Programming/vgui soundscape maker.cpp: Difference between revisions

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(Added soundscape debug panel)
(fixed document)
 
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#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;
 
char buf[32];
Q_snprintf(buf, sizeof(buf), "%.2f", labelValue);


//sound levels
vgui::surface()->DrawSetTextFont(GetFont());
static const char* g_SoundLevels[] = {
vgui::surface()->DrawSetTextColor(255, 255, 255, 255);
"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"
};


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


//didnt find match
//get now time
return -1;
float now = vgui::system()->GetFrameTime();
}


//-----------------------------------------------------------------------------
//now draw the graphs
// Purpose: Helper funciton to compare vector and string but reversed
for (int i = 0; i < m_Lines.Count(); ++i)
//-----------------------------------------------------------------------------
{
int Q_vecrstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
//get line info
{
const LineInfo& line = m_Lines[i];
//check for null substring
 
if (!substr || !*substr)
//set color
return -1;
vgui::surface()->DrawSetColor(line.r, line.g, line.b, 255);
 
//store variables
//do stuff
int substrLen = Q_strlen(substr);
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


//search for match
//make 128 line points
for (int i = endindex - substrLen + 1; i >= startindex; --i)
for (int j = 0; j < 128; ++j)
{
bool match = true;
for (int j = 0; j < substrLen; ++j)
{
{
wchar_t wc = vec[i + j];
float t = (float)j / 127.0f;
char ch = substr[j];
 
if (wc != ch)
// Stop drawing if t > progress for this line
{
if (t > progress)
match = false;
break;
break;
}
}


//found match
float curve;
if (match)
if (line.ascending)
return i;
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;


//didnt find match
int x = (int)(w * combinedPos);
return -1;
int y = (int)(h - curve * h);
}


//holds all the sound names
//draw the line
static CUtlVector<char*> g_SoundDirectories;
if (lastX >= 0 && lastY >= 0)
vgui::surface()->DrawLine(lastX, lastY, x, y);


lastX = x;
lastY = y;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Starts drawing the graphs
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Sort function for utl vector
void CGraphPanel::Start()
//-----------------------------------------------------------------------------
static int VectorSortFunc(char* const* p1, char* const* p2)
{
{
return Q_stricmp(*p1, *p2);
//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: Gets all the sound names and stores them into g_SoundDirectories
// Purpose: Stops drawing the graphs
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static void GetSoundNames()
void CGraphPanel::Stop()
{
{
//first off clear the sound array first
//check for running
for (int i = 0; i < g_SoundDirectories.Count(); i++)
if (m_bRunning)
free(g_SoundDirectories[i]);
{
float now = vgui::system()->GetFrameTime();
for (int i = 0; i < m_Lines.Count(); ++i)
m_Lines[i].elapsedWhenStopped = now - m_Lines[i].startTime;


g_SoundDirectories.RemoveAll();
//stop running
m_bRunning = false;
}
}


//directories to search
//-----------------------------------------------------------------------------
CUtlVector<char*> directoriesToSearch;
// Purpose: Clears the line graph
directoriesToSearch.AddToTail(strdup("sound"));
//-----------------------------------------------------------------------------
void CGraphPanel::Clear()
{
m_Lines.RemoveAll();
m_flTimeOffset = 0.0f;
m_bRunning = false;
}


//loop until all directories have been processed
//-----------------------------------------------------------------------------
while (directoriesToSearch.Count() > 0)
// Purpose: Resets the lines
//-----------------------------------------------------------------------------
void CGraphPanel::Restart()
{
for (int i = 0; i < m_Lines.Count(); i++)
{
{
//take the last added directory (depth-first search)
m_Lines[i].startTime = vgui::system()->GetFrameTime();
char* currentDir = directoriesToSearch[directoriesToSearch.Count() - 1];
m_Lines[i].elapsedWhenStopped = 0.0f;
directoriesToSearch.Remove(directoriesToSearch.Count() - 1);
}


//create a wildcard path to search all files and subdirs
m_flTimeOffset += 0.1f;
char searchPath[MAX_PATH];
}
Q_snprintf(searchPath, sizeof(searchPath), "%s/*", currentDir);


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


while (filename)
//create line info
{
LineInfo line;
//ignore special directories
line.startTime = vgui::system()->GetFrameTime();
if (Q_strcmp(filename, ".") != 0 && Q_strcmp(filename, "..") != 0)
line.ascending = ascending;
{
line.m_flGraphWidthFraction = flGraphWidthFraction;
char fullPath[MAX_PATH];
line.offset = m_flTimeOffset;
Q_snprintf(fullPath, sizeof(fullPath), "%s/%s", currentDir, filename);
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;
}


//if it's a directory, add it to the list for later processing
//-----------------------------------------------------------------------------
if (g_pFullFileSystem->FindIsDirectory(findHandle))
// Purpose: Removes a line graph
{
//-----------------------------------------------------------------------------
directoriesToSearch.AddToTail(strdup(fullPath));
void CGraphPanel::RemoveLine(int index)
}
{
else
//bounds check
{
if (index >= m_Lines.Count() || index < 0)
//check file extension and print if it's .wav or .mp3
return;
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
//remove the line
filename = g_pFullFileSystem->FindNext(findHandle);
m_Lines.Remove(index);
}


//free the memory
//move everything down
g_pFullFileSystem->FindClose(findHandle);
m_flTimeOffset = 0.0f;
free(currentDir);
for (int i = 0; i < m_Lines.Count(); ++i)
{
m_Lines[i].offset = m_flTimeOffset;
m_flTimeOffset += 0.1f;
}
}
}


//
//-----------------------------------------------------------------------------
g_SoundDirectories.Sort(VectorSortFunc);
// 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,
};


//text entry for text edit panel
//soundscape clipboard type
 
enum class SoundscapeClipboardType
 
class CTextPanelTextEntry : public vgui::TextEntry
{
{
public:
Type_SoundscapeNone,
DECLARE_CLASS_SIMPLE(CTextPanelTextEntry, vgui::TextEntry)
Type_SoundscapeName,
Type_SoundscapeData,
Type_SoundscapeRandomWave,
};


//constructor
//dsp effects
CTextPanelTextEntry(vgui::Panel* parent, const char* panelName)
static const char* g_DspEffects[] = {
: TextEntry(parent, panelName)
"Normal (off)",
{
"Generic",
SetMultiline(true);
"Metal Small",
}
"Metal Medium",
 
"Metal Large",
//called on keycode typed
"Tunnel Small",
virtual void OnKeyCodeTyped(vgui::KeyCode code)
"Tunnel Medium",
{
"Tunnel Large",
//check for enter or enter
"Chamber Small",
if (code == KEY_ENTER || code == KEY_PAD_ENTER)
"Chamber Medium",
InsertString("\n");
"Chamber Large",
 
"Bright Small",
//check for tab
"Bright Medium",
else if (code == KEY_TAB)
"Bright Large",
InsertString("   ");
"Water 1",
"Water 2",
//do other key code
"Water 3",
else
"Concrete Small",
BaseClass::OnKeyCodeTyped(code);
"Concrete Medium",
}
"Concrete Large",
"Big 1",
"Big 2",
"Big 3",
"Cavern Small",
"Cavern Medium",
"Cavern Large",
"Weirdo 1",
"Weirdo 2",
"Weirdo 3",
};


//called on keycode pressed
//sound levels
void OnKeyCodePressed(vgui::KeyCode code)
static const char* g_SoundLevels[] = {
{
"SNDLVL_50dB",
if (code == KEY_ENTER || code == KEY_PAD_ENTER
"SNDLVL_55dB",
|| code == KEY_TAB)
"SNDLVL_IDLE",
return;
"SNDLVL_TALKING",
 
"SNDLVL_60dB",
BaseClass::OnKeyCodePressed(code);
"SNDLVL_65dB",
}
"SNDLVL_STATIC",
 
"SNDLVL_70dB",
//called on keycode insert
"SNDLVL_NORM",
void OnKeyTyped(wchar_t c)
"SNDLVL_75dB",
{
"SNDLVL_80dB",
//if (c == '{')
"SNDLVL_85dB",
//{
"SNDLVL_90dB",
// //insert:
"SNDLVL_95dB",
// //{
"SNDLVL_100dB",
// //
"SNDLVL_105dB",
// //}
"SNDLVL_120dB",
// //and set cursor in the middle
"SNDLVL_130dB",
// BaseClass::OnKeyTyped(c);
"SNDLVL_GUNFIRE",
// InsertString("\n\n}    ");
"SNDLVL_140dB",
// GotoLeft();
"SNDLVL_150dB"
// GotoUp();
};
// SelectNoText();
 
//}
bool g_bSSMHack = false;
if (c == '"')
{
//check next item
if (_cursorPos < m_TextStream.Count())
{


//check for " so you dont insert string inside string
//max clipboard size
if (m_TextStream[_cursorPos] == '"')
#define MAX_CLIPBOARD_ITEMS 10
{
GotoRight();
SelectNone();
return;
}


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


//insert:
//-----------------------------------------------------------------------------
//""
// Purpose: Helper funciton to compare vector and string
//and set cursor in the middle
//-----------------------------------------------------------------------------
BaseClass::OnKeyTyped(c);
int Q_vecstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
InsertString("\"");
{
GotoLeft();
//check for null substring
SelectNone();
if (!substr || !*substr)
}
return -1;
else
 
//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)
{
{
BaseClass::OnKeyTyped(c);
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;
}


//soundscape maker text editor panel
//-----------------------------------------------------------------------------
#define TEXT_PANEL_WIDTH 760
// Purpose: Helper funciton to compare vector and string but reversed
#define TEXT_PANEL_HEIGHT 630
//-----------------------------------------------------------------------------
 
int Q_vecrstr(const CUtlVector<wchar_t>& vec, int startindex, int endindex, const char* substr)
#define TEXT_PANEL_COMMAND_SET "Set"
{
#define TEXT_PANEL_COMMAND_SET_OK "SetOk"
//check for null substring
#define TEXT_PANEL_COMMAND_FIND "FInd"
if (!substr || !*substr)
return -1;
 
//store variables
int substrLen = Q_strlen(substr);


class CSoundscapeTextPanel : public vgui::Frame
//search for match
{
for (int i = endindex - substrLen + 1; i >= startindex; --i)
public:
{
DECLARE_CLASS_SIMPLE(CSoundscapeTextPanel, vgui::Frame);
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;
}
}


CSoundscapeTextPanel(vgui::VPANEL parent, const char* name);
//found match
if (match)
return i;
}


//sets the keyvalues
//didnt find match
void Set(KeyValues* keyvalues);
return -1;
void RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent);
}


//other
//holds all the sound names
void OnCommand(const char* pszCommand);
static CUtlVector<char*> g_SoundDirectories;
void PerformLayout();
void OnClose() { BaseClass::OnClose(); }


private:
//-----------------------------------------------------------------------------
CTextPanelTextEntry* m_Text;
// Purpose: Sort function for utl vector
vgui::Button* m_SetButton;
//-----------------------------------------------------------------------------
vgui::TextEntry* m_FindTextEntry;
static int VectorSortFunc(char* const* p1, char* const* p2)
vgui::Button* m_FindButton;
{
};
return Q_stricmp(*p1, *p2);
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Purpose: Sort function for utl vector
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeTextPanel::CSoundscapeTextPanel(vgui::VPANEL parent, const char* name)
static int VectorSortFunc(const char* const* p1, const char* const* p2)
: BaseClass(nullptr, name)
{
{
SetParent(parent);
return Q_stricmp(*p1, *p2);
}


SetKeyBoardInputEnabled(true);
//-----------------------------------------------------------------------------
SetMouseInputEnabled(true);
// 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]);


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


int ScreenWide, ScreenTall;
//directories to search
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
CUtlVector<char*> directoriesToSearch;
directoriesToSearch.AddToTail(strdup("sound"));


SetTitle("Soundscape Text Editor", true);
//loop until all directories have been processed
SetSize(TEXT_PANEL_WIDTH, TEXT_PANEL_HEIGHT);
while (directoriesToSearch.Count() > 0)
SetPos((ScreenWide - TEXT_PANEL_WIDTH) / 2, (ScreenTall - TEXT_PANEL_HEIGHT) / 2);
{
//take the last added directory (depth-first search)
char* currentDir = directoriesToSearch[directoriesToSearch.Count() - 1];
directoriesToSearch.Remove(directoriesToSearch.Count() - 1);


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
//create a wildcard path to search all files and subdirs
char searchPath[MAX_PATH];
Q_snprintf(searchPath, sizeof(searchPath), "%s/*", currentDir);


//make text entry
FileFindHandle_t findHandle;
m_Text = new CTextPanelTextEntry(this, "EditBox");
const char* filename = g_pFullFileSystem->FindFirst(searchPath, &findHandle);
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
while (filename)
m_SetButton = new vgui::Button(this, "SetButton", "Apply Changes To Keyvalue Maker");
{
m_SetButton->SetBounds(5, TEXT_PANEL_HEIGHT - 27, 250, 25);
//ignore special directories
m_SetButton->SetCommand(TEXT_PANEL_COMMAND_SET);
if (Q_strcmp(filename, ".") != 0 && Q_strcmp(filename, "..") != 0)
{
char fullPath[MAX_PATH];
Q_snprintf(fullPath, sizeof(fullPath), "%s/%s", currentDir, filename);


//make find text entry
//if it's a directory, add it to the list for later processing
m_FindTextEntry = new vgui::TextEntry(this, "FindTextEntry");
if (g_pFullFileSystem->FindIsDirectory(findHandle))
m_FindTextEntry->SetBounds(450, TEXT_PANEL_HEIGHT - 27, 200, 25);
{
 
directoriesToSearch.AddToTail(strdup(fullPath));
//make find button
}
m_FindButton = new vgui::Button(this, "FindButton", "Find String");
else
m_FindButton->SetBounds(655, TEXT_PANEL_HEIGHT - 27, 100, 25);
{
m_FindButton->SetCommand(TEXT_PANEL_COMMAND_FIND);
//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
// Purpose: Sets the keyvalues
filename = g_pFullFileSystem->FindNext(findHandle);
//-----------------------------------------------------------------------------
}
void CSoundscapeTextPanel::Set(KeyValues* keyvalues)
{
//write everything into a buffer
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);


//now write the keyvalues
//free the memory
KeyValues* pCurrent = keyvalues;
g_pFullFileSystem->FindClose(findHandle);
while (pCurrent)
free(currentDir);
{
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());
g_SoundDirectories.Sort(VectorSortFunc);
}
}


//-----------------------------------------------------------------------------
// 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
//text entry for text edit panel
buffer.PutChar('"');
buffer.PutString(keyvalues->GetName());
buffer.PutString("\"\n");


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


buffer.PutString("{\n");
class CTextPanelTextEntry : public vgui::TextEntry
{
public:
DECLARE_CLASS_SIMPLE(CTextPanelTextEntry, vgui::TextEntry)


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


//write all the keys first
//called on keycode typed
FOR_EACH_VALUE(keyvalues, value)
virtual void OnKeyCodeTyped(vgui::KeyCode code)
{
{
for (int i = 0; i < indent; i++)
//check for enter or enter
buffer.PutString("   ");
if (code == KEY_ENTER || code == KEY_PAD_ENTER)
InsertString("\n");


//write name and value
//check for tab
buffer.PutChar('"');
else if (code == KEY_TAB)
buffer.PutString(value->GetName());
InsertString("    ");
buffer.PutString("\"    ");


buffer.PutChar('"');
//do other key code
buffer.PutString(value->GetString());
else
buffer.PutString("\"\n");
BaseClass::OnKeyCodeTyped(code);
}
}


//write all the subkeys now
//called on keycode pressed
FOR_EACH_TRUE_SUBKEY(keyvalues, value)
void OnKeyCodePressed(vgui::KeyCode code)
{
{
//increment indent
if (code == KEY_ENTER || code == KEY_PAD_ENTER
RecursiveSetText(value, buffer, indent);
|| code == KEY_TAB)
return;


if (value->GetNextTrueSubKey())
BaseClass::OnKeyCodePressed(code);
buffer.PutChar('\n');
}
}


//decrement indent
//called on keycode insert
indent--;
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())
{


//write ending }
//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:
// Purpose: Called on command
//""
//-----------------------------------------------------------------------------
//and set cursor in the middle
void CSoundscapeTextPanel::OnCommand(const char* pszCommand)
BaseClass::OnKeyTyped(c);
{
InsertString("\"");
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET))
GotoLeft();
{
SelectNone();
//play sound
}
vgui::surface()->PlaySound("ui/buttonclickrelease.wav");
else
{
BaseClass::OnKeyTyped(c);
}
}
};


//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];
//simple clipboard panel
m_Text->GetText(buf, len);
class CSoundscapeClipboard : public vgui::Frame
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeClipboard, vgui::Frame)


g_SoundscapeMaker->SetBuffer(buf);
CSoundscapeClipboard(SoundscapeClipboardType type);


//delete string
//creates all the buttons
delete[] buf;
void CreateButtons();
//hide this
SetVisible(false);
return;
}


