Programming/vgui soundscape maker.cpp: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added graph panel to debug menu)
(Added clipboard for copying and pasting)
 
(9 intermediate revisions by the same user not shown)
Line 26: Line 26:
#include <vgui_controls/RichText.h>
#include <vgui_controls/RichText.h>
#include <vgui/ISystem.h>
#include <vgui/ISystem.h>
#include <vgui/ILocalize.h>
#include <vgui_controls/Controls.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>
Line 68: Line 67:


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


Line 256: Line 255:
m_Lines[i].startTime = now - m_Lines[i].elapsedWhenStopped;
m_Lines[i].startTime = now - m_Lines[i].elapsedWhenStopped;
}
}
 
//start running
//start running
m_bRunning = true;
m_bRunning = true;
Line 364: Line 363:
Mode_Soundscape,
Mode_Soundscape,
Mode_Looping,
Mode_Looping,
};
//soundscape clipboard type
enum class SoundscapeClipboardType
{
Type_SoundscapeNone,
Type_SoundscapeName,
Type_SoundscapeData,
Type_SoundscapeRandomWave,
};
};


Line 423: Line 431:
"SNDLVL_150dB"
"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


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
Line 432: Line 450:
if (!substr || !*substr)
if (!substr || !*substr)
return -1;
return -1;
 
//store variables
//store variables
int substrLen = Q_strlen(substr);
int substrLen = Q_strlen(substr);
Line 468: Line 486:
if (!substr || !*substr)
if (!substr || !*substr)
return -1;
return -1;
 
//store variables
//store variables
int substrLen = Q_strlen(substr);
int substrLen = Q_strlen(substr);
Line 503: Line 521:
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static int VectorSortFunc(char* const* p1, char* const* p2)
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);
return Q_stricmp(*p1, *p2);
Line 599: Line 625:
else if (code == KEY_TAB)
else if (code == KEY_TAB)
InsertString("    ");
InsertString("    ");
 
//do other key code
//do other key code
else
else
Line 632: Line 658:
//}
//}
if (c == '"')
if (c == '"')
{
{
//check next item
//check next item
if (_cursorPos < m_TextStream.Count())
if (_cursorPos < m_TextStream.Count())
Line 663: Line 689:




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


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


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


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


private:
private:
CTextPanelTextEntry* m_Text;
SoundscapeClipboardType m_Type;
vgui::Button* m_SetButton;
vgui::TextEntry* m_FindTextEntry;
vgui::Button* m_FindButton;
};
};
//static soundscape clipboard panel
static CSoundscapeClipboard* g_SoundscapeClipboard;


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeTextPanel::CSoundscapeTextPanel(vgui::VPANEL parent, const char* name)
CSoundscapeClipboard::CSoundscapeClipboard(SoundscapeClipboardType type)
: BaseClass(nullptr, name)
: BaseClass(nullptr, "SoundscapeMakerClipboard"), m_Type(type)
{
{
SetParent(parent);
//get the size of the panel
int tall = 30;


SetKeyBoardInputEnabled(true);
switch (type)
SetMouseInputEnabled(true);
{
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;
}


SetProportional(false);
SetParent(enginevgui->GetPanel(VGuiPanel_t::PANEL_TOOLS));
SetTitleBarVisible(true);
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetCloseButtonVisible(true);
SetSizeable(true);
SetSize(300, tall);
SetMoveable(true);
MoveToCenterOfScreen();
SetVisible(false);
SetTitle("Soundscape Clipboard", true);
SetMinimumSize(575, 120);
SetSizeable(false);
 
SetDeleteSelfOnClose(true);
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);
 
SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
 
//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
SetVisible(true);
m_SetButton = new vgui::Button(this, "SetButton", "Apply Changes To Keyvalue Maker");
RequestFocus();
m_SetButton->SetBounds(5, TEXT_PANEL_HEIGHT - 27, 250, 25);
MoveToFront();
m_SetButton->SetCommand(TEXT_PANEL_COMMAND_SET);


//make find text entry
CreateButtons();
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
// Purpose: Creates all the clipboard buttons
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::Set(KeyValues* keyvalues)
void CSoundscapeClipboard::CreateButtons()
{
{
//write everything into a buffer
switch (m_Type)
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
{
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;


//now write the keyvalues
button->SetText(CFmtStr("%s : '%s'", name, looping));
KeyValues* pCurrent = keyvalues;
}
while (pCurrent)
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:
{
{
RecursiveSetText(pCurrent, buf, 0);
//add all the buttons
 
for (int i = 0; i < CurrClipboardRandom.Count(); i++)
//put a newline
{
if (pCurrent->GetNextTrueSubKey())
vgui::Button* button = new vgui::Button(this, CFmtStr("PasteButton%d", i), CurrClipboardRandom[i]->GetString());
buf.PutChar('\n');
button->SetBounds(10, 29 + (i * 27), 280, 25);
button->SetCommand(CFmtStr("$PASTE%d", i));
//get next
}
pCurrent = pCurrent->GetNextTrueSubKey();
break;
}
}
}
//write that to the m_Text
m_Text->SetText((const char*)buf.Base());
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Recursively writes to a util buffer
// Purpose: Called when focus is killed
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeTextPanel::RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent)
void CSoundscapeClipboard::OnClose()
{
{
//write \t indent
g_SoundscapeClipboard = nullptr;
for (int i = 0; i < indent; i++)
 
buffer.PutString("    ");
BaseClass::OnClose();
}


//write name
//-----------------------------------------------------------------------------
buffer.PutChar('"');
// Purpose: Called on command
buffer.PutString(keyvalues->GetName());
//-----------------------------------------------------------------------------
buffer.PutString("\"\n");
void CSoundscapeClipboard::OnCommand(const char* command)
{
if (Q_stristr(command, "$PASTE") == command)
{
//get index
int index = atoi(command + 6);


//write {
//so this is what i am gonna do:
for (int i = 0; i < indent; i++)
// 1. copy KeyValue from index <index> to the top of the clipboard
buffer.PutString("    ");
// 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;


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


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


//write all the keys first
CurrClipboardRandom.AddToTail(CurrClipboardRandom[index]);
FOR_EACH_VALUE(keyvalues, value)
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
{
CurrClipboardRandom.Remove(CurrClipboardRandom.Count() - 1);
for (int i = 0; i < indent; i++)
break;
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
BaseClass::OnCommand(command);
FOR_EACH_TRUE_SUBKEY(keyvalues, value)
}
{
//increment indent
RecursiveSetText(value, buffer, indent);


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


//decrement indent
indent--;


//write ending }
//soundscape maker text editor panel
for (int i = 0; i < indent; i++)
#define TEXT_PANEL_WIDTH 760
buffer.PutString("    ");
#define TEXT_PANEL_HEIGHT 630


buffer.PutString("}\n");
#define TEXT_PANEL_COMMAND_SET "Set"
}
#define TEXT_PANEL_COMMAND_SET_OK "SetOk"
#define TEXT_PANEL_COMMAND_FIND "FInd"


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


//check first incase you accidentally press it
CSoundscapeTextPanel(vgui::VPANEL parent, const char* name);
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
//sets the keyvalues
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET_OK))
void Set(KeyValues* keyvalues);
{
void RecursiveSetText(KeyValues* keyvalues, CUtlBuffer& buffer, int indent);
//get string
int len = m_Text->GetTextLength() + 1;


char* buf = new char[len];
//other
m_Text->GetText(buf, len);
void OnCommand(const char* pszCommand);
void PerformLayout();
void OnClose() { BaseClass::OnClose(); }


g_SoundscapeMaker->SetBuffer(buf);
private:
 
CTextPanelTextEntry* m_Text;
//delete string
vgui::Button* m_SetButton;
delete[] buf;
vgui::TextEntry* m_FindTextEntry;
vgui::Button* m_FindButton;
//hide this
};
SetVisible(false);
return;
}


//find text
//-----------------------------------------------------------------------------
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_FIND))
// Purpose: Constructor
{
//-----------------------------------------------------------------------------
//get buffer
CSoundscapeTextPanel::CSoundscapeTextPanel(vgui::VPANEL parent, const char* name)
char buf[128];
: BaseClass(nullptr, name)
m_FindTextEntry->GetText(buf, sizeof(buf));
{
SetParent(parent);


int index = m_Text->_cursorPos + 1;
SetKeyBoardInputEnabled(true);
int find = -1;
SetMouseInputEnabled(true);
//go in reversed order if holding shift
if (vgui::input()->IsKeyDown(KEY_LSHIFT) || vgui::input()->IsKeyDown(KEY_RSHIFT))
{


//see if we find index
SetProportional(false);
find = Q_vecrstr(m_Text->m_TextStream, 0, index - 2, buf);
SetTitleBarVisible(true);
if (find == -1)
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
//look again
SetCloseButtonVisible(true);
find = Q_vecrstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count() - 1, buf);
SetSizeable(true);
SetMoveable(true);
SetVisible(false);
SetMinimumSize(575, 120);


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


//see if we find index
SetTitle("Soundscape Text Editor", true);
find = Q_vecstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count(), buf);
SetSize(TEXT_PANEL_WIDTH, TEXT_PANEL_HEIGHT);
if (find == -1)
SetPos((ScreenWide - TEXT_PANEL_WIDTH) / 2, (ScreenTall - TEXT_PANEL_HEIGHT) / 2);


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


}


//check for invalid index
//make text entry
if (find == -1)
m_Text = new CTextPanelTextEntry(this, "EditBox");
{
m_Text->SetBounds(5, 25, TEXT_PANEL_WIDTH - 10, TEXT_PANEL_HEIGHT - 55);
//play an error sound
m_Text->SetEnabled(true);
vgui::surface()->PlaySound("resource/warning.wav");
m_Text->SetMultiline(true);
m_Text->SetVerticalScrollbar(true);


//get text
//make set button
char error[512];
m_SetButton = new vgui::Button(this, "SetButton", "Apply Changes To Keyvalue Maker");
Q_snprintf(error, sizeof(error), "Couldnt find any instances of '%s'", buf);
m_SetButton->SetBounds(5, TEXT_PANEL_HEIGHT - 27, 250, 25);
m_SetButton->SetCommand(TEXT_PANEL_COMMAND_SET);


//show an error
//make find text entry
vgui::QueryBox* popup = new vgui::QueryBox("No Instances Found", error, this);
m_FindTextEntry = new vgui::TextEntry(this, "FindTextEntry");
popup->SetOKButtonText("Ok");
m_FindTextEntry->SetBounds(450, TEXT_PANEL_HEIGHT - 27, 200, 25);
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


return;
//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);
}


//get number of newlines
//-----------------------------------------------------------------------------
/*int newline = 0;
// Purpose: Sets the keyvalues
int column = 0;
//-----------------------------------------------------------------------------
for (int i = 0; i < find; i++)
void CSoundscapeTextPanel::Set(KeyValues* keyvalues)
{
{
if (m_Text->m_TextStream[i] == '\n')
//write everything into a buffer
{
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
newline++;
 
column = 0;
//now write the keyvalues
}
KeyValues* pCurrent = keyvalues;
else
while (pCurrent)
{
{
column++;
RecursiveSetText(pCurrent, buf, 0);
}
}*/


//select that
//put a newline
m_Text->_cursorPos = find;
if (pCurrent->GetNextTrueSubKey())
m_Text->_select[0] = find;
buf.PutChar('\n');
m_Text->_select[1] = find + Q_strlen(buf);
m_Text->LayoutVerticalScrollBarSlider();
m_Text->Repaint();
m_Text->RequestFocus();


return;
//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 CSoundscapeTextPanel::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_SetButton)
buffer.PutString("{\n");
m_SetButton->SetBounds(5, tall - 27, 250, 25);


if (m_FindTextEntry)
//increment indent
m_FindTextEntry->SetBounds(wide - 310, tall - 27, 200, 25);
indent++;


if (m_FindButton)
//write all the keys first
m_FindButton->SetBounds(wide - 105, tall - 27, 100, 25);
FOR_EACH_VALUE(keyvalues, value)
}
{
for (int i = 0; i < indent; i++)
buffer.PutString("    ");


//soundscape settings panel
//write name and value
static CSoundscapeTextPanel* g_SoundscapeTextPanel = nullptr;
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--;


//soundscape maker text editor panel
//write ending }
#define DEBUG_PANEL_WIDTH 725
for (int i = 0; i < indent; i++)
#define DEBUG_PANEL_HEIGHT 530
buffer.PutString("    ");


#define DEBUG_PANEL_COMMAND_CLEAR "Clear"
buffer.PutString("}\n");
}


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


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


//sets the keyvalues
//set text
void AddMessage(Color color, const char* 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);
void PerformLayout();
void OnClose() { BaseClass::OnClose(); }


private:
g_SoundscapeMaker->SetBuffer(buf);
vgui::RichText* m_Text;
vgui::Button* m_ClearButton;
vgui::Label* m_SoundscapesFadingInText;


public:
//delete string
CGraphPanel* m_PanelSoundscapesFadingIn;
delete[] buf;
};


//-----------------------------------------------------------------------------
//hide this
// Purpose: Constructor
SetVisible(false);
//-----------------------------------------------------------------------------
return;
CSoundscapeDebugPanel::CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name)
}
: BaseClass(nullptr, name)
{
SetParent(parent);


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


SetProportional(false);
int index = m_Text->_cursorPos + 1;
SetTitleBarVisible(true);
int find = -1;
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(true);
SetMoveable(true);
SetVisible(false);
SetMinimumSize(575, 280);


SetTitle("Soundscape Debug Panel", true);
//go in reversed order if holding shift
SetSize(DEBUG_PANEL_WIDTH, DEBUG_PANEL_HEIGHT);
if (vgui::input()->IsKeyDown(KEY_LSHIFT) || vgui::input()->IsKeyDown(KEY_RSHIFT))
SetPos(0, 0);
{


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
//see if we find index
find = Q_vecrstr(m_Text->m_TextStream, 0, index - 2, buf);
if (find == -1)


//make text entry
//look again
m_Text = new vgui::RichText(this, "DebugText");
find = Q_vecrstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count() - 1, buf);
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");
else
m_ClearButton->SetBounds(5, DEBUG_PANEL_HEIGHT - 215, DEBUG_PANEL_WIDTH - 10, 25);
{
m_ClearButton->SetCommand(DEBUG_PANEL_COMMAND_CLEAR);


//make fading in label
//see if we find index
m_SoundscapesFadingInText = new vgui::Label(this, "LabelFadingIn", "Soundscapes Fading In");
find = Q_vecstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count(), buf);
m_SoundscapesFadingInText->SetBounds(5, DEBUG_PANEL_HEIGHT - 187, DEBUG_PANEL_WIDTH - 10, 20);
if (find == -1)


//make soundscapes fading in thing
//look again
m_PanelSoundscapesFadingIn = new CGraphPanel(this, "SoundscapesFadingIn");
find = Q_vecstr(m_Text->m_TextStream, 0, index, buf);
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);
//check for invalid index
}
if (find == -1)
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//-----------------------------------------------------------------------------
//get text
// Purpose: Called on command
char error[512];
//-----------------------------------------------------------------------------
Q_snprintf(error, sizeof(error), "Couldnt find any instances of '%s'", buf);
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);
//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;
// Purpose: Called on panel size changed
}
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::PerformLayout()
{
BaseClass::PerformLayout();


int wide, tall;
//get number of newlines
GetSize(wide, tall);
/*int newline = 0;
 
int column = 0;
m_Text->SetBounds(5, 25, wide - 10, tall - 245);
for (int i = 0; i < find; i++)
m_ClearButton->SetBounds(5, tall - 215, wide - 10, 25);
{
m_PanelSoundscapesFadingIn->SetBounds(5, tall - 165, wide - 10, 155);
if (m_Text->m_TextStream[i] == '\n')
m_SoundscapesFadingInText->SetBounds(5, tall - 187, wide - 10, 20);
{
}
newline++;
column = 0;
}
else
{
column++;
}
}*/


//soundscape debug panel
//select that
static CSoundscapeDebugPanel* g_SoundscapeDebugPanel = nullptr;
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;
// 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];
BaseClass::OnCommand(pszCommand);
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
// Purpose: Called on panel size changed
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void SoundscapeAddLine(Color color, float speed, float width, bool accending)
void CSoundscapeTextPanel::PerformLayout()
{
{
if (g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines() <= 6)
BaseClass::PerformLayout();
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->AddLine(accending, color.r(), color.g(), color.b(), speed, width);
}


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


//vector positions
if (m_Text)
Vector g_SoundscapePositions[] = {
m_Text->SetBounds(5, 25, wide - 10, tall - 55);
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin
};


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


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


#define SETTINGS_PANEL_WIDTH 350
if (m_FindButton)
#define SETTINGS_PANEL_HEIGHT 277
m_FindButton->SetBounds(wide - 105, tall - 27, 100, 25);
}


#define SETTINGS_PANEL_COMMAND_POS1 "GetPos0"
//soundscape settings panel
#define SETTINGS_PANEL_COMMAND_POS2 "GetPos1"
static CSoundscapeTextPanel* g_SoundscapeTextPanel = nullptr;
#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
//soundscape maker text editor panel
void OnCommand(const char* pszCommand);
#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);


//sets the text
CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name);
void SetItem(int index, const Vector& value);


//message funcs
//sets the keyvalues
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
void AddMessage(Color color, const char* text);


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


private:
private:
//position text entries
vgui::RichText* m_Text;
vgui::TextEntry* m_TextEntryPos0;
vgui::Button* m_ClearButton;
vgui::TextEntry* m_TextEntryPos1;
vgui::Label* m_SoundscapesFadingInText;
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;
public:
CGraphPanel* m_PanelSoundscapesFadingIn;
};
};


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeSettingsPanel::CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name)
CSoundscapeDebugPanel::CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
: BaseClass(nullptr, name)
{
{
Line 1,222: Line 1,240:
SetMaximizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetCloseButtonVisible(true);
SetSizeable(false);
SetSizeable(true);
SetMoveable(true);
SetMoveable(true);
SetVisible(false);
SetVisible(false);
SetMinimumSize(575, 280);


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


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


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


//load settings
//make text entry
KeyValues* settings = new KeyValues("settings");
m_Text = new vgui::RichText(this, "DebugText");
if (!settings->LoadFromFile(filesystem, "cfg/soundscape_maker.txt", "MOD"))
m_Text->SetBounds(5, 25, DEBUG_PANEL_WIDTH - 10, DEBUG_PANEL_HEIGHT - 55);
ConWarning("Failed to load settings for 'cfg/soundscape_maker.txt'. Using default settings.");
m_Text->SetEnabled(true);
m_Text->SetVerticalScrollbar(true);


//get positions
//make clear button
const char* pos0 = settings->GetString("Position0", "0 0 0");
m_ClearButton = new vgui::Button(this, "ClearButton", "Clear");
const char* pos1 = settings->GetString("Position1", "0 0 0");
m_ClearButton->SetBounds(5, DEBUG_PANEL_HEIGHT - 215, DEBUG_PANEL_WIDTH - 10, 25);
const char* pos2 = settings->GetString("Position2", "0 0 0");
m_ClearButton->SetCommand(DEBUG_PANEL_COMMAND_CLEAR);
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
//make fading in label
m_TextEntryPos0 = new vgui::TextEntry(this, "PosTextEntry0");
m_SoundscapesFadingInText = new vgui::Label(this, "LabelFadingIn", "Soundscapes Fading In");
m_TextEntryPos0->SetEnabled(true);
m_SoundscapesFadingInText->SetBounds(5, DEBUG_PANEL_HEIGHT - 187, DEBUG_PANEL_WIDTH - 10, 20);
m_TextEntryPos0->SetText(pos0 ? pos0 : "0 0 0");
m_TextEntryPos0->SetBounds(5, 30, 230, 20);
m_TextEntryPos0->SetMaximumCharCount(32);


//create position 1 button
//make soundscapes fading in thing
vgui::Button* m_ButtonPos0 = new vgui::Button(this, "PosButton0", "Find Position 0", this, SETTINGS_PANEL_COMMAND_POS1);
m_PanelSoundscapesFadingIn = new CGraphPanel(this, "SoundscapesFadingIn");
m_ButtonPos0->SetBounds(240, 30, 100, 20);
m_PanelSoundscapesFadingIn->SetBounds(5, DEBUG_PANEL_HEIGHT - 165, DEBUG_PANEL_WIDTH - 10, 155);
m_PanelSoundscapesFadingIn->SetMaxTextValue(1.0f);
m_PanelSoundscapesFadingIn->SetHorizontalLinesMax(5);
}


//create position text 1
//-----------------------------------------------------------------------------
m_TextEntryPos1 = new vgui::TextEntry(this, "PosTextEntry1");
// Purpose: adds a message to the debug panel
m_TextEntryPos1->SetEnabled(true);
//-----------------------------------------------------------------------------
m_TextEntryPos1->SetText(pos1 ? pos1 : "0 0 0");
void CSoundscapeDebugPanel::AddMessage(Color color, const char* text)
m_TextEntryPos1->SetBounds(5, 55, 230, 20);
{
m_TextEntryPos1->SetMaximumCharCount(32);
m_Text->InsertColorChange(color);
m_Text->InsertString(text);


