name)
{
LoopingNum++;
vec[i]->SetCommand(CFmtStr("$playlooping%d", LoopingNum));
}


//load the file
if (Q_stristr(name, "$playsoundscape") == name)
LoadFile(m_KeyValues);
{
}
SoundscapeNum++;
vec[i]->SetCommand(CFmtStr("$playsoundscape%d", SoundscapeNum));
}
}


//-----------------------------------------------------------------------------
//reset everything
// Purpose: Called when a text thing changes
m_SoundLevels->SetText("");
//-----------------------------------------------------------------------------
m_SoundNameTextEntry->SetText("");
void CSoundscapeMaker::OnTextChanged(KeyValues* keyvalues)
m_TimeTextEntry->SetText("");
{
m_PitchTextEntry->SetText("");
//check for these things
m_PositionTextEntry->SetText("");
if (!m_pCurrentSelected || !m_kvCurrSelected)
m_VolumeTextEntry->SetText("");
return;


//check to see if the current focus is the text text entry
m_SoundLevels->SetEnabled(false);
if (m_TextEntryName->HasFocus())
m_SoundNameTextEntry->SetEnabled(false);
{
m_TimeTextEntry->SetEnabled(false);
//get text
m_PitchTextEntry->SetEnabled(false);
char buf[50];
m_PositionTextEntry->SetEnabled(false);
m_TextEntryName->GetText(buf, sizeof(buf));
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


//set current text and keyvalue name
m_pSoundList->Clear();
m_kvCurrSelected->SetName(buf);
m_pCurrentSelected->SetText(buf);
m_pCurrentSelected->SetCommand(buf);
return;
}


//set dsp
m_kvCurrSound = nullptr;
m_kvCurrSelected->SetInt("dsp", Clamp<int>(m_DspEffects->GetActiveItem(), 0, 28));
m_pSoundList->m_Keyvalues = nullptr;
//if the m_kvCurrSound is nullptr then dont do the rest of the stuff
if (!m_kvCurrSound)
return;


//set the curr sound and stuff
//bounds checking
if (m_TimeTextEntry->HasFocus())
if (index >= vec.Count())
{
index = vec.Count() - 1; // fix bounds more safely
//get text
char buf[38];
m_TimeTextEntry->GetText(buf, sizeof(buf));


m_kvCurrSound->SetString("time", buf);
//select the button
return;
if (index >= 0)
}
OnCommand(vec[index]->GetCommand()->GetString("command"));
else if (m_VolumeTextEntry->HasFocus())
}
{
else if (m_kvCurrSelected)
//get text
{
char buf[38];
if (m_KeyValues == m_kvCurrSelected)
m_VolumeTextEntry->GetText(buf, sizeof(buf));
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


m_kvCurrSound->SetString("volume", buf);
//show an error
return;
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
}
popup->SetOKButtonText("Ok");
else if (m_PitchTextEntry->HasFocus())
popup->SetCancelButtonVisible(false);
{
popup->AddActionSignalTarget(this);
//dont add to soundscaep
popup->DoModal(this);
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
return;


//get text
return;
char buf[38];
}
m_PitchTextEntry->GetText(buf, sizeof(buf));


m_kvCurrSound->SetString("pitch", buf);
//find keyvalue with same pointer and get the index
return;
int tmpindex = 0;
}
int index = -1;
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
KeyValues* prev = nullptr;
if (!buf[0])
for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
{
{
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
if (m_kvCurrSelected == keyvalues)
m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("positionoverride"));
{
else
//remove it
m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("position"));
if (!prev)
}
break;
else
 
{
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
keyvalues->SetNextKey(nullptr);
m_kvCurrSound->SetString("positionoverride", buf);
keyvalues->deleteThis();
else
m_kvCurrSound->SetString("position", buf);


}
//get index
index = tmpindex;
break;
}


return;
prev = keyvalues;
}


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


//set soundscape name/wave
//error
if (m_SoundNameTextEntry->HasFocus())
if (index == -1)
{
return;
//get text
 
char buf[512];
//store vector
m_SoundNameTextEntry->GetText(buf, sizeof(buf));
auto& vec = m_SoundscapesList->m_MenuButtons;
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)
//remove it
{
delete vec[index];
if (++i == m_iCurrRndWave)
vec.Remove(index);
{
wave->SetStringValue(buf);