//find text
//other
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_FIND))
void OnCommand(const char* pszCommand);
{
void OnClose();
//get buffer
 
char buf[128];
private:
m_FindTextEntry->GetText(buf, sizeof(buf));
SoundscapeClipboardType m_Type;
};


int index = m_Text->_cursorPos + 1;
//static soundscape clipboard panel
int find = -1;
static CSoundscapeClipboard* g_SoundscapeClipboard;
//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);
// Purpose: Constructor
if (find == -1)
//-----------------------------------------------------------------------------
CSoundscapeClipboard::CSoundscapeClipboard(SoundscapeClipboardType type)
//look again
: BaseClass(nullptr, "SoundscapeMakerClipboard"), m_Type(type)
find = Q_vecrstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count() - 1, buf);
{
//get the size of the panel
int tall = 30;


}
switch (type)
else
{
{
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;
}


//see if we find index
SetParent(enginevgui->GetPanel(VGuiPanel_t::PANEL_TOOLS));
find = Q_vecstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count(), buf);
SetCloseButtonVisible(true);
if (find == -1)
SetSize(300, tall);
MoveToCenterOfScreen();
SetTitle("Soundscape Clipboard", true);
SetSizeable(false);
SetDeleteSelfOnClose(true);


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


}
CreateButtons();
}


//check for invalid index
//-----------------------------------------------------------------------------
if (find == -1)
// 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++)
{
{
//play an error sound
vgui::Button* button = new vgui::Button(this, CFmtStr("PasteButton%d", i), CFmtStr("%.50s", CurrClipboardName[i]->GetName()));
vgui::surface()->PlaySound("resource/warning.wav");
button->SetBounds(10, 29 + (i * 27), 280, 25);
 
button->SetCommand(CFmtStr("$PASTE%d", i));
//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;
}
}
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), "");


//get number of newlines
//set text
/*int newline = 0;
const char* name = CurrClipboardData[i]->GetName();
int column = 0;
if (!Q_stricmp(name, "playrandom"))
for (int i = 0; i < find; i++)
{
{
button->SetText("playrandom");
if (m_Text->m_TextStream[i] == '\n')
}
else if (!Q_stricmp(name, "playlooping"))
{
{
newline++;
const char* looping = CurrClipboardData[i]->GetString("wave");
column = 0;
if (strlen(looping) > 25)
looping += strlen(looping) - 25;
 
button->SetText(CFmtStr("%s : '%s'", name, looping));
}
}
else
else
{
{
column++;
const char* looping = CurrClipboardData[i]->GetString("name");
if (strlen(looping) > 25)
looping += strlen(looping) - 25;
 
button->SetText(CFmtStr("%s : '%s'", name, looping));
}
}
}*/


//select that
//set other stuff
m_Text->_cursorPos = find;
button->SetBounds(10, 29 + (i * 27), 280, 25);
m_Text->_select[0] = find;
button->SetCommand(CFmtStr("$PASTE%d", i));
m_Text->_select[1] = find + Q_strlen(buf);
}
m_Text->LayoutVerticalScrollBarSlider();
break;
m_Text->Repaint();
}
m_Text->RequestFocus();
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
 
{
return;
//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;
}
}
}
BaseClass::OnCommand(pszCommand);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on panel size changed
// Purpose: Called when focus is killed
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::PerformLayout()
void CSoundscapeClipboard::OnClose()
{
{
BaseClass::PerformLayout();
g_SoundscapeClipboard = nullptr;


int wide, tall;
BaseClass::OnClose();
GetSize(wide, tall);
}


if (m_Text)
//-----------------------------------------------------------------------------
m_Text->SetBounds(5, 25, wide - 10, tall - 55);
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeClipboard::OnCommand(const char* command)
{
if (Q_stristr(command, "$PASTE") == command)
{
//get index
int index = atoi(command + 6);


if (m_SetButton)
//so this is what i am gonna do:
m_SetButton->SetBounds(5, tall - 27, 250, 25);
// 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;


if (m_FindTextEntry)
CurrClipboardName.AddToTail(CurrClipboardName[index]);
m_FindTextEntry->SetBounds(wide - 310, tall - 27, 200, 25);
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
CurrClipboardName.Remove(CurrClipboardName.Count() - 1);
break;
case SoundscapeClipboardType::Type_SoundscapeData:
if (index >= CurrClipboardData.Count() || CurrClipboardData.Count() <= 0)
return;


if (m_FindButton)
CurrClipboardData.AddToTail(CurrClipboardData[index]);
m_FindButton->SetBounds(wide - 105, tall - 27, 100, 25);
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
}
CurrClipboardData.Remove(CurrClipboardData.Count() - 1);
break;
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
if (index >= CurrClipboardRandom.Count() || CurrClipboardRandom.Count() <= 0)
return;


//soundscape settings panel
CurrClipboardRandom.AddToTail(CurrClipboardRandom[index]);
static CSoundscapeTextPanel* g_SoundscapeTextPanel = nullptr;
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
CurrClipboardRandom.Remove(CurrClipboardRandom.Count() - 1);
break;
}
}


BaseClass::OnCommand(command);
}






//soundscape maker text editor panel
//soundscape maker text editor panel
#define DEBUG_PANEL_WIDTH 725
#define TEXT_PANEL_WIDTH 760
#define DEBUG_PANEL_HEIGHT 530
#define TEXT_PANEL_HEIGHT 630


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


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


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


//sets the keyvalues
//sets the keyvalues
void AddMessage(Color color, const char* text);
void Set(KeyValues* keyvalues);
void RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent);


//other
//other
Line 679: Line 900:


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


Line 686: Line 909:
// Purpose: Constructor
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeDebugPanel::CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name)
CSoundscapeTextPanel::CSoundscapeTextPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
: BaseClass(nullptr, name)
{
{
Line 704: Line 927:
SetMinimumSize(575, 120);
SetMinimumSize(575, 120);


SetTitle("Soundscape Debug Panel", true);
int ScreenWide, ScreenTall;
SetSize(DEBUG_PANEL_WIDTH, DEBUG_PANEL_HEIGHT);
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
SetPos(0, 0);
 
SetTitle("Soundscape Text Editor", true);
SetSize(TEXT_PANEL_WIDTH, TEXT_PANEL_HEIGHT);
SetPos((ScreenWide - TEXT_PANEL_WIDTH) / 2, (ScreenTall - TEXT_PANEL_HEIGHT) / 2);
 


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


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


//make clear button
//make set button
m_ClearButton = new vgui::Button(this, "ClearButton", "Clear");
m_SetButton = new vgui::Button(this, "SetButton", "Apply Changes To Keyvalue Maker");
m_ClearButton->SetBounds(5, DEBUG_PANEL_HEIGHT - 27, DEBUG_PANEL_WIDTH - 10, 25);
m_SetButton->SetBounds(5, TEXT_PANEL_HEIGHT - 27, 250, 25);
m_ClearButton->SetCommand(DEBUG_PANEL_COMMAND_CLEAR);
m_SetButton->SetCommand(TEXT_PANEL_COMMAND_SET);
}


//-----------------------------------------------------------------------------
//make find text entry
// Purpose: adds a message to the debug panel
m_FindTextEntry = new vgui::TextEntry(this, "FindTextEntry");
//-----------------------------------------------------------------------------
m_FindTextEntry->SetBounds(450, TEXT_PANEL_HEIGHT - 27, 200, 25);
void CSoundscapeDebugPanel::AddMessage(Color color, const char* text)
{
m_Text->InsertColorChange(color);
m_Text->InsertString(text);


m_Text->SetMaximumCharCount(100000);
//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: Called on command
// Purpose: Sets the keyvalues
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::OnCommand(const char* pszCommand)
void CSoundscapeTextPanel::Set(KeyValues* keyvalues)
{
{
if (!Q_strcmp(pszCommand, DEBUG_PANEL_COMMAND_CLEAR))
//write everything into a buffer
{
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
//clear the text
 
m_Text->SetText("");
//now write the keyvalues
m_Text->GotoTextEnd();
KeyValues* pCurrent = keyvalues;
return;
while (pCurrent)
{
RecursiveSetText(pCurrent, buf, 0);
 
//put a newline
if (pCurrent->GetNextTrueSubKey())
buf.PutChar('\n');
 
//get next
pCurrent = pCurrent->GetNextTrueSubKey();
}
}


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


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


int wide, tall;
//write name
GetSize(wide, tall);
buffer.PutChar('"');
buffer.PutString(keyvalues->GetName());
buffer.PutString("\"\n");


if (m_Text)
//write {
m_Text->SetBounds(5, 25, wide - 10, tall - 55);
for (int i = 0; i < indent; i++)
buffer.PutString("    ");


if (m_ClearButton)
buffer.PutString("{\n");
m_ClearButton->SetBounds(5, tall - 27, wide - 10, 25);
}


//soundscape debug panel
//increment indent
static CSoundscapeDebugPanel* g_SoundscapeDebugPanel = nullptr;
indent++;


//-----------------------------------------------------------------------------
//write all the keys first
// Purpose: Function to print text to debug panel
FOR_EACH_VALUE(keyvalues, value)
//-----------------------------------------------------------------------------
{
void SoundscapePrint(Color color, const char* msg, ...)
for (int i = 0; i < indent; i++)
{
buffer.PutString("    ");
//format string
va_list args;
va_start(args, msg);


char buf[2048];
//write name and value
Q_vsnprintf(buf, sizeof(buf), msg, args);
buffer.PutChar('"');
g_SoundscapeDebugPanel->AddMessage(color, buf);
buffer.PutString(value->GetName());
buffer.PutString("\"    ");


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


//vector positions
//write all the subkeys now
Vector g_SoundscapePositions[] = {
FOR_EACH_TRUE_SUBKEY(keyvalues, value)
vec3_origin,
{
vec3_origin,
//increment indent
vec3_origin,
RecursiveSetText(value, buffer, indent);
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin
};


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


//decrement indent
indent--;


#define SETTINGS_PANEL_WIDTH 350
//write ending }
#define SETTINGS_PANEL_HEIGHT 277
for (int i = 0; i < indent; i++)
buffer.PutString("    ");


#define SETTINGS_PANEL_COMMAND_POS1 "GetPos0"
buffer.PutString("}\n");
#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
//-----------------------------------------------------------------------------
 
// Purpose: Called on command
//soundscape maker settings panel
//-----------------------------------------------------------------------------
class CSoundscapeSettingsPanel : public vgui::Frame
void CSoundscapeTextPanel::OnCommand(const char* pszCommand)
{
{
public:
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET))
DECLARE_CLASS_SIMPLE(CSoundscapeSettingsPanel, vgui::Frame);
{
//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;
}


CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name);
//set text
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET_OK))
{
//get string
int len = m_Text->GetTextLength() + 1;


//other
char* buf = new char[len];
void OnCommand(const char* pszCommand);
m_Text->GetText(buf, len);


//sets the text
g_SoundscapeMaker->SetBuffer(buf);
void SetItem(int index, const Vector& value);


//message funcs
//delete string
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
delete[] buf;


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


private:
//find text
//position text entries
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_FIND))
vgui::TextEntry* m_TextEntryPos0;
{
vgui::TextEntry* m_TextEntryPos1;
//get buffer
vgui::TextEntry* m_TextEntryPos2;
char buf[128];
vgui::TextEntry* m_TextEntryPos3;
m_FindTextEntry->GetText(buf, sizeof(buf));
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;
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
// Purpose: Constructor
find = Q_vecrstr(m_Text->m_TextStream, 0, index - 2, buf);
//-----------------------------------------------------------------------------
if (find == -1)
CSoundscapeSettingsPanel::CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
{
SetParent(parent);


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


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


//set the size and pos
//see if we find index
int ScreenWide, ScreenTall;
find = Q_vecstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count(), buf);
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
if (find == -1)


SetTitle("Soundscape Maker Settings", true);
//look again
SetSize(SETTINGS_PANEL_WIDTH, SETTINGS_PANEL_HEIGHT);
find = Q_vecstr(m_Text->m_TextStream, 0, index, buf);
SetPos((ScreenWide - SETTINGS_PANEL_WIDTH) / 2, (ScreenTall - SETTINGS_PANEL_HEIGHT) / 2);


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


//load settings
//check for invalid index
KeyValues* settings = new KeyValues("settings");
if (find == -1)
if (!settings->LoadFromFile(filesystem, "cfg/soundscape_maker.txt", "MOD"))
{
ConWarning("Failed to load settings for 'cfg/soundscape_maker.txt'. Using default settings.");
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//get positions
//get text
const char* pos0 = settings->GetString("Position0", "0 0 0");
char error[512];
const char* pos1 = settings->GetString("Position1", "0 0 0");
Q_snprintf(error, sizeof(error), "Couldnt find any instances of '%s'", buf);
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
//show an error
m_TextEntryPos0 = new vgui::TextEntry(this, "PosTextEntry0");
vgui::QueryBox* popup = new vgui::QueryBox("No Instances Found", error, this);
m_TextEntryPos0->SetEnabled(true);
popup->SetOKButtonText("Ok");
m_TextEntryPos0->SetText(pos0 ? pos0 : "0 0 0");
popup->SetCancelButtonVisible(false);
m_TextEntryPos0->SetBounds(5, 30, 230, 20);
popup->AddActionSignalTarget(this);
m_TextEntryPos0->SetMaximumCharCount(32);
popup->DoModal(this);


//create position 1 button
return;
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
//get number of newlines
m_TextEntryPos1 = new vgui::TextEntry(this, "PosTextEntry1");
/*int newline = 0;
m_TextEntryPos1->SetEnabled(true);
int column = 0;
m_TextEntryPos1->SetText(pos1 ? pos1 : "0 0 0");
for (int i = 0; i < find; i++)
m_TextEntryPos1->SetBounds(5, 55, 230, 20);
{
m_TextEntryPos1->SetMaximumCharCount(32);
if (m_Text->m_TextStream[i] == '\n')
{
newline++;
column = 0;
}
else
{
column++;
}
}*/


//create position 2 button
//select that
vgui::Button* m_ButtonPos1 = new vgui::Button(this, "PosButton1", "Find Position 1", this, SETTINGS_PANEL_COMMAND_POS2);
m_Text->_cursorPos = find;
m_ButtonPos1->SetBounds(240, 55, 100, 20);
m_Text->_select[0] = find;
m_Text->_select[1] = find + Q_strlen(buf);
//create position text 3
m_Text->LayoutVerticalScrollBarSlider();
m_TextEntryPos2 = new vgui::TextEntry(this, "PosTextEntry0");
m_Text->Repaint();
m_TextEntryPos2->SetEnabled(true);
m_Text->RequestFocus();
m_TextEntryPos2->SetText(pos2 ? pos2 : "0 0 0");
m_TextEntryPos2->SetBounds(5, 80, 230, 20);
m_TextEntryPos2->SetMaximumCharCount(32);


//create position 1 button
return;
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
BaseClass::OnCommand(pszCommand);
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);
// Purpose: Called on panel size changed
m_ButtonPos3->SetBounds(240, 105, 100, 20);
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::PerformLayout()
{
BaseClass::PerformLayout();


// create position text 5
int wide, tall;
m_TextEntryPos4 = new vgui::TextEntry(this, "PosTextEntry4");
GetSize(wide, tall);
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
if (m_Text)
vgui::Button* m_ButtonPos4 = new vgui::Button(this, "PosButton4", "Find Position 4", this, SETTINGS_PANEL_COMMAND_POS5);
m_Text->SetBounds(5, 25, wide - 10, tall - 55);
m_ButtonPos4->SetBounds(240, 130, 100, 20);


// create position text 6
if (m_SetButton)
m_TextEntryPos5 = new vgui::TextEntry(this, "PosTextEntry5");
m_SetButton->SetBounds(5, tall - 27, 250, 25);
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
if (m_FindTextEntry)
vgui::Button* m_ButtonPos5 = new vgui::Button(this, "PosButton5", "Find Position 5", this, SETTINGS_PANEL_COMMAND_POS6);
m_FindTextEntry->SetBounds(wide - 310, tall - 27, 200, 25);
m_ButtonPos5->SetBounds(240, 155, 100, 20);


// create position text 7
if (m_FindButton)
m_TextEntryPos6 = new vgui::TextEntry(this, "PosTextEntry6");
m_FindButton->SetBounds(wide - 105, tall - 27, 100, 25);
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
//soundscape settings panel
vgui::Button* m_ButtonPos6 = new vgui::Button(this, "PosButton6", "Find Position 6", this, SETTINGS_PANEL_COMMAND_POS7);
static CSoundscapeTextPanel* g_SoundscapeTextPanel = nullptr;
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
//soundscape maker text editor panel
vgui::Divider* div = new vgui::Divider(this, "Divider");
#define DEBUG_PANEL_WIDTH 725
div->SetBounds(-2, 247, SETTINGS_PANEL_WIDTH + 4, 2);
#define DEBUG_PANEL_HEIGHT 530