//create position 2 button
m_Text->SetMaximumCharCount(100000);
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);
// Purpose: Called on command
m_ButtonPos2->SetBounds(240, 80, 100, 20);
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::OnCommand(const char* pszCommand)
{
if (!Q_strcmp(pszCommand, DEBUG_PANEL_COMMAND_CLEAR))
{
//clear the text
m_Text->SetText("");
m_Text->GotoTextEnd();
return;
}


// 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 CSoundscapeDebugPanel::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
m_Text->SetBounds(5, 25, wide - 10, tall - 245);
vgui::Button* m_ButtonPos4 = new vgui::Button(this, "PosButton4", "Find Position 4", this, SETTINGS_PANEL_COMMAND_POS5);
m_ClearButton->SetBounds(5, tall - 215, wide - 10, 25);
m_ButtonPos4->SetBounds(240, 130, 100, 20);
m_PanelSoundscapesFadingIn->SetBounds(5, tall - 165, wide - 10, 155);
m_SoundscapesFadingInText->SetBounds(5, tall - 187, wide - 10, 20);
}


// create position text 6
//soundscape debug panel
m_TextEntryPos5 = new vgui::TextEntry(this, "PosTextEntry5");
static CSoundscapeDebugPanel* g_SoundscapeDebugPanel = nullptr;
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);
// Purpose: Function to print text to debug panel
m_ButtonPos5->SetBounds(240, 155, 100, 20);
//-----------------------------------------------------------------------------
 
void SoundscapePrint(Color color, const char* msg, ...)
// create position text 7
{
m_TextEntryPos6 = new vgui::TextEntry(this, "PosTextEntry6");
//format string
m_TextEntryPos6->SetEnabled(true);
va_list args;
m_TextEntryPos6->SetText(pos6 ? pos6 : "0 0 0");
va_start(args, msg);
m_TextEntryPos6->SetBounds(5, 180, 230, 20);
m_TextEntryPos6->SetMaximumCharCount(32);


// create position 7 button
char buf[2048];
vgui::Button* m_ButtonPos6 = new vgui::Button(this, "PosButton6", "Find Position 6", this, SETTINGS_PANEL_COMMAND_POS7);
Q_vsnprintf(buf, sizeof(buf), msg, args);
m_ButtonPos6->SetBounds(240, 180, 100, 20);
g_SoundscapeDebugPanel->AddMessage(color, buf);
// 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
va_end(args);
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");
// Purpose: Function to add a line to the soundscape debug panel
m_ShowSoundscapePositions->SetBounds(75, 225, 200, 20);
//-----------------------------------------------------------------------------
m_ShowSoundscapePositions->SetCommand(SETTINGS_PANEL_COMMAND_SHOW);
void SoundscapeAddLine(Color color, float speed, float width, bool accending)
m_ShowSoundscapePositions->SetSelected(settings->GetBool("ShowSoundscapes", false));
{
if (g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines() <= 6)
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->AddLine(accending, color.r(), color.g(), color.b(), speed, width);
}


//set convar value
//-----------------------------------------------------------------------------
ConVar* cv = cvar->FindVar("__ss_draw");
// Purpose: Function to get debug line num
if (cv)
//-----------------------------------------------------------------------------
cv->SetValue(m_ShowSoundscapePositions->IsSelected());
int SoundscapeGetLineNum()
{
return g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines();
}


//create divider
//vector positions
vgui::Divider* div = new vgui::Divider(this, "Divider");
Vector g_SoundscapePositions[] = {
div->SetBounds(-2, 247, SETTINGS_PANEL_WIDTH + 4, 2);
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin
};


//create debug thing
#define SETTINGS_PANEL_WIDTH 350
m_ShowSoundscapeDebug = new vgui::Button(this, "DebugInfo", "Show soundscape debug panel");
#define SETTINGS_PANEL_HEIGHT 277
m_ShowSoundscapeDebug->SetBounds(20, 254, SETTINGS_PANEL_WIDTH - 40, 20);
m_ShowSoundscapeDebug->SetCommand(SETTINGS_PANEL_COMMAND_DEBUG);


//set server positions
#define SETTINGS_PANEL_COMMAND_POS1 "GetPos0"
ConCommand* cc = cvar->FindCommand("__ss_maker_set");
#define SETTINGS_PANEL_COMMAND_POS2 "GetPos1"
if (cc)
#define SETTINGS_PANEL_COMMAND_POS3 "GetPos2"
{
#define SETTINGS_PANEL_COMMAND_POS4 "GetPos3"
CCommand args;
#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"


//do pos 0
#define MAX_SOUNDSCAPES 8
if (pos0)
{
args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
//soundscape maker settings panel
}
class CSoundscapeSettingsPanel : public vgui::Frame
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeSettingsPanel, vgui::Frame);


//do pos 1
CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name);
if (pos1)
{
args.Tokenize(CFmtStr("ssmaker 1 %s 1", pos1));
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[1].Base(), pos1);
//other
}
void OnCommand(const char* pszCommand);


//do pos 2
//sets the text
if (pos2)
void SetItem(int index, const Vector& value);
{
args.Tokenize(CFmtStr("ssmaker 2 %s 1", pos2));
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[2].Base(), pos2);
//message funcs
}
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);


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


UTIL_StringToVector(g_SoundscapePositions[3].Base(), pos3);
private:
}
//position text entries
 
vgui::TextEntry* m_TextEntryPos0;
//do pos 4
vgui::TextEntry* m_TextEntryPos1;
if (pos4)
vgui::TextEntry* m_TextEntryPos2;
{
vgui::TextEntry* m_TextEntryPos3;
args.Tokenize(CFmtStr("ssmaker 4 %s 1", pos4));
vgui::TextEntry* m_TextEntryPos4;
cc->Dispatch(args);
vgui::TextEntry* m_TextEntryPos5;
vgui::TextEntry* m_TextEntryPos6;
vgui::TextEntry* m_TextEntryPos7;
vgui::CheckButton* m_ShowSoundscapePositions;
vgui::Button* m_ShowSoundscapeDebug;


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


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


UTIL_StringToVector(g_SoundscapePositions[5].Base(), pos5);
//-----------------------------------------------------------------------------
}
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSoundscapeSettingsPanel::CSoundscapeSettingsPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
{
SetParent(parent);


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


UTIL_StringToVector(g_SoundscapePositions[6].Base(), pos6);
SetProportional(false);
}
SetTitleBarVisible(true);
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


//do pos 7
//set the size and pos
if (pos7)
int ScreenWide, ScreenTall;
{
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[7].Base(), pos7);
SetTitle("Soundscape Maker Settings", true);
}
SetSize(SETTINGS_PANEL_WIDTH, SETTINGS_PANEL_HEIGHT);
}
SetPos((ScreenWide - SETTINGS_PANEL_WIDTH) / 2, (ScreenTall - SETTINGS_PANEL_HEIGHT) / 2);


//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
//load settings
static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
KeyValues* settings = new KeyValues("settings");
if (cc)
if (!settings->LoadFromFile(filesystem, "cfg/soundscape_maker.txt", "MOD"))
{
ConWarning("Failed to load settings for 'cfg/soundscape_maker.txt'. Using default settings.");
//hide everything first
g_SoundscapeMaker->SetAllVisible(false);


CCommand args;
//get positions
args.Tokenize(CFmtStr("ssmaker %d", atoi(pszCommand)));
const char* pos0 = settings->GetString("Position0", "0 0 0");
cc->Dispatch(args);
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");


return;
//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);


else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
//create position 1 button
{
vgui::Button* m_ButtonPos0 = new vgui::Button(this, "PosButton0", "Find Position 0", this, SETTINGS_PANEL_COMMAND_POS1);
static ConVar* cv = cvar->FindVar("__ss_draw");
m_ButtonPos0->SetBounds(240, 30, 100, 20);
if (cv)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


return;
//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);


//handle debug thing
//create position 2 button
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_DEBUG))
vgui::Button* m_ButtonPos1 = new vgui::Button(this, "PosButton1", "Find Position 1", this, SETTINGS_PANEL_COMMAND_POS2);
{
m_ButtonPos1->SetBounds(240, 55, 100, 20);
g_SoundscapeDebugPanel->SetVisible(true);
g_SoundscapeDebugPanel->RequestFocus();
g_SoundscapeDebugPanel->MoveToFront();
return;
}


BaseClass::OnCommand(pszCommand);
//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
// Purpose: Constructor
vgui::Button* m_ButtonPos2 = new vgui::Button(this, "PosButton2", "Find Position 2", this, SETTINGS_PANEL_COMMAND_POS3);
//-----------------------------------------------------------------------------
m_ButtonPos2->SetBounds(240, 80, 100, 20);
void CSoundscapeSettingsPanel::SetItem(int index, const Vector& value)
{
const char* text = CFmtStr("%.3f %.3f %.3f", value.x, value.y, value.z);


//check index
// create position text 4
switch (index)
m_TextEntryPos3 = new vgui::TextEntry(this, "PosTextEntry3");
{
m_TextEntryPos3->SetEnabled(true);
case 0:
m_TextEntryPos3->SetText(pos3 ? pos3 : "0 0 0");
m_TextEntryPos0->RequestFocus();
m_TextEntryPos3->SetBounds(5, 105, 230, 20);
m_TextEntryPos0->SetText(text);
m_TextEntryPos3->SetMaximumCharCount(32);
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:
// create position 4 button
m_TextEntryPos6->RequestFocus();
vgui::Button* m_ButtonPos3 = new vgui::Button(this, "PosButton3", "Find Position 3", this, SETTINGS_PANEL_COMMAND_POS4);
m_TextEntryPos6->SetText(text);
m_ButtonPos3->SetBounds(240, 105, 100, 20);
g_SoundscapePositions[6] = value;
break;


case 7:
// create position text 5
m_TextEntryPos7->RequestFocus();
m_TextEntryPos4 = new vgui::TextEntry(this, "PosTextEntry4");
m_TextEntryPos7->SetText(text);
m_TextEntryPos4->SetEnabled(true);
g_SoundscapePositions[7] = value;
m_TextEntryPos4->SetText(pos4 ? pos4 : "0 0 0");
break;
m_TextEntryPos4->SetBounds(5, 130, 230, 20);
}
m_TextEntryPos4->SetMaximumCharCount(32);
}


//-----------------------------------------------------------------------------
// create position 5 button
// Purpose: Called on text changed
vgui::Button* m_ButtonPos4 = new vgui::Button(this, "PosButton4", "Find Position 4", this, SETTINGS_PANEL_COMMAND_POS5);
//-----------------------------------------------------------------------------
m_ButtonPos4->SetBounds(240, 130, 100, 20);
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
{
static ConCommand* cc = cvar->FindCommand("__ss_maker_set");


//check focus
// create position text 6
if (m_TextEntryPos0->HasFocus())
m_TextEntryPos5 = new vgui::TextEntry(this, "PosTextEntry5");
{
m_TextEntryPos5->SetEnabled(true);
//get text
m_TextEntryPos5->SetText(pos5 ? pos5 : "0 0 0");
char buf[512];
m_TextEntryPos5->SetBounds(5, 155, 230, 20);
m_TextEntryPos0->GetText(buf, sizeof(buf));
m_TextEntryPos5->SetMaximumCharCount(32);


//convert to vector
// create position 6 button
UTIL_StringToVector(g_SoundscapePositions[0].Base(), buf);
vgui::Button* m_ButtonPos5 = new vgui::Button(this, "PosButton5", "Find Position 5", this, SETTINGS_PANEL_COMMAND_POS6);
m_ButtonPos5->SetBounds(240, 155, 100, 20);


//do command
// create position text 7
if (cc)
m_TextEntryPos6 = new vgui::TextEntry(this, "PosTextEntry6");
{
m_TextEntryPos6->SetEnabled(true);
CCommand args;
m_TextEntryPos6->SetText(pos6 ? pos6 : "0 0 0");
args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
m_TextEntryPos6->SetBounds(5, 180, 230, 20);
cc->Dispatch(args);
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);


return;
// 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);


//check focus
// create position 8 button
if (m_TextEntryPos1->HasFocus())
vgui::Button* m_ButtonPos7 = new vgui::Button(this, "PosButton7", "Find Position 7", this, SETTINGS_PANEL_COMMAND_POS8);
{
m_ButtonPos7->SetBounds(240, 205, 100, 20);
//get text
char buf[512];
m_TextEntryPos1->GetText(buf, sizeof(buf));


//convert to vector
// create show soundscape positions checkbox
UTIL_StringToVector(g_SoundscapePositions[1].Base(), buf);
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));


//do command
//set convar value
if (cc)
ConVar* cv = cvar->FindVar("__ss_draw");
{
if (cv)
CCommand args;
cv->SetValue(m_ShowSoundscapePositions->IsSelected());
args.Tokenize(CFmtStr("ssmaker 1 %s 1", buf));
 
cc->Dispatch(args);
//create divider
}
vgui::Divider* div = new vgui::Divider(this, "Divider");
div->SetBounds(-2, 247, SETTINGS_PANEL_WIDTH + 4, 2);


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


//check focus
//set server positions
if (m_TextEntryPos2->HasFocus())
ConCommand* cc = cvar->FindCommand("__ss_maker_set");
if (cc)
{
{
//get text
CCommand args;
char buf[512];
 
m_TextEntryPos2->GetText(buf, sizeof(buf));
//do pos 0
if (pos0)
{
args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
cc->Dispatch(args);


//convert to vector
UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
UTIL_StringToVector(g_SoundscapePositions[2].Base(), buf);
}


//do command
//do pos 1
if (cc)
if (pos1)
{
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 1 %s 1", pos1));
args.Tokenize(CFmtStr("ssmaker 2 %s 1", buf));
cc->Dispatch(args);
cc->Dispatch(args);
UTIL_StringToVector(g_SoundscapePositions[1].Base(), pos1);
}
}


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


//check focus
UTIL_StringToVector(g_SoundscapePositions[2].Base(), pos2);
if (m_TextEntryPos3->HasFocus())
}
{
//get text
char buf[512];
m_TextEntryPos3->GetText(buf, sizeof(buf));


//convert to vector
//do pos 3
UTIL_StringToVector(g_SoundscapePositions[3].Base(), buf);
if (pos3)
 
//do command
if (cc)
{
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 3 %s 1", pos3));
args.Tokenize(CFmtStr("ssmaker 3 %s 1", buf));
cc->Dispatch(args);
cc->Dispatch(args);
UTIL_StringToVector(g_SoundscapePositions[3].Base(), pos3);
}
}


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


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


//check focus
//do pos 5
if (m_TextEntryPos5->HasFocus())
if (pos5)
{
{
//get text
args.Tokenize(CFmtStr("ssmaker 5 %s 1", pos5));
char buf[512];
cc->Dispatch(args);
m_TextEntryPos5->GetText(buf, sizeof(buf));


//convert to vector
UTIL_StringToVector(g_SoundscapePositions[5].Base(), pos5);
UTIL_StringToVector(g_SoundscapePositions[5].Base(), buf);
}


//do command
//do pos 6
if (cc)
if (pos6)
{
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 6 %s 1", pos6));
args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
cc->Dispatch(args);
cc->Dispatch(args);
UTIL_StringToVector(g_SoundscapePositions[6].Base(), pos6);
}
}


return;
//do pos 7
if (pos7)
{
args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
cc->Dispatch(args);
 
UTIL_StringToVector(g_SoundscapePositions[7].Base(), pos7);
}
}
}


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


//convert to vector
//-----------------------------------------------------------------------------
UTIL_StringToVector(g_SoundscapePositions[6].Base(), buf);
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnCommand(const char* pszCommand)
{
if (Q_strstr(pszCommand, "GetPos") == pszCommand)
{
//search for number
pszCommand = pszCommand + 6;


//do command
//execute command
static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
if (cc)
if (cc)
{
{
//hide everything first
g_SoundscapeMaker->SetAllVisible(false);
CCommand args;
CCommand args;
args.Tokenize(CFmtStr("ssmaker 6 %s 1", buf));
args.Tokenize(CFmtStr("ssmaker %d", atoi(pszCommand)));
cc->Dispatch(args);
cc->Dispatch(args);
}
}
Line 1,701: Line 1,677:
}
}


//check focus
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
if (m_TextEntryPos7->HasFocus())
{
{
//get text
static ConVar* cv = cvar->FindVar("__ss_draw");
char buf[512];
if (cv)
m_TextEntryPos7->GetText(buf, sizeof(buf));
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


//convert to vector
return;
UTIL_StringToVector(g_SoundscapePositions[7].Base(), buf);
}
 
//do command
if (cc)
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 7 %s 1", buf));
cc->Dispatch(args);
}


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


BaseClass::OnCommand(pszCommand);
}
}


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


//get text's
//check index
char text0[64];
switch (index)
char text1[64];
{
char text2[64];
case 0:
char text3[64];
m_TextEntryPos0->RequestFocus();
char text4[64];
m_TextEntryPos0->SetText(text);
char text5[64];
g_SoundscapePositions[0] = value;
char text6[64];
break;
char text7[64];


m_TextEntryPos0->GetText(text0, sizeof(text0));
case 1:
m_TextEntryPos1->GetText(text1, sizeof(text1));
m_TextEntryPos1->RequestFocus();
m_TextEntryPos2->GetText(text2, sizeof(text2));
m_TextEntryPos1->SetText(text);
m_TextEntryPos3->GetText(text3, sizeof(text3));
g_SoundscapePositions[1] = value;
m_TextEntryPos4->GetText(text4, sizeof(text4));
break;
m_TextEntryPos5->GetText(text5, sizeof(text5));
m_TextEntryPos6->GetText(text6, sizeof(text6));
m_TextEntryPos7->GetText(text7, sizeof(text7));


//save text entries
case 2:
settings->SetString("Position0", text0);
m_TextEntryPos2->RequestFocus();
settings->SetString("Position1", text1);
m_TextEntryPos2->SetText(text);
settings->SetString("Position2", text2);
g_SoundscapePositions[2] = value;
settings->SetString("Position3", text3);
break;
settings->SetString("Position4", text4);
case 3:
settings->SetString("Position5", text5);
m_TextEntryPos3->RequestFocus();
settings->SetString("Position6", text6);
m_TextEntryPos3->SetText(text);
settings->SetString("Position7", text7);
g_SoundscapePositions[3] = value;
break;


//save check buttons
case 4:
settings->SetBool("ShowSoundscapes", m_ShowSoundscapePositions->IsSelected());
m_TextEntryPos4->RequestFocus();
m_TextEntryPos4->SetText(text);
g_SoundscapePositions[4] = value;
break;


//save to file
case 5:
settings->SaveToFile(filesystem, "cfg/soundscape_maker.txt", "MOD");
m_TextEntryPos5->RequestFocus();
settings->deleteThis();
m_TextEntryPos5->SetText(text);
}
g_SoundscapePositions[5] = value;
break;


//static soundscape settings panel
case 6:
static CSoundscapeSettingsPanel* g_SettingsPanel = nullptr;
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;
}
}


//button
//-----------------------------------------------------------------------------
class CSoundscapeButton : public vgui::Button
// Purpose: Called on text changed
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
{
{
public:
static ConCommand* cc = cvar->FindCommand("__ss_maker_set");
DECLARE_CLASS_SIMPLE(CSoundscapeButton, vgui::Button)


CSoundscapeButton(vgui::Panel* parent, const char* name, const char* text, vgui::Panel* target = nullptr, const char* command = nullptr)
//check focus
: BaseClass(parent, name, text, target, command), m_bIsSelected(false)  
if (m_TextEntryPos0->HasFocus())
{
{
m_ColorSelected = Color(200, 200, 200, 200);
//get text
m_FgColorSelected = Color(0, 0, 0, 255);
char buf[512];
}
m_TextEntryPos0->GetText(buf, sizeof(buf));
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[0].Base(), buf);


//apply scheme settings
//do command
void ApplySchemeSettings(vgui::IScheme* scheme)
if (cc)
{
{
BaseClass::ApplySchemeSettings(scheme);
CCommand args;
args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
cc->Dispatch(args);
}


m_ColorNotSelected = GetButtonArmedBgColor();
return;
m_FgColorNotSelectedd = GetButtonArmedFgColor();
}
}


//paints the background
//check focus
void PaintBackground()
if (m_TextEntryPos1->HasFocus())
{
{
if (m_bIsSelected)
//get text
SetBgColor(m_ColorSelected);
char buf[512];
else
m_TextEntryPos1->GetText(buf, sizeof(buf));
SetBgColor(m_ColorNotSelected);
 
//convert to vector
UTIL_StringToVector(g_SoundscapePositions[1].Base(), buf);