//set text on the sounds panel
//move everything down
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;
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
for (int i = index; i < vec.Count(); i++)
if (!fslash && !bslash)
{
{
//move everything down
button->SetText(buf);
int x, y = 0;
return;
vec[i]->GetPos(x, y);
}
vec[i]->SetPos(x, y - 22);
}


if (fslash > bslash)
if (vec.Count() >= m_SoundscapesList->m_iMax)
{
{
button->SetText(fslash + 1);
m_SoundscapesList->OnMouseWheeled(1);
return;
}
else if (bslash > fslash)
{
button->SetText(bslash + 1);
return;
}
}


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


return;
//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);
// Purpose: Loads the keyvalues
m_SoundLevels->SetEnabled(false);
//-----------------------------------------------------------------------------
m_TextEntryName->SetEnabled(false);
void CSoundscapeMaker::LoadFile(KeyValues* file)
m_SoundNameTextEntry->SetEnabled(false);
{
m_TimeTextEntry->SetEnabled(false);
//clear all the text's
m_PitchTextEntry->SetEnabled(false);
m_TextEntryName->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_TextEntryName->SetText("");
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


m_DspEffects->SetEnabled(false);
m_pDataList->Clear();
m_DspEffects->SetText("");
m_pSoundList->Clear();


m_TimeTextEntry->SetEnabled(false);
m_kvCurrSound = nullptr;
m_TimeTextEntry->SetText("");
m_pDataList->m_Keyvalues = nullptr;
m_VolumeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetText("");
m_PitchTextEntry->SetEnabled(false);
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetEnabled(false);
m_PositionTextEntry->SetText("");
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetText("");


m_SoundNamePlay->SetEnabled(false);
//go to next soundscape
if (!prev)
if (g_SoundPanel)
{
{
//restart soundscape
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
PlaySelectedSoundscape();
g_SoundPanel->SetVisible(false);
return;
}
}


m_PlaySoundscapeButton->SetEnabled(false);
if (prev->GetNextTrueSubKey())
m_PlaySoundscapeButton->SetSelected(false);
OnCommand(prev->GetNextTrueSubKey()->GetName());
else
OnCommand(prev->GetName());
}


m_ResetSoundscapeButton->SetEnabled(false);
//restart soundscape
m_DeleteCurrentButton->SetEnabled(false);
PlaySelectedSoundscape();
return;
}


//clear current file
//check for "playrandom", "playsoundscape" or "playlooping"
m_pCurrentSelected = nullptr;
if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
m_kvCurrSelected = nullptr;
{
m_kvCurrSound = nullptr;
//get the selected number
m_kvCurrRndwave = nullptr;
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 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;
//clear the m_pSoundList
m_pSoundList->Clear();
m_pSoundList->m_Keyvalues = nullptr;


//temp soundscapes list
//store variables
CUtlVector<const char*> Added;
KeyValues* data = nullptr;
int curr = 0;


//add all the menu items
//get subkey
for (KeyValues* soundscape = file; soundscape != nullptr; soundscape = soundscape->GetNextTrueSubKey())
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
{
{
//add the menu buttons
if (Q_strcasecmp(sounds->GetName(), "playrandom"))
const char* name = soundscape->GetName();
continue;


//check for the soundscape first
if (++curr == number)
if (Added.Find(name) != Added.InvalidIndex())
{
{
data = sounds;
ConWarning("CSoundscapePanel: Failed to add repeated soundscape '%s'\n", name);
break;
continue;
}
}
}


Added.AddToTail(name);
//no data
m_SoundscapesList->AddButton(name, name, name, this);
if (!data)
}
return;


//
m_kvCurrSound = data;
OnCommand(file->GetName());
m_kvCurrRndwave = nullptr;
}


//-----------------------------------------------------------------------------
//set the random times
// Purpose: Sets the sounds text
m_TimeTextEntry->SetText(data->GetString("time", "10,20"));
//-----------------------------------------------------------------------------
m_VolumeTextEntry->SetText(data->GetString("volume", "0.5,0.8"));
void CSoundscapeMaker::SetSoundText(const char* text)
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
{
m_PositionTextEntry->SetText(data->GetString("position", ""));
m_SoundNameTextEntry->SetText(text);
m_SoundNameTextEntry->SetText("");