//create debug thing
#define DEBUG_PANEL_COMMAND_CLEAR "Clear"
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
class CSoundscapeDebugPanel : public vgui::Frame
ConCommand* cc = cvar->FindCommand("__ss_maker_set");
{
if (cc)
public:
{
DECLARE_CLASS_SIMPLE(CSoundscapeDebugPanel, vgui::Frame);
CCommand args;


//do pos 0
CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name);
if (pos0)
{
args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
//sets the keyvalues
}
void AddMessage(Color color, const char* text);


//do pos 1
//other
if (pos1)
void OnCommand(const char* pszCommand);
{
void PerformLayout();
args.Tokenize(CFmtStr("ssmaker 1 %s 1", pos1));
void OnClose() { BaseClass::OnClose(); }
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[1].Base(), pos1);
private:
}
vgui::RichText* m_Text;
vgui::Button* m_ClearButton;
vgui::Label* m_SoundscapesFadingInText;


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


UTIL_StringToVector(g_SoundscapePositions[2].Base(), pos2);
//-----------------------------------------------------------------------------
}
// Purpose: Constructor
 
//-----------------------------------------------------------------------------
//do pos 3
CSoundscapeDebugPanel::CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name)
if (pos3)
: BaseClass(nullptr, name)
{
{
args.Tokenize(CFmtStr("ssmaker 3 %s 1", pos3));
SetParent(parent);
cc->Dispatch(args);


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


//do pos 4
SetProportional(false);
if (pos4)
SetTitleBarVisible(true);
{
SetMinimizeButtonVisible(false);
args.Tokenize(CFmtStr("ssmaker 4 %s 1", pos4));
SetMaximizeButtonVisible(false);
cc->Dispatch(args);
SetCloseButtonVisible(true);
SetSizeable(true);
SetMoveable(true);
SetVisible(false);
SetMinimumSize(575, 280);


UTIL_StringToVector(g_SoundscapePositions[4].Base(), pos4);
SetTitle("Soundscape Debug Panel", true);
}
SetSize(DEBUG_PANEL_WIDTH, DEBUG_PANEL_HEIGHT);
SetPos(0, 0);


//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
//make text entry
if (pos6)
m_Text = new vgui::RichText(this, "DebugText");
{
m_Text->SetBounds(5, 25, DEBUG_PANEL_WIDTH - 10, DEBUG_PANEL_HEIGHT - 55);
args.Tokenize(CFmtStr("ssmaker 6 %s 1", pos6));
m_Text->SetEnabled(true);
cc->Dispatch(args);
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);


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


//do pos 7
//make soundscapes fading in thing
if (pos7)
m_PanelSoundscapesFadingIn = new CGraphPanel(this, "SoundscapesFadingIn");
{
m_PanelSoundscapesFadingIn->SetBounds(5, DEBUG_PANEL_HEIGHT - 165, DEBUG_PANEL_WIDTH - 10, 155);
args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
m_PanelSoundscapesFadingIn->SetMaxTextValue(1.0f);
cc->Dispatch(args);
m_PanelSoundscapesFadingIn->SetHorizontalLinesMax(5);
}


UTIL_StringToVector(g_SoundscapePositions[7].Base(), pos7);
//-----------------------------------------------------------------------------
}
// Purpose: adds a message to the debug panel
}
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::AddMessage(Color color, const char* text)
{
m_Text->InsertColorChange(color);
m_Text->InsertString(text);


//delete settings
m_Text->SetMaximumCharCount(100000);
settings->deleteThis();
}
}


Line 1,090: Line 1,287:
// Purpose: Called on command
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnCommand(const char* pszCommand)
void CSoundscapeDebugPanel::OnCommand(const char* pszCommand)
{
{
if (Q_strstr(pszCommand, "GetPos") == pszCommand)
if (!Q_strcmp(pszCommand, DEBUG_PANEL_COMMAND_CLEAR))
{
{
//search for number
//clear the text
pszCommand = pszCommand + 6;
m_Text->SetText("");
m_Text->GotoTextEnd();
return;
}
 
BaseClass::OnCommand(pszCommand);
}


//execute command
//-----------------------------------------------------------------------------
static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
// Purpose: Called on panel size changed
if (cc)
//-----------------------------------------------------------------------------
{
void CSoundscapeDebugPanel::PerformLayout()
//hide everything first
{
g_SoundscapeMaker->SetAllVisible(false);
BaseClass::PerformLayout();


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


return;
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);
}


else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
//soundscape debug panel
{
static CSoundscapeDebugPanel* g_SoundscapeDebugPanel = nullptr;
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
// Purpose: Function to print text to debug panel
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::SetItem(int index, const Vector& value)
void SoundscapePrint(Color color, const char* msg, ...)
{
{
const char* text = CFmtStr("%.3f %.3f %.3f", value.x, value.y, value.z);
//format string
va_list args;
va_start(args, msg);


//check index
char buf[2048];
switch (index)
Q_vsnprintf(buf, sizeof(buf), msg, args);
{
g_SoundscapeDebugPanel->AddMessage(color, buf);
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:
va_end(args);
m_TextEntryPos6->RequestFocus();
}
m_TextEntryPos6->SetText(text);
g_SoundscapePositions[6] = value;
break;


case 7:
//-----------------------------------------------------------------------------
m_TextEntryPos7->RequestFocus();
// Purpose: Function to add a line to the soundscape debug panel
m_TextEntryPos7->SetText(text);
//-----------------------------------------------------------------------------
g_SoundscapePositions[7] = value;
void SoundscapeAddLine(Color color, float speed, float width, bool accending)
break;
{
}
if (g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines() <= 6)
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->AddLine(accending, color.r(), color.g(), color.b(), speed, width);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on text changed
// Purpose: Function to get debug line num
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
int SoundscapeGetLineNum()
{
{
static ConCommand* cc = cvar->FindCommand("__ss_maker_set");
return g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines();
}


//check focus
//vector positions
if (m_TextEntryPos0->HasFocus())
Vector g_SoundscapePositions[] = {
{
vec3_origin,
//get text
vec3_origin,
char buf[512];
vec3_origin,
m_TextEntryPos0->GetText(buf, sizeof(buf));
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin
};


//convert to vector
#define SETTINGS_PANEL_WIDTH 350
UTIL_StringToVector(g_SoundscapePositions[0].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 0 %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_TextEntryPos1->HasFocus())
class CSoundscapeSettingsPanel : public vgui::Frame
{
{
//get text
public:
char buf[512];
DECLARE_CLASS_SIMPLE(CSoundscapeSettingsPanel, vgui::Frame);
m_TextEntryPos1->GetText(buf, sizeof(buf));


//convert to vector
CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name);
UTIL_StringToVector(g_SoundscapePositions[1].Base(), buf);


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


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


//check focus
//message funcs
if (m_TextEntryPos2->HasFocus())
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
{
//get text
char buf[512];
m_TextEntryPos2->GetText(buf, sizeof(buf));


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


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


return;
}


//check focus
//-----------------------------------------------------------------------------
if (m_TextEntryPos3->HasFocus())
// Purpose: Constructor
{
//-----------------------------------------------------------------------------
//get text
CSoundscapeSettingsPanel::CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name)
char buf[512];
: BaseClass(nullptr, name)
m_TextEntryPos3->GetText(buf, sizeof(buf));
{
SetParent(parent);


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


//do command
SetProportional(false);
if (cc)
SetTitleBarVisible(true);
{
SetMinimizeButtonVisible(false);
CCommand args;
SetMaximizeButtonVisible(false);
args.Tokenize(CFmtStr("ssmaker 3 %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_TextEntryPos4->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_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;
//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.");


//check focus
//get positions
if (m_TextEntryPos5->HasFocus())
const char* pos0 = settings->GetString("Position0", "0 0 0");
{
const char* pos1 = settings->GetString("Position1", "0 0 0");
//get text
const char* pos2 = settings->GetString("Position2", "0 0 0");
char buf[512];
const char* pos3 = settings->GetString("Position3", "0 0 0");
m_TextEntryPos5->GetText(buf, sizeof(buf));
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);


//convert to vector
//create position 1 button
UTIL_StringToVector(g_SoundscapePositions[5].Base(), buf);
vgui::Button* m_ButtonPos0 = new vgui::Button(this, "PosButton0", "Find Position 0", this, SETTINGS_PANEL_COMMAND_POS1);
m_ButtonPos0->SetBounds(240, 30, 100, 20);


//do command
//create position text 1
if (cc)
m_TextEntryPos1 = new vgui::TextEntry(this, "PosTextEntry1");
{
m_TextEntryPos1->SetEnabled(true);
CCommand args;
m_TextEntryPos1->SetText(pos1 ? pos1 : "0 0 0");
args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
m_TextEntryPos1->SetBounds(5, 55, 230, 20);
cc->Dispatch(args);
m_TextEntryPos1->SetMaximumCharCount(32);
}


return;
//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);


//check focus
//create position text 3
if (m_TextEntryPos6->HasFocus())
m_TextEntryPos2 = new vgui::TextEntry(this, "PosTextEntry0");
{
m_TextEntryPos2->SetEnabled(true);
//get text
m_TextEntryPos2->SetText(pos2 ? pos2 : "0 0 0");
char buf[512];
m_TextEntryPos2->SetBounds(5, 80, 230, 20);
m_TextEntryPos6->GetText(buf, sizeof(buf));
m_TextEntryPos2->SetMaximumCharCount(32);


//convert to vector
//create position 1 button
UTIL_StringToVector(g_SoundscapePositions[6].Base(), buf);
vgui::Button* m_ButtonPos2 = new vgui::Button(this, "PosButton2", "Find Position 2", this, SETTINGS_PANEL_COMMAND_POS3);
m_ButtonPos2->SetBounds(240, 80, 100, 20);


//do command
// create position text 4
if (cc)
m_TextEntryPos3 = new vgui::TextEntry(this, "PosTextEntry3");
{
m_TextEntryPos3->SetEnabled(true);
CCommand args;
m_TextEntryPos3->SetText(pos3 ? pos3 : "0 0 0");
args.Tokenize(CFmtStr("ssmaker 6 %s 1", buf));
m_TextEntryPos3->SetBounds(5, 105, 230, 20);
cc->Dispatch(args);
m_TextEntryPos3->SetMaximumCharCount(32);
}


return;
// 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);


//check focus
// create position text 5
if (m_TextEntryPos7->HasFocus())
m_TextEntryPos4 = new vgui::TextEntry(this, "PosTextEntry4");
{
m_TextEntryPos4->SetEnabled(true);
//get text
m_TextEntryPos4->SetText(pos4 ? pos4 : "0 0 0");
char buf[512];
m_TextEntryPos4->SetBounds(5, 130, 230, 20);
m_TextEntryPos7->GetText(buf, sizeof(buf));
m_TextEntryPos4->SetMaximumCharCount(32);


//convert to vector
// create position 5 button
UTIL_StringToVector(g_SoundscapePositions[7].Base(), 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);


//do command
// create position text 6
if (cc)
m_TextEntryPos5 = new vgui::TextEntry(this, "PosTextEntry5");
{
m_TextEntryPos5->SetEnabled(true);
CCommand args;
m_TextEntryPos5->SetText(pos5 ? pos5 : "0 0 0");
args.Tokenize(CFmtStr("ssmaker 7 %s 1", buf));
m_TextEntryPos5->SetBounds(5, 155, 230, 20);
cc->Dispatch(args);
m_TextEntryPos5->SetMaximumCharCount(32);
}


return;
// 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
// Purpose: Destructor
vgui::Button* m_ButtonPos6 = new vgui::Button(this, "PosButton6", "Find Position 6", this, SETTINGS_PANEL_COMMAND_POS7);
//-----------------------------------------------------------------------------
m_ButtonPos6->SetBounds(240, 180, 100, 20);
CSoundscapeSettingsPanel::~CSoundscapeSettingsPanel()
{
//save everything
KeyValues* settings = new KeyValues("settings");


//get text's
// create position text 8
char text0[64];
m_TextEntryPos7 = new vgui::TextEntry(this, "PosTextEntry7");
char text1[64];
m_TextEntryPos7->SetEnabled(true);
char text2[64];
m_TextEntryPos7->SetText(pos7 ? pos7 : "0 0 0");
char text3[64];
m_TextEntryPos7->SetBounds(5, 205, 230, 20);
char text4[64];
m_TextEntryPos7->SetMaximumCharCount(32);
char text5[64];
char text6[64];
char text7[64];


m_TextEntryPos0->GetText(text0, sizeof(text0));
// create position 8 button
m_TextEntryPos1->GetText(text1, sizeof(text1));
vgui::Button* m_ButtonPos7 = new vgui::Button(this, "PosButton7", "Find Position 7", this, SETTINGS_PANEL_COMMAND_POS8);
m_TextEntryPos2->GetText(text2, sizeof(text2));
m_ButtonPos7->SetBounds(240, 205, 100, 20);
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
// create show soundscape positions checkbox
settings->SetString("Position0", text0);
m_ShowSoundscapePositions = new vgui::CheckButton(this, "ShowCheckox", "Show Soundscape Positions");
settings->SetString("Position1", text1);
m_ShowSoundscapePositions->SetBounds(75, 225, 200, 20);
settings->SetString("Position2", text2);
m_ShowSoundscapePositions->SetCommand(SETTINGS_PANEL_COMMAND_SHOW);
settings->SetString("Position3", text3);
m_ShowSoundscapePositions->SetSelected(settings->GetBool("ShowSoundscapes", false));
settings->SetString("Position4", text4);
settings->SetString("Position5", text5);
settings->SetString("Position6", text6);
settings->SetString("Position7", text7);


//save check buttons
//set convar value
settings->SetBool("ShowSoundscapes", m_ShowSoundscapePositions->IsSelected());
ConVar* cv = cvar->FindVar("__ss_draw");
if (cv)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


//save to file
//create divider
settings->SaveToFile(filesystem, "cfg/soundscape_maker.txt", "MOD");
vgui::Divider* div = new vgui::Divider(this, "Divider");
settings->deleteThis();
div->SetBounds(-2, 247, SETTINGS_PANEL_WIDTH + 4, 2);
}


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


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


//button
//do pos 0
class CSoundscapeButton : public vgui::Button
if (pos0)
{
{
public:
args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
DECLARE_CLASS_SIMPLE(CSoundscapeButton, vgui::Button)
cc->Dispatch(args);


CSoundscapeButton(vgui::Panel* parent, const char* name, const char* text, vgui::Panel* target = nullptr, const char* command = nullptr)
UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
: BaseClass(parent, name, text, target, command), m_bIsSelected(false)
}
{
m_ColorSelected = Color(200, 200, 200, 200);
m_FgColorSelected = Color(0, 0, 0, 255);
}


//apply scheme settings
//do pos 1
void ApplySchemeSettings(vgui::IScheme* scheme)
if (pos1)
{
{
BaseClass::ApplySchemeSettings(scheme);
args.Tokenize(CFmtStr("ssmaker 1 %s 1", pos1));
cc->Dispatch(args);


m_ColorNotSelected = GetButtonArmedBgColor();
UTIL_StringToVector(g_SoundscapePositions[1].Base(), pos1);
m_FgColorNotSelectedd = GetButtonArmedFgColor();
}
}


//paints the background
//do pos 2
void PaintBackground()
if (pos2)
{
{
if (m_bIsSelected)
args.Tokenize(CFmtStr("ssmaker 2 %s 1", pos2));
SetBgColor(m_ColorSelected);
cc->Dispatch(args);
else
SetBgColor(m_ColorNotSelected);


BaseClass::PaintBackground();
UTIL_StringToVector(g_SoundscapePositions[2].Base(), pos2);
}
}
//paints
void Paint()
{
if (m_bIsSelected)
SetFgColor(m_FgColorSelected);
else
SetFgColor(m_FgColorNotSelectedd);
BaseClass::Paint();
}


//is this selected or not
//do pos 3
bool m_bIsSelected;
if (pos3)
static Color m_ColorSelected;
{
static Color m_ColorNotSelected;
args.Tokenize(CFmtStr("ssmaker 3 %s 1", pos3));
static Color m_FgColorSelected;
cc->Dispatch(args);
static Color m_FgColorNotSelectedd;
};


Color CSoundscapeButton::m_ColorSelected = Color();
UTIL_StringToVector(g_SoundscapePositions[3].Base(), pos3);
Color CSoundscapeButton::m_ColorNotSelected = Color();
}
Color CSoundscapeButton::m_FgColorSelected = Color();
Color CSoundscapeButton::m_FgColorNotSelectedd = Color();


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


//soundscape combo box
UTIL_StringToVector(g_SoundscapePositions[4].Base(), pos4);
}


class CSoundListComboBox : public vgui::ComboBox
//do pos 5
{
if (pos5)
public:
{
DECLARE_CLASS_SIMPLE(CSoundListComboBox, vgui::ComboBox);
args.Tokenize(CFmtStr("ssmaker 5 %s 1", pos5));
cc->Dispatch(args);
 
UTIL_StringToVector(g_SoundscapePositions[5].Base(), pos5);
}


CSoundListComboBox(Panel* parent, const char* panelName, int numLines, bool allowEdit) :
//do pos 6
BaseClass(parent, panelName, numLines, allowEdit) {}
if (pos6)
{
args.Tokenize(CFmtStr("ssmaker 6 %s 1", pos6));
cc->Dispatch(args);