BaseClass::PaintBackground();
//do command
}
if (cc)
{
//paints
CCommand args;
void Paint()
args.Tokenize(CFmtStr("ssmaker 1 %s 1", buf));
{
cc->Dispatch(args);
if (m_bIsSelected)
}
SetFgColor(m_FgColorSelected);
 
else
return;
SetFgColor(m_FgColorNotSelectedd);
BaseClass::Paint();
}
}


//is this selected or not
//check focus
bool m_bIsSelected;
if (m_TextEntryPos2->HasFocus())
static Color m_ColorSelected;
{
static Color m_ColorNotSelected;
//get text
static Color m_FgColorSelected;
char buf[512];
static Color m_FgColorNotSelectedd;
m_TextEntryPos2->GetText(buf, sizeof(buf));
};


Color CSoundscapeButton::m_ColorSelected = Color();
//convert to vector
Color CSoundscapeButton::m_ColorNotSelected = Color();
UTIL_StringToVector(g_SoundscapePositions[2].Base(), buf);
Color CSoundscapeButton::m_FgColorSelected = Color();
Color CSoundscapeButton::m_FgColorNotSelectedd = Color();


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


//soundscape combo box
return;
}


class CSoundListComboBox : public vgui::ComboBox
//check focus
{
if (m_TextEntryPos3->HasFocus())
public:
{
DECLARE_CLASS_SIMPLE(CSoundListComboBox, vgui::ComboBox);
//get text
char buf[512];
m_TextEntryPos3->GetText(buf, sizeof(buf));


CSoundListComboBox(Panel* parent, const char* panelName, int numLines, bool allowEdit) :
//convert to vector
BaseClass(parent, panelName, numLines, allowEdit) {}
UTIL_StringToVector(g_SoundscapePositions[3].Base(), buf);


//on key typed. check for menu item with text inside it and if found then
//do command
//select that item.
if (cc)
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();
CCommand args;
return;
args.Tokenize(CFmtStr("ssmaker 3 %s 1", buf));
cc->Dispatch(args);
}
}


BaseClass::OnKeyTyped(unichar);
return;
 
}
//check for backspace
if (unichar == 8 || unichar == '_')
return;


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


//start from current index + 1
//convert to vector
int start = GetMenu()->GetActiveItem() + 1;
UTIL_StringToVector(g_SoundscapePositions[4].Base(), buf);


//look for sound with same name starting from the start first
//do command
for (int i = start; i < g_SoundDirectories.Count(); i++)
if (cc)
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
CCommand args;
{
args.Tokenize(CFmtStr("ssmaker 4 %s 1", buf));
GetMenu()->SetCurrentlyHighlightedItem(i);
cc->Dispatch(args);
return;
}
}
}
 
//now cheeck from 0 to the start
return;
for (int i = 0; i < start; i++)
}
 
//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)
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
CCommand args;
{
args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
GetMenu()->SetCurrentlyHighlightedItem(i);
cc->Dispatch(args);
return;
}
}
}
return;
}
}
};


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


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


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


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


CSoundListPanel(vgui::VPANEL parent, const char* name);
//check focus
if (m_TextEntryPos7->HasFocus())
{
//get text
char buf[512];
m_TextEntryPos7->GetText(buf, sizeof(buf));


//initalizes sound combo box
//convert to vector
void InitalizeSounds();
UTIL_StringToVector(g_SoundscapePositions[7].Base(), buf);


//other
//do command
void OnCommand(const char* pszCommand);
if (cc)
void OnClose();
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 7 %s 1", buf));
cc->Dispatch(args);
}


private:
return;
friend class CSoundscapeMaker;
}


CSoundListComboBox* m_SoundsList;
}
vgui::TextEntry* m_SearchText;
vgui::Button* m_SearchButton;
vgui::Button* m_PlayButton;
vgui::Button* m_StopSoundButton;
vgui::Button* m_InsertButton;
vgui::Button* m_ReloadSounds;
 
//current sound guid
int m_iSongGuid = -1;
};


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Constructor
// Purpose: Destructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
CSoundscapeSettingsPanel::~CSoundscapeSettingsPanel()
: BaseClass(nullptr, name)
{
{
SetParent(parent);
//save everything
KeyValues* settings = new KeyValues("settings");


SetKeyBoardInputEnabled(true);
//get text's
SetMouseInputEnabled(true);
char text0[64];
char text1[64];
char text2[64];
char text3[64];
char text4[64];
char text5[64];
char text6[64];
char text7[64];


SetProportional(false);
m_TextEntryPos0->GetText(text0, sizeof(text0));
SetTitleBarVisible(true);
m_TextEntryPos1->GetText(text1, sizeof(text1));
SetMinimizeButtonVisible(false);
m_TextEntryPos2->GetText(text2, sizeof(text2));
SetMaximizeButtonVisible(false);
m_TextEntryPos3->GetText(text3, sizeof(text3));
SetCloseButtonVisible(true);
m_TextEntryPos4->GetText(text4, sizeof(text4));
SetSizeable(false);
m_TextEntryPos5->GetText(text5, sizeof(text5));
SetMoveable(true);
m_TextEntryPos6->GetText(text6, sizeof(text6));
SetVisible(false);
m_TextEntryPos7->GetText(text7, sizeof(text7));


//set the size and pos
//save text entries
int ScreenWide, ScreenTall;
settings->SetString("Position0", text0);
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
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);


SetTitle("Sounds List", true);
//save check buttons
SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
settings->SetBool("ShowSoundscapes", m_ShowSoundscapePositions->IsSelected());
SetPos((ScreenWide - SOUND_LIST_PANEL_WIDTH) / 2, (ScreenTall - SOUND_LIST_PANEL_HEIGHT) / 2);


SetScheme(vgui::scheme()->LoadSchemeFromFile("resource/SourceScheme.res", "SourceScheme"));
//save to file
settings->SaveToFile(filesystem, "cfg/soundscape_maker.txt", "MOD");
settings->deleteThis();
}


//create combo box
//static soundscape settings panel
m_SoundsList = new CSoundListComboBox(this, "SoundsList", 20, true);
static CSoundscapeSettingsPanel* g_SettingsPanel = nullptr;
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
vgui::Label* label1 = new vgui::Label(this, "FindSound", "Find Sound");
label1->SetBounds(147, 51, 120, 20);


//create text entry
#define BUTTON_MENU_COMMAND_COPY_CLIPBOARD "CopyClipboard"
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
//button
m_SearchButton = new vgui::Button(this, "SearchButton", "Search For");
class CSoundscapeButton : public vgui::Button
m_SearchButton->SetBounds(5, 100, SOUND_LIST_PANEL_WIDTH - 15, 20);;
{
m_SearchButton->SetEnabled(true);
public:
m_SearchButton->SetCommand(SOUND_LIST_SEARCH_COMMAND);
DECLARE_CLASS_SIMPLE(CSoundscapeButton, vgui::Button)


//make divider
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)
vgui::Divider* divider2 = new vgui::Divider(this, "Divider");
: BaseClass(parent, name, text, target, command), m_bIsSelected(false), m_KeyValues(kv), m_KeyValuesType(type)
divider2->SetBounds(-5, 124, SOUND_LIST_PANEL_WIDTH + 10, 2);
{
m_ColorSelected = Color(200, 200, 200, 200);
m_FgColorSelected = Color(0, 0, 0, 255);
}


//create text
//apply scheme settings
vgui::Label* label2 = new vgui::Label(this, "SoundButtons", "Sound Buttons");
void ApplySchemeSettings(vgui::IScheme* scheme)
label2->SetBounds(140, 127, 120, 20);
{
BaseClass::ApplySchemeSettings(scheme);


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


//create stop sound button
//paints the background
m_StopSoundButton = new vgui::Button(this, "StopSound", "Stop Sound", this);
void PaintBackground()
m_StopSoundButton ->SetBounds(5, 175, SOUND_LIST_PANEL_WIDTH - 15, 20);
{
m_StopSoundButton->SetCommand(SOUND_LIST_STOP_COMMAND);
if (m_bIsSelected)
SetBgColor(m_ColorSelected);
else
SetBgColor(m_ColorNotSelected);


//create sound insert button
BaseClass::PaintBackground();
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
//paints
m_ReloadSounds = new vgui::Button(this, "ReloadSounds", "Reload Sounds", this);
void Paint()
m_ReloadSounds ->SetBounds(5, 225, SOUND_LIST_PANEL_WIDTH - 15, 20);
{
m_ReloadSounds->SetCommand(SOUND_LIST_RELOAD_COMMAND);
if (m_bIsSelected)
}
SetFgColor(m_FgColorSelected);
else
SetFgColor(m_FgColorNotSelected);


//-----------------------------------------------------------------------------
BaseClass::Paint();
// Purpose: Called on command
}
//-----------------------------------------------------------------------------
 
void CSoundListPanel::OnCommand(const char* pszCommand)
//mouse release
{
void OnMouseReleased(vgui::MouseCode code)
if (!Q_strcmp(pszCommand, SOUND_LIST_SEARCH_COMMAND))
{
{
//get text
if (code != vgui::MouseCode::MOUSE_RIGHT)
char buf[512];
return BaseClass::OnMouseReleased(code);
m_SearchText->GetText(buf, sizeof(buf));
 
//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();
}


//check for shift key
//mouse release
bool shift = (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT));
void OnCommand(const char* pszCommand)
{
if (shift)
if (!Q_strcmp(pszCommand, BUTTON_MENU_COMMAND_COPY_CLIPBOARD))
{
{
//start from current index - 1
//create copy of keyvalues
int start = m_SoundsList->GetMenu()->GetActiveItem() - 1;
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());


//look for sound with same name starting from the start first and going down
//debug message
for (int i = start; i >= 0; i--)
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape: '%s' Coppied to clipboard.\n", m_KeyValues->GetName());
break;
}
case SoundscapeClipboardType::Type_SoundscapeData:
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
//copy
if (CurrClipboardData.Count() >= MAX_CLIPBOARD_ITEMS)
{
{
//select item
CurrClipboardData[0]->deleteThis();
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
CurrClipboardData.Remove(0);
m_SoundsList->ActivateItem(i);
 
//set text
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
return;
}
}
}


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


//now cheeck from the g_SoundDirectories to the start
//debug message
for (int i = g_SoundDirectories.Count() - 1; i > start; i--)
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape Data: '%s' Coppied to clipboard.\n", m_KeyValues->GetName());
break;
}
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
{
{
if (Q_stristr(g_SoundDirectories[i], buf))
//copy
if (CurrClipboardRandom.Count() >= MAX_CLIPBOARD_ITEMS)
{
{
//select item
CurrClipboardRandom[0]->deleteThis();
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
CurrClipboardRandom.Remove(0);
m_SoundsList->ActivateItem(i);
}
 
CurrClipboardRandom.AddToTail(m_KeyValues->MakeCopy());


//set text
//debug message
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape Random Wave: '%s' Coppied to clipboard.\n", m_KeyValues->GetString());
return;
break;
}
}
}
}
}
}
else
}
{
//start from current index + 1
int start = m_SoundsList->GetMenu()->GetActiveItem() + 1;


//look for sound with same name starting from the start first
//is this selected or not
for (int i = start; i < g_SoundDirectories.Count(); i++)
bool m_bIsSelected;
{
static Color m_ColorSelected;
if (Q_stristr(g_SoundDirectories[i], buf))
static Color m_ColorNotSelected;
{
static Color m_FgColorSelected;
//select item
static Color m_FgColorNotSelected;
m_SoundsList->GetMenu()->SetCurrentlyHighlightedItem(i);
m_SoundsList->ActivateItem(i);


//set text
KeyValues* m_KeyValues = nullptr;
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
SoundscapeClipboardType m_KeyValuesType;
return;
};
}
}


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


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


//set text
//soundscape combo box
m_SoundsList->SetText(m_SoundsList->GetMenu()->GetMenuItem(i)->GetName());
return;
}
}
}


return;
class CSoundListComboBox : public vgui::ComboBox
}
{
else if (!Q_strcmp(pszCommand, SOUND_LIST_PLAY_COMMAND))
public:
{
DECLARE_CLASS_SIMPLE(CSoundListComboBox, vgui::ComboBox);
//get the sound
char buf[512];
m_SoundsList->GetText(buf, sizeof(buf));


//stop the sound
CSoundListComboBox(Panel* parent, const char* panelName, int numLines, bool allowEdit) :
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
BaseClass(parent, panelName, numLines, allowEdit) {}
{
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


//precache and play the sound
//on key typed. check for menu item with text inside it and if found then
if (!enginesound->IsSoundPrecached(buf))
//select that item.
enginesound->PrecacheSound(buf);
void OnKeyTyped(wchar_t unichar)
enginesound->EmitAmbientSound(buf, 1, 100);
m_iSongGuid = enginesound->GetGuidForLastSoundEmitted();
return;
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_STOP_COMMAND))  
{
{
//stop the sound
//check for ctrl or shift down
if (m_iSongGuid != -1 && enginesound->IsSoundStillPlaying(m_iSongGuid))
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)
{
{
enginesound->StopSoundByGuid(m_iSongGuid);
ShowMenu();
m_iSongGuid = -1;
return;
}
}


return;
BaseClass::OnKeyTyped(unichar);
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
{
//make not visible
SetVisible(false);


//stop the sound
//check for backspace
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
if (unichar == 8 || unichar == '_')
{
return;
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


//get the sound
//get text
char buf[512];
char buf[512];
m_SoundsList->GetText(buf, sizeof(buf));
GetText(buf, sizeof(buf));
 
//start from current index + 1
int start = GetMenu()->GetActiveItem() + 1;


//set the sound text
//look for sound with same name starting from the start first
g_SoundscapeMaker->SetSoundText(buf);
for (int i = start; i < g_SoundDirectories.Count(); i++)
return;
{
}
if (Q_stristr(g_SoundDirectories[i], buf))
else if (!Q_strcmp(pszCommand, SOUND_LIST_RELOAD_COMMAND))
{
{
GetMenu()->SetCurrentlyHighlightedItem(i);
//clear everything for the combo box and reload it
return;
m_SoundsList->RemoveAll();
}
}


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


BaseClass::OnCommand(pszCommand);
}


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


//-----------------------------------------------------------------------------
#define SOUND_LIST_PANEL_WIDTH 375
// Purpose: Initalizes the sounds list
#define SOUND_LIST_PANEL_HEIGHT 255
//-----------------------------------------------------------------------------
#define SOUND_LIST_PLAY_COMMAND "PlaySound"
void CSoundListPanel::InitalizeSounds()
#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
{
{
//get the sound array
public:
GetSoundNames();
DECLARE_CLASS_SIMPLE(CSoundListPanel, vgui::Frame);


//add all the sounds
CSoundListPanel(vgui::VPANEL parent, const char* name);
for (int i = 0; i < g_SoundDirectories.Size(); i++)
m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);


m_SoundsList->ActivateItem(0);
//initalizes sound combo box
}
void InitalizeSounds();
void InitalizeSoundscapes(CUtlVector<const char*>& OtherSoundscapes);


//static sound list instance
//sets if this is currently using the soundscape panel or sound panel
static CSoundListPanel* g_SoundPanel = nullptr;
void SetIsUsingSoundPanel(bool bUsing);
static bool g_SoundPanelInitalized = false;


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


//soundscape list
private:
friend class CSoundscapeMaker;


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


#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
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;
};


//soundscape list class
//-----------------------------------------------------------------------------
class CSoundscapeList : public vgui::Divider
// Purpose: Constructor
//-----------------------------------------------------------------------------
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
{
{
public:
SetParent(parent);
DECLARE_CLASS_SIMPLE(CSoundscapeList, vgui::Divider);


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


//menu item stuff
SetProportional(false);
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent);
SetTitleBarVisible(true);
virtual void Clear();
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


//other
//set the size and pos
virtual void OnMouseWheeled(int delta);  
int ScreenWide, ScreenTall;
virtual void OnMouseReleased(vgui::MouseCode code);
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);


virtual void OnCommand(const char* pszCommand);
SetTitle("Sounds List", true);
virtual void PaintBackground();
SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
SetPos((ScreenWide - SOUND_LIST_PANEL_WIDTH) / 2, (ScreenTall - SOUND_LIST_PANEL_HEIGHT) / 2);


virtual void OnKeyCodePressed(vgui::KeyCode code);
//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);


//message funcs
m_SoundscapesList = new CSoundListComboBox(this, "SoundscapesList", 20, true);
MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);
m_SoundscapesList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_SoundscapesList->AddActionSignalTarget(this);
m_SoundscapesList->SetVisible(false);


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


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


//says "Soundscapes List"
//create text entry
vgui::Label* m_pLabel;
m_SearchText = new vgui::TextEntry(this, "SearchTextEntry");
vgui::ScrollBar* m_pSideSlider;
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);


//menu
//create sound insert button
vgui::Menu* menu;
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);


//menu button stuff
//create reload sounds button
CUtlVector<CSoundscapeButton*> m_MenuButtons;
m_ReloadSounds = new vgui::Button(this, "ReloadSounds", "Reload Sounds", this);
int m_iCurrentY;
m_ReloadSounds->SetBounds(5, 200, SOUND_LIST_PANEL_WIDTH - 15, 20);
int m_iMax;
m_ReloadSounds->SetCommand(SOUND_LIST_RELOAD_COMMAND);
int m_AmtAdded;
}
};


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Constructor for soundscape list panel
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeList::CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
void CSoundListPanel::OnCommand(const char* pszCommand)
: BaseClass(parent, name)
{
{
//create the text
if (!Q_strcmp(pszCommand, SOUND_LIST_SEARCH_COMMAND))
m_pLabel = new vgui::Label(this, "ListsText", text);
{
m_pLabel->SetVisible(true);
//get text
m_pLabel->SetBounds(text_x_pos, 2, 150, 20);
char buf[512];
m_SearchText->GetText(buf, sizeof(buf));


//create the side slider
//check for shift key
m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
bool shift = (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT));
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;
//vector of texts
m_iMax = max;
CUtlVector<char*> SoundNames;
m_Keyvalues = nullptr;
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
// Purpose: adds a button to the soundscape list
if (!bCurrentlyInSoundPanel)
//-----------------------------------------------------------------------------
{
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent)
for (int i = 0; i < m_SoundscapesList->GetItemCount(); i++)
{
{
//create a new button
//insert
CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command);
char* tmpbuf = new char[512];
button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);
m_SoundscapesList->GetItemText(i, tmpbuf, 512);


//increment current y
SoundNames.AddToTail(tmpbuf);
m_iCurrentY = m_iCurrentY + 22;
}
}
else
{
SoundNames = g_SoundDirectories;
}


//add button to array
if (shift)
m_MenuButtons.AddToTail(button);
{
//start from current index - 1
int start = SoundList->GetMenu()->GetActiveItem() - 1;


//if the count is more then m_iMax then set slider value
//look for sound with same name starting from the start first and going down
if (m_MenuButtons.Count() > m_iMax)
for (int i = start; i >= 0; i--)
{
{
int max = m_MenuButtons.Count() - m_iMax;
if (Q_stristr(SoundNames[i], buf))
{
//select item
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
SoundList->ActivateItem(i);


m_pSideSlider->SetRange(0, max);
//set text
m_pSideSlider->SetRangeWindow(1);
SoundList->SetText(SoundNames[i]);
m_pSideSlider->SetEnabled(true);
}


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


//check to see if we need to scroll down
return;
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();
//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);


//reset current y
//set text
m_iCurrentY = 22;
SoundList->SetText(SoundNames[i]);


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


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


//check for scroll up
//set text
else if (delta == 1)
SoundList->SetText(SoundNames[i]);
m_pSideSlider->SetValue(m_pSideSlider->GetValue() - 1);
}


//-----------------------------------------------------------------------------
//delete all soundscapes if we need to
// Purpose: Called when a mouse code is released
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
//-----------------------------------------------------------------------------
delete[] SoundNames[i];
void CSoundscapeList::OnMouseReleased(vgui::MouseCode code)
{
if (code != vgui::MouseCode::MOUSE_RIGHT)
return;


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


//-----------------------------------------------------------------------------
//now cheeck from 0 to the start
// Purpose: Called on command
for (int i = 0; i < start; i++)
//-----------------------------------------------------------------------------
{
void CSoundscapeList::OnCommand(const char* pszCommand)
if (Q_stristr(SoundNames[i], buf))
{
{
if (!Q_strcmp(pszCommand, ADD_SOUNDSCAPE_COMMAND))
//select item
{
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
const char* name = CFmtStr("New Soundscape %d", m_AmtAdded);
SoundList->ActivateItem(i);
AddButton(name, name, name, GetParent());
 
//set text
SoundList->SetText(SoundNames[i]);


//add to keyvalues file
//delete all soundscapes if we need to
KeyValues* kv = new KeyValues(name);
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
KeyValues* tmp = m_Keyvalues;
delete[] SoundNames[i];
KeyValues* tmp2 = tmp;