//set soundscape name/wave
//get snd level index
if (m_iSoundscapeMode != SoundscapeMode::Mode_Random)
int index = 8; //8 = SNDLVL_NORM
{
const char* name = data->GetString("soundlevel", nullptr);
m_kvCurrSound->SetString("wave", text);
}
else
{
//get value
int i = 0;


FOR_EACH_VALUE(m_kvCurrRndwave, wave)
//check for the name
{
if (name)
if (++i == m_iCurrRndWave)
{
{
wave->SetStringValue(text);


//set text on the sounds panel
//loop through the sound levels to find the right one
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
if (button)
{
{
//get last / or \ and make the string be that + 1
if (!Q_strcmp(name, g_SoundLevels[i]))
char* fslash = Q_strrchr(text, '/');
char* bslash = Q_strrchr(text, '\\');
 
//no forward slash and no back slash
if (!fslash && !bslash)
{
{
button->SetText(text);
index = i;
return;
break;
}
 
if (fslash > bslash)
{
button->SetText(fslash + 1);
return;
}
 
else if (bslash > fslash)
{
button->SetText(bslash + 1);
return;
}
}
}
}
break;
}
}
}
}


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


//-----------------------------------------------------------------------------
//enable the text entries
// Purpose: Called when a keyboard key is pressed
m_TimeTextEntry->SetEnabled(true);
//-----------------------------------------------------------------------------
m_VolumeTextEntry->SetEnabled(true);
void CSoundscapeMaker::OnKeyCodePressed(vgui::KeyCode code)
m_PitchTextEntry->SetEnabled(true);
{
m_PositionTextEntry->SetEnabled(true);
//check for ctrl o or ctrl s
m_SoundLevels->SetEnabled(true);
if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) ||
m_SoundNameTextEntry->SetEnabled(false);
vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RCONTROL))
m_SoundNamePlay->SetEnabled(false);
{
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
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
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)
g_SoundPanel->SetVisible(false);
m_pSoundList->OnCommand(NEW_RNDWAVE_WAVE_COMMAND);


//check for just ctrl+shift+a
//check for randomwave subkey
else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT)) && m_SoundscapesList)
if ((data = data->FindKey("rndwave")) == nullptr)
m_SoundscapesList->OnCommand(ADD_SOUNDSCAPE_COMMAND);
return;


return;
m_kvCurrRndwave = data;
}
m_pSoundList->m_Keyvalues = data;


//check for arrow keys
//add all the data
if (code == KEY_DOWN || code == KEY_UP)
int i = 0;
{
FOR_EACH_VALUE(data, sound)
if (m_kvCurrRndwave)
{
{
const char* name = sound->GetName();
m_pSoundList->OnKeyCodePressed(code);
}
else if (m_kvCurrSelected && m_pDataList->m_MenuButtons.Count())
{
m_pDataList->OnKeyCodePressed(code);
}
else
{
m_SoundscapesList->OnKeyCodePressed(code);
}


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


//get key bound to this
//get last / or \ and make the string be that + 1
const char* key = engine->Key_LookupBinding("modbase_soundscape_panel");
char* fslash = Q_strrchr(text, '/');
if (!key)
char* bslash = Q_strrchr(text, '\\');
return;


//convert the key to a keyboard code
//no forward slash and no back slash
const char* keystring = KeyCodeToString(code);
if (!fslash && !bslash)
{
//remove the KEY_ if found
text = text;
if (Q_strstr(keystring, "KEY_") == keystring)
}
keystring = keystring + 4;
else
{
if (fslash > bslash)
text = fslash + 1;


//check both strings
else if (bslash > fslash)
if (!Q_strcasecmp(key, keystring))
text = bslash + 1;
OnClose();
}
}


//-----------------------------------------------------------------------------
m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this, sound, SoundscapeClipboardType::Type_SoundscapeRandomWave);
// Purpose: Starts the soundscape on map spawn
}
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LevelInitPostEntity()
{
if (g_IsPlayingSoundscape)
PlaySelectedSoundscape();
}


//-----------------------------------------------------------------------------
m_iSoundscapeMode = SoundscapeMode::Mode_Random;
// Purpose: Sets keyvalues from text
return;
//-----------------------------------------------------------------------------
}
void CSoundscapeMaker::Set(const char* buffer)
}
{
else if (Q_stristr(pszCommand, "$playlooping") == pszCommand)
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
//get the selected number
vgui::surface()->PlaySound("resource/warning.wav");
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;
}