//on key typed. check for menu item with text inside it and if found then
UTIL_StringToVector(g_SoundscapePositions[6].Base(), pos6);
//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
//do pos 7
if (unichar == 13)
if (pos7)
{
{
ShowMenu();
args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
return;
cc->Dispatch(args);
 
UTIL_StringToVector(g_SoundscapePositions[7].Base(), pos7);
}
}
}


BaseClass::OnKeyTyped(unichar);
//delete settings
settings->deleteThis();
}


//check for backspace
//-----------------------------------------------------------------------------
if (unichar == 8 || unichar == '_')
// Purpose: Called on command
return;
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnCommand(const char* pszCommand)
{
if (Q_strstr(pszCommand, "GetPos") == pszCommand)
{
//search for number
pszCommand = pszCommand + 6;


//get text
//execute command
char buf[512];
static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
GetText(buf, sizeof(buf));
if (cc)
{
//hide everything first
g_SoundscapeMaker->SetAllVisible(false);


//start from current index + 1
CCommand args;
int start = GetMenu()->GetActiveItem() + 1;
args.Tokenize(CFmtStr("ssmaker %d", atoi(pszCommand)));
cc->Dispatch(args);
}


//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))
{
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;
}
}
}
}
};


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


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


#define SOUND_LIST_PANEL_WIDTH 375
BaseClass::OnCommand(pszCommand);
#define SOUND_LIST_PANEL_HEIGHT 255
}
#define SOUND_LIST_PLAY_COMMAND "PlaySound"
#define SOUND_LIST_STOP_COMMAND "StopSound"
#define SOUND_LIST_INSERT_COMMAND "Insert"
#define SOUND_LIST_RELOAD_COMMAND "Reload"
#define SOUND_LIST_SEARCH_COMMAND "Search"


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


CSoundListPanel(vgui::VPANEL parent, const char* name);
//check index
switch (index)
{
case 0:
m_TextEntryPos0->RequestFocus();
m_TextEntryPos0->SetText(text);
g_SoundscapePositions[0] = value;
break;


//initalizes sound combo box
case 1:
void InitalizeSounds();
m_TextEntryPos1->RequestFocus();
m_TextEntryPos1->SetText(text);
g_SoundscapePositions[1] = value;
break;


//other
case 2:
void OnCommand(const char* pszCommand);
m_TextEntryPos2->RequestFocus();
void OnClose();
m_TextEntryPos2->SetText(text);
g_SoundscapePositions[2] = value;
break;
case 3:
m_TextEntryPos3->RequestFocus();
m_TextEntryPos3->SetText(text);
g_SoundscapePositions[3] = value;
break;


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


CSoundListComboBox* m_SoundsList;
case 5:
vgui::TextEntry* m_SearchText;
m_TextEntryPos5->RequestFocus();
vgui::Button* m_SearchButton;
m_TextEntryPos5->SetText(text);
vgui::Button* m_PlayButton;
g_SoundscapePositions[5] = value;
vgui::Button* m_StopSoundButton;
break;
vgui::Button* m_InsertButton;
vgui::Button* m_ReloadSounds;


//current sound guid
case 6:
int m_iSongGuid = -1;
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: Constructor
// Purpose: Called on text changed
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
: BaseClass(nullptr, name)
{
{
SetParent(parent);
static ConCommand* cc = cvar->FindCommand("__ss_maker_set");


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


SetProportional(false);
//convert to vector
SetTitleBarVisible(true);
UTIL_StringToVector(g_SoundscapePositions[0].Base(), buf);
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


//set the size and pos
//do command
int ScreenWide, ScreenTall;
if (cc)
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
cc->Dispatch(args);
}


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


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
//check focus
if (m_TextEntryPos1->HasFocus())
{
//get text
char buf[512];
m_TextEntryPos1->GetText(buf, sizeof(buf));


//create combo box
//convert to vector
m_SoundsList = new CSoundListComboBox(this, "SoundsList", 20, true);
UTIL_StringToVector(g_SoundscapePositions[1].Base(), buf);
m_SoundsList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_SoundsList->AddActionSignalTarget(this);
//make divider
vgui::Divider* divider1 = new vgui::Divider(this, "Divider");
divider1->SetBounds(-5, 48, SOUND_LIST_PANEL_WIDTH + 10, 2);


//create text
//do command
vgui::Label* label1 = new vgui::Label(this, "FindSound", "Find Sound");
if (cc)
label1->SetBounds(147, 51, 120, 20);
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 1 %s 1", buf));
cc->Dispatch(args);
}


//create text entry
return;
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
//check focus
m_SearchButton = new vgui::Button(this, "SearchButton", "Search For");
if (m_TextEntryPos2->HasFocus())
m_SearchButton->SetBounds(5, 100, SOUND_LIST_PANEL_WIDTH - 15, 20);;
{
m_SearchButton->SetEnabled(true);
//get text
m_SearchButton->SetCommand(SOUND_LIST_SEARCH_COMMAND);
char buf[512];
m_TextEntryPos2->GetText(buf, sizeof(buf));


//make divider
//convert to vector
vgui::Divider* divider2 = new vgui::Divider(this, "Divider");
UTIL_StringToVector(g_SoundscapePositions[2].Base(), buf);
divider2->SetBounds(-5, 124, SOUND_LIST_PANEL_WIDTH + 10, 2);


//create text
//do command
vgui::Label* label2 = new vgui::Label(this, "SoundButtons", "Sound Buttons");
if (cc)
label2->SetBounds(140, 127, 120, 20);
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 2 %s 1", buf));
cc->Dispatch(args);
}


//create play button
return;
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
//check focus
m_StopSoundButton = new vgui::Button(this, "StopSound", "Stop Sound", this);
if (m_TextEntryPos3->HasFocus())
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, 200, 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, 225, 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
//get text
char buf[512];
char buf[512];
m_SearchText->GetText(buf, sizeof(buf));
m_TextEntryPos3->GetText(buf, sizeof(buf));


//check for shift key
//convert to vector
bool shift = (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT));
UTIL_StringToVector(g_SoundscapePositions[3].Base(), buf);
 
if (shift)
//do command
if (cc)
{
{
//start from current index - 1
CCommand args;
int start = m_SoundsList->GetMenu()->GetActiveItem() - 1;
args.Tokenize(CFmtStr("ssmaker 3 %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_TextEntryPos4->HasFocus())
return;
{
}
//get text
}
char buf[512];
m_TextEntryPos4->GetText(buf, sizeof(buf));


//convert to vector
UTIL_StringToVector(g_SoundscapePositions[4].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 4 %s 1", buf));
//select item
cc->Dispatch(args);
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
}
m_SoundsList->ActivateItem(i);


//set text
return;
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
//check focus
for (int i = start; i < g_SoundDirectories.Count(); i++)
if (m_TextEntryPos5->HasFocus())
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
//get text
{
char buf[512];
//select item
m_TextEntryPos5->GetText(buf, sizeof(buf));
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
m_SoundsList->ActivateItem(i);


//set text
//convert to vector
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
UTIL_StringToVector(g_SoundscapePositions[5].Base(), buf);
return;
}
}


 
//do command
//now cheeck from 0 to the start
if (cc)
for (int i = 0; i < start; i++)
{
{
CCommand args;
if (Q_stristr(g_SoundDirectories[i], buf))
args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
{
cc->Dispatch(args);
//select item
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_TextEntryPos6->HasFocus())
{
{
//get the sound
//get text
char buf[512];
char buf[512];
m_SoundsList->GetText(buf, sizeof(buf));
m_TextEntryPos6->GetText(buf, sizeof(buf));


//stop the sound
//convert to vector
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
UTIL_StringToVector(g_SoundscapePositions[6].Base(), buf);
 
//do command
if (cc)
{
{
enginesound->StopSoundByGuid(m_iSongGuid);
CCommand args;
m_iSongGuid = -1;
args.Tokenize(CFmtStr("ssmaker 6 %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_TextEntryPos7->HasFocus())
{
{
//stop the sound
//get text
if (m_iSongGuid != -1 && enginesound->IsSoundStillPlaying(m_iSongGuid))
char buf[512];
m_TextEntryPos7->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[7].Base(), buf);
 
//do command
if (cc)
{
{
enginesound->StopSoundByGuid(m_iSongGuid);
CCommand args;
m_iSongGuid = -1;
args.Tokenize(CFmtStr("ssmaker 7 %s 1", buf));
cc->Dispatch(args);
}
}


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


}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on panel close
CSoundscapeSettingsPanel::~CSoundscapeSettingsPanel()
//-----------------------------------------------------------------------------
void CSoundListPanel::OnClose()
{
{
OnCommand(SOUND_LIST_STOP_COMMAND);
//save everything
BaseClass::OnClose();
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));
// Purpose: Initalizes the sounds list
m_TextEntryPos1->GetText(text1, sizeof(text1));
//-----------------------------------------------------------------------------
m_TextEntryPos2->GetText(text2, sizeof(text2));
void CSoundListPanel::InitalizeSounds()
m_TextEntryPos3->GetText(text3, sizeof(text3));
{
m_TextEntryPos4->GetText(text4, sizeof(text4));
//get the sound array
m_TextEntryPos5->GetText(text5, sizeof(text5));
GetSoundNames();
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);


//add all the sounds
//save check buttons
for (int i = 0; i < g_SoundDirectories.Size(); i++)
settings->SetBool("ShowSoundscapes", m_ShowSoundscapePositions->IsSelected());
m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);


m_SoundsList->ActivateItem(0);
//save to file
settings->SaveToFile(filesystem, "cfg/soundscape_maker.txt", "MOD");
settings->deleteThis();
}
}


//static sound list instance
//static soundscape settings panel
static CSoundListPanel* g_SoundPanel = nullptr;
static CSoundscapeSettingsPanel* g_SettingsPanel = nullptr;
static bool g_SoundPanelInitalized = false;




//soundscape list
#define BUTTON_MENU_COMMAND_COPY_CLIPBOARD "CopyClipboard"


 
//button
#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
class CSoundscapeButton : public vgui::Button
 
 
//soundscape list class
class CSoundscapeList : public vgui::Divider
{
{
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);
}


//menu item stuff
//apply scheme settings
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent);
void ApplySchemeSettings(vgui::IScheme* scheme)
virtual void Clear();
{
BaseClass::ApplySchemeSettings(scheme);


//other
m_ColorNotSelected = GetButtonArmedBgColor();
virtual void OnMouseWheeled(int delta);  
m_FgColorNotSelected = GetButtonArmedFgColor();
virtual void OnMouseReleased(vgui::MouseCode code);
}


virtual void OnCommand(const char* pszCommand);
//paints the background
virtual void PaintBackground();
void PaintBackground()
{
if (m_bIsSelected)
SetBgColor(m_ColorSelected);
else
SetBgColor(m_ColorNotSelected);


virtual void OnKeyCodePressed(vgui::KeyCode code);
BaseClass::PaintBackground();
}


//message funcs
//paints
MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);
void Paint()
{
if (m_bIsSelected)
SetFgColor(m_FgColorSelected);
else
SetFgColor(m_FgColorNotSelected);


protected:
BaseClass::Paint();
friend class CSoundscapeMaker;
}


//keyvalue list.
//mouse release
KeyValues* m_Keyvalues = nullptr;
void OnMouseReleased(vgui::MouseCode code)
{
if (code != vgui::MouseCode::MOUSE_RIGHT)
return BaseClass::OnMouseReleased(code);


//says "Soundscapes List"
//this should never happen but just in case
vgui::Label* m_pLabel;
if (!m_KeyValues)
vgui::ScrollBar* m_pSideSlider;
return;


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


//menu button stuff
//show menu
CUtlVector<CSoundscapeButton*> m_MenuButtons;
vgui::Menu* menu = new vgui::Menu(this, "Clipboard");
int m_iCurrentY;
menu->AddMenuItem("CopyToClipboard", "Copy", BUTTON_MENU_COMMAND_COPY_CLIPBOARD, this);
int m_iMax;
menu->SetBounds(x, y, 200, 50);
int m_AmtAdded;
menu->SetVisible(true);
};


//-----------------------------------------------------------------------------
BaseClass::Paint();
// 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
//mouse release
m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
void OnCommand(const char* pszCommand)
m_pSideSlider->SetBounds(width - 20, 0, 20, height - 2);
{
m_pSideSlider->SetValue(0);
if (!Q_strcmp(pszCommand, BUTTON_MENU_COMMAND_COPY_CLIPBOARD))
m_pSideSlider->SetEnabled(false);
{
m_pSideSlider->SetRange(0, 0);
//create copy of keyvalues
m_pSideSlider->SetButtonPressedScrollValue(1);
switch (m_KeyValuesType)
m_pSideSlider->SetRangeWindow(0);
{
m_pSideSlider->AddActionSignalTarget(this);
case SoundscapeClipboardType::Type_SoundscapeName:
{
//copy
if (CurrClipboardName.Count() >= MAX_CLIPBOARD_ITEMS)
{
CurrClipboardName[0]->deleteThis();
CurrClipboardName.Remove(0);
}


m_iCurrentY = 22;
CurrClipboardName.AddToTail(m_KeyValues->MakeCopy());
m_iMax = max;
m_Keyvalues = nullptr;
}


//-----------------------------------------------------------------------------
//debug message
// Purpose: adds a button to the soundscape list
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape: '%s' Coppied to clipboard.\n", m_KeyValues->GetName());
//-----------------------------------------------------------------------------
break;
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent)
}
{
case SoundscapeClipboardType::Type_SoundscapeData:
//create a new button
{
CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command);
//copy
button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);
if (CurrClipboardData.Count() >= MAX_CLIPBOARD_ITEMS)
{
CurrClipboardData[0]->deleteThis();
CurrClipboardData.Remove(0);
}


//increment current y
//make copy
m_iCurrentY = m_iCurrentY + 22;
CurrClipboardData.AddToTail(m_KeyValues->MakeCopy());


//add button to array
//debug message
m_MenuButtons.AddToTail(button);
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);
}


//if the count is more then m_iMax then set slider value
CurrClipboardRandom.AddToTail(m_KeyValues->MakeCopy());
if (m_MenuButtons.Count() > m_iMax)
{
int max = m_MenuButtons.Count() - m_iMax;


m_pSideSlider->SetRange(0, max);
//debug message
m_pSideSlider->SetRangeWindow(1);
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape Random Wave: '%s' Coppied to clipboard.\n", m_KeyValues->GetString());
m_pSideSlider->SetEnabled(true);
break;
}
}
}
}
}


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;
 
//get last subkey
while (tmp != nullptr)
{
{
tmp2 = tmp;
if (Q_stristr(g_SoundDirectories[i], buf))
tmp = tmp->GetNextTrueSubKey();
{
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;
}
}
}
}
};


//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);


//if m_KeyValues then paint the default color
CSoundListPanel(vgui::VPANEL parent, const char* name);
if (m_Keyvalues)
 
SetBgColor(EnabledColor);
//initalizes sound combo box
else
void InitalizeSounds();
SetBgColor(DisabledColor);
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;


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++)
 
{
SetProportional(false);
if (m_MenuButtons[i]->m_bIsSelected)
SetTitleBarVisible(true);
{
SetMinimizeButtonVisible(false);
//check for size and to see if we can select item
SetMaximizeButtonVisible(false);
if (i - 1 < 0)
SetCloseButtonVisible(true);
return;
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


//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);
}
}
}
//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
SetTitle("Sounds List", true);
GetParent()->OnCommand(m_MenuButtons[i+1]->GetCommand()->GetString("command"));
SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
return;
SetPos((ScreenWide - SOUND_LIST_PANEL_WIDTH) / 2, (ScreenTall - SOUND_LIST_PANEL_HEIGHT) / 2);
}
}
}
}


//-----------------------------------------------------------------------------
//create combo box's
// Purpose: Called on scroll bar moved
m_SoundsList = new CSoundListComboBox(this, "SoundsList", 20, true);
//-----------------------------------------------------------------------------
m_SoundsList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
void CSoundscapeList::ScrollBarMoved(int delta)
m_SoundsList->AddActionSignalTarget(this);
{
m_SoundsList->SetVisible(true);
int position = m_pSideSlider->GetValue();


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


m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
//make divider
m_MenuButtons[i]->SetVisible(true);
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);


//soundscape data list
//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);


#define NEW_PLAYLOOPING_COMMAND "NewLooping"
//create play button
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
m_PlayButton = new vgui::Button(this, "PlayButton", "Play Sound", this);
#define NEW_RANDOM_COMMAND "NewRandom"
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);


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


class CSoundscapeRndwaveList : public CSoundscapeList
//precache and play the sound
{
if (!enginesound->IsSoundPrecached(buf))
public:
enginesound->PrecacheSound(buf);
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
enginesound->EmitAmbientSound(buf, 1, 100);
virtual void OnMouseReleased(vgui::MouseCode code);
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;
}


void OnCommand(const char* pszCommand);
return;
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
{
//make not visible
SetVisible(false);


private:
//stop the sound
friend class CSoundscapeMaker;
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
};
{
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