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


//add to last subkey
//delete all soundscapes if we need to
tmp2->SetNextKey(kv);
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
delete[] SoundNames[i];


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


BaseClass::OnCommand(pszCommand);
//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);
// Purpose: Paints the background
m_iSongGuid = enginesound->GetGuidForLastSoundEmitted();
//-----------------------------------------------------------------------------
return;
void CSoundscapeList::PaintBackground()
}
{
else if (!Q_strcmp(pszCommand, SOUND_LIST_STOP_COMMAND))
//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
//stop the sound
for (int i = 0; i < m_MenuButtons.Count(); i++)
if (m_iSongGuid != -1 && enginesound->IsSoundStillPlaying(m_iSongGuid))
{
{
if (m_MenuButtons[i]->m_bIsSelected)
enginesound->StopSoundByGuid(m_iSongGuid);
{
m_iSongGuid = -1;
//check for size and to see if we can select item
}
if (i - 1 < 0)
return;


//select that item
return;
GetParent()->OnCommand(m_MenuButtons[i-1]->GetCommand()->GetString("command"));
return;
}
}
}
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
//check for arrow
if (code == KEY_DOWN)
{
{
//find selected item
//make not visible
for (int i = 0; i < m_MenuButtons.Count(); i++)
SetVisible(false);
 
//stop the sound
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
{
{
if (m_MenuButtons[i]->m_bIsSelected)
enginesound->StopSoundByGuid(m_iSongGuid);
{
m_iSongGuid = -1;
//check for size and to see if we can select item
}
if (i + 1 >= m_MenuButtons.Count())
return;


//select that item
//get the sound
GetParent()->OnCommand(m_MenuButtons[i+1]->GetCommand()->GetString("command"));
char buf[512];
return;
}
}
}
}


//-----------------------------------------------------------------------------
if (bCurrentlyInSoundPanel)
// Purpose: Called on scroll bar moved
m_SoundsList->GetText(buf, sizeof(buf));
//-----------------------------------------------------------------------------
else
void CSoundscapeList::ScrollBarMoved(int delta)
m_SoundscapesList->GetText(buf, sizeof(buf));
{
int position = m_pSideSlider->GetValue();


//move everything down (if needed)
//set the sound text
for (int i = 0; i < m_MenuButtons.Count(); i++)
g_SoundscapeMaker->SetSoundText(buf);
return;
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_RELOAD_COMMAND))
{
{
//make not visible if i < position
if (bCurrentlyInSoundPanel)
if (i < position)
{
{
m_MenuButtons[i]->SetVisible(false);
//clear everything for the combo box and reload it
continue;
m_SoundsList->RemoveAll();
InitalizeSounds();
}
}
else
{
//clear everything for the combo box and reload it
m_SoundscapesList->RemoveAll();


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


//reload all the soundscape files
enginesound->StopAllSounds(true);


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


g_bSSMHack = bPrev;


//soundscape data list
//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());
}


#define NEW_PLAYLOOPING_COMMAND "NewLooping"
InitalizeSoundscapes(OtherSoundscapes);
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
}
#define NEW_RANDOM_COMMAND "NewRandom"


return;
}


class CSoundscapeDataList : public CSoundscapeList
BaseClass::OnCommand(pszCommand);
}
 
//-----------------------------------------------------------------------------
// Purpose: Called on panel close
//-----------------------------------------------------------------------------
void CSoundListPanel::OnClose()
{
{
public:
OnCommand(SOUND_LIST_STOP_COMMAND);
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
BaseClass::OnClose();
}
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);
// Purpose: Initalizes the sounds list
//-----------------------------------------------------------------------------
void CSoundListPanel::InitalizeSounds()
{
//get the sound array
GetSoundNames();


void OnCommand(const char* pszCommand);
//add all the sounds
 
for (int i = 0; i < g_SoundDirectories.Size(); i++)
private:
m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);
friend class CSoundscapeMaker;
};


m_SoundsList->ActivateItem(0);
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
// Purpose: Initalizes the soundscape list
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnMouseReleased(vgui::MouseCode code)
void CSoundListPanel::InitalizeSoundscapes(CUtlVector<const char*>& OtherSoundscapes)
{
{
//if no soundscape is selected or mouse code != right then return
//remove everything
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
m_SoundscapesList->RemoveAll();
return;
 
//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++;
}


//get cursor pos
for (int i = 0; i < OtherSoundscapes.Size(); i++)
int x, y;
m_SoundscapesList->AddItem(OtherSoundscapes[i], nullptr);
vgui::surface()->SurfaceGetCursorPos(x, y);


//create menu
m_SoundscapesList->ActivateItem(0);
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);
menu->SetBounds(x, y, 200, 50);
menu->SetVisible(true);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on command
// Purpose: Sets if this panel is currently the sound panel or soundscape
// selector panel.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnCommand(const char* pszCommand)
void CSoundListPanel::SetIsUsingSoundPanel(bool bUsing)
{
{
if (!Q_strcmp(pszCommand, NEW_PLAYLOOPING_COMMAND))
bCurrentlyInSoundPanel = bUsing;
 
//disable stuff
if (bUsing)
{
{
int LoopingNum = 0;
//set 'reload' text
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
m_ReloadSounds->SetText("Reload Sounds");
{
//store data name
const char* name = data->GetName();


//increment variables based on name
m_SoundscapesList->SetVisible(false);
if (!Q_strcasecmp(name, "playlooping"))
m_SoundsList->SetVisible(true);
LoopingNum++;
}


//add the keyvalue to both this and the keyvalues
//enable the play button
AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent());
m_PlayButton->SetEnabled(true);
m_StopSoundButton->SetEnabled(true);


//add the keyvalues
//set texts
KeyValues* kv = new KeyValues("playlooping");
m_PlayButton->SetText("Play Sound");
kv->SetFloat("volume", 1);
m_StopSoundButton->SetText("Stop Sound");
kv->SetInt("pitch", 100);
m_InsertButton->SetText("Insert Sound");


m_Keyvalues->AddSubKey(kv);
//set title
SetTitle("Sounds List", true);
}
else
{
//set 'reload' text
m_ReloadSounds->SetText("Reload Soundscapes");


GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));
m_SoundscapesList->SetVisible(true);
m_SoundsList->SetVisible(false);


return;
//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);
}
}
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
//static sound list instance
if (!Q_strcasecmp(name, "playsoundscape"))
static CSoundListPanel* g_SoundPanel = nullptr;
SoundscapeNum++;
}


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


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


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


GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));
#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
#define PASTE_FROM_CLIBOARD_COMMAND "PasteFromClipboard"
#define OPEN_CLIBOARD_COMMAND "OpenClipboard"


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
//soundscape list class
if (!Q_strcasecmp(name, "playrandom"))
class CSoundscapeList : public vgui::Divider
RandomNum++;
{
}
public:
DECLARE_CLASS_SIMPLE(CSoundscapeList, vgui::Divider);


AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent());
//constructor
CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height);


//add the keyvalues
//menu item stuff
KeyValues* kv = new KeyValues("playrandom");
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type);
kv->SetString("volume", "0.5,0.8");
virtual void Clear();
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
//other
m_Keyvalues->AddSubKey(kv);
virtual void OnMouseWheeled(int delta);
virtual void OnMouseReleased(vgui::MouseCode code);


//make the parent show the new item
virtual void OnCommand(const char* pszCommand);
GetParent()->OnCommand(CFmtStr("$playrandom%d", RandomNum + 1));
virtual void PaintBackground();


return;
virtual void OnKeyCodeReleased(vgui::KeyCode code);
}


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


protected:
friend class CSoundscapeMaker;


//soundscape rndwave data list
//keyvalue list.
KeyValues* m_Keyvalues = nullptr;


//says "Soundscapes List"
vgui::Label* m_pLabel;
vgui::ScrollBar* m_pSideSlider;


#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"
//menu
vgui::Menu* menu;


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


class CSoundscapeRndwaveList : public CSoundscapeList
//-----------------------------------------------------------------------------
// 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)
{
{
public:
//create the text
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
m_pLabel = new vgui::Label(this, "ListsText", text);
m_pLabel->SetVisible(true);
CSoundscapeRndwaveList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
m_pLabel->SetBounds(text_x_pos, 2, 150, 20);
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
{}


//override right click functionality
//create the side slider
virtual void OnMouseReleased(vgui::MouseCode code);
m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
 
m_pSideSlider->SetBounds(width - 20, 0, 20, height - 2);
void OnCommand(const char* pszCommand);
m_pSideSlider->SetValue(0);
 
m_pSideSlider->SetEnabled(false);
private:
m_pSideSlider->SetRange(0, 0);
friend class CSoundscapeMaker;
m_pSideSlider->SetButtonPressedScrollValue(1);
};
m_pSideSlider->SetRangeWindow(0);
m_pSideSlider->AddActionSignalTarget(this);


m_iCurrentY = 22;
m_iMax = max;
m_Keyvalues = nullptr;
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
// Purpose: adds a button to the soundscape list
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnMouseReleased(vgui::MouseCode code)
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type)
{
{
//if no soundscape is selected or mouse code != right then return
//create a new button
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command, add, type);
return;
button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);


//get cursor pos
//increment current y
int x, y;
m_iCurrentY = m_iCurrentY + 22;
vgui::surface()->SurfaceGetCursorPos(x, y);


//create menu
//add button to array
menu = new vgui::Menu(this, "Menu");
m_MenuButtons.AddToTail(button);
menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);
 
menu->SetBounds(x, y, 200, 50);
//if the count is more then m_iMax then set slider value
menu->SetVisible(true);
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: Called on command
// Purpose: Clears everything for this list
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
void CSoundscapeList::Clear()
{
{
if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND) && m_Keyvalues)
//reset the slider
{
m_pSideSlider->SetValue(0);
//get number of keyvalues
m_pSideSlider->SetEnabled(false);
int num = 0;
m_pSideSlider->SetRange(0, 0);
m_pSideSlider->SetButtonPressedScrollValue(1);
m_pSideSlider->SetRangeWindow(0);


FOR_EACH_VALUE(m_Keyvalues, kv)
//delete and clear the buttons
num++;
for (int i = 0; i < m_MenuButtons.Count(); i++)
m_MenuButtons[i]->DeletePanel();
//add keyvalues and button
AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent());


KeyValues* add = new KeyValues("wave");
m_MenuButtons.RemoveAll();
add->SetString(nullptr, "");
m_Keyvalues->AddSubKey(add);


//forward command to parent
//reset current y
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
m_iCurrentY = 22;
 
m_AmtAdded = 0;
}


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


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


//soundscape panel
//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);
}


#define SOUNDSCAPE_PANEL_WIDTH 760
menu->SetBounds(x, y, 200, 50);
#define SOUNDSCAPE_PANEL_HEIGHT 630
menu->SetVisible(true);
}


#define NEW_BUTTON_COMMAND "$NewSoundscape"
//-----------------------------------------------------------------------------
#define SAVE_BUTTON_COMMAND "$SaveSoundscape"
// Purpose: Called on command
#define LOAD_BUTTON_COMMAND "$LoadSoundscape"
//-----------------------------------------------------------------------------
#define OPTIONS_BUTTON_COMMAND "$ShowOptions"
void CSoundscapeList::OnCommand(const char* pszCommand)
#define EDIT_BUTTON_COMMAND "$Edit"
{
#define RESET_BUTTON_COMMAND "$ResetSoundscapes"
if (!Q_strcmp(pszCommand, ADD_SOUNDSCAPE_COMMAND))
#define SOUNDS_LIST_BUTTON_COMMAND "$ShowSoundsList"
{
#define PLAY_SOUNDSCAPE_COMMAND "$PlaySoundscape"
const char* name = CFmtStr("New Soundscape %d", m_AmtAdded);
#define RESET_SOUNDSCAPE_BUTTON_COMMAND "$ResetSoundscape"
#define DELETE_CURRENT_ITEM_COMMAND "$DeleteItem"


//static bool to determin if the soundscape panel should show or not
//add to keyvalues file
bool g_ShowSoundscapePanel = true;
KeyValues* kv = new KeyValues(name);
bool g_IsPlayingSoundscape = false;
KeyValues* tmp = m_Keyvalues;
bool g_bSSMHack = false;
KeyValues* tmp2 = tmp;


//soundscape maker panel
AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)


CSoundscapeMaker(vgui::VPANEL parent);
//get last subkey
while (tmp != nullptr)
{
tmp2 = tmp;
tmp = tmp->GetNextTrueSubKey();
}


//tick functions
//add to last subkey
void OnTick();
tmp2->SetNextKey(kv);


//other functions
GetParent()->OnCommand(name);
void OnClose();
return;
void OnCommand(const char* pszCommand);
}
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
{
int index = CurrClipboardName.Count() - 1;


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


void OnKeyCodePressed(vgui::KeyCode code);
//add to keyvalues file
KeyValues* kv = new KeyValues(name);
CurrClipboardName[index]->CopySubkeys(kv);


void SetSoundText(const char* text);
KeyValues* tmp = m_Keyvalues;
KeyValues* tmp2 = tmp;


//to play the soundscape on map spawn
AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);
void LevelInitPostEntity();


//sets the keyvalue file
//get last subkey
void Set(const char* buffer);
while (tmp != nullptr)
{
tmp2 = tmp;
tmp = tmp->GetNextTrueSubKey();
}


//message pointer funcs
//add to last subkey
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
tmp2->SetNextKey(kv);
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);


~CSoundscapeMaker();
GetParent()->OnCommand(name);
return;
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
if (g_SoundscapeClipboard)
g_SoundscapeClipboard->DeletePanel();


private:
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeName);
//the soundscape keyvalues file
return;
KeyValues* m_KeyValues = nullptr;
}


private:
BaseClass::OnCommand(pszCommand);
void CreateEverything();
}


private:
//-----------------------------------------------------------------------------
//lists all the soundscapes
// Purpose: Paints the background
CSoundscapeList* m_SoundscapesList;
//-----------------------------------------------------------------------------
CSoundscapeDataList* m_pDataList;
void CSoundscapeList::PaintBackground()
CSoundscapeRndwaveList* m_pSoundList;
{
 
//colors
//buttons
static Color EnabledColor = Color(100, 100, 100, 200);
vgui::Button* m_ButtonNew = nullptr;
static Color DisabledColor = Color(60, 60, 60, 200);
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
//if m_KeyValues then paint the default color
vgui::FileOpenDialog* m_FileSave = nullptr;
if (m_Keyvalues)
vgui::FileOpenDialog* m_FileLoad = nullptr;
SetBgColor(EnabledColor);
bool m_bWasFileLoad = false;
else
SetBgColor(DisabledColor);


//text entry for name
BaseClass::PaintBackground();
vgui::TextEntry* m_TextEntryName;
}


//combo box for dsp effects
//-----------------------------------------------------------------------------
vgui::ComboBox* m_DspEffects;
// Purpose: Called on keyboard code pressed
vgui::ComboBox* m_SoundLevels;
//-----------------------------------------------------------------------------
void CSoundscapeList::OnKeyCodeReleased(vgui::KeyCode code)
{
//check for arrow
if (code == KEY_UP)
{
//find selected item
for (int i = 0; i < m_MenuButtons.Count(); i++)
{
if (m_MenuButtons[i]->m_bIsSelected)
{
//check for size and to see if we can select item
if (i - 1 < 0)
return;


//sound data text entry
//select that item
vgui::TextEntry* m_TimeTextEntry;
GetParent()->OnCommand(m_MenuButtons[i - 1]->GetCommand()->GetString("command"));
vgui::TextEntry* m_VolumeTextEntry;
return;
vgui::TextEntry* m_PitchTextEntry;
}
vgui::TextEntry* m_PositionTextEntry;
}
vgui::TextEntry* m_SoundNameTextEntry;
}


//play sound button
//check for arrow
vgui::Button* m_SoundNamePlay;
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;


//play/reset soundscape buttons
//select that item
vgui::CheckButton* m_PlaySoundscapeButton;
GetParent()->OnCommand(m_MenuButtons[i + 1]->GetCommand()->GetString("command"));
vgui::Button* m_ResetSoundscapeButton;
return;
vgui::Button* m_DeleteCurrentButton;
}
}
}
}


//current selected soundscape
//-----------------------------------------------------------------------------
CSoundscapeButton* m_pCurrentSelected = nullptr;
// Purpose: Called on scroll bar moved
KeyValues* m_kvCurrSelected = nullptr;
//-----------------------------------------------------------------------------
KeyValues* m_kvCurrSound = nullptr;
void CSoundscapeList::ScrollBarMoved(int delta)
KeyValues* m_kvCurrRndwave = nullptr;
{
int position = m_pSideSlider->GetValue();


int m_iCurrRndWave = 0;
//move everything down (if needed)
 
for (int i = 0; i < m_MenuButtons.Count(); i++)
//currently in non randomwave thing
{
SoundscapeMode m_iSoundscapeMode = SoundscapeMode::Mode_Random;
//make not visible if i < position
 
if (i < position)
//temporary added soundscapes
{
CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
m_MenuButtons[i]->SetVisible(false);
};
continue;
}


//user message hook
m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
void _SoundscapeMaker_Recieve(bf_read& bf);
m_MenuButtons[i]->SetVisible(true);
 
//-----------------------------------------------------------------------------
// 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);
//soundscape data list
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);


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


//add a tick signal for every 50 ms
#define NEW_PLAYLOOPING_COMMAND "NewLooping"
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);
#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;
};


CreateEverything();
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Creates everything for this panel
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::CreateEverything()
void CSoundscapeDataList::OnMouseReleased(vgui::MouseCode code)
{
{
//create the divider that will be the outline for the inside of the panel
//if no soundscape is selected or mouse code != right then return
vgui::Divider* PanelOutline = new vgui::Divider(this, "InsideOutline");
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
PanelOutline->SetEnabled(false);
return;
PanelOutline->SetBounds(5, 25, SOUNDSCAPE_PANEL_WIDTH - 10, SOUNDSCAPE_PANEL_HEIGHT - 62);


//create the buttons
//get cursor pos
//create the buttons
int x, y;
m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
vgui::surface()->SurfaceGetCursorPos(x, y);
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");
//create menu
m_ButtonSave->SetVisible(true);
menu = new vgui::Menu(this, "Menu");
m_ButtonSave->SetBounds(157, 600, 145, 25);
menu->AddMenuItem("AddLooping", "Add Looping Sound", NEW_PLAYLOOPING_COMMAND, this);
m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
menu->AddMenuItem("AddSoundscape", "Add Soundscape", NEW_SOUNDSCAPE_COMMAND, this);
m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");
menu->AddMenuItem("AddSoundscape", "Add Random Sounds", NEW_RANDOM_COMMAND, this);


m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
//add clipboard thing
m_ButtonLoad->SetVisible(true);
if (CurrClipboardData.Count() > 0)
m_ButtonLoad->SetBounds(307, 600, 145, 25);
{
m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
menu->AddSeparator();
m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
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
menu->SetBounds(x, y, 200, 50);
m_SoundscapesList = new CSoundscapeList(this, "SoundscapesList", "Soundscapes:", 90, 22, 300, 550);
menu->SetVisible(true);
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");
// Purpose: Called on command
m_TextEntryName->SetEnabled(false);
//-----------------------------------------------------------------------------
m_TextEntryName->SetBounds(325, 40, 295, 20);
void CSoundscapeDataList::OnCommand(const char* pszCommand)
m_TextEntryName->SetMaximumCharCount(50);
{
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++;
}


//dsp effects combo box
//add the keyvalues
m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
KeyValues* kv = new KeyValues("playlooping");
m_DspEffects->SetEnabled(false);
kv->SetFloat("volume", 1);
m_DspEffects->SetBounds(325, 65, 295, 20);
kv->SetInt("pitch", 100);
m_DspEffects->SetText("");
m_DspEffects->AddActionSignalTarget(this);


for (int i = 0; i < sizeof(g_DspEffects) / sizeof(g_DspEffects[i]); i++)
//add the keyvalue to both this and the keyvalues
m_DspEffects->AddItem(g_DspEffects[i], nullptr);
AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);


//time text entry
m_Keyvalues->AddSubKey(kv);
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
GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));
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
return;
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
}
m_PitchTextEntry->SetBounds(325, 140, 295, 20);
else if (!Q_strcmp(pszCommand, NEW_SOUNDSCAPE_COMMAND))
m_PitchTextEntry->SetEnabled(false);
{
m_PitchTextEntry->SetVisible(true);
int SoundscapeNum = 0;
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
//position text entry
{
m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
//store data name
m_PositionTextEntry->SetBounds(325, 165, 295, 20);
const char* name = data->GetName();
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++)
//increment variables based on name
m_SoundLevels->AddItem(g_SoundLevels[i], nullptr);
if (!Q_strcasecmp(name, "playsoundscape"))
SoundscapeNum++;
//sound name
}
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetVisible(true);