//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();
//clear the m_pSoundList
return;
m_pSoundList->Clear();
}
m_pSoundList->m_Keyvalues = nullptr;


//stop all soundscapes before deleting the old soundscapes
//store variables
m_kvCurrSelected = nullptr;
KeyValues* data = nullptr;
int curr = 0;


if (g_IsPlayingSoundscape)
//get subkey
PlaySelectedSoundscape();
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
{
if (Q_strcasecmp(sounds->GetName(), "playlooping"))
continue;


//delete and set the old keyvalues
if (++curr == number)
if (m_KeyValues)
{
m_KeyValues->deleteThis();
data = sounds;
 
break;
m_KeyValues = temp;
}
}


//load the file
//no data
LoadFile(m_KeyValues);
if (!data)
}
return;


//-----------------------------------------------------------------------------
m_kvCurrSound = data;
// Purpose: Destructor for soundscape maker panel
m_kvCurrRndwave = nullptr;
//-----------------------------------------------------------------------------
CSoundscapeMaker::~CSoundscapeMaker()
{
//delete the keyvalue files if needed
if (m_KeyValues)
m_KeyValues->deleteThis();
}


//static panel instance
//set the random times
static CSoundscapeMaker* g_SSMakerPanel = nullptr;
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", ""));


//interface class
//get snd level index
class CSoundscapeMakerInterface : public ISoundscapeMaker
int index = 8; //8 = SNDLVL_NORM
{
const char* name = data->GetString("soundlevel", nullptr);
public:
 
void Create(vgui::VPANEL parent)
//check for the name
{
if (name)
g_SSMakerPanel = new CSoundscapeMaker(parent);
{
g_SoundPanel = new CSoundListPanel(parent, "SoundscapeSoundListPanel");
 
g_SettingsPanel = new CSoundscapeSettingsPanel(parent, "SoundscapeSettingsPanel");
//loop through the sound levels to find the right one
g_SoundscapeTextPanel = new CSoundscapeTextPanel(parent, "SoundscapeTextPanel");
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)
void SetVisible(bool bVisible)
{
{
if (g_SSMakerPanel)
if (g_SSMakerPanel)
g_SSMakerPanel->SetVisible(bVisible);
g_SSMakerPanel->SetVisible(bVisible);
}
}
 
 
void Destroy()
void Destroy()
{
{
if (g_SSMakerPanel)
if (g_SSMakerPanel)
g_SSMakerPanel->DeletePanel();
g_SSMakerPanel->DeletePanel();
 
 
if (g_SoundPanel)
if (g_SoundPanel)
g_SoundPanel->DeletePanel();
g_SoundPanel->DeletePanel();
 
 
if (g_SettingsPanel)
if (g_SettingsPanel)
g_SettingsPanel->DeletePanel();
g_SettingsPanel->DeletePanel();
 
 
if (g_SoundscapeTextPanel)
if (g_SoundscapeTextPanel)
g_SoundscapeTextPanel->DeletePanel();
g_SoundscapeTextPanel->DeletePanel();
 
 
g_SSMakerPanel = nullptr;
if (g_SoundscapeDebugPanel)
g_SoundPanel = nullptr;
g_SoundscapeDebugPanel->DeletePanel();
g_SettingsPanel = nullptr;
 
g_SoundscapeTextPanel = nullptr;
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);
}
}


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


void SetAllVisible(bool bVisible)
KeyValues* GetPanelSelected()
{
{
g_ShowSoundscapePanel = false;
return g_SSMakerPanel->m_kvCurrSelected;
 
if (g_SSMakerPanel)
g_SSMakerPanel->SetVisible(false);
 
if (g_SoundPanel)
g_SoundPanel->SetVisible(false);
 
if (g_SettingsPanel)
g_SettingsPanel->SetVisible(false);
 
if (g_SoundscapeTextPanel)
g_SoundscapeTextPanel->SetVisible(true);
}
}


void SetBuffer(const char* text)
void PasteFromClipboard(int type)
{
{
if (g_SSMakerPanel)
g_SSMakerPanel->Paste((SoundscapeClipboardType)type);
g_SSMakerPanel->Set(text);
}
}
};
};

Latest revision as of 06:36, 3 October 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 OnKeyCodePressed(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::OnKeyCodePressed(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({});
}