//get the sound
char buf[512];


//-----------------------------------------------------------------------------
if (bCurrentlyInSoundPanel)
// Purpose: Called when a mouse code is released
m_SoundsList->GetText(buf, sizeof(buf));
//-----------------------------------------------------------------------------
else
void CSoundscapeRndwaveList::OnMouseReleased(vgui::MouseCode code)
m_SoundscapesList->GetText(buf, sizeof(buf));
{
 
//if no soundscape is selected or mouse code != right then return
//set the sound text
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
g_SoundscapeMaker->SetSoundText(buf);
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);


//create menu
g_SoundscapeSystem.StartNewSoundscape(nullptr);
menu = new vgui::Menu(this, "Menu");
g_SoundscapeSystem.RemoveAll();
menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);
g_SoundscapeSystem.Init();
menu->SetBounds(x, y, 200, 50);
menu->SetVisible(true);
}


g_bSSMHack = bPrev;


//-----------------------------------------------------------------------------
//load all the temporary soundscapes
// Purpose: Called on command
CUtlVector<const char*> OtherSoundscapes;
//-----------------------------------------------------------------------------
for (KeyValues* curr = g_SoundscapeMaker->GetPanelFile(); curr; curr = curr->GetNextKey())
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
{
{
if (curr == g_SoundscapeMaker->GetPanelSelected())
if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND) && m_Keyvalues)
continue;
{
//get number of keyvalues
int num = 0;


FOR_EACH_VALUE(m_Keyvalues, kv)
OtherSoundscapes.AddToTail(curr->GetName());
num++;
}
//add keyvalues and button
AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent());


KeyValues* add = new KeyValues("wave");
InitalizeSoundscapes(OtherSoundscapes);
add->SetString(nullptr, "");
}
m_Keyvalues->AddSubKey(add);
 
//forward command to parent
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));


return;
return;
Line 2,348: 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();
 
//add all the soundscapes
for (int i = 0; i < g_SoundscapeSystem.m_soundscapes.Count(); i++)
OtherSoundscapes.AddToTail(g_SoundscapeSystem.m_soundscapes[i]->GetName());


#define NEW_BUTTON_COMMAND "$NewSoundscape"
OtherSoundscapes.Sort(VectorSortFunc);
#define SAVE_BUTTON_COMMAND "$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
//quickly remove duplicatesd
bool g_ShowSoundscapePanel = true;
for (int i = 1; i < OtherSoundscapes.Count(); )
bool g_IsPlayingSoundscape = false;
{
bool g_bSSMHack = false;
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);
}


//soundscape maker panel
//-----------------------------------------------------------------------------
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
// Purpose: Sets if this panel is currently the sound panel or soundscape  
// selector panel.
//-----------------------------------------------------------------------------
void CSoundListPanel::SetIsUsingSoundPanel(bool bUsing)
{
{
public:
bCurrentlyInSoundPanel = bUsing;
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)


CSoundscapeMaker(vgui::VPANEL parent);
//disable stuff
if (bUsing)
{
//set 'reload' text
m_ReloadSounds->SetText("Reload Sounds");


//tick functions
m_SoundscapesList->SetVisible(false);
void OnTick();
m_SoundsList->SetVisible(true);


//other functions
//enable the play button
void OnClose();
m_PlayButton->SetEnabled(true);
void OnCommand(const char* pszCommand);
m_StopSoundButton->SetEnabled(true);


void PlaySelectedSoundscape();
//set texts
void LoadFile(KeyValues* file);
m_PlayButton->SetText("Play Sound");
m_StopSoundButton->SetText("Stop Sound");
m_InsertButton->SetText("Insert Sound");


void OnKeyCodePressed(vgui::KeyCode code);
//set title
SetTitle("Sounds List", true);
}
else
{
//set 'reload' text
m_ReloadSounds->SetText("Reload Soundscapes");


void SetSoundText(const char* text);
m_SoundscapesList->SetVisible(true);
m_SoundsList->SetVisible(false);


//to play the soundscape on map spawn
//disable the play button
void LevelInitPostEntity();
m_PlayButton->SetEnabled(false);
m_StopSoundButton->SetEnabled(false);


//sets the keyvalue file
//set texts
void Set(const char* buffer);
m_PlayButton->SetText("Play Soundscape");
m_StopSoundButton->SetText("Stop Soundscape");
m_InsertButton->SetText("Insert Soundscape");


//message pointer funcs
//set stuff
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
SetTitle("Soundscape List", true);
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
}
}


~CSoundscapeMaker();
//static sound list instance
static CSoundListPanel* g_SoundPanel = nullptr;


private:
//the soundscape keyvalues file
KeyValues* m_KeyValues = nullptr;


private:
//soundscape list
void CreateEverything();


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


//buttons
#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
vgui::Button* m_ButtonNew = nullptr;
#define PASTE_FROM_CLIBOARD_COMMAND "PasteFromClipboard"
vgui::Button* m_ButtonSave = nullptr;
#define OPEN_CLIBOARD_COMMAND "OpenClipboard"
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
//soundscape list class
vgui::TextEntry* m_TextEntryName;
class CSoundscapeList : public vgui::Divider
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeList, vgui::Divider);


//combo box for dsp effects
//constructor
vgui::ComboBox* m_DspEffects;
CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height);
vgui::ComboBox* m_SoundLevels;


//sound data text entry
//menu item stuff
vgui::TextEntry* m_TimeTextEntry;
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type);
vgui::TextEntry* m_VolumeTextEntry;
virtual void Clear();
vgui::TextEntry* m_PitchTextEntry;
vgui::TextEntry* m_PositionTextEntry;
vgui::TextEntry* m_SoundNameTextEntry;


//play sound button
//other
vgui::Button* m_SoundNamePlay;
virtual void OnMouseWheeled(int delta);
virtual void OnMouseReleased(vgui::MouseCode code);


//play/reset soundscape buttons
virtual void OnCommand(const char* pszCommand);
vgui::CheckButton* m_PlaySoundscapeButton;
virtual void PaintBackground();
vgui::Button* m_ResetSoundscapeButton;
 
vgui::Button* m_DeleteCurrentButton;
virtual void OnKeyCodePressed(vgui::KeyCode code);
 
//message funcs
MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);
 
protected:
friend class CSoundscapeMaker;


//current selected soundscape
//keyvalue list.
CSoundscapeButton* m_pCurrentSelected = nullptr;
KeyValues* m_Keyvalues = nullptr;
KeyValues* m_kvCurrSelected = nullptr;
KeyValues* m_kvCurrSound = nullptr;
KeyValues* m_kvCurrRndwave = nullptr;


int m_iCurrRndWave = 0;
//says "Soundscapes List"
vgui::Label* m_pLabel;
vgui::ScrollBar* m_pSideSlider;


//currently in non randomwave thing
//menu
SoundscapeMode m_iSoundscapeMode = SoundscapeMode::Mode_Random;
vgui::Menu* menu;


//temporary added soundscapes
//menu button stuff
CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
CUtlVector<CSoundscapeButton*> m_MenuButtons;
int m_iCurrentY;
int m_iMax;
int m_AmtAdded;
};
};
//user message hook
void _SoundscapeMaker_Recieve(bf_read& bf);


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Constructor for soundscape maker panel
// Purpose: Constructor for soundscape list panel
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeMaker::CSoundscapeMaker(vgui::VPANEL parent)
CSoundscapeList::CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
: BaseClass(nullptr, "SoundscapeMaker")
: BaseClass(parent, name)
{
{
static bool bRegistered = false;
//create the text
if (!bRegistered)
m_pLabel = new vgui::Label(this, "ListsText", text);
{
m_pLabel->SetVisible(true);
usermessages->HookMessage("SoundscapeMaker_Recieve", _SoundscapeMaker_Recieve);
m_pLabel->SetBounds(text_x_pos, 2, 150, 20);
bRegistered = true;
}


//set variables
//create the side slider
m_pCurrentSelected = nullptr;
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);


SetParent(parent);
m_iCurrentY = 22;
m_iMax = max;
SetKeyBoardInputEnabled(true);
m_Keyvalues = nullptr;
SetMouseInputEnabled(true);
}


SetProportional(false);
//-----------------------------------------------------------------------------
SetTitleBarVisible(true);
// Purpose: adds a button to the soundscape list
SetMinimizeButtonVisible(false);
//-----------------------------------------------------------------------------
SetMaximizeButtonVisible(false);
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type)
SetCloseButtonVisible(true);
{
SetSizeable(false);
//create a new button
SetMoveable(true);
CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command, add, type);
SetVisible(g_ShowSoundscapePanel);
button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);
int ScreenWide, ScreenTall;
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);


SetTitle("Soundscape Maker (New File)", true);
//increment current y
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
m_iCurrentY = m_iCurrentY + 22;
SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);
 
//add button to array
m_MenuButtons.AddToTail(button);


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


//add a tick signal for every 50 ms
m_pSideSlider->SetRange(0, max);
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);
m_pSideSlider->SetRangeWindow(1);
m_pSideSlider->SetEnabled(true);
}
 
m_AmtAdded++;


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


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Creates everything for this panel
// Purpose: Clears everything for this list
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::CreateEverything()
void CSoundscapeList::Clear()
{
{
//create the divider that will be the outline for the inside of the panel
//reset the slider
vgui::Divider* PanelOutline = new vgui::Divider(this, "InsideOutline");
m_pSideSlider->SetValue(0);
PanelOutline->SetEnabled(false);
m_pSideSlider->SetEnabled(false);
PanelOutline->SetBounds(5, 25, SOUNDSCAPE_PANEL_WIDTH - 10, SOUNDSCAPE_PANEL_HEIGHT - 62);
m_pSideSlider->SetRange(0, 0);
m_pSideSlider->SetButtonPressedScrollValue(1);
m_pSideSlider->SetRangeWindow(0);


//create the buttons
//delete and clear the buttons
//create the buttons
for (int i = 0; i < m_MenuButtons.Count(); i++)
m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
m_MenuButtons[i]->DeletePanel();
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_MenuButtons.RemoveAll();
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");
//reset current y
m_ButtonLoad->SetVisible(true);
m_iCurrentY = 22;
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_AmtAdded = 0;
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);
// Purpose: Called when a mouse is wheeled
m_pDataList->SetBounds(327, 275, 200, 310);
//-----------------------------------------------------------------------------
m_pDataList->SetVisible(true);
void CSoundscapeList::OnMouseWheeled(int delta)
{
//create sound list
//check for scroll down
m_pSoundList = new CSoundscapeRndwaveList(this, "SoudscapeDataList", "Random Sounds:", 40, 10, 200, 310);
if (delta == -1)
m_pSoundList->SetBounds(542, 275, 200, 310);
m_pSideSlider->SetValue(m_pSideSlider->GetValue() + 1);
m_pSoundList->SetVisible(true);


//name text entry
//check for scroll up
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
else if (delta == 1)
m_TextEntryName->SetEnabled(false);
m_pSideSlider->SetValue(m_pSideSlider->GetValue() - 1);
m_TextEntryName->SetBounds(325, 40, 295, 20);
}
m_TextEntryName->SetMaximumCharCount(50);


//dsp effects combo box
//-----------------------------------------------------------------------------
m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
// Purpose: Called when a mouse code is released
m_DspEffects->SetEnabled(false);
//-----------------------------------------------------------------------------
m_DspEffects->SetBounds(325, 65, 295, 20);
void CSoundscapeList::OnMouseReleased(vgui::MouseCode code)
m_DspEffects->SetText("");
{
m_DspEffects->AddActionSignalTarget(this);
if (code != vgui::MouseCode::MOUSE_RIGHT)
return;


for (int i = 0; i < sizeof(g_DspEffects) / sizeof(g_DspEffects[i]); i++)
//get cursor pos
m_DspEffects->AddItem(g_DspEffects[i], nullptr);
int x, y;
vgui::surface()->SurfaceGetCursorPos(x, y);


//time text entry
//create menu
m_TimeTextEntry = new vgui::TextEntry(this, "TimeTextEntry");
menu = new vgui::Menu(this, "Menu");
m_TimeTextEntry->SetBounds(325, 90, 295, 20);
menu->AddMenuItem("AddSoundscape", "Add Soundscape", ADD_SOUNDSCAPE_COMMAND, this);
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetVisible(true);


//volume text entry
//check clipboard item
m_VolumeTextEntry = new vgui::TextEntry(this, "VolumeTextEntry");
if (CurrClipboardName.Count() > 0)
m_VolumeTextEntry->SetBounds(325, 115, 295, 20);
{
m_VolumeTextEntry->SetEnabled(false);
menu->AddSeparator();
m_VolumeTextEntry->SetVisible(true);
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
}


//pitch text entry
menu->SetBounds(x, y, 200, 50);
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
menu->SetVisible(true);
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);
// Purpose: Called on command
//-----------------------------------------------------------------------------
//sound name
void CSoundscapeList::OnCommand(const char* pszCommand)
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
{
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
if (!Q_strcmp(pszCommand, ADD_SOUNDSCAPE_COMMAND))
m_SoundNameTextEntry->SetEnabled(false);
{
m_SoundNameTextEntry->SetVisible(true);
const char* name = CFmtStr("New Soundscape %d", m_AmtAdded);


//play sound button
//add to keyvalues file
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
KeyValues* kv = new KeyValues(name);
m_SoundNamePlay->SetBounds(545, 215, 75, 20);
KeyValues* tmp = m_Keyvalues;
m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
KeyValues* tmp2 = tmp;
m_SoundNamePlay->SetEnabled(false);


//starts the soundscape
AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);
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
//get last subkey
m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
while (tmp != nullptr)
m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
{
m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
tmp2 = tmp;
m_ResetSoundscapeButton->SetEnabled(false);
tmp = tmp->GetNextTrueSubKey();
}


//delete this item
//add to last subkey
m_DeleteCurrentButton = new vgui::Button(this, "DeleteItem", "Delete Current Item");
tmp2->SetNextKey(kv);
m_DeleteCurrentButton->SetBounds(595, 243, 135, 20);
m_DeleteCurrentButton->SetCommand(DELETE_CURRENT_ITEM_COMMAND);
m_DeleteCurrentButton->SetEnabled(false);


//create the soundscape name text
GetParent()->OnCommand(name);
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
return;
NameLabel->SetBounds(635, 40, 125, 20);
}
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
{
int index = CurrClipboardName.Count() - 1;


//create the soundscape dsp text
const char* name = CFmtStr("%s - (Copy %d)", CurrClipboardName[index]->GetName(), m_AmtAdded);
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
//add to keyvalues file
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
KeyValues* kv = new KeyValues(name);
PitchLabel->SetBounds(635, 140, 125, 20);
CurrClipboardName[index]->CopySubkeys(kv);
//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
KeyValues* tmp = m_Keyvalues;
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
KeyValues* tmp2 = tmp;
SoundLevelLabel ->SetBounds(635, 190, 125, 20);
 
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);


//create the soundscape sound name text
GetParent()->OnCommand(name);
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
return;
SoundName->SetBounds(635, 215, 125, 20);
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();


//create the soundscape keyvalues and load it
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeName);
m_KeyValues = new KeyValues("Empty Soundscape");
return;
}


LoadFile(m_KeyValues);
BaseClass::OnCommand(pszCommand);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called every tick for the soundscape maker
// Purpose: Paints the background
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTick()
void CSoundscapeList::PaintBackground()
{
{
//set the visibility
//colors
static bool bPrevVisible = g_ShowSoundscapePanel;
static Color EnabledColor = Color(100, 100, 100, 200);
if (g_ShowSoundscapePanel != bPrevVisible)
static Color DisabledColor = Color(60, 60, 60, 200);
SetVisible(g_ShowSoundscapePanel);
 
//if m_KeyValues then paint the default color
if (m_Keyvalues)
SetBgColor(EnabledColor);
else
SetBgColor(DisabledColor);


//set the old visibility
BaseClass::PaintBackground();
bPrevVisible = g_ShowSoundscapePanel;
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called when the close button is pressed
// Purpose: Called on keyboard code pressed
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnClose()
void CSoundscapeList::OnKeyCodePressed(vgui::KeyCode code)
{
{
//hide the other panels
//check for arrow
g_SoundPanel->OnClose();
if (code == KEY_UP)
g_SettingsPanel->OnClose();
g_SoundscapeTextPanel->OnClose();
 
g_ShowSoundscapePanel = false;
}
 
//-----------------------------------------------------------------------------
// Purpose: Play the selected soundscape
//-----------------------------------------------------------------------------
void CSoundscapeMaker::PlaySelectedSoundscape()
{
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_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++)
//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;
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called on scroll bar moved
//-----------------------------------------------------------------------------
void CSoundscapeList::ScrollBarMoved(int delta)
{
int position = m_pSideSlider->GetValue();


//now look for each keyvalue
//move everything down (if needed)
for (int i = 0; i < SoundscapeNames.Count(); i++)
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);
 
//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);


//file was loadad
GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));
m_bWasFileLoad = true;