//play sound button
//add the keyvalues
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
KeyValues* kv = new KeyValues("playsoundscape");
m_SoundNamePlay->SetBounds(545, 215, 75, 20);
kv->SetFloat("volume", 1);
m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
m_SoundNamePlay->SetEnabled(false);


//starts the soundscape
AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
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
//add the keyvalue to both this and the keyvalues
m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
m_Keyvalues->AddSubKey(kv);
m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
m_ResetSoundscapeButton->SetEnabled(false);


//delete this item
GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));
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
return;
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
}
NameLabel->SetBounds(635, 40, 125, 20);
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();


//create the soundscape dsp text
//increment variables based on name
vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
if (!Q_strcasecmp(name, "playrandom"))
DspLabel->SetBounds(635, 65, 125, 20);
RandomNum++;
}
//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 the keyvalues
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
KeyValues* kv = new KeyValues("playrandom");
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
kv->SetString("volume", "0.5,0.8");
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
kv->SetInt("pitch", 100);
SoundName->SetBounds(635, 215, 125, 20);
kv->SetString("time", "10,20");


//create the soundscape keyvalues and load it
AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
m_KeyValues = new KeyValues("Empty Soundscape");


LoadFile(m_KeyValues);
//make rndwave subkey
}
KeyValues* rndwave = new KeyValues("rndwave");
kv->AddSubKey(rndwave);


//-----------------------------------------------------------------------------
//add the keyvalue to both this and the keyvalues
// Purpose: Called every tick for the soundscape maker
m_Keyvalues->AddSubKey(kv);
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTick()
{
//set the visibility
static bool bPrevVisible = g_ShowSoundscapePanel;
if (g_ShowSoundscapePanel != bPrevVisible)
SetVisible(g_ShowSoundscapePanel);


//set the old visibility
//make the parent show the new item
bPrevVisible = g_ShowSoundscapePanel;
GetParent()->OnCommand(CFmtStr("$playrandom%d", RandomNum + 1));
}


//-----------------------------------------------------------------------------
return;
// Purpose: Called when the close button is pressed
}
//-----------------------------------------------------------------------------
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
void CSoundscapeMaker::OnClose()
{
{
int index = CurrClipboardData.Count() - 1;
//hide the other panels
g_SoundPanel->OnClose();
g_SettingsPanel->OnClose();
g_SoundscapeTextPanel->OnClose();


g_ShowSoundscapePanel = false;
const char* type = CurrClipboardData[index]->GetName();
}


//-----------------------------------------------------------------------------
//get num of that item
// Purpose: Play the selected soundscape
int NumItem = 0;
//-----------------------------------------------------------------------------
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
void CSoundscapeMaker::PlaySelectedSoundscape()
{
{
//store data name
//set debug stuff
const char* name = data->GetName();
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();
//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);


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


//remove all the temporary soundscapes from the soundscape system
//make the parent show the new item
for (int i = 0; i < m_TmpAddedSoundscapes.Count(); i++)
GetParent()->OnCommand(CFmtStr("$%s%d", type, NumItem + 1));
return;
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
{
{
for (int j = 0; j < g_SoundscapeSystem.m_soundscapes.Count(); j++)
if (g_SoundscapeClipboard)
{
g_SoundscapeClipboard->DeletePanel();
if (g_SoundscapeSystem.m_soundscapes[j] == m_TmpAddedSoundscapes[i])
 
{
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeData);
g_SoundscapeSystem.m_soundscapes.Remove(j);
return;
break;
}
}
}
}


m_TmpAddedSoundscapes.RemoveAll();
BaseClass::OnCommand(pszCommand);
}
 


//soundscape rndwave data list
//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
#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"
//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
class CSoundscapeRndwaveList : public CSoundscapeList
for (int i = 0; i < SoundscapeNames.Count(); i++)
{
{
public:
for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
{
//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
CSoundscapeRndwaveList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
enginesound->StopAllSounds(true);
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
{}


//stop the current soundscape and start a new soundscape
//override right click functionality
g_SoundscapeSystem.StartNewSoundscape(nullptr);
virtual void OnMouseReleased(vgui::MouseCode code);
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);


//start debug graphs
void OnCommand(const char* pszCommand);
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Start();
 
private:
friend class CSoundscapeMaker;
};


g_bSSMHack = false;
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called when a button or something else gets pressed
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnCommand(const char* pszCommand)
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);


//check for close command first
//add clipboard thing
if (!Q_strcmp(pszCommand, "Close"))
if (CurrClipboardRandom.Count() > 0)
{
{
BaseClass::OnCommand(pszCommand);
menu->AddSeparator();
return;
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
}
}


//check for the save button command
menu->SetBounds(x, y, 200, 50);
else if (!Q_strcmp(pszCommand, SAVE_BUTTON_COMMAND))
menu->SetVisible(true);
{
}
//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);
// Purpose: Called on command
m_FileSave->Activate();
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
{
if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND) && m_Keyvalues)
{
//get number of keyvalues
int num = 0;


//file wasnt loadad
FOR_EACH_VALUE(m_Keyvalues, kv)
m_bWasFileLoad = false;
num++;


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


//check for load button command
//add keyvalues and button
else if (!Q_strcmp(pszCommand, LOAD_BUTTON_COMMAND))
AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);
{
//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_Keyvalues->AddSubKey(add);
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
//forward command to parent
m_FileLoad->DoModal(false);
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
m_FileLoad->Activate();
 
//file was loadad
m_bWasFileLoad = true;


return;
return;
}
}


//check for options panel button
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
else if (!Q_strcmp(pszCommand, OPTIONS_BUTTON_COMMAND))
{
{
g_SettingsPanel->SetVisible(true);
//get number of keyvalues
g_SettingsPanel->MoveToFront();
int num = 0;
g_SettingsPanel->RequestFocus();
 
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;
return;
}
}
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
//check for edit panel button
else if (!Q_strcmp(pszCommand, EDIT_BUTTON_COMMAND))
{
{
g_SoundscapeTextPanel->SetVisible(true);
if (g_SoundscapeClipboard)
g_SoundscapeTextPanel->MoveToFront();
g_SoundscapeClipboard->DeletePanel();
g_SoundscapeTextPanel->RequestFocus();
 
g_SoundscapeTextPanel->Set(m_KeyValues);
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeRandomWave);
return;
return;
}
}


//check for new soundscape
BaseClass::OnCommand(pszCommand);
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;
//soundscape panel
}


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


//stop all soundscapes before deleting the old soundscapes
#define SOUNDSCAPE_PANEL_WIDTH 760
if (g_IsPlayingSoundscape)
#define SOUNDSCAPE_PANEL_HEIGHT 630
PlaySelectedSoundscape();


m_KeyValues->deleteThis();
#define NEW_BUTTON_COMMAND "$NewSoundscape"
m_KeyValues = new KeyValues("Empty Soundscape");
#define SAVE_BUTTON_COMMAND "$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"


//reset title
//static bool to determin if the soundscape panel should show or not
SetTitle("Soundscape Maker (New File)", true);
bool g_ShowSoundscapePanel = false;
bool g_IsPlayingSoundscape = false;


LoadFile(m_KeyValues);
//soundscape maker panel
return;
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
}
{
public:
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)


//check for play sound
CSoundscapeMaker(vgui::VPANEL parent);
else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
{
//initalize the sounds
if (!g_SoundPanelInitalized)
{
g_SoundPanelInitalized = true;
g_SoundPanel->InitalizeSounds();
}


//set the sound list panel's combo box text and selected item
//tick functions
void OnTick();
//get sound text entry name
char buf[512];
m_SoundNameTextEntry->GetText(buf, sizeof(buf));


//look for item with same name
//other functions
for (int i = 0; i < g_SoundDirectories.Count(); i++)
void OnClose();
{
void OnCommand(const char* pszCommand);
if (!Q_strcmp(buf, g_SoundDirectories[i]))
void Paste(SoundscapeClipboardType type);
{
//select item
g_SoundPanel->m_SoundsList->ActivateItem(i);
g_SoundPanel->m_SoundsList->SetText(buf);


break;
void PlaySelectedSoundscape();
}
void LoadFile(KeyValues* file);
}


g_SoundPanel->SetVisible(true);
void OnKeyCodePressed(vgui::KeyCode code);
g_SoundPanel->MoveToFront();
g_SoundPanel->RequestFocus();
return;
}


//check for play soundscape
void SetSoundText(const char* text);
else if (!Q_strcmp(pszCommand, PLAY_SOUNDSCAPE_COMMAND))
{
if (m_PlaySoundscapeButton->IsSelected())
{
//enable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(true);


//play the soundscape
//to play the soundscape on map spawn
PlaySelectedSoundscape();
void LevelInitPostEntity();
}
else
{
//disable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(false);


g_IsPlayingSoundscape = false;
//sets the keyvalue file
void Set(const char* buffer);


//stop all sounds and soundscapes
//message pointer funcs
enginesound->StopAllSounds(true);
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
g_SoundscapeSystem.StartNewSoundscape(nullptr);
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
}


return;
~CSoundscapeMaker();
}


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


//check for delete item
//the soundscape keyvalues file
else if (!Q_strcmp(pszCommand, DELETE_CURRENT_ITEM_COMMAND))
KeyValues* m_KeyValues = nullptr;
{
//check for current rndwave
if (m_kvCurrRndwave && m_SoundNameTextEntry->IsEnabled())
{
if (!m_kvCurrRndwave || m_iCurrRndWave <= 0)
return;


//get the keyvalues by the index
private:
int curr = 0;
void CreateEverything();
KeyValues* prev = nullptr;


FOR_EACH_VALUE(m_kvCurrRndwave, keyvalues)
private:
{
//lists all the soundscapes
if (++curr == m_iCurrRndWave)
CSoundscapeList* m_SoundscapesList;
{
CSoundscapeDataList* m_pDataList;
//delete
CSoundscapeRndwaveList* m_pSoundList;
if (prev)
prev->SetNextKey(keyvalues->GetNextValue());
else
{
m_kvCurrRndwave->m_pSub = keyvalues->GetNextValue();
m_iCurrRndWave = -1;
}


curr = curr - 1;
//buttons
 
vgui::Button* m_ButtonNew = nullptr;
keyvalues->SetNextKey(nullptr);
vgui::Button* m_ButtonSave = nullptr;
keyvalues->deleteThis();
vgui::Button* m_ButtonLoad = nullptr;
break;
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;


prev = keyvalues;
//combo box for dsp effects
}
vgui::ComboBox* m_DspEffects;
vgui::ComboBox* m_SoundLevels;


//reset everything
//sound data text entry
m_SoundNameTextEntry->SetText("");
vgui::TextEntry* m_TimeTextEntry;
m_SoundNameTextEntry->SetEnabled(false);
vgui::TextEntry* m_VolumeTextEntry;
m_SoundNamePlay->SetEnabled(false);
vgui::TextEntry* m_PitchTextEntry;
vgui::TextEntry* m_PositionTextEntry;
vgui::TextEntry* m_SoundNameTextEntry;


//store vector
//play sound button
auto& vec = m_pSoundList->m_MenuButtons;
vgui::Button* m_SoundNamePlay;


//remove it
//play/reset soundscape buttons
delete vec[curr];
vgui::CheckButton* m_PlaySoundscapeButton;
vec.Remove(curr);
vgui::Button* m_ResetSoundscapeButton;
vgui::Button* m_DeleteCurrentButton;


//move everything down
//current selected soundscape
m_pSoundList->m_iCurrentY = m_pSoundList->m_iCurrentY - 22;
CSoundscapeButton* m_pCurrentSelected = nullptr;
m_pSoundList->m_Keyvalues = m_kvCurrRndwave;


if (vec.Count() >= m_pSoundList->m_iMax)
public:
{
KeyValues* m_kvCurrSelected = nullptr;
m_pSoundList->OnMouseWheeled(1);


int min, max;
private:
m_pSoundList->m_pSideSlider->GetRange(min, max);
KeyValues* m_kvCurrSound = nullptr;
m_pSoundList->m_pSideSlider->SetRange(0, max - 1);
KeyValues* m_kvCurrRndwave = nullptr;
}


for (int i = curr; i < vec.Count(); i++)
int m_iCurrRndWave = 0;
{
//move everything down
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


//reset every command
//currently in non randomwave thing
int WaveAmount = 0;
SoundscapeMode m_iSoundscapeMode = SoundscapeMode::Mode_Random;
for (int i = 0; i < vec.Count(); i++)
{
//store data name
const char* name = vec[i]->GetCommand()->GetString("command");


//increment variables based on name
//temporary added soundscapes
if (Q_stristr(name, "$rndwave") == name)
CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
{
};
WaveAmount++;
vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
}
}


//bounds check
//user message hook
if (vec.Count() <= 0)
void _SoundscapeMaker_Recieve(bf_read& bf);
{
m_kvCurrRndwave = nullptr;
m_pSoundList->m_Keyvalues = nullptr;


//restart soundscape
//-----------------------------------------------------------------------------
PlaySelectedSoundscape();
// 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;
}


return;
//set variables
}
m_pCurrentSelected = nullptr;


//select next item
SetParent(parent);
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;
SetKeyBoardInputEnabled(true);
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, keyvalues)
SetMouseInputEnabled(true);
{
if (m_kvCurrSound == keyvalues)
{
//remove it
if (prev)
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
else
m_kvCurrSelected->m_pSub = keyvalues->GetNextTrueSubKey();


keyvalues->SetNextKey(nullptr);
SetProportional(false);
keyvalues->deleteThis();
SetTitleBarVisible(true);
 
SetMinimizeButtonVisible(false);
//get index
SetMaximizeButtonVisible(false);
index = tmpindex;
SetCloseButtonVisible(true);
break;
SetSizeable(false);
}
SetMoveable(true);
SetVisible(g_ShowSoundscapePanel);


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


//increment
SetTitle("Soundscape Maker (New File)", true);
tmpindex++;
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
}
SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);


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


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


//remove it
//add a tick signal for every 50 ms
delete vec[index];
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);
vec.Remove(index);


//move everything down
CreateEverything();
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
}
m_pDataList->m_Keyvalues = m_kvCurrSelected;


for (int i = index; i < vec.Count(); i++)
//-----------------------------------------------------------------------------
{
// Purpose: Creates everything for this panel
//move everything down
//-----------------------------------------------------------------------------
int x, y = 0;
void CSoundscapeMaker::CreateEverything()
vec[i]->GetPos(x, y);
{
vec[i]->SetPos(x, y - 22);
//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);


if (vec.Count() >= m_pDataList->m_iMax)
//create the buttons
{
//create the buttons
m_pDataList->OnMouseWheeled(1);
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");


int min, max;
m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
m_pDataList->m_pSideSlider->GetRange(min, max);
m_ButtonSave->SetVisible(true);
m_ButtonSave->SetBounds(157, 600, 145, 25);
if (max > 0)
m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
m_pDataList->m_pSideSlider->SetRange(0, max - 1);
m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");
else
m_pDataList->m_pSideSlider->SetRange(0, 0);
}


//reset the names of each button
m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
int RandomNum = 0;
m_ButtonLoad->SetVisible(true);
int LoopingNum = 0;
m_ButtonLoad->SetBounds(307, 600, 145, 25);
int SoundscapeNum = 0;
m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");


//change the commands of the buttons
m_ButtonOptions = new vgui::Button(this, "OptionsButton", "Show Options Panel");
for (int i = 0; i < vec.Count(); i++)
m_ButtonOptions->SetVisible(true);
{
m_ButtonOptions->SetBounds(457, 600, 145, 25);
//store data name
m_ButtonOptions->SetCommand(OPTIONS_BUTTON_COMMAND);
const char* name = vec[i]->GetCommand()->GetString("command");
m_ButtonOptions->SetDepressedSound("ui/buttonclickrelease.wav");


//increment variables based on name
m_EditButton = new vgui::Button(this, "EditButton", "Show Text Editor");
if (Q_stristr(name, "$playrandom") == name)
m_EditButton->SetVisible(true);
{
m_EditButton->SetBounds(607, 600, 145, 25);
RandomNum++;
m_EditButton->SetCommand(EDIT_BUTTON_COMMAND);
vec[i]->SetCommand(CFmtStr("$playrandom%d", RandomNum));
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);


if (Q_stristr(name, "$playlooping") == name)
//create data list
{
m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 310);
LoopingNum++;
m_pDataList->SetBounds(327, 275, 200, 310);
vec[i]->SetCommand(CFmtStr("$playlooping%d", LoopingNum));
m_pDataList->SetVisible(true);
}


if (Q_stristr(name, "$playsoundscape") == name)
//create sound list
{
m_pSoundList = new CSoundscapeRndwaveList(this, "SoudscapeDataList", "Random Sounds:", 40, 10, 200, 310);
SoundscapeNum++;
m_pSoundList->SetBounds(542, 275, 200, 310);
vec[i]->SetCommand(CFmtStr("$playsoundscape%d", SoundscapeNum));
m_pSoundList->SetVisible(true);
}
}


//reset everything
//name text entry
m_SoundLevels->SetText("");
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
m_SoundNameTextEntry->SetText("");
m_TextEntryName->SetEnabled(false);
m_TimeTextEntry->SetText("");
m_TextEntryName->SetBounds(325, 40, 295, 20);
m_PitchTextEntry->SetText("");
m_TextEntryName->SetMaximumCharCount(256);
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetText("");


m_SoundLevels->SetEnabled(false);
//dsp effects combo box
m_SoundNameTextEntry->SetEnabled(false);
m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
m_TimeTextEntry->SetEnabled(false);
m_DspEffects->SetEnabled(false);
m_PitchTextEntry->SetEnabled(false);
m_DspEffects->SetBounds(325, 65, 295, 20);
m_PositionTextEntry->SetEnabled(false);
m_DspEffects->SetText("");
m_VolumeTextEntry->SetEnabled(false);
m_DspEffects->AddActionSignalTarget(this);
m_SoundNamePlay->SetEnabled(false);


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


m_kvCurrSound = nullptr;
//time text entry
m_pSoundList->m_Keyvalues = nullptr;
m_TimeTextEntry = new vgui::TextEntry(this, "TimeTextEntry");
m_TimeTextEntry->SetBounds(325, 90, 295, 20);
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetVisible(true);


//bounds checking
//volume text entry
if (index >= vec.Count())
m_VolumeTextEntry = new vgui::TextEntry(this, "VolumeTextEntry");
index = vec.Count() - 1; // fix bounds more safely
m_VolumeTextEntry->SetBounds(325, 115, 295, 20);
m_VolumeTextEntry->SetEnabled(false);
m_VolumeTextEntry->SetVisible(true);


//select the button
//pitch text entry
if (index >= 0)
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
OnCommand(vec[index]->GetCommand()->GetString("command"));
m_PitchTextEntry->SetBounds(325, 140, 295, 20);
}
m_PitchTextEntry->SetEnabled(false);
else if (m_kvCurrSelected)
m_PitchTextEntry->SetVisible(true);
{
if (m_KeyValues == m_kvCurrSelected)
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show an error
//position text entry
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
popup->SetOKButtonText("Ok");
m_PositionTextEntry->SetBounds(325, 165, 295, 20);
popup->SetCancelButtonVisible(false);
m_PositionTextEntry->SetEnabled(false);
popup->AddActionSignalTarget(this);
m_PositionTextEntry->SetVisible(true);
popup->DoModal(this);


return;
//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);


//find keyvalue with same pointer and get the index
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
int tmpindex = 0;
m_SoundLevels->AddItem(g_SoundLevels[i], nullptr);
int index = -1;


KeyValues* prev = nullptr;
//sound name
for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
{
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
if (m_kvCurrSelected == keyvalues)
m_SoundNameTextEntry->SetEnabled(false);
{
m_SoundNameTextEntry->SetVisible(true);
//remove it
if (!prev)
break;


prev->SetNextKey(keyvalues->GetNextTrueSubKey());
//sound list button
keyvalues->SetNextKey(nullptr);
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
keyvalues->deleteThis();
m_SoundNamePlay->SetBounds(545, 215, 75, 20);
m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
m_SoundNamePlay->SetEnabled(false);


//get index
//starts the soundscape
index = tmpindex;
m_PlaySoundscapeButton = new vgui::CheckButton(this, "PlaySoundscape", "Play Soundscape");
break;
m_PlaySoundscapeButton->SetBounds(330, 243, 125, 20);
}
m_PlaySoundscapeButton->SetCommand(PLAY_SOUNDSCAPE_COMMAND);
m_PlaySoundscapeButton->SetEnabled(false);
m_PlaySoundscapeButton->SetSelected(false);


prev = keyvalues;
//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);


//increment
//delete this item
tmpindex++;
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);


//error
//create the soundscape name text
if (index == -1)
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
return;
NameLabel->SetBounds(635, 40, 125, 20);


//store vector
//create the soundscape dsp text
auto& vec = m_SoundscapesList->m_MenuButtons;
vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
DspLabel->SetBounds(635, 65, 125, 20);


//remove it
//create the soundscape time text
delete vec[index];
vgui::Label* TimeLabel = new vgui::Label(this, "TimeLabel", "Sound Time");
vec.Remove(index);
TimeLabel->SetBounds(635, 90, 125, 20);


//move everything down
//create the soundscape volumn text
m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;
vgui::Label* VolumeLabel = new vgui::Label(this, "VolumeLabel", "Sound Volume");
VolumeLabel->SetBounds(635, 115, 125, 20);


for (int i = index; i < vec.Count(); i++)
//create the soundscape pitch text
{
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
//move everything down
PitchLabel->SetBounds(635, 140, 125, 20);
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


if (vec.Count() >= m_SoundscapesList->m_iMax)
//create the soundscape position text
{
vgui::Label* PositionLabel = new vgui::Label(this, "PositionLabel", "Sound Position");
m_SoundscapesList->OnMouseWheeled(1);
PositionLabel->SetBounds(635, 165, 125, 20);


int min, max;
//create the soundscape sound level text
m_SoundscapesList->m_pSideSlider->GetRange(min, max);
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
SoundLevelLabel->SetBounds(635, 190, 125, 20);
}


//reset everything
//create the soundscape sound name text
m_DspEffects->SetText("");
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
m_SoundLevels->SetText("");
SoundName->SetBounds(635, 215, 125, 20);
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();
//create the soundscape keyvalues and load it
m_pSoundList->Clear();
m_KeyValues = new KeyValues("Empty Soundscape");


m_kvCurrSound = nullptr;
LoadFile(m_KeyValues);
m_pDataList->m_Keyvalues = nullptr;
}


//go to next soundscape
//-----------------------------------------------------------------------------
if (!prev)
// Purpose: Called every tick for the soundscape maker
{
//-----------------------------------------------------------------------------
//restart soundscape
void CSoundscapeMaker::OnTick()
PlaySelectedSoundscape();
{
return;
//set the visibility
}
static bool bPrevVisible = g_ShowSoundscapePanel;
if (g_ShowSoundscapePanel != bPrevVisible)
SetVisible(g_ShowSoundscapePanel);
 
//set the old visibility
bPrevVisible = g_ShowSoundscapePanel;
}


if (prev->GetNextTrueSubKey())
//-----------------------------------------------------------------------------
OnCommand(prev->GetNextTrueSubKey()->GetName());
// Purpose: Called when the close button is pressed
else
//-----------------------------------------------------------------------------
OnCommand(prev->GetName());
void CSoundscapeMaker::OnClose()
}
{
//hide the other panels
g_SoundPanel->OnClose();
g_SettingsPanel->OnClose();
g_SoundscapeTextPanel->OnClose();


//restart soundscape
g_ShowSoundscapePanel = false;
PlaySelectedSoundscape();
}
return;
}


//check for "playrandom", "playsoundscape" or "playlooping"
//-----------------------------------------------------------------------------
if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
// Purpose: Play the selected soundscape
{
//-----------------------------------------------------------------------------
//get the selected number
void CSoundscapeMaker::PlaySelectedSoundscape()
char* str_number = (char*)(pszCommand + 11);
{
int number = atoi(str_number);
//set debug stuff
if (number != 0)
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++)
{
{
//look for button with same command
if (g_SoundscapeSystem.m_soundscapes[j] == m_TmpAddedSoundscapes[i])
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
g_SoundscapeSystem.m_soundscapes.Remove(j);
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
break;
vec[i]->m_bIsSelected = true;
else
vec[i]->m_bIsSelected = false;
}
}
}
}


m_TmpAddedSoundscapes.RemoveAll();


//clear the m_pSoundList
//change audio params position
m_pSoundList->Clear();
g_SoundscapeSystem.m_params.localBits = 0x7f;
m_pSoundList->m_Keyvalues = nullptr;
for (int i = 0; i < MAX_SOUNDSCAPES - 1; i++)
g_SoundscapeSystem.m_params.localSound.Set(i, g_SoundscapePositions[i]);


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


//get subkey
//if m_kvCurrSelected then add all the "playsoundscape" soundscape keyvalues
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
//into the g_SoundscapeSystem.m_soundscapes array
{
if (m_kvCurrSelected)
if (Q_strcasecmp(sounds->GetName(), "playrandom"))
{
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;
continue;
 
if (++curr == number)
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]))
{
{
data = sounds;
//add it to the soundscape system
break;
m_TmpAddedSoundscapes.AddToTail(subkey);
g_SoundscapeSystem.m_soundscapes.AddToTail(subkey);
}
}
}
}
}
}
//stop all sounds
enginesound->StopAllSounds(true);


//no data
//stop the current soundscape and start a new soundscape
if (!data)
g_SoundscapeSystem.StartNewSoundscape(nullptr);
return;
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);


m_kvCurrSound = data;
//start debug graphs
m_kvCurrRndwave = nullptr;
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Start();


//set the random times
g_bSSMHack = false;
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", ""));
// Purpose: Called when a button or something else gets pressed
m_SoundNameTextEntry->SetText("");
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnCommand(const char* pszCommand)
{
//check for close command first
if (!Q_strcmp(pszCommand, "Close"))
{
BaseClass::OnCommand(pszCommand);
return;
}


//get snd level index
//check for the save button command
int index = 8; //8 = SNDLVL_NORM
else if (!Q_strcmp(pszCommand, SAVE_BUTTON_COMMAND))
const char* name = data->GetString("soundlevel", nullptr);
{
//initalize the file save dialog
if (!m_FileSave)
{
//get the current game directory
char buf[512];
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));


//check for the name
//create the save dialog
if (name)
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);
}


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


//select the index
//file wasnt loadad
m_SoundLevels->ActivateItem(index);
m_bWasFileLoad = false;


//enable the text entries
return;
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);
//check for load button command
g_SoundPanel->SetVisible(false);
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));


//check for randomwave subkey
//create the load dialog
if ((data = data->FindKey("rndwave")) == nullptr)
m_FileLoad = new vgui::FileOpenDialog(this, "Load Soundscape File", true);
return;
m_FileLoad->AddFilter("*.txt", "Soundscape Text File", true);
m_FileLoad->AddFilter("*.*", "All Files (*.*)", false);
m_FileLoad->SetStartDirectory(buf);
m_FileLoad->AddActionSignalTarget(this);
}


m_kvCurrRndwave = data;
//show the file load dialog
m_pSoundList->m_Keyvalues = data;
m_FileLoad->DoModal(false);
m_FileLoad->Activate();


//add all the data
//file was loadad
int i = 0;
m_bWasFileLoad = true;
FOR_EACH_VALUE(data, sound)
{
const char* name = sound->GetName();


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


//get last / or \ and make the string be that + 1
//check for options panel button
char* fslash = Q_strrchr(text, '/');
else if (!Q_strcmp(pszCommand, OPTIONS_BUTTON_COMMAND))
char* bslash = Q_strrchr(text, '\\');
{
g_SettingsPanel->SetVisible(true);
g_SettingsPanel->MoveToFront();
g_SettingsPanel->RequestFocus();
return;
}


//no forward slash and no back slash
//check for edit panel button
if (!fslash && !bslash)
else if (!Q_strcmp(pszCommand, EDIT_BUTTON_COMMAND))
{
{
text = text;
g_SoundscapeTextPanel->SetVisible(true);
}
g_SoundscapeTextPanel->MoveToFront();
else
g_SoundscapeTextPanel->RequestFocus();
{
g_SoundscapeTextPanel->Set(m_KeyValues);
if (fslash > bslash)
return;
text = fslash + 1;
}


else if (bslash > fslash)
//check for new soundscape
text = bslash + 1;
else if (!Q_strcmp(pszCommand, NEW_BUTTON_COMMAND))
}
{
 
//make sure you want to create a new soundscape file
m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this);
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_iSoundscapeMode = SoundscapeMode::Mode_Random;
return;
return;
}
}
}
else if (Q_stristr(pszCommand, "$playlooping") == pszCommand)
 
//check for reset soundscape
else if (!Q_strcmp(pszCommand, RESET_BUTTON_COMMAND))
{
{
//get the selected number
m_kvCurrSelected = nullptr;
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;
}


//stop all soundscapes before deleting the old soundscapes
if (g_IsPlayingSoundscape)
PlaySelectedSoundscape();


//clear the m_pSoundList
m_KeyValues->deleteThis();
m_pSoundList->Clear();
m_KeyValues = new KeyValues("Empty Soundscape");
m_pSoundList->m_Keyvalues = nullptr;


//store variables
//reset title
KeyValues* data = nullptr;
SetTitle("Soundscape Maker (New File)", true);
int curr = 0;


//get subkey
LoadFile(m_KeyValues);
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
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 (Q_strcasecmp(sounds->GetName(), "playlooping"))
if (curr == m_kvCurrSelected)
continue;
continue;


if (++curr == number)
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]))
{
{
data = sounds;
//select item
g_SoundPanel->m_SoundsList->ActivateItem(i);
g_SoundPanel->m_SoundsList->SetText(buf);
 
break;
break;
}
}
}
}
}


//no data
g_SoundPanel->SetVisible(true);
if (!data)
g_SoundPanel->MoveToFront();
return;
g_SoundPanel->RequestFocus();
return;
}


m_kvCurrSound = data;
//check for play soundscape
m_kvCurrRndwave = nullptr;
else if (!Q_strcmp(pszCommand, PLAY_SOUNDSCAPE_COMMAND))
{
if (m_PlaySoundscapeButton->IsSelected())
{
//enable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(true);


//set the random times
//play the soundscape
m_TimeTextEntry->SetText("");
PlaySelectedSoundscape();
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
}
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
else
m_PositionTextEntry->SetText(data->GetString("position", ""));
{
m_SoundNameTextEntry->SetText(data->GetString("wave", ""));
//disable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(false);


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


//check for the name
//stop all sounds and soundscapes
if (name)
enginesound->StopAllSounds(true);
{
g_SoundscapeSystem.StartNewSoundscape(nullptr);
}


//loop through the sound levels to find the right one
return;
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
//check for play soundscape
m_SoundLevels->ActivateItem(index);
else if (!Q_strcmp(pszCommand, RESET_SOUNDSCAPE_BUTTON_COMMAND))
{
PlaySelectedSoundscape();
return;
}


//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;
//check for delete item
return;
else if (!Q_strcmp(pszCommand, DELETE_CURRENT_ITEM_COMMAND))
}
}
else if (Q_stristr(pszCommand, "$playsoundscape") == pszCommand)
{
{
//get the selected number
//check for current rndwave
char* str_number = (char*)(pszCommand + 15);
if (m_kvCurrRndwave && m_SoundNameTextEntry->IsEnabled())
int number = atoi(str_number);
if (number != 0)
{
{
//look for button with same command
if (!m_kvCurrRndwave || m_iCurrRndWave <= 0)
auto& vec = m_pDataList->m_MenuButtons;
return;
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;
}


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


//clear the m_pSoundList
FOR_EACH_VALUE(m_kvCurrRndwave, keyvalues)
m_pSoundList->Clear();
{
m_pSoundList->m_Keyvalues = nullptr;
if (++curr == m_iCurrRndWave)
{
//delete
if (prev)
prev->SetNextKey(keyvalues->GetNextValue());
else
{
m_kvCurrRndwave->m_pSub = keyvalues->GetNextValue();
m_iCurrRndWave = -1;
}


//store variables
curr = curr - 1;
KeyValues* data = nullptr;
int curr = 0;


//get subkey
keyvalues->SetNextKey(nullptr);
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
keyvalues->deleteThis();
{
if (Q_strcasecmp(sounds->GetName(), "playsoundscape"))
continue;
 
if (++curr == number)
{
data = sounds;
break;
break;
}
}
}


//no data
if (!data)
return;


m_kvCurrSound = data;
m_kvCurrRndwave = nullptr;


//set the random times
prev = keyvalues;
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
//reset everything
int index = 8; //8 = SNDLVL_NORM
m_SoundNameTextEntry->SetText("");
const char* name = data->GetString("soundlevel", nullptr);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


//check for the name
//store vector
if (name)
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");


//loop through the sound levels to find the right one
//increment variables based on name
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
if (Q_stristr(name, "$rndwave") == name)
{
{
if (!Q_strcmp(name, g_SoundLevels[i]))
WaveAmount++;
{
vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
index = i;
break;
}
}
}
}
}


//select the index
//bounds check
m_SoundLevels->ActivateItem(index);
if (vec.Count() <= 0)
{
m_kvCurrRndwave = nullptr;
m_pSoundList->m_Keyvalues = nullptr;


//enable the text entries
//restart soundscape
m_TimeTextEntry->SetEnabled(true);
PlaySelectedSoundscape();
m_VolumeTextEntry->SetEnabled(true);
m_PitchTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(true);
m_SoundLevels->SetEnabled(true);
m_SoundNameTextEntry->SetEnabled(true);
m_TimeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


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


m_iSoundscapeMode = SoundscapeMode::Mode_Soundscape;
//select next item
return;
if (m_iCurrRndWave <= vec.Count())
OnCommand(CFmtStr("$rndwave%d", curr + 1));
else
OnCommand(CFmtStr("$rndwave%d", curr));
}
}
}
else if (m_kvCurrSound)
else if (Q_stristr(pszCommand, "$rndwave") == pszCommand)
{
{
//find keyvalue with same pointer and get the index
if (!m_kvCurrRndwave)
int tmpindex = 0;
return;
int index = -1;


//get the selected number
KeyValues* prev = nullptr;
char* str_number = (char*)(pszCommand + 8);
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, keyvalues)
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 (m_kvCurrSound == keyvalues)
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
{
vec[i]->m_bIsSelected = true;
//remove it
else
if (prev)
vec[i]->m_bIsSelected = false;
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
}
else
m_kvCurrSelected->m_pSub = keyvalues->GetNextTrueSubKey();


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


int i = 0;
//get index
 
index = tmpindex;
//get value
KeyValues* curr = nullptr;
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
{
if (++i == m_iCurrRndWave)
{
curr = wave;
break;
break;
}
}
prev = keyvalues;
//increment
tmpindex++;
}
}


//if no curr then throw an error
//error
if (!curr)
if (index == -1)
{
return;
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show error
//store vector
char buf[1028];
auto& vec = m_pDataList->m_MenuButtons;
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);
//remove it
m_SoundNameTextEntry->SetText(curr->GetString());
delete vec[index];
vec.Remove(index);


m_SoundNamePlay->SetEnabled(true);
//move everything down
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
m_pDataList->m_Keyvalues = m_kvCurrSelected;


m_iSoundscapeMode = SoundscapeMode::Mode_Random;
for (int i = index; i < vec.Count(); i++)
return;
{
}
//move everything down
}
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


//look for button with the same name as the command
if (vec.Count() >= m_pDataList->m_iMax)
{
{
//store vars
m_pDataList->OnMouseWheeled(1);
CUtlVector<CSoundscapeButton*>& array = m_SoundscapesList->m_MenuButtons;


//de-select button
int min, max;
if (m_pCurrentSelected)
m_pDataList->m_pSideSlider->GetRange(min, max);
m_pCurrentSelected->m_bIsSelected = false;


//check for name
if (max > 0)
for (int i = 0; i < m_SoundscapesList->m_MenuButtons.Size(); i++)
m_pDataList->m_pSideSlider->SetRange(0, max - 1);
{
else
//check button name
m_pDataList->m_pSideSlider->SetRange(0, 0);
if (!Q_strcmp(array[i]->GetCommand()->GetString("command"), pszCommand))
{
//found it
m_pCurrentSelected = array[i];
break;
}
}
}


//find selected keyvalue
//reset the names of each button
int RandomNum = 0;
int LoopingNum = 0;
int SoundscapeNum = 0;


//set needed stuff
//change the commands of the buttons
if (m_pCurrentSelected)
for (int i = 0; i < vec.Count(); i++)
{
{
//select button
//store data name
m_pCurrentSelected->m_bIsSelected = true;
const char* name = vec[i]->GetCommand()->GetString("command");


m_DeleteCurrentButton->SetEnabled(false);
//increment variables based on name
if (Q_stristr(name, "$playrandom") == name)
{
RandomNum++;
vec[i]->SetCommand(CFmtStr("$playrandom%d", RandomNum));
}


//reset the selected kv
if (Q_stristr(name, "$playlooping") == name)
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;
LoopingNum++;
break;
vec[i]->SetCommand(CFmtStr("$playlooping%d", LoopingNum));
}
}
}


//set
if (Q_stristr(name, "$playsoundscape") == name)
m_kvCurrSound = nullptr;
{
m_kvCurrRndwave = nullptr;
SoundscapeNum++;
vec[i]->SetCommand(CFmtStr("$playsoundscape%d", SoundscapeNum));
}
}


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


m_SoundLevels->SetEnabled(false);
m_SoundNameTextEntry->SetEnabled(false);
m_TimeTextEntry->SetEnabled(false);
m_PitchTextEntry->SetEnabled(false);
m_PitchTextEntry->SetEnabled(false);
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);
m_SoundLevels->SetEnabled(false);
m_SoundLevels->SetText("");


m_SoundNameTextEntry->SetEnabled(false);
m_pSoundList->Clear();
m_SoundNameTextEntry->SetText("");


m_SoundNamePlay->SetEnabled(false);
m_kvCurrSound = nullptr;
m_pSoundList->m_Keyvalues = nullptr;


if (g_SoundPanel)
//bounds checking
{
if (index >= vec.Count())
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
index = vec.Count() - 1; // fix bounds more safely
g_SoundPanel->SetVisible(false);
}


//check for current keyvalues. should never bee nullptr but could be
//select the button
if (!m_kvCurrSelected)
if (index >= 0)
{
OnCommand(vec[index]->GetCommand()->GetString("command"));
}
else if (m_kvCurrSelected)
{
if (m_KeyValues == m_kvCurrSelected)
{
//play an error sound
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");
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
//show an error
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
popup->SetOKButtonText("Ok");
popup->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->SetCancelButtonVisible(false);
Line 4,165: Line 4,232:
popup->DoModal(this);
popup->DoModal(this);


//reset vars
m_pCurrentSelected = nullptr;
m_TextEntryName->SetEnabled(false);
m_TextEntryName->SetText("");
m_DspEffects->SetEnabled(false);
m_DspEffects->SetText("");
return;
return;
}
}


if (g_IsPlayingSoundscape)
//find keyvalue with same pointer and get the index
PlaySelectedSoundscape();
int tmpindex = 0;
int index = -1;


m_DeleteCurrentButton->SetEnabled(true);
KeyValues* prev = nullptr;
for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
{
if (m_kvCurrSelected == keyvalues)
{
//remove it
if (!prev)
break;


//set current soundscape name
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
m_TextEntryName->SetText(pszCommand);
keyvalues->SetNextKey(nullptr);
m_TextEntryName->SetEnabled(true);
keyvalues->deleteThis();
m_pDataList->m_Keyvalues = m_kvCurrSelected;


//set dsp effect
//get index
int dsp = Clamp<int>(m_kvCurrSelected->GetInt("dsp"), 0, 29);
index = tmpindex;
break;
}


m_PlaySoundscapeButton->SetEnabled(true);
prev = keyvalues;
 
//increment
tmpindex++;
}
 
//error
if (index == -1)
return;
 
//store vector
auto& vec = m_SoundscapesList->m_MenuButtons;


m_DspEffects->SetEnabled(true);
//remove it
m_DspEffects->ActivateItem(dsp);
delete vec[index];
vec.Remove(index);


//clear these
//move everything down
m_pDataList->Clear();
m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;
m_pSoundList->Clear();
m_pSoundList->m_Keyvalues = nullptr;


//set variables
for (int i = index; i < vec.Count(); i++)
int RandomNum = 0;
{
int LoopingNum = 0;
//move everything down
int SoundscapeNum = 0;
int x, y = 0;
vec[i]->GetPos(x, y);
vec[i]->SetPos(x, y - 22);
}


FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, data)
if (vec.Count() >= m_SoundscapesList->m_iMax)
{
{
//store data name
m_SoundscapesList->OnMouseWheeled(1);
const char* name = data->GetName();


//increment variables based on name
int min, max;
if (!Q_strcasecmp(name, "playrandom"))
m_SoundscapesList->m_pSideSlider->GetRange(min, max);
{
m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
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);
//reset everything
}
m_DspEffects->SetText("");
m_SoundLevels->SetText("");
m_TextEntryName->SetText("");
m_SoundNameTextEntry->SetText("");
m_TimeTextEntry->SetText("");
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetText("");