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++;
}
//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));


//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_RANDOM_COMMAND))
//check for edit panel button
else if (!Q_strcmp(pszCommand, EDIT_BUTTON_COMMAND))
{
{
g_SoundscapeTextPanel->SetVisible(true);
int RandomNum = 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();
}
 
//increment variables based on name
if (!Q_strcasecmp(name, "playrandom"))
RandomNum++;
}
 
//add the keyvalues
KeyValues* kv = new KeyValues("playrandom");


//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;
kv->SetString("volume", "0.5,0.8");
}
kv->SetInt("pitch", 100);
kv->SetString("time", "10,20");


//check for reset soundscape
AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 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
//make rndwave subkey
if (g_IsPlayingSoundscape)
KeyValues* rndwave = new KeyValues("rndwave");
PlaySelectedSoundscape();
kv->AddSubKey(rndwave);


m_KeyValues->deleteThis();
//add the keyvalue to both this and the keyvalues
m_KeyValues = new KeyValues("Empty Soundscape");
m_Keyvalues->AddSubKey(kv);


//reset title
//make the parent show the new item
SetTitle("Soundscape Maker (New File)", true);
GetParent()->OnCommand(CFmtStr("$playrandom%d", RandomNum + 1));


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


//check for play sound
const char* type = CurrClipboardData[index]->GetName();
else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
 
{
//get num of that item
//initalize the sounds
int NumItem = 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, type))
NumItem++;
}
}


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


//look for item with same name
AddButton(type, type, CFmtStr("$%s%d", type, NumItem + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
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;
//add the keyvalue to both this and the keyvalues
}
m_Keyvalues->AddSubKey(kv);
}


g_SoundPanel->SetVisible(true);
//make the parent show the new item
g_SoundPanel->MoveToFront();
GetParent()->OnCommand(CFmtStr("$%s%d", type, NumItem + 1));
g_SoundPanel->RequestFocus();
return;
return;
}
}
 
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
//check for play soundscape
else if (!Q_strcmp(pszCommand, PLAY_SOUNDSCAPE_COMMAND))
{
{
if (m_PlaySoundscapeButton->IsSelected())
if (g_SoundscapeClipboard)
{
g_SoundscapeClipboard->DeletePanel();
//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);
}


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


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


//check for delete item
else if (!Q_strcmp(pszCommand, DELETE_CURRENT_ITEM_COMMAND))
{
//check for current rndwave
if (m_kvCurrRndwave && m_SoundNameTextEntry->IsEnabled())
{
if (!m_kvCurrRndwave || m_iCurrRndWave <= 0)
return;


//get the keyvalues by the index
//soundscape rndwave data list
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;
#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"


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


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)
{}


prev = keyvalues;
//override right click functionality
}
virtual void OnMouseReleased(vgui::MouseCode code);
 
void OnCommand(const char* pszCommand);


//reset everything
private:
m_SoundNameTextEntry->SetText("");
friend class CSoundscapeMaker;
m_SoundNameTextEntry->SetEnabled(false);
};
m_SoundNamePlay->SetEnabled(false);


//store vector
auto& vec = m_pSoundList->m_MenuButtons;


//remove it
//-----------------------------------------------------------------------------
delete vec[curr];
// Purpose: Called when a mouse code is released
vec.Remove(curr);
//-----------------------------------------------------------------------------
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;


//move everything down
//get cursor pos
m_pSoundList->m_iCurrentY = m_pSoundList->m_iCurrentY - 22;
int x, y;
m_pSoundList->m_Keyvalues = m_kvCurrRndwave;
vgui::surface()->SurfaceGetCursorPos(x, y);


if (vec.Count() >= m_pSoundList->m_iMax)
//create menu
{
menu = new vgui::Menu(this, "Menu");
m_pSoundList->OnMouseWheeled(1);
menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);


int min, max;
//add clipboard thing
m_pSoundList->m_pSideSlider->GetRange(min, max);
if (CurrClipboardRandom.Count() > 0)
m_pSoundList->m_pSideSlider->SetRange(0, max - 1);
{
}
menu->AddSeparator();
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
}


for (int i = curr; i < vec.Count(); i++)
menu->SetBounds(x, y, 200, 50);
{
menu->SetVisible(true);
//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, "$rndwave") == name)
// Purpose: Called on command
{
//-----------------------------------------------------------------------------
WaveAmount++;
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
{
}
if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND) && m_Keyvalues)
}
{
//get number of keyvalues
int num = 0;


//bounds check
FOR_EACH_VALUE(m_Keyvalues, kv)
if (vec.Count() <= 0)
num++;
{
m_kvCurrRndwave = nullptr;
m_pSoundList->m_Keyvalues = nullptr;


//restart soundscape
KeyValues* add = new KeyValues("wave");
PlaySelectedSoundscape();
add->SetString(nullptr, "");


return;
//add keyvalues and button
}
AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);


//select next item
m_Keyvalues->AddSubKey(add);
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;
//forward command to parent
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, keyvalues)
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
{
if (m_kvCurrSound == keyvalues)
{
//remove it
if (prev)
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
else
m_kvCurrSelected->m_pSub = keyvalues->GetNextTrueSubKey();


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


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


prev = keyvalues;
FOR_EACH_VALUE(m_Keyvalues, kv)
num++;


//increment
int index = CurrClipboardRandom.Count() - 1;
tmpindex++;
}


//error
const char* text = CurrClipboardRandom[index]->GetString();
if (index == -1)
return;


//store vector
KeyValues* add = new KeyValues("wave");
auto& vec = m_pDataList->m_MenuButtons;
add->SetString(nullptr, text);


//remove it
//get last / or \ and make the string be that + 1
delete vec[index];
char* fslash = Q_strrchr(text, '/');
vec.Remove(index);
char* bslash = Q_strrchr(text, '\\');
 
if (fslash > bslash)
text = fslash + 1;
else if (bslash > fslash)
text = bslash + 1;


//move everything down
//add keyvalues and button
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
AddButton("Rndwave", text, CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);
m_pDataList->m_Keyvalues = m_kvCurrSelected;


for (int i = index; i < vec.Count(); i++)
m_Keyvalues->AddSubKey(add);
{
//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)
//forward command to parent
{
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
m_pDataList->OnMouseWheeled(1);
return;
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();


int min, max;
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeRandomWave);
m_pDataList->m_pSideSlider->GetRange(min, max);
return;
}
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
BaseClass::OnCommand(pszCommand);
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
//soundscape panel
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, "$playsoundscape") == name)
#define SOUNDSCAPE_PANEL_WIDTH 760
{
#define SOUNDSCAPE_PANEL_HEIGHT 630
SoundscapeNum++;
vec[i]->SetCommand(CFmtStr("$playsoundscape%d", SoundscapeNum));
}
}


//reset everything
#define NEW_BUTTON_COMMAND "$NewSoundscape"
m_SoundLevels->SetText("");
#define SAVE_BUTTON_COMMAND "$SaveSoundscape"
m_SoundNameTextEntry->SetText("");
#define LOAD_BUTTON_COMMAND "$LoadSoundscape"
m_TimeTextEntry->SetText("");
#define OPTIONS_BUTTON_COMMAND "$ShowOptions"
m_PitchTextEntry->SetText("");
#define EDIT_BUTTON_COMMAND "$Edit"
m_PositionTextEntry->SetText("");
#define RESET_BUTTON_COMMAND "$ResetSoundscapes"
m_VolumeTextEntry->SetText("");
#define SOUNDS_LIST_BUTTON_COMMAND "$ShowSoundsList"
#define PLAY_SOUNDSCAPE_COMMAND "$PlaySoundscape"
#define RESET_SOUNDSCAPE_BUTTON_COMMAND "$ResetSoundscape"
#define DELETE_CURRENT_ITEM_COMMAND "$DeleteItem"


m_SoundLevels->SetEnabled(false);
//static bool to determin if the soundscape panel should show or not
m_SoundNameTextEntry->SetEnabled(false);
bool g_ShowSoundscapePanel = false;
m_TimeTextEntry->SetEnabled(false);
bool g_IsPlayingSoundscape = false;
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


m_pSoundList->Clear();
//soundscape maker panel
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)


m_kvCurrSound = nullptr;
CSoundscapeMaker(vgui::VPANEL parent);
m_pSoundList->m_Keyvalues = nullptr;


//bounds checking
//tick functions
if (index >= vec.Count())
void OnTick();
index = vec.Count() - 1; // fix bounds more safely


//select the button
//other functions
if (index >= 0)
void OnClose();
OnCommand(vec[index]->GetCommand()->GetString("command"));
void OnCommand(const char* pszCommand);
}
void Paste(SoundscapeClipboardType type);
else if (m_kvCurrSelected)
{
if (m_KeyValues == m_kvCurrSelected)
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show an error
void PlaySelectedSoundscape();
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
void LoadFile(KeyValues* file);
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


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


//find keyvalue with same pointer and get the index
void SetSoundText(const char* text);
int tmpindex = 0;
int index = -1;


KeyValues* prev = nullptr;
//to play the soundscape on map spawn
for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
void LevelInitPostEntity();
{
if (m_kvCurrSelected == keyvalues)
{
//remove it
if (!prev)
break;


prev->SetNextKey(keyvalues->GetNextTrueSubKey());
//sets the keyvalue file
keyvalues->SetNextKey(nullptr);
void Set(const char* buffer);
keyvalues->deleteThis();


//get index
//message pointer funcs
index = tmpindex;
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
break;
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
}


prev = keyvalues;
~CSoundscapeMaker();


//increment
public:
tmpindex++;
}


//error
//the soundscape keyvalues file
if (index == -1)
KeyValues* m_KeyValues = nullptr;
return;


//store vector
private:
auto& vec = m_SoundscapesList->m_MenuButtons;
void CreateEverything();


//remove it
private:
delete vec[index];
//lists all the soundscapes
vec.Remove(index);
CSoundscapeList* m_SoundscapesList;
CSoundscapeDataList* m_pDataList;
CSoundscapeRndwaveList* m_pSoundList;


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


for (int i = index; i < vec.Count(); i++)
//text entry for name
{
vgui::TextEntry* m_TextEntryName;
//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)
//combo box for dsp effects
{
vgui::ComboBox* m_DspEffects;
m_SoundscapesList->OnMouseWheeled(1);
vgui::ComboBox* m_SoundLevels;


int min, max;
//sound data text entry
m_SoundscapesList->m_pSideSlider->GetRange(min, max);
vgui::TextEntry* m_TimeTextEntry;
m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
vgui::TextEntry* m_VolumeTextEntry;
}
vgui::TextEntry* m_PitchTextEntry;
vgui::TextEntry* m_PositionTextEntry;
vgui::TextEntry* m_SoundNameTextEntry;


//reset everything
//play sound button
m_DspEffects->SetText("");
vgui::Button* m_SoundNamePlay;
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();
//play/reset soundscape buttons
m_pSoundList->Clear();
vgui::CheckButton* m_PlaySoundscapeButton;
vgui::Button* m_ResetSoundscapeButton;
vgui::Button* m_DeleteCurrentButton;


m_kvCurrSound = nullptr;
//current selected soundscape
m_pDataList->m_Keyvalues = nullptr;
CSoundscapeButton* m_pCurrentSelected = nullptr;


//go to next soundscape
public:
if (!prev)
KeyValues* m_kvCurrSelected = nullptr;
{
//restart soundscape
PlaySelectedSoundscape();
return;
}


if (prev->GetNextTrueSubKey())
private:
OnCommand(prev->GetNextTrueSubKey()->GetName());
KeyValues* m_kvCurrSound = nullptr;
else
KeyValues* m_kvCurrRndwave = nullptr;
OnCommand(prev->GetName());
}


//restart soundscape
int m_iCurrRndWave = 0;
PlaySelectedSoundscape();
return;
}


//check for "playrandom", "playsoundscape" or "playlooping"
//currently in non randomwave thing
if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
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)
{
{
//get the selected number
usermessages->HookMessage("SoundscapeMaker_Recieve", _SoundscapeMaker_Recieve);
char* str_number = (char*)(pszCommand + 11);
bRegistered = true;
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;
}


//set variables
m_pCurrentSelected = nullptr;


//clear the m_pSoundList
SetParent(parent);
m_pSoundList->Clear();
m_pSoundList->m_Keyvalues = nullptr;


//store variables
SetKeyBoardInputEnabled(true);
KeyValues* data = nullptr;
SetMouseInputEnabled(true);
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
SetProportional(false);
if (!data)
SetTitleBarVisible(true);
return;
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(g_ShowSoundscapePanel);


m_kvCurrSound = data;
int ScreenWide, ScreenTall;
m_kvCurrRndwave = nullptr;
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);


//set the random times
SetTitle("Soundscape Maker (New File)", true);
m_TimeTextEntry->SetText(data->GetString("time", "10,20"));
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
m_VolumeTextEntry->SetText(data->GetString("volume", "0.5,0.8"));
SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);
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
//add a tick signal for every 50 ms
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);
{
if (!Q_strcmp(name, g_SoundLevels[i]))
{
index = i;
break;
}
}
}


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


//enable the text entries
//-----------------------------------------------------------------------------
m_TimeTextEntry->SetEnabled(true);
// Purpose: Creates everything for this panel
m_VolumeTextEntry->SetEnabled(true);
//-----------------------------------------------------------------------------
m_PitchTextEntry->SetEnabled(true);
void CSoundscapeMaker::CreateEverything()
m_PositionTextEntry->SetEnabled(true);
{
m_SoundLevels->SetEnabled(true);
//create the divider that will be the outline for the inside of the panel
m_SoundNameTextEntry->SetEnabled(false);
vgui::Divider* PanelOutline = new vgui::Divider(this, "InsideOutline");
m_SoundNamePlay->SetEnabled(false);
PanelOutline->SetEnabled(false);
PanelOutline->SetBounds(5, 25, SOUNDSCAPE_PANEL_WIDTH - 10, SOUNDSCAPE_PANEL_HEIGHT - 62);


g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
//create the buttons
g_SoundPanel->SetVisible(false);
//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");


//check for randomwave subkey
m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
if ((data = data->FindKey("rndwave")) == nullptr)
m_ButtonSave->SetVisible(true);
return;
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_kvCurrRndwave = data;
m_ButtonOptions = new vgui::Button(this, "OptionsButton", "Show Options Panel");
m_pSoundList->m_Keyvalues = data;
m_ButtonOptions->SetVisible(true);
m_ButtonOptions->SetBounds(457, 600, 145, 25);
m_ButtonOptions->SetCommand(OPTIONS_BUTTON_COMMAND);
m_ButtonOptions->SetDepressedSound("ui/buttonclickrelease.wav");


//add all the data
m_EditButton = new vgui::Button(this, "EditButton", "Show Text Editor");
int i = 0;
m_EditButton->SetVisible(true);
FOR_EACH_VALUE(data, sound)
m_EditButton->SetBounds(607, 600, 145, 25);
{
m_EditButton->SetCommand(EDIT_BUTTON_COMMAND);
const char* name = sound->GetName();
m_EditButton->SetDepressedSound("ui/buttonclickrelease.wav");


//get real text
//create the soundscapes menu
const char* text = sound->GetString();
m_SoundscapesList = new CSoundscapeList(this, "SoundscapesList", "Soundscapes:", 90, 22, 300, 550);
m_SoundscapesList->SetBounds(15, 35, 300, 550);
m_SoundscapesList->SetVisible(true);


//get last / or \ and make the string be that + 1
//create data list
char* fslash = Q_strrchr(text, '/');
m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 310);
char* bslash = Q_strrchr(text, '\\');
m_pDataList->SetBounds(327, 275, 200, 310);
m_pDataList->SetVisible(true);


//no forward slash and no back slash
//create sound list
if (!fslash && !bslash)
m_pSoundList = new CSoundscapeRndwaveList(this, "SoudscapeDataList", "Random Sounds:", 40, 10, 200, 310);
{
m_pSoundList->SetBounds(542, 275, 200, 310);
text = text;
m_pSoundList->SetVisible(true);
}
else
{
if (fslash > bslash)
text = fslash + 1;


else if (bslash > fslash)
//name text entry
text = bslash + 1;
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
}
m_TextEntryName->SetEnabled(false);
m_TextEntryName->SetBounds(325, 40, 295, 20);
m_TextEntryName->SetMaximumCharCount(256);


m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this);
//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);


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


//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);


//clear the m_pSoundList
//volume text entry
m_pSoundList->Clear();
m_VolumeTextEntry = new vgui::TextEntry(this, "VolumeTextEntry");
m_pSoundList->m_Keyvalues = nullptr;
m_VolumeTextEntry->SetBounds(325, 115, 295, 20);
m_VolumeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetVisible(true);


//store variables
//pitch text entry
KeyValues* data = nullptr;
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
int curr = 0;
m_PitchTextEntry->SetBounds(325, 140, 295, 20);
m_PitchTextEntry->SetEnabled(false);
m_PitchTextEntry->SetVisible(true);