//-----------------------------------------------------------------------------
m_DspEffects->SetEnabled(false);
// Purpose: Function to recursivly write keyvalues to keyvalue files. the keyvalues
m_SoundLevels->SetEnabled(false);
// class does have a function to do this BUT this function writes every single
m_TextEntryName->SetEnabled(false);
// item one after another. this function does that but writes the keys
m_SoundNameTextEntry->SetEnabled(false);
// first then the subkeys so the order is good.
m_TimeTextEntry->SetEnabled(false);
//-----------------------------------------------------------------------------
m_PitchTextEntry->SetEnabled(false);
void RecursivlyWriteKeyvalues(KeyValues* prev, CUtlBuffer& buffer, int& indent)
m_PositionTextEntry->SetEnabled(false);
{
m_VolumeTextEntry->SetEnabled(false);
//write \t indent
m_SoundNamePlay->SetEnabled(false);
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');


//write name
m_pDataList->Clear();
buffer.PutChar('"');
m_pSoundList->Clear();
buffer.PutString(prev->GetName());
buffer.PutString("\"\n");


//write {
m_kvCurrSound = nullptr;
for (int i = 0; i < indent; i++)
m_pDataList->m_Keyvalues = nullptr;
buffer.PutChar('\t');


buffer.PutString("{\n");
//go to next soundscape
if (!prev)
{
//restart soundscape
PlaySelectedSoundscape();
return;
}


//increment indent
if (prev->GetNextTrueSubKey())
indent++;
OnCommand(prev->GetNextTrueSubKey()->GetName());
else
OnCommand(prev->GetName());
}


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


//write name and value
//check for "playrandom", "playsoundscape" or "playlooping"
buffer.PutChar('"');
if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
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
//get the selected number
RecursivlyWriteKeyvalues(value, buffer, indent);
char* str_number = (char*)(pszCommand + 11);
int number = atoi(str_number);
if (value->GetNextTrueSubKey())
if (number != 0)
buffer.PutChar('\n');
{
}
//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;
}


//decrement indent
indent--;


//write ending }
//clear the m_pSoundList
for (int i = 0; i < indent; i++)
m_pSoundList->Clear();
buffer.PutChar('\t');
m_pSoundList->m_Keyvalues = nullptr;


buffer.PutString("}\n");
//store variables
}
KeyValues* data = nullptr;
int curr = 0;


//-----------------------------------------------------------------------------
//get subkey
// Purpose: Called when a file gets opened/closed
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
//-----------------------------------------------------------------------------
{
void CSoundscapeMaker::OnFileSelected(const char* pszFileName)
if (Q_strcasecmp(sounds->GetName(), "playrandom"))
{
continue;
//check for null or empty string
if (!pszFileName || pszFileName[0] == '\0')
return;


//check for file save
if (++curr == number)
if (!m_bWasFileLoad)
{
{
data = sounds;
//save the file
break;
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
//no data
KeyValues* pCurrent = m_KeyValues;
if (!data)
while (pCurrent)
return;
{
int indent = 0;
RecursivlyWriteKeyvalues(pCurrent, buf, indent);
//put a newline
if (pCurrent->GetNextTrueSubKey())
buf.PutChar('\n');


//get next
m_kvCurrSound = data;
pCurrent = pCurrent->GetNextTrueSubKey();
m_kvCurrRndwave = nullptr;
}


if (!g_pFullFileSystem->WriteFile(pszFileName, "MOD", buf))
//set the random times
{
m_TimeTextEntry->SetText(data->GetString("time", "10,20"));
//play an error sound
m_VolumeTextEntry->SetText(data->GetString("volume", "0.5,0.8"));
vgui::surface()->PlaySound("resource/warning.wav");
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
m_PositionTextEntry->SetText(data->GetString("position", ""));
m_SoundNameTextEntry->SetText("");


//get the error first
//get snd level index
char buf[1028];
int index = 8; //8 = SNDLVL_NORM
Q_snprintf(buf, sizeof(buf), "Failed to save soundscape to file \"%s\"", pszFileName);
const char* name = data->GetString("soundlevel", nullptr);
 
//check for the name
if (name)
{


//show an error
//loop through the sound levels to find the right one
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
popup->SetOKButtonText("Ok");
{
popup->SetCancelButtonVisible(false);
if (!Q_strcmp(name, g_SoundLevels[i]))
popup->AddActionSignalTarget(this);
{
popup->DoModal(this);
index = i;
return;
break;
}
}
}
}
}


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


//store vars
//enable the text entries
const char* last = pszFileName;
m_TimeTextEntry->SetEnabled(true);
const char* tmp = nullptr;
m_VolumeTextEntry->SetEnabled(true);
m_PitchTextEntry->SetEnabled(true);
m_PositionTextEntry->SetEnabled(true);
m_SoundLevels->SetEnabled(true);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


//get the last /
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
while ((last = Q_strstr(last, "\\")) != nullptr)
g_SoundPanel->SetVisible(false);
tmp = ++last; //move past the backslash


//check tmp
//check for randomwave subkey
if (!tmp || !*tmp)
if ((data = data->FindKey("rndwave")) == nullptr)
tmp = pszFileName;
return;
 
m_kvCurrRndwave = data;
m_pSoundList->m_Keyvalues = data;


//set new title
//add all the data
char buf[1028];
int i = 0;
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
FOR_EACH_VALUE(data, sound)
{
const char* name = sound->GetName();


SetTitle(buf, true);
//get real text
const char* text = sound->GetString();


//create copy of pszFileName
//get last / or \ and make the string be that + 1
char manifest[1028];
char* fslash = Q_strrchr(text, '/');
Q_strncpy(manifest, pszFileName, sizeof(manifest));
char* bslash = Q_strrchr(text, '\\');


//get last /
//no forward slash and no back slash
char* lastSlash = Q_strrchr(manifest, '\\');
if (!fslash && !bslash)
if (lastSlash == nullptr || *lastSlash == '\0')  
{
return;
text = text;
}
else
{
if (fslash > bslash)
text = fslash + 1;


//append 'soundscapes_manifest.txt'
else if (bslash > fslash)
lastSlash[1] = '\0';
text = bslash + 1;
strcat(manifest, "soundscapes_manifest.txt");
}


//see if we can open manifest file
m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this, sound, SoundscapeClipboardType::Type_SoundscapeRandomWave);
KeyValues* man_file = new KeyValues("manifest");
}
if (!man_file->LoadFromFile(g_pFullFileSystem, manifest))
{
//cant open manifest file
man_file->deleteThis();
return;
}


//get real filename
m_iSoundscapeMode = SoundscapeMode::Mode_Random;
pszFileName = Q_strrchr(pszFileName, '\\');
if (!pszFileName || !*pszFileName)
{
man_file->deleteThis();
return;
return;
}
}
 
}
pszFileName = pszFileName + 1;
else if (Q_stristr(pszCommand, "$playlooping") == pszCommand)
 
{
//create name to be added to the manifest file
//get the selected number
char add_file[1028];
char* str_number = (char*)(pszCommand + 12);
Q_snprintf(add_file, sizeof(add_file), "scripts/%s", pszFileName);
int number = atoi(str_number);
 
if (number != 0)
//add filename to manifest file if not found
FOR_EACH_VALUE(man_file, value)
{
{
if (!Q_strcmp(value->GetString(), add_file))
//look for button with same command
auto& vec = m_pDataList->m_MenuButtons;
for (int i = 0; i < vec.Count(); i++)
{
{
man_file->deleteThis();
//if the button doesnt have the same command then de-select it. else select it
return;
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
vec[i]->m_bIsSelected = true;
else
vec[i]->m_bIsSelected = false;
}
}
}




//add to manifest file
//clear the m_pSoundList
KeyValues* kv = new KeyValues("file");
m_pSoundList->Clear();
kv->SetString(nullptr, add_file);
m_pSoundList->m_Keyvalues = nullptr;
man_file->AddSubKey(kv);


//write to file
//store variables
man_file->SaveToFile(g_pFullFileSystem, manifest);
KeyValues* data = nullptr;
int curr = 0;


man_file->deleteThis();
//get subkey
return;
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
}
{
if (Q_strcasecmp(sounds->GetName(), "playlooping"))
continue;


//try and load the keyvalues file first
if (++curr == number)
KeyValues* temp = new KeyValues("SoundscapeFile");
{
if (!temp->LoadFromFile(filesystem, pszFileName))
data = sounds;
{
break;
//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
//no data
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
if (!data)
popup->SetOKButtonText("Ok");
return;
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


temp->deleteThis();
m_kvCurrSound = data;
return;
m_kvCurrRndwave = nullptr;
}


//set the new title
//set the random times
{
m_TimeTextEntry->SetText("");
//store vars
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
const char* last = pszFileName;
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
const char* tmp = nullptr;
m_PositionTextEntry->SetText(data->GetString("position", ""));
m_SoundNameTextEntry->SetText(data->GetString("wave", ""));


//get the last /
//get snd level index
while ((last = Q_strstr(last, "\\")) != nullptr)
int index = 8; //8 = SNDLVL_NORM
tmp = ++last; //move past the backslash
const char* name = data->GetString("soundlevel", nullptr);


//check tmp
//check for the name
if (!tmp || !*tmp)
if (name)
tmp = pszFileName;
{


//create the new new title
//loop through the sound levels to find the right one
char buf[1028];
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
{
if (!Q_strcmp(name, g_SoundLevels[i]))
{
index = i;
break;
}
}
}


SetTitle(buf, true);
//select the index
}
m_SoundLevels->ActivateItem(index);


//stop all soundscapes before deleting the old soundscapes
//enable the text entries
m_kvCurrSelected = nullptr;
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;
}


if (g_IsPlayingSoundscape)
PlaySelectedSoundscape();


//delete and set the old keyvalues
//clear the m_pSoundList
if (m_KeyValues)
m_pSoundList->Clear();
m_KeyValues->deleteThis();
m_pSoundList->m_Keyvalues = nullptr;


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


//load the file
//get subkey
LoadFile(m_KeyValues);
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
}
{
if (Q_strcasecmp(sounds->GetName(), "playsoundscape"))
continue;


//-----------------------------------------------------------------------------
if (++curr == number)
// Purpose: Called when a text thing changes
{
//-----------------------------------------------------------------------------
data = sounds;
void CSoundscapeMaker::OnTextChanged(KeyValues* keyvalues)
break;
{
}
//check for these things
}
if (!m_pCurrentSelected || !m_kvCurrSelected)
return;


//check to see if the current focus is the text text entry
//no data
if (m_TextEntryName->HasFocus())
if (!data)
{
return;
//get text
char buf[50];
m_TextEntryName->GetText(buf, sizeof(buf));


//set current text and keyvalue name
m_kvCurrSound = data;
m_kvCurrSelected->SetName(buf);
m_kvCurrRndwave = nullptr;
m_pCurrentSelected->SetText(buf);
m_pCurrentSelected->SetCommand(buf);
return;
}


//set dsp
//set the random times
m_kvCurrSelected->SetInt("dsp", Clamp<int>(m_DspEffects->GetActiveItem(), 0, 28));
m_TimeTextEntry->SetText("");
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
//if the m_kvCurrSound is nullptr then dont do the rest of the stuff
m_PositionTextEntry->SetText(data->GetString("positionoverride", ""));
if (!m_kvCurrSound)
m_SoundNameTextEntry->SetText(data->GetString("name", ""));
return;
m_PitchTextEntry->SetText("");


//set the curr sound and stuff
//get snd level index
if (m_TimeTextEntry->HasFocus())
int index = 8; //8 = SNDLVL_NORM
{
const char* name = data->GetString("soundlevel", nullptr);
//get text
char buf[38];
m_TimeTextEntry->GetText(buf, sizeof(buf));


m_kvCurrSound->SetString("time", buf);
//check for the name
return;
if (name)
}
{
else if (m_VolumeTextEntry->HasFocus())
{
//get text
char buf[38];
m_VolumeTextEntry->GetText(buf, sizeof(buf));


m_kvCurrSound->SetString("volume", buf);
//loop through the sound levels to find the right one
return;
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
}
{
else if (m_PitchTextEntry->HasFocus())
if (!Q_strcmp(name, g_SoundLevels[i]))
{
{
//dont add to soundscaep
index = i;
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
break;
return;
}
}
}


//get text
//select the index
char buf[38];
m_SoundLevels->ActivateItem(index);
m_PitchTextEntry->GetText(buf, sizeof(buf));


m_kvCurrSound->SetString("pitch", buf);
//enable the text entries
return;
m_TimeTextEntry->SetEnabled(true);
}
m_VolumeTextEntry->SetEnabled(true);
else if (m_PositionTextEntry->HasFocus())
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)
{
{
//get text
if (!m_kvCurrRndwave)
char buf[38];
return;
m_PositionTextEntry->GetText(buf, sizeof(buf));


//if the string is empty then remove the position instead
//get the selected number
if (!buf[0])
char* str_number = (char*)(pszCommand + 8);
m_iCurrRndWave = atoi(str_number);
if (m_iCurrRndWave != 0)
{
{
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
//look for button with same command
m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("positionoverride"));
auto& vec = m_pSoundList->m_MenuButtons;
else
for (int i = 0; i < vec.Count(); i++)
m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("position"));
{
}
//if the button doesnt have the same command then de-select it. else select it
else
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
{
vec[i]->m_bIsSelected = true;
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
else
m_kvCurrSound->SetString("positionoverride", buf);
vec[i]->m_bIsSelected = false;
else
}
m_kvCurrSound->SetString("position", buf);


}


return;
int i = 0;
}


//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
//get value
int i = 0;
KeyValues* curr = nullptr;
 
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
{
{
if (++i == m_iCurrRndWave)
if (++i == m_iCurrRndWave)
{
{
wave->SetStringValue(buf);
curr = wave;
break;
}
}


//set text on the sounds panel
//if no curr then throw an error
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
if (!curr)
if (button)
{
{
//play an error sound
//get last / or \ and make the string be that + 1
vgui::surface()->PlaySound("resource/warning.wav");
char* fslash = Q_strrchr(buf, '/');
char* bslash = Q_strrchr(buf, '\\');


//no forward slash and no back slash
//show error
if (!fslash && !bslash)
char buf[1028];
{
Q_snprintf(buf, sizeof(buf), "Failed to get rndwave '%d' for subkey \"%s\"\nfor current soundscape file!", i, m_kvCurrSelected->GetName());
button->SetText(buf);
return;
}


if (fslash > bslash)
//show an error
{
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
button->SetText(fslash + 1);
popup->SetOKButtonText("Ok");
return;
popup->SetCancelButtonVisible(false);
}
popup->AddActionSignalTarget(this);
popup->DoModal(this);
else if (bslash > fslash)
return;
{
button->SetText(bslash + 1);
return;
}
}
 
break;
}
}
}
}


return;
m_SoundNameTextEntry->SetEnabled(true);
}
m_SoundNameTextEntry->SetText(curr->GetString());
}


//-----------------------------------------------------------------------------
m_SoundNamePlay->SetEnabled(true);
// 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_iSoundscapeMode = SoundscapeMode::Mode_Random;
m_DspEffects->SetText("");
return;
}
}


m_TimeTextEntry->SetEnabled(false);
//look for button with the same name as the command
m_TimeTextEntry->SetText("");
{
//store vars
m_VolumeTextEntry->SetEnabled(false);
CUtlVector<CSoundscapeButton*>& array = m_SoundscapesList->m_MenuButtons;
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);
//de-select button
if (m_pCurrentSelected)
if (g_SoundPanel)
m_pCurrentSelected->m_bIsSelected = false;
{
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
g_SoundPanel->SetVisible(false);
}


m_PlaySoundscapeButton->SetEnabled(false);
//check for name
m_PlaySoundscapeButton->SetSelected(false);
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;
}
}


m_ResetSoundscapeButton->SetEnabled(false);
//set needed stuff
m_DeleteCurrentButton->SetEnabled(false);
if (m_pCurrentSelected)
{
//select button
m_pCurrentSelected->m_bIsSelected = true;
m_DeleteCurrentButton->SetEnabled(false);


//clear current file
//reset the selected kv
m_pCurrentSelected = nullptr;
m_kvCurrSelected = nullptr;
m_kvCurrSelected = nullptr;
m_kvCurrSound = nullptr;
m_kvCurrRndwave = nullptr;


//clear the menu items
//find selected keyvalues
m_SoundscapesList->Clear();
for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
m_pSoundList->Clear();
{
m_pDataList->Clear();
if (!Q_strcmp(kv->GetName(), pszCommand))
{
m_SoundscapesList->m_Keyvalues = file;
m_kvCurrSelected = kv;
m_pDataList->m_Keyvalues = nullptr;
break;
m_pSoundList->m_Keyvalues = nullptr;
}
}


g_IsPlayingSoundscape = false;
//set
m_kvCurrSound = nullptr;
m_kvCurrRndwave = nullptr;


//temp soundscapes list
m_TimeTextEntry->SetEnabled(false);
CUtlVector<const char*> Added;
m_TimeTextEntry->SetText("");


//add all the menu items
m_VolumeTextEntry->SetEnabled(false);
for (KeyValues* soundscape = file; soundscape != nullptr; soundscape = soundscape->GetNextTrueSubKey())
m_VolumeTextEntry->SetText("");
{
//add the menu buttons
const char* name = soundscape->GetName();


//check for the soundscape first
m_PitchTextEntry->SetEnabled(false);
if (Added.Find(name) != Added.InvalidIndex())
m_PitchTextEntry->SetText("");
{
ConWarning("CSoundscapePanel: Failed to add repeated soundscape '%s'\n", name);
continue;
}


Added.AddToTail(name);
m_PositionTextEntry->SetEnabled(false);
m_SoundscapesList->AddButton(name, name, name, this);
m_PositionTextEntry->SetText("");
}


m_SoundscapesList->m_pSideSlider->SetValue(0);
m_SoundLevels->SetEnabled(false);
m_SoundscapesList->ScrollBarMoved(0);
m_SoundLevels->SetText("");


//
m_SoundNameTextEntry->SetEnabled(false);
OnCommand(file->GetName());
m_SoundNameTextEntry->SetText("");
}


//-----------------------------------------------------------------------------
m_SoundNamePlay->SetEnabled(false);
// Purpose: Sets the sounds text
//-----------------------------------------------------------------------------
void CSoundscapeMaker::SetSoundText(const char* text)
{
m_SoundNameTextEntry->SetText(text);


//set soundscape name/wave
if (g_SoundPanel)
if (m_iSoundscapeMode != SoundscapeMode::Mode_Random)
{
{
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
m_kvCurrSound->SetString("wave", text);
g_SoundPanel->SetVisible(false);
}
}
else
{
//get value
int i = 0;


FOR_EACH_VALUE(m_kvCurrRndwave, wave)
//check for current keyvalues. should never bee nullptr but could be
{
if (!m_kvCurrSelected)
if (++i == m_iCurrRndWave)
{
{
wave->SetStringValue(text);
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//set text on the sounds panel
//show error
vgui::Button* button = m_pSoundList->m_MenuButtons[i - 1];
char buf[1028];
if (button)
Q_snprintf(buf, sizeof(buf), "Failed to find KeyValue subkey \"%s\"\nfor current soundscape file!", pszCommand);
{
//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
//show an error
if (!fslash && !bslash)
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
{
popup->SetOKButtonText("Ok");
button->SetText(text);
popup->SetCancelButtonVisible(false);
return;
popup->AddActionSignalTarget(this);
}
popup->DoModal(this);


if (fslash > bslash)
//reset vars
{
m_pCurrentSelected = nullptr;
button->SetText(fslash + 1);
return;
}


else if (bslash > fslash)
m_TextEntryName->SetEnabled(false);
{
m_TextEntryName->SetText("");
button->SetText(bslash + 1);
return;
}
}


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


return;
if (g_IsPlayingSoundscape)
}
PlaySelectedSoundscape();
 
m_DeleteCurrentButton->SetEnabled(true);


//-----------------------------------------------------------------------------
//set current soundscape name
// Purpose: Called when a keyboard key is pressed
m_TextEntryName->SetText(pszCommand);
//-----------------------------------------------------------------------------
m_TextEntryName->SetEnabled(true);
void CSoundscapeMaker::OnKeyCodePressed(vgui::KeyCode code)
m_pDataList->m_Keyvalues = m_kvCurrSelected;
{
 
//check for ctrl o or ctrl s
//set dsp effect
if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) ||
int dsp = Clamp<int>(m_kvCurrSelected->GetInt("dsp"), 0, 29);
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
m_PlaySoundscapeButton->SetEnabled(true);
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
m_DspEffects->SetEnabled(true);
else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT)) && m_SoundscapesList)
m_DspEffects->ActivateItem(dsp);
m_SoundscapesList->OnCommand(ADD_SOUNDSCAPE_COMMAND);


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


//check for arrow keys
//set variables
if (code == KEY_DOWN || code == KEY_UP)
int RandomNum = 0;
{
int LoopingNum = 0;
if (m_kvCurrRndwave)
int SoundscapeNum = 0;
{
 
m_pSoundList->OnKeyCodePressed(code);
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, data)
}
{
else if (m_kvCurrSelected && m_pDataList->m_MenuButtons.Count())
//store data name
{
const char* name = data->GetName();
m_pDataList->OnKeyCodePressed(code);
}
else
{
m_SoundscapesList->OnKeyCodePressed(code);
}


return;
//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);
}


//get key bound to this
if (!Q_strcasecmp(name, "playlooping"))
const char* key = engine->Key_LookupBinding("modbase_soundscape_panel");
{
if (!key)
LoopingNum++;
return;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playlooping%d", LoopingNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
}