//get subkey
//position text entry
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
{
m_PositionTextEntry->SetBounds(325, 165, 295, 20);
if (Q_strcasecmp(sounds->GetName(), "playlooping"))
m_PositionTextEntry->SetEnabled(false);
continue;
m_PositionTextEntry->SetVisible(true);


if (++curr == number)
//sound levels
{
m_SoundLevels = new vgui::ComboBox(this, "SoundLevels", sizeof(g_SoundLevels) / sizeof(g_SoundLevels[0]), false);
data = sounds;
m_SoundLevels->SetEnabled(false);
break;
m_SoundLevels->SetBounds(325, 190, 295, 20);
}
m_SoundLevels->SetText("");
}
m_SoundLevels->AddActionSignalTarget(this);


//no data
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
if (!data)
m_SoundLevels->AddItem(g_SoundLevels[i], nullptr);
return;


m_kvCurrSound = data;
//sound name
m_kvCurrRndwave = nullptr;
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetVisible(true);


//set the random times
//sound list button
m_TimeTextEntry->SetText("");
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
m_SoundNamePlay->SetBounds(545, 215, 75, 20);
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
m_PositionTextEntry->SetText(data->GetString("position", ""));
m_SoundNamePlay->SetEnabled(false);
m_SoundNameTextEntry->SetText(data->GetString("wave", ""));


//get snd level index
//starts the soundscape
int index = 8; //8 = SNDLVL_NORM
m_PlaySoundscapeButton = new vgui::CheckButton(this, "PlaySoundscape", "Play Soundscape");
const char* name = data->GetString("soundlevel", nullptr);
m_PlaySoundscapeButton->SetBounds(330, 243, 125, 20);
m_PlaySoundscapeButton->SetCommand(PLAY_SOUNDSCAPE_COMMAND);
m_PlaySoundscapeButton->SetEnabled(false);
m_PlaySoundscapeButton->SetSelected(false);


//check for the name
//reset soundscape button
if (name)
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);


//loop through the sound levels to find the right one
//delete this item
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
m_DeleteCurrentButton = new vgui::Button(this, "DeleteItem", "Delete Current Item");
{
m_DeleteCurrentButton->SetBounds(595, 243, 135, 20);
if (!Q_strcmp(name, g_SoundLevels[i]))
m_DeleteCurrentButton->SetCommand(DELETE_CURRENT_ITEM_COMMAND);
{
m_DeleteCurrentButton->SetEnabled(false);
index = i;
 
break;
//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);


//select the index
//create the soundscape time text
m_SoundLevels->ActivateItem(index);
vgui::Label* TimeLabel = new vgui::Label(this, "TimeLabel", "Sound Time");
TimeLabel->SetBounds(635, 90, 125, 20);


//enable the text entries
//create the soundscape volumn text
m_TimeTextEntry->SetEnabled(false);
vgui::Label* VolumeLabel = new vgui::Label(this, "VolumeLabel", "Sound Volume");
m_VolumeTextEntry->SetEnabled(true);
VolumeLabel->SetBounds(635, 115, 125, 20);
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;
//create the soundscape pitch text
return;
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
}
PitchLabel->SetBounds(635, 140, 125, 20);
}
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;
}


//create the soundscape position text
vgui::Label* PositionLabel = new vgui::Label(this, "PositionLabel", "Sound Position");
PositionLabel->SetBounds(635, 165, 125, 20);


//clear the m_pSoundList
//create the soundscape sound level text
m_pSoundList->Clear();
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
m_pSoundList->m_Keyvalues = nullptr;
SoundLevelLabel->SetBounds(635, 190, 125, 20);


//store variables
//create the soundscape sound name text
KeyValues* data = nullptr;
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
int curr = 0;
SoundName->SetBounds(635, 215, 125, 20);


//get subkey
//create the soundscape keyvalues and load it
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
m_KeyValues = new KeyValues("Empty Soundscape");
{
if (Q_strcasecmp(sounds->GetName(), "playsoundscape"))
continue;


if (++curr == number)
LoadFile(m_KeyValues);
{
}
data = sounds;
break;
}
}


//no data
//-----------------------------------------------------------------------------
if (!data)
// Purpose: Called every tick for the soundscape maker
return;
//-----------------------------------------------------------------------------
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;
}


m_kvCurrSound = data;
//-----------------------------------------------------------------------------
m_kvCurrRndwave = nullptr;
// Purpose: Called when the close button is pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnClose()
{
//hide the other panels
g_SoundPanel->OnClose();
g_SettingsPanel->OnClose();
g_SoundscapeTextPanel->OnClose();


//set the random times
g_ShowSoundscapePanel = false;
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
// Purpose: Play the selected soundscape
const char* name = data->GetString("soundlevel", nullptr);
//-----------------------------------------------------------------------------
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();


//check for the name
g_IsPlayingSoundscape = true;
if (name)
g_bSSMHack = true;
{


//loop through the sound levels to find the right one
//remove all the temporary soundscapes from the soundscape system
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
for (int i = 0; i < m_TmpAddedSoundscapes.Count(); i++)
{
{
if (!Q_strcmp(name, g_SoundLevels[i]))
for (int j = 0; j < g_SoundscapeSystem.m_soundscapes.Count(); j++)
{
{
index = i;
if (g_SoundscapeSystem.m_soundscapes[j] == m_TmpAddedSoundscapes[i])
break;
{
}
g_SoundscapeSystem.m_soundscapes.Remove(j);
}
break;
}
}
}
}


//select the index
m_TmpAddedSoundscapes.RemoveAll();
m_SoundLevels->ActivateItem(index);


//enable the text entries
//change audio params position
m_TimeTextEntry->SetEnabled(true);
g_SoundscapeSystem.m_params.localBits = 0x7f;
m_VolumeTextEntry->SetEnabled(true);
for (int i = 0; i < MAX_SOUNDSCAPES - 1; i++)
m_PitchTextEntry->SetEnabled(false);
g_SoundscapeSystem.m_params.localSound.Set(i, g_SoundscapePositions[i]);
m_PositionTextEntry->SetEnabled(true);
m_SoundLevels->SetEnabled(true);
m_SoundNameTextEntry->SetEnabled(true);
m_TimeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
g_SoundPanel->SetVisible(false);


m_iSoundscapeMode = SoundscapeMode::Mode_Soundscape;
//if m_kvCurrSelected then add all the "playsoundscape" soundscape keyvalues
return;
//into the g_SoundscapeSystem.m_soundscapes array
}
if (m_kvCurrSelected)
}
else if (Q_stristr(pszCommand, "$rndwave") == pszCommand)
{
{
if (!m_kvCurrRndwave)
CUtlVector<const char*> SoundscapeNames;
return;
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, subkey)
 
//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
//look for playsoundscape file
auto& vec = m_pSoundList->m_MenuButtons;
if (!Q_strcasecmp(subkey->GetName(), "playsoundscape"))
for (int i = 0; i < vec.Count(); i++)
{
{
//if the button doesnt have the same command then de-select it. else select it
const char* name = subkey->GetString("name", nullptr);
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
if (!name || !name[0] || SoundscapeNames.Find(name) != SoundscapeNames.InvalidIndex())
vec[i]->m_bIsSelected = true;
continue;
else
 
vec[i]->m_bIsSelected = false;
SoundscapeNames.AddToTail(name);
}
}
}


 
//now look for each keyvalue
int i = 0;
for (int i = 0; i < SoundscapeNames.Count(); i++)
 
{
//get value
for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
KeyValues* curr = nullptr;
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
{
{
if (++i == m_iCurrRndWave)
//look for playsoundscape file
if (!Q_strcmp(subkey->GetName(), SoundscapeNames[i]))
{
{
curr = wave;
//add it to the soundscape system
break;
m_TmpAddedSoundscapes.AddToTail(subkey);
g_SoundscapeSystem.m_soundscapes.AddToTail(subkey);
}
}
}
}
}
}


//if no curr then throw an error
//stop all sounds
if (!curr)
enginesound->StopAllSounds(true);
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show error
//stop the current soundscape and start a new soundscape
char buf[1028];
g_SoundscapeSystem.StartNewSoundscape(nullptr);
Q_snprintf(buf, sizeof(buf), "Failed to get rndwave '%d' for subkey \"%s\"\nfor current soundscape file!", i, m_kvCurrSelected->GetName());
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);


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


m_SoundNameTextEntry->SetEnabled(true);
g_bSSMHack = false;
m_SoundNameTextEntry->SetText(curr->GetString());
}


m_SoundNamePlay->SetEnabled(true);
//-----------------------------------------------------------------------------
 
// Purpose: Called when a button or something else gets pressed
m_iSoundscapeMode = SoundscapeMode::Mode_Random;
//-----------------------------------------------------------------------------
return;
void CSoundscapeMaker::OnCommand(const char* pszCommand)
}
{
//check for close command first
if (!Q_strcmp(pszCommand, "Close"))
{
BaseClass::OnCommand(pszCommand);
return;
}
}


//look for button with the same name as the command
//check for the save button command
else if (!Q_strcmp(pszCommand, SAVE_BUTTON_COMMAND))
{
{
//store vars
//initalize the file save dialog
CUtlVector<CSoundscapeButton*>& array = m_SoundscapesList->m_MenuButtons;
if (!m_FileSave)
{
//get the current game directory
char buf[512];
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));


//de-select button
//create the save dialog
if (m_pCurrentSelected)
m_FileSave = new vgui::FileOpenDialog(this, "Save Soundscape File", false);
m_pCurrentSelected->m_bIsSelected = false;
m_FileSave->AddFilter("*.txt", "Soundscape Text File", true);
 
m_FileSave->AddFilter("*.*", "All Files (*.*)", false);
//check for name
m_FileSave->SetStartDirectory(buf);
for (int i = 0; i < m_SoundscapesList->m_MenuButtons.Size(); i++)
m_FileSave->AddActionSignalTarget(this);
{
//check button name
if (!Q_strcmp(array[i]->GetCommand()->GetString("command"), pszCommand))
{
//found it
m_pCurrentSelected = array[i];
break;
}
}
}


//find selected keyvalue
//show the dialog
m_FileSave->DoModal(false);
m_FileSave->Activate();


//set needed stuff
//file wasnt loadad
if (m_pCurrentSelected)
m_bWasFileLoad = false;
{
//select button
m_pCurrentSelected->m_bIsSelected = true;


m_DeleteCurrentButton->SetEnabled(false);
return;
}


//reset the selected kv
//check for load button command
m_kvCurrSelected = nullptr;
else if (!Q_strcmp(pszCommand, LOAD_BUTTON_COMMAND))
 
{
//find selected keyvalues
//initalize the file save dialog
if (!m_FileLoad)
{
//get the current game directory
char buf[512];
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));


for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
//create the load dialog
{
m_FileLoad = new vgui::FileOpenDialog(this, "Load Soundscape File", true);
if (!Q_strcmp(kv->GetName(), pszCommand))
m_FileLoad->AddFilter("*.txt", "Soundscape Text File", true);
{
m_FileLoad->AddFilter("*.*", "All Files (*.*)", false);
m_kvCurrSelected = kv;
m_FileLoad->SetStartDirectory(buf);
break;
m_FileLoad->AddActionSignalTarget(this);
}
}
}


//set
//show the file load dialog
m_kvCurrSound = nullptr;
m_FileLoad->DoModal(false);
m_kvCurrRndwave = nullptr;
m_FileLoad->Activate();


m_TimeTextEntry->SetEnabled(false);
//file was loadad
m_TimeTextEntry->SetText("");
m_bWasFileLoad = true;


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


m_PitchTextEntry->SetEnabled(false);
//check for options panel button
m_PitchTextEntry->SetText("");
else if (!Q_strcmp(pszCommand, OPTIONS_BUTTON_COMMAND))
{
g_SettingsPanel->SetVisible(true);
g_SettingsPanel->MoveToFront();
g_SettingsPanel->RequestFocus();
return;
}


m_PositionTextEntry->SetEnabled(false);
//check for edit panel button
m_PositionTextEntry->SetText("");
else if (!Q_strcmp(pszCommand, EDIT_BUTTON_COMMAND))
{
m_SoundLevels->SetEnabled(false);
g_SoundscapeTextPanel->SetVisible(true);
m_SoundLevels->SetText("");
g_SoundscapeTextPanel->MoveToFront();
g_SoundscapeTextPanel->RequestFocus();
g_SoundscapeTextPanel->Set(m_KeyValues);
return;
}


m_SoundNameTextEntry->SetEnabled(false);
//check for new soundscape
m_SoundNameTextEntry->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_SoundNamePlay->SetEnabled(false);
return;
}


if (g_SoundPanel)
//check for reset soundscape
{
else if (!Q_strcmp(pszCommand, RESET_BUTTON_COMMAND))
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
{
g_SoundPanel->SetVisible(false);
m_kvCurrSelected = nullptr;
}


//check for current keyvalues. should never bee nullptr but could be
//stop all soundscapes before deleting the old soundscapes
if (!m_kvCurrSelected)
if (g_IsPlayingSoundscape)
{
PlaySelectedSoundscape();
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show error
m_KeyValues->deleteThis();
char buf[1028];
m_KeyValues = new KeyValues("Empty Soundscape");
Q_snprintf(buf, sizeof(buf), "Failed to find KeyValue subkey \"%s\"\nfor current soundscape file!", pszCommand);
 
//reset title
SetTitle("Soundscape Maker (New File)", true);


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


//reset vars
//check for play sound
m_pCurrentSelected = nullptr;
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();
}


m_TextEntryName->SetEnabled(false);
//get sound text entry name
m_TextEntryName->SetText("");
char buf[512];
m_SoundNameTextEntry->GetText(buf, sizeof(buf));


m_DspEffects->SetEnabled(false);
//check the current mode
m_DspEffects->SetText("");
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
return;
{
}
g_SoundPanel->SetIsUsingSoundPanel(false);


if (g_IsPlayingSoundscape)
//load all the temporary soundscapes
PlaySelectedSoundscape();
CUtlVector<const char*> OtherSoundscapes;
for (KeyValues* curr = m_KeyValues; curr; curr = curr->GetNextKey())
{
if (curr == m_kvCurrSelected)
continue;


m_DeleteCurrentButton->SetEnabled(true);
OtherSoundscapes.AddToTail(curr->GetName());
}


//set current soundscape name
g_SoundPanel->InitalizeSoundscapes(OtherSoundscapes);
m_TextEntryName->SetText(pszCommand);
}
m_TextEntryName->SetEnabled(true);
else
m_pDataList->m_Keyvalues = m_kvCurrSelected;
{
 
g_SoundPanel->SetIsUsingSoundPanel(true);
//set dsp effect
int dsp = Clamp<int>(m_kvCurrSelected->GetInt("dsp"), 0, 29);
 
m_PlaySoundscapeButton->SetEnabled(true);


m_DspEffects->SetEnabled(true);
//look for item with same name
m_DspEffects->ActivateItem(dsp);
for (int i = 0; i < g_SoundDirectories.Count(); i++)
 
//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
if (!Q_strcmp(buf, g_SoundDirectories[i]))
const char* name = data->GetName();
{
//select item
g_SoundPanel->m_SoundsList->ActivateItem(i);
g_SoundPanel->m_SoundsList->SetText(buf);


//increment variables based on name
break;
if (!Q_strcasecmp(name, "playrandom"))
{
RandomNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playrandom%d", RandomNum), this);
}
if (!Q_strcasecmp(name, "playlooping"))
{
LoopingNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playlooping%d", LoopingNum), this);
}
if (!Q_strcasecmp(name, "playsoundscape"))
{
SoundscapeNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playsoundscape%d", SoundscapeNum), this);
}
}
}
}
}
}
}


BaseClass::OnCommand(pszCommand);
g_SoundPanel->SetVisible(true);
}
g_SoundPanel->MoveToFront();
g_SoundPanel->RequestFocus();
return;
}


//-----------------------------------------------------------------------------
//check for play soundscape
// Purpose: Function to recursivly write keyvalues to keyvalue files. the keyvalues
else if (!Q_strcmp(pszCommand, PLAY_SOUNDSCAPE_COMMAND))
// 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
if (m_PlaySoundscapeButton->IsSelected())
// first then the subkeys so the order is good.
{
//-----------------------------------------------------------------------------
//enable the reset soundscape button
void RecursivlyWriteKeyvalues(KeyValues* prev, CUtlBuffer& buffer, int& indent)
m_ResetSoundscapeButton->SetEnabled(true);
{
//write \t indent
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');


//write name
//play the soundscape
buffer.PutChar('"');
PlaySelectedSoundscape();
buffer.PutString(prev->GetName());
}
buffer.PutString("\"\n");
else
{
//disable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(false);


//write {
g_IsPlayingSoundscape = false;
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');


buffer.PutString("{\n");
//stop all sounds and soundscapes
enginesound->StopAllSounds(true);
g_SoundscapeSystem.StartNewSoundscape(nullptr);
}


//increment indent
return;
indent++;
}


//write all the keys first
//check for play soundscape
FOR_EACH_VALUE(prev, value)
else if (!Q_strcmp(pszCommand, RESET_SOUNDSCAPE_BUTTON_COMMAND))
{
{
for (int i = 0; i < indent; i++)
PlaySelectedSoundscape();
buffer.PutChar('\t');
return;
 
//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 }
//check for delete item
for (int i = 0; i < indent; i++)
else if (!Q_strcmp(pszCommand, DELETE_CURRENT_ITEM_COMMAND))
buffer.PutChar('\t');
{
//check for current rndwave
if (m_kvCurrRndwave && m_SoundNameTextEntry->IsEnabled())
{
if (!m_kvCurrRndwave || m_iCurrRndWave <= 0)
return;


buffer.PutString("}\n");
//get the keyvalues by the index
}
int curr = 0;
KeyValues* prev = nullptr;


//-----------------------------------------------------------------------------
FOR_EACH_VALUE(m_kvCurrRndwave, keyvalues)
// 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;
if (++curr == m_iCurrRndWave)
RecursivlyWriteKeyvalues(pCurrent, buf, indent);
{
//delete
//put a newline
if (prev)
if (pCurrent->GetNextTrueSubKey())
prev->SetNextKey(keyvalues->GetNextValue());
buf.PutChar('\n');
else
{
m_kvCurrRndwave->m_pSub = keyvalues->GetNextValue();
m_iCurrRndWave = -1;
}


//get next
curr = curr - 1;
pCurrent = pCurrent->GetNextTrueSubKey();
 
}  
keyvalues->SetNextKey(nullptr);
keyvalues->deleteThis();
break;
}


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


//reset everything
m_SoundNameTextEntry->SetText("");
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


//store vars
//store vector
const char* last = pszFileName;
auto& vec = m_pSoundList->m_MenuButtons;
const char* tmp = nullptr;


//get the last /
//remove it
while ((last = Q_strstr(last, "\\")) != nullptr)
delete vec[curr];
tmp = ++last; //move past the backslash
vec.Remove(curr);


//check tmp
//move everything down
if (!tmp || !*tmp)
m_pSoundList->m_iCurrentY = m_pSoundList->m_iCurrentY - 22;
tmp = pszFileName;
m_pSoundList->m_Keyvalues = m_kvCurrRndwave;


//set new title
if (vec.Count() >= m_pSoundList->m_iMax)
char buf[1028];
{
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
m_pSoundList->OnMouseWheeled(1);


SetTitle(buf, true);
int min, max;
m_pSoundList->m_pSideSlider->GetRange(min, max);
m_pSoundList->m_pSideSlider->SetRange(0, max - 1);
}


//create copy of pszFileName
for (int i = curr; i < vec.Count(); i++)
char manifest[1028];
{
Q_strncpy(manifest, pszFileName, sizeof(manifest));
//move everything down
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


//get last /
//reset every command
char* lastSlash = Q_strrchr(manifest, '\\');
int WaveAmount = 0;
if (lastSlash == nullptr || *lastSlash == '\0')  
for (int i = 0; i < vec.Count(); i++)
return;
{
//store data name
const char* name = vec[i]->GetCommand()->GetString("command");


//append 'soundscapes_manifest.txt'
//increment variables based on name
lastSlash[1] = '\0';
if (Q_stristr(name, "$rndwave") == name)
strcat(manifest, "soundscapes_manifest.txt");
{
WaveAmount++;
vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
}
}


//see if we can open manifest file
//bounds check
KeyValues* man_file = new KeyValues("manifest");
if (vec.Count() <= 0)
if (!man_file->LoadFromFile(g_pFullFileSystem, manifest))
{
{
m_kvCurrRndwave = nullptr;
//cant open manifest file
m_pSoundList->m_Keyvalues = nullptr;
man_file->deleteThis();
return;
}


//get real filename
//restart soundscape
pszFileName = Q_strrchr(pszFileName, '\\');
PlaySelectedSoundscape();
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;
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();


//add to manifest file
keyvalues->SetNextKey(nullptr);
KeyValues* kv = new KeyValues("file");
keyvalues->deleteThis();
kv->SetString(nullptr, add_file);
man_file->AddSubKey(kv);
 
//write to file
man_file->SaveToFile(g_pFullFileSystem, manifest);


man_file->deleteThis();
//get index
return;
index = tmpindex;
}
break;
}


//try and load the keyvalues file first
prev = keyvalues;
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
//increment
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
tmpindex++;
popup->SetOKButtonText("Ok");
}
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


temp->deleteThis();
//error
return;
if (index == -1)
}
return;


//set the new title
//store vector
{
auto& vec = m_pDataList->m_MenuButtons;
//store vars
const char* last = pszFileName;
const char* tmp = nullptr;


//get the last /
//remove it
while ((last = Q_strstr(last, "\\")) != nullptr)
delete vec[index];
tmp = ++last; //move past the backslash
vec.Remove(index);


//check tmp
//move everything down
if (!tmp || !*tmp)
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
tmp = pszFileName;
m_pDataList->m_Keyvalues = m_kvCurrSelected;


//create the new new title
for (int i = index; i < vec.Count(); i++)
char buf[1028];
{
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
//move everything down
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


SetTitle(buf, true);
if (vec.Count() >= m_pDataList->m_iMax)
}
{
m_pDataList->OnMouseWheeled(1);


//stop all soundscapes before deleting the old soundscapes
int min, max;
m_kvCurrSelected = nullptr;
m_pDataList->m_pSideSlider->GetRange(min, max);


if (g_IsPlayingSoundscape)
if (max > 0)
PlaySelectedSoundscape();
m_pDataList->m_pSideSlider->SetRange(0, max - 1);
else
m_pDataList->m_pSideSlider->SetRange(0, 0);
}


//delete and set the old keyvalues
//reset the names of each button
if (m_KeyValues)
int RandomNum = 0;
m_KeyValues->deleteThis();
int LoopingNum = 0;
int SoundscapeNum = 0;


m_KeyValues = temp;
//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");


//load the file
//increment variables based on name
LoadFile(m_KeyValues);
if (Q_stristr(name, "$playrandom") == name)
}
{
RandomNum++;
vec[i]->SetCommand(CFmtStr("$playrandom%d", RandomNum));
}


//-----------------------------------------------------------------------------
if (Q_stristr(name, "$playlooping") == name)
// Purpose: Called when a text thing changes
{
//-----------------------------------------------------------------------------
LoopingNum++;
void CSoundscapeMaker::OnTextChanged(KeyValues* keyvalues)
vec[i]->SetCommand(CFmtStr("$playlooping%d", LoopingNum));
{
}
//check for these things
if (!m_pCurrentSelected || !m_kvCurrSelected)
return;


//check to see if the current focus is the text text entry
if (Q_stristr(name, "$playsoundscape") == name)
if (m_TextEntryName->HasFocus())
{
{
SoundscapeNum++;
//get text
vec[i]->SetCommand(CFmtStr("$playsoundscape%d", SoundscapeNum));
char buf[50];
}
m_TextEntryName->GetText(buf, sizeof(buf));
}


//set current text and keyvalue name
//reset everything
m_kvCurrSelected->SetName(buf);
m_SoundLevels->SetText("");
m_pCurrentSelected->SetText(buf);
m_SoundNameTextEntry->SetText("");
m_pCurrentSelected->SetCommand(buf);
m_TimeTextEntry->SetText("");
return;
m_PitchTextEntry->SetText("");
}
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetText("");


//set dsp
m_SoundLevels->SetEnabled(false);
m_kvCurrSelected->SetInt("dsp", Clamp<int>(m_DspEffects->GetActiveItem(), 0, 28));
m_SoundNameTextEntry->SetEnabled(false);
m_TimeTextEntry->SetEnabled(false);
//if the m_kvCurrSound is nullptr then dont do the rest of the stuff
m_PitchTextEntry->SetEnabled(false);
if (!m_kvCurrSound)
m_PositionTextEntry->SetEnabled(false);
return;
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


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


m_kvCurrSound->SetString("time", buf);
m_kvCurrSound = nullptr;
return;
m_pSoundList->m_Keyvalues = nullptr;
}
else if (m_VolumeTextEntry->HasFocus())
{
//get text
char buf[38];
m_VolumeTextEntry->GetText(buf, sizeof(buf));


m_kvCurrSound->SetString("volume", buf);
//bounds checking
return;
if (index >= vec.Count())
}
index = vec.Count() - 1; // fix bounds more safely
else if (m_PitchTextEntry->HasFocus())
{
//dont add to soundscaep
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
return;


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


}
//show an error
 
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
return;
popup->SetOKButtonText("Ok");
}
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


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


//set soundscape name/wave
//find keyvalue with same pointer and get the index
if (m_SoundNameTextEntry->HasFocus())
int tmpindex = 0;
{
int index = -1;
//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)
KeyValues* prev = nullptr;
for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
{
{
if (++i == m_iCurrRndWave)
if (m_kvCurrSelected == keyvalues)
{
{
wave->SetStringValue(buf);
//remove it
if (!prev)
break;
 
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
keyvalues->SetNextKey(nullptr);
keyvalues->deleteThis();


//set text on the sounds panel
//get index
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
index = tmpindex;
if (button)
break;
{
}
//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
prev = keyvalues;
if (!fslash && !bslash)
{
button->SetText(buf);
return;
}


if (fslash > bslash)
//increment
{
tmpindex++;
button->SetText(fslash + 1);
}
return;
}
else if (bslash > fslash)
{
button->SetText(bslash + 1);
return;
}
}


break;
//error
}
if (index == -1)
}
return;
}


return;
//store vector
}
auto& vec = m_SoundscapesList->m_MenuButtons;
}


//-----------------------------------------------------------------------------
//remove it
// Purpose: Loads the keyvalues
delete vec[index];
//-----------------------------------------------------------------------------
vec.Remove(index);
void CSoundscapeMaker::LoadFile(KeyValues* file)
{
//clear all the text's
m_TextEntryName->SetEnabled(false);
m_TextEntryName->SetText("");


m_DspEffects->SetEnabled(false);
//move everything down
m_DspEffects->SetText("");
m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;


m_TimeTextEntry->SetEnabled(false);
for (int i = index; i < vec.Count(); i++)
m_TimeTextEntry->SetText("");
{
//move everything down
m_VolumeTextEntry->SetEnabled(false);
int x, y = 0;
m_VolumeTextEntry->SetText("");
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
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 (vec.Count() >= m_SoundscapesList->m_iMax)
{
if (g_SoundPanel)
m_SoundscapesList->OnMouseWheeled(1);
{
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
g_SoundPanel->SetVisible(false);
}


m_PlaySoundscapeButton->SetEnabled(false);
int min, max;
m_PlaySoundscapeButton->SetSelected(false);
m_SoundscapesList->m_pSideSlider->GetRange(min, max);
m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
}


m_ResetSoundscapeButton->SetEnabled(false);
//reset everything
m_DeleteCurrentButton->SetEnabled(false);
m_DspEffects->SetText("");
m_SoundLevels->SetText("");
m_TextEntryName->SetText("");
m_SoundNameTextEntry->SetText("");
m_TimeTextEntry->SetText("");
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetText("");


//clear current file
m_DspEffects->SetEnabled(false);
m_pCurrentSelected = nullptr;
m_SoundLevels->SetEnabled(false);
m_kvCurrSelected = nullptr;
m_TextEntryName->SetEnabled(false);
m_kvCurrSound = nullptr;
m_SoundNameTextEntry->SetEnabled(false);
m_kvCurrRndwave = nullptr;
m_TimeTextEntry->SetEnabled(false);
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


//clear the menu items
m_pDataList->Clear();
m_SoundscapesList->Clear();
m_pSoundList->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;
m_kvCurrSound = nullptr;
m_pDataList->m_Keyvalues = nullptr;


//temp soundscapes list
//go to next soundscape
CUtlVector<const char*> Added;
if (!prev)
{
//restart soundscape
PlaySelectedSoundscape();
return;
}


//add all the menu items
if (prev->GetNextTrueSubKey())
for (KeyValues* soundscape = file; soundscape != nullptr; soundscape = soundscape->GetNextTrueSubKey())
OnCommand(prev->GetNextTrueSubKey()->GetName());
{
else
//add the menu buttons
OnCommand(prev->GetName());
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);
//restart soundscape
m_SoundscapesList->AddButton(name, name, name, this);
PlaySelectedSoundscape();
return;
}
}


m_SoundscapesList->m_pSideSlider->SetValue(0);
//check for "playrandom", "playsoundscape" or "playlooping"
m_SoundscapesList->ScrollBarMoved(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;
}


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


//-----------------------------------------------------------------------------
//clear the m_pSoundList
// Purpose: Sets the sounds text
m_pSoundList->Clear();
//-----------------------------------------------------------------------------
m_pSoundList->m_Keyvalues = nullptr;
void CSoundscapeMaker::SetSoundText(const char* text)
{
m_SoundNameTextEntry->SetText(text);


//set soundscape name/wave
//store variables
if (m_iSoundscapeMode != SoundscapeMode::Mode_Random)
KeyValues* data = nullptr;
{
int curr = 0;
m_kvCurrSound->SetString("wave", text);
}
else
{
//get value
int i = 0;


FOR_EACH_VALUE(m_kvCurrRndwave, wave)
//get subkey
{
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
if (++i == m_iCurrRndWave)
{
{
wave->SetStringValue(text);
if (Q_strcasecmp(sounds->GetName(), "playrandom"))
continue;


//set text on the sounds panel
if (++curr == number)
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
if (button)
{
{
//get last / or \ and make the string be that + 1
data = sounds;
char* fslash = Q_strrchr(text, '/');
break;
char* bslash = Q_strrchr(text, '\\');
}
}


//no forward slash and no back slash
//no data
if (!fslash && !bslash)
if (!data)
{
return;
button->SetText(text);
return;
}


if (fslash > bslash)
m_kvCurrSound = data;
{
m_kvCurrRndwave = nullptr;
button->SetText(fslash + 1);
 
return;
//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)
{


else if (bslash > fslash)
//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]))
{
{
button->SetText(bslash + 1);
index = i;
return;
break;
}
}
}
}
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);
//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;
}


//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
//clear the m_pSoundList
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Failed to open keyvalues data from \"Text Editor Panel\"", this);
m_pSoundList->Clear();
popup->SetOKButtonText("Ok");
m_pSoundList->m_Keyvalues = nullptr;
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


temp->deleteThis();
//store variables
return;
KeyValues* data = nullptr;
}
int curr = 0;


//stop all soundscapes before deleting the old soundscapes
//get subkey
m_kvCurrSelected = nullptr;
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
{
if (Q_strcasecmp(sounds->GetName(), "playlooping"))
continue;


if (g_IsPlayingSoundscape)
if (++curr == number)
PlaySelectedSoundscape();
{
data = sounds;
break;
}
}


//delete and set the old keyvalues
//no data
if (m_KeyValues)
if (!data)
m_KeyValues->deleteThis();
return;


m_KeyValues = temp;
m_kvCurrSound = data;
m_kvCurrRndwave = nullptr;


//load the file
//set the random times
LoadFile(m_KeyValues);
m_TimeTextEntry->SetText("");
}
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
 
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
//-----------------------------------------------------------------------------
m_PositionTextEntry->SetText(data->GetString("position", ""));
// Purpose: Destructor for soundscape maker panel
m_SoundNameTextEntry->SetText(data->GetString("wave", ""));
//-----------------------------------------------------------------------------
 
CSoundscapeMaker::~CSoundscapeMaker()
//get snd level index
{
int index = 8; //8 = SNDLVL_NORM
//delete the keyvalue files if needed
const char* name = data->GetString("soundlevel", nullptr);
if (m_KeyValues)
m_KeyValues->deleteThis();
}


//static panel instance
//check for the name
static CSoundscapeMaker* g_SSMakerPanel = nullptr;
if (name)
{


//interface class
//loop through the sound levels to find the right one
class CSoundscapeMakerInterface : public ISoundscapeMaker
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
{
{
public:
if (!Q_strcmp(name, g_SoundLevels[i]))
void Create(vgui::VPANEL parent)
{
{
index = i;
g_SSMakerPanel = new CSoundscapeMaker(parent);
break;
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)
//select the index
{
m_SoundLevels->ActivateItem(index);
if (g_SSMakerPanel)
 
//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);
g_SSMakerPanel->SetVisible(bVisible);
}
}


void Destroy()
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()
{
{
if (g_SSMakerPanel)
return g_SSMakerPanel->m_KeyValues;
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();
 
g_SSMakerPanel = nullptr;
g_SoundPanel = nullptr;
g_SettingsPanel = nullptr;
g_SoundscapeTextPanel = nullptr;
g_SoundscapeDebugPanel = nullptr;
}
}


void SetSoundText(const char* text)
KeyValues* GetPanelSelected()
{
{
if (!g_SSMakerPanel)
return g_SSMakerPanel->m_kvCurrSelected;
return;
 
g_SSMakerPanel->SetSoundText(text);
g_SSMakerPanel->RequestFocus();
g_SSMakerPanel->MoveToFront();
}
 
void SetAllVisible(bool bVisible)
{
g_ShowSoundscapePanel = false;
 
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);
if (g_SoundscapeDebugPanel)
g_SoundscapeDebugPanel->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({});
}