//convert the key to a keyboard code
if (!Q_strcasecmp(name, "playsoundscape"))
const char* keystring = KeyCodeToString(code);
{
SoundscapeNum++;
//remove the KEY_ if found
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playsoundscape%d", SoundscapeNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
if (Q_strstr(keystring, "KEY_") == keystring)
}
keystring = keystring + 4;
}
}
}


//check both strings
BaseClass::OnCommand(pszCommand);
if (!Q_strcasecmp(key, keystring))
OnClose();
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Starts the soundscape on map spawn
// Purpose: Paste item from clipboard
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LevelInitPostEntity()
void CSoundscapeMaker::Paste(SoundscapeClipboardType type)
{
{
if (g_IsPlayingSoundscape)
switch (type)
PlaySelectedSoundscape();
{
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: Sets keyvalues from text
// 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 CSoundscapeMaker::Set(const char* buffer)
void RecursivlyWriteKeyvalues(KeyValues* prev, CUtlBuffer& buffer, int& indent)
{
{
CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
//write \t indent
buf.PutString(buffer);
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');


//try and load the keyvalues file first
//write name
KeyValues* temp = new KeyValues("SoundscapeFile");
buffer.PutChar('"');
if (!temp->LoadFromBuffer("Text Editor Panel Buffer", buf))
buffer.PutString(prev->GetName());
{
buffer.PutString("\"\n");
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show an error
//write {
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Failed to open keyvalues data from \"Text Editor Panel\"", this);
for (int i = 0; i < indent; i++)
popup->SetOKButtonText("Ok");
buffer.PutChar('\t');
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


temp->deleteThis();
buffer.PutString("{\n");
return;
}


//stop all soundscapes before deleting the old soundscapes
//increment indent
m_kvCurrSelected = nullptr;
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 (g_IsPlayingSoundscape)
if (value->GetNextTrueSubKey())
PlaySelectedSoundscape();
buffer.PutChar('\n');
}


//delete and set the old keyvalues
//decrement indent
if (m_KeyValues)
indent--;
m_KeyValues->deleteThis();


m_KeyValues = temp;
//write ending }
for (int i = 0; i < indent; i++)
buffer.PutChar('\t');


//load the file
buffer.PutString("}\n");
LoadFile(m_KeyValues);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Destructor for soundscape maker panel
// Purpose: Called when a file gets opened/closed
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeMaker::~CSoundscapeMaker()
void CSoundscapeMaker::OnFileSelected(const char* pszFileName)
{
{
//delete the keyvalue files if needed
//check for null or empty string
if (m_KeyValues)
if (!pszFileName || pszFileName[0] == '\0')
m_KeyValues->deleteThis();
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");


//static panel instance
//now write the keyvalues
static CSoundscapeMaker* g_SSMakerPanel = nullptr;
KeyValues* pCurrent = m_KeyValues;
while (pCurrent)
{
int indent = 0;
RecursivlyWriteKeyvalues(pCurrent, buf, indent);


//interface class
//put a newline
class CSoundscapeMakerInterface : public ISoundscapeMaker
if (pCurrent->GetNextTrueSubKey())
{
buf.PutChar('\n');
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)
//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)
if (g_SSMakerPanel)
g_SSMakerPanel->SetVisible(bVisible);
g_SSMakerPanel->SetVisible(bVisible);
}
}
 
 
void Destroy()
void Destroy()
{
{
if (g_SSMakerPanel)
if (g_SSMakerPanel)
g_SSMakerPanel->DeletePanel();
g_SSMakerPanel->DeletePanel();
 
 
if (g_SoundPanel)
if (g_SoundPanel)
g_SoundPanel->DeletePanel();
g_SoundPanel->DeletePanel();
 
 
if (g_SettingsPanel)
if (g_SettingsPanel)
g_SettingsPanel->DeletePanel();
g_SettingsPanel->DeletePanel();
 
 
if (g_SoundscapeTextPanel)
if (g_SoundscapeTextPanel)
g_SoundscapeTextPanel->DeletePanel();
g_SoundscapeTextPanel->DeletePanel();
 
if (g_SoundscapeDebugPanel)
if (g_SoundscapeDebugPanel)
g_SoundscapeDebugPanel->DeletePanel();
g_SoundscapeDebugPanel->DeletePanel();
 
 
g_SSMakerPanel = nullptr;
if (g_SoundscapeClipboard)
g_SoundPanel = nullptr;
g_SoundscapeClipboard->DeletePanel();
g_SettingsPanel = nullptr;
 
g_SoundscapeTextPanel = nullptr;
g_SSMakerPanel = nullptr;
g_SoundscapeDebugPanel = nullptr;
g_SoundPanel = nullptr;
g_SettingsPanel = nullptr;
g_SoundscapeTextPanel = nullptr;
g_SoundscapeDebugPanel = nullptr;
g_SoundscapeClipboard = nullptr;
}
 
void SetSoundText(const char* text)
{
if (!g_SSMakerPanel)
return;
 
g_SSMakerPanel->SetSoundText(text);
g_SSMakerPanel->RequestFocus();
g_SSMakerPanel->MoveToFront();
}
 
void SetAllVisible(bool bVisible)
{
g_ShowSoundscapePanel = false;
 
if (g_SSMakerPanel)
g_SSMakerPanel->SetVisible(bVisible);
 
if (g_SoundPanel)
g_SoundPanel->SetVisible(bVisible);
 
if (g_SettingsPanel)
g_SettingsPanel->SetVisible(bVisible);
 
if (g_SoundscapeTextPanel)
g_SoundscapeTextPanel->SetVisible(bVisible);
 
if (g_SoundscapeDebugPanel)
g_SoundscapeDebugPanel->SetVisible(bVisible);
}
 
void SetBuffer(const char* text)
{
if (g_SSMakerPanel)
g_SSMakerPanel->Set(text);
}
}


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


void SetAllVisible(bool bVisible)
KeyValues* GetPanelSelected()
{
{
g_ShowSoundscapePanel = false;
return g_SSMakerPanel->m_kvCurrSelected;
 
if (g_SSMakerPanel)
g_SSMakerPanel->SetVisible(false);
 
if (g_SoundPanel)
g_SoundPanel->SetVisible(false);
 
if (g_SettingsPanel)
g_SettingsPanel->SetVisible(false);
 
if (g_SoundscapeTextPanel)
g_SoundscapeTextPanel->SetVisible(true);
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 18:40, 25 June 2025

vgui_soundscape_maker.cpp file needed for vgui soundscape maker

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

//graph panel for debugging

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

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

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

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

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

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

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

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

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

private:

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

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

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

	vgui::HFont m_Font;
};

extern vgui::ILocalize* g_pVGuiLocalize;

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

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

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

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

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

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

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

			float labelValue = frac * m_flMaxValue;

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

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

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

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

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

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

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

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

		float effectiveDuration = m_flDuration / line.speed;

		if (elapsed > effectiveDuration)
			elapsed = effectiveDuration;

		float progress = elapsed / effectiveDuration;

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

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

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

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

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

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

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

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

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

			lastX = x;
			lastY = y;
		}
	}
}

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

		//start running
		m_bRunning = true;
	}
}

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

		//stop running
		m_bRunning = false;
	}
}

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

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

	m_flTimeOffset += 0.1f;
}

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

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

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

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

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

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

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

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

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

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

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

bool g_bSSMHack = false;

//max clipboard size
#define MAX_CLIPBOARD_ITEMS 10

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

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

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

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

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

	//didnt find match
	return -1;
}

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

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

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

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

	//didnt find match
	return -1;
}

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

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

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

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

	g_SoundDirectories.RemoveAll();

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

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

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

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

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

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

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

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

	//
	g_SoundDirectories.Sort(VectorSortFunc);
}


//text entry for text edit panel


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

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

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

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

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

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

		BaseClass::OnKeyCodePressed(code);
	}

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

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

			}

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



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

	CSoundscapeClipboard(SoundscapeClipboardType type);

	//creates all the buttons
	void CreateButtons();

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

private:
	SoundscapeClipboardType m_Type;
};

//static soundscape clipboard panel
static CSoundscapeClipboard* g_SoundscapeClipboard;

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

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

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

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

	CreateButtons();
}

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

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

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

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

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

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

	BaseClass::OnClose();
}

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

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

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

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

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

	BaseClass::OnCommand(command);
}



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

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

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

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

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

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

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

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

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

	buffer.PutString("{\n");

	//increment indent
	indent++;

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

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

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

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

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

	//decrement indent
	indent--;

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

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

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

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

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

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

		g_SoundscapeMaker->SetBuffer(buf);

		//delete string
		delete[] buf;

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

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

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

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

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

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

		}
		else
		{

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

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

		}

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

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

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

			return;
		}

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

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

		return;
	}

	BaseClass::OnCommand(pszCommand);
}

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

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

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

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

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

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

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




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

#define DEBUG_PANEL_COMMAND_CLEAR "Clear"

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

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

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

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

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

public:
	CGraphPanel* m_PanelSoundscapesFadingIn;
};

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

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

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

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



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

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

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

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

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

	m_Text->SetMaximumCharCount(100000);
}

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

	BaseClass::OnCommand(pszCommand);
}

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

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

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

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

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

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

	va_end(args);
}

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

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

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

#define SETTINGS_PANEL_WIDTH 350
#define SETTINGS_PANEL_HEIGHT 277

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

#define MAX_SOUNDSCAPES 8

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

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

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

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

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

	~CSoundscapeSettingsPanel();

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

	friend class CSoundscapeMaker;
};


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

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		return;
	}

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

		return;
	}

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

	BaseClass::OnCommand(pszCommand);
}

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

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

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

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

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

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

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

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

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

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

}

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

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

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

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

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

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

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


#define BUTTON_MENU_COMMAND_COPY_CLIPBOARD "CopyClipboard"

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

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

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

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

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

		BaseClass::PaintBackground();
	}

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

		BaseClass::Paint();
	}

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

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

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

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

		BaseClass::Paint();
	}

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

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

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

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

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

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

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

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

	KeyValues* m_KeyValues = nullptr;
	SoundscapeClipboardType m_KeyValuesType;
};

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


//soundscape combo box

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

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

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

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

		BaseClass::OnKeyTyped(unichar);

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

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

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

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

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


//sounds list panel

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

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

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

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

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

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

private:
	friend class CSoundscapeMaker;

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

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

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

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

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		//if we are in soundscape mode then set the SoundNames to all the soundscapes. else set SoundNames to g_SoundDirectories
		if (!bCurrentlyInSoundPanel)
		{
			for (int i = 0; i < m_SoundscapesList->GetItemCount(); i++)
			{
				//insert
				char* tmpbuf = new char[512];
				m_SoundscapesList->GetItemText(i, tmpbuf, 512);

				SoundNames.AddToTail(tmpbuf);
			}
		}
		else
		{
			SoundNames = g_SoundDirectories;
		}

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

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

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

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

					return;
				}
			}


			//now cheeck from the SoundNames to the start
			for (int i = SoundNames.Count() - 1; i > start; i--)
			{
				if (Q_stristr(SoundNames[i], buf))
				{
					//select item
					SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
					SoundList->ActivateItem(i);

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

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

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

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

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

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

					return;
				}
			}


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

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

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

					return;
				}
			}
		}

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

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

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

		//precache and play the sound
		if (!enginesound->IsSoundPrecached(buf))
			enginesound->PrecacheSound(buf);

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

		return;
	}
	else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
	{
		//make not visible
		SetVisible(false);

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

		//get the sound
		char buf[512];

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

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

			bool bPrev = g_bSSMHack;
			g_bSSMHack = true;

			//reload all the soundscape files
			enginesound->StopAllSounds(true);

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

			g_bSSMHack = bPrev;

			//load all the temporary soundscapes
			CUtlVector<const char*> OtherSoundscapes;
			for (KeyValues* curr = g_SoundscapeMaker->GetPanelFile(); curr; curr = curr->GetNextKey())
			{
				if (curr == g_SoundscapeMaker->GetPanelSelected())
					continue;

				OtherSoundscapes.AddToTail(curr->GetName());
			}

			InitalizeSoundscapes(OtherSoundscapes);
		}

		return;
	}

	BaseClass::OnCommand(pszCommand);
}

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

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

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

	m_SoundsList->ActivateItem(0);
}

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

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

	OtherSoundscapes.Sort(VectorSortFunc);

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

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

	m_SoundscapesList->ActivateItem(0);
}

//-----------------------------------------------------------------------------
// Purpose: Sets if this panel is currently the sound panel or soundscape 
//			selector panel.
//-----------------------------------------------------------------------------
void CSoundListPanel::SetIsUsingSoundPanel(bool bUsing)
{
	bCurrentlyInSoundPanel = bUsing;

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

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

		//enable the play button
		m_PlayButton->SetEnabled(true);
		m_StopSoundButton->SetEnabled(true);

		//set texts
		m_PlayButton->SetText("Play Sound");
		m_StopSoundButton->SetText("Stop Sound");
		m_InsertButton->SetText("Insert Sound");

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

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

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

		//set texts
		m_PlayButton->SetText("Play Soundscape");
		m_StopSoundButton->SetText("Stop Soundscape");
		m_InsertButton->SetText("Insert Soundscape");

		//set stuff
		SetTitle("Soundscape List", true);
	}
}

//static sound list instance
static CSoundListPanel* g_SoundPanel = nullptr;


//soundscape list


#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
#define PASTE_FROM_CLIBOARD_COMMAND "PasteFromClipboard"
#define OPEN_CLIBOARD_COMMAND "OpenClipboard"


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

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

	//menu item stuff
	virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type);
	virtual void Clear();

	//other
	virtual void OnMouseWheeled(int delta);
	virtual void OnMouseReleased(vgui::MouseCode code);

	virtual void OnCommand(const char* pszCommand);
	virtual void PaintBackground();

	virtual void OnKeyCodeReleased(vgui::KeyCode code);

	//message funcs
	MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);

protected:
	friend class CSoundscapeMaker;

	//keyvalue list.
	KeyValues* m_Keyvalues = nullptr;

	//says "Soundscapes List"
	vgui::Label* m_pLabel;
	vgui::ScrollBar* m_pSideSlider;

	//menu
	vgui::Menu* menu;

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

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

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

	m_iCurrentY = 22;
	m_iMax = max;
	m_Keyvalues = nullptr;
}

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

	//increment current y
	m_iCurrentY = m_iCurrentY + 22;

	//add button to array
	m_MenuButtons.AddToTail(button);

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

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

	m_AmtAdded++;

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

//-----------------------------------------------------------------------------
// Purpose: Clears everything for this list
//-----------------------------------------------------------------------------
void CSoundscapeList::Clear()
{
	//reset the slider
	m_pSideSlider->SetValue(0);
	m_pSideSlider->SetEnabled(false);
	m_pSideSlider->SetRange(0, 0);
	m_pSideSlider->SetButtonPressedScrollValue(1);
	m_pSideSlider->SetRangeWindow(0);

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

	m_MenuButtons.RemoveAll();

	//reset current y
	m_iCurrentY = 22;

	m_AmtAdded = 0;
}

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

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

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

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

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

	//check clipboard item
	if (CurrClipboardName.Count() > 0)
	{
		menu->AddSeparator();
		menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
		menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
	}

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

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

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

		AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);

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

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

		GetParent()->OnCommand(name);
		return;
	}
	else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
	{
		int index = CurrClipboardName.Count() - 1;

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

		//add to keyvalues file
		KeyValues* kv = new KeyValues(name);
		CurrClipboardName[index]->CopySubkeys(kv);

		KeyValues* tmp = m_Keyvalues;
		KeyValues* tmp2 = tmp;

		AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);

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

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

		GetParent()->OnCommand(name);
		return;
	}
	else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
	{
		if (g_SoundscapeClipboard)
			g_SoundscapeClipboard->DeletePanel();

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

	BaseClass::OnCommand(pszCommand);
}

//-----------------------------------------------------------------------------
// Purpose: Paints the background
//-----------------------------------------------------------------------------
void CSoundscapeList::PaintBackground()
{
	//colors
	static Color EnabledColor = Color(100, 100, 100, 200);
	static Color DisabledColor = Color(60, 60, 60, 200);

	//if m_KeyValues then paint the default color
	if (m_Keyvalues)
		SetBgColor(EnabledColor);
	else
		SetBgColor(DisabledColor);

	BaseClass::PaintBackground();
}

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

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

	//check for arrow
	if (code == KEY_DOWN)
	{
		//find selected item
		for (int i = 0; i < m_MenuButtons.Count(); i++)
		{
			if (m_MenuButtons[i]->m_bIsSelected)
			{
				//check for size and to see if we can select item
				if (i + 1 >= m_MenuButtons.Count())
					return;

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

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

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

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




//soundscape data list


#define NEW_PLAYLOOPING_COMMAND "NewLooping"
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
#define NEW_RANDOM_COMMAND "NewRandom"


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

	CSoundscapeDataList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
		: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
	{}

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

	void OnCommand(const char* pszCommand);

private:
	friend class CSoundscapeMaker;
};


//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnMouseReleased(vgui::MouseCode code)
{
	//if no soundscape is selected or mouse code != right then return
	if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
		return;

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

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

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

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


//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnCommand(const char* pszCommand)
{
	if (!Q_strcmp(pszCommand, NEW_PLAYLOOPING_COMMAND))
	{
		int LoopingNum = 0;
		FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
		{
			//store data name
			const char* name = data->GetName();

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

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

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

		m_Keyvalues->AddSubKey(kv);

		GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));

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

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

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

		AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);

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

		GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));

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

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

		//add the keyvalues
		KeyValues* kv = new KeyValues("playrandom");


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

		AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);

		//make rndwave subkey
		KeyValues* rndwave = new KeyValues("rndwave");
		kv->AddSubKey(rndwave);

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

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

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

		const char* type = CurrClipboardData[index]->GetName();

		//get num of that item
		int NumItem = 0;
		FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
		{
			//store data name
			const char* name = data->GetName();

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

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

		AddButton(type, type, CFmtStr("$%s%d", type, NumItem + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);

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

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

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

	BaseClass::OnCommand(pszCommand);
}


//soundscape rndwave data list


#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"


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

	CSoundscapeRndwaveList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
		: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
	{}

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

	void OnCommand(const char* pszCommand);

private:
	friend class CSoundscapeMaker;
};


//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnMouseReleased(vgui::MouseCode code)
{
	//if no soundscape is selected or mouse code != right then return
	if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
		return;

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

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

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

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


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

		FOR_EACH_VALUE(m_Keyvalues, kv)
			num++;

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

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

		m_Keyvalues->AddSubKey(add);

		//forward command to parent
		GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));

		return;
	}

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

		FOR_EACH_VALUE(m_Keyvalues, kv)
			num++;

		int index = CurrClipboardRandom.Count() - 1;

		const char* text = CurrClipboardRandom[index]->GetString();

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

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

		if (fslash > bslash)
			text = fslash + 1;
		else if (bslash > fslash)
			text = bslash + 1;

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

		m_Keyvalues->AddSubKey(add);

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

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

	BaseClass::OnCommand(pszCommand);
}


//soundscape panel


#define SOUNDSCAPE_PANEL_WIDTH 760
#define SOUNDSCAPE_PANEL_HEIGHT 630

#define NEW_BUTTON_COMMAND "$NewSoundscape"
#define SAVE_BUTTON_COMMAND "$SaveSoundscape"
#define LOAD_BUTTON_COMMAND "$LoadSoundscape"
#define OPTIONS_BUTTON_COMMAND "$ShowOptions"
#define EDIT_BUTTON_COMMAND "$Edit"
#define RESET_BUTTON_COMMAND "$ResetSoundscapes"
#define SOUNDS_LIST_BUTTON_COMMAND "$ShowSoundsList"
#define PLAY_SOUNDSCAPE_COMMAND "$PlaySoundscape"
#define RESET_SOUNDSCAPE_BUTTON_COMMAND "$ResetSoundscape"
#define DELETE_CURRENT_ITEM_COMMAND "$DeleteItem"

//static bool to determin if the soundscape panel should show or not
bool g_ShowSoundscapePanel = false;
bool g_IsPlayingSoundscape = false;

//soundscape maker panel
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)

	CSoundscapeMaker(vgui::VPANEL parent);

	//tick functions
	void OnTick();

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

	void PlaySelectedSoundscape();
	void LoadFile(KeyValues* file);

	void OnKeyCodePressed(vgui::KeyCode code);

	void SetSoundText(const char* text);

	//to play the soundscape on map spawn
	void LevelInitPostEntity();

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

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

	~CSoundscapeMaker();

public:

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

private:
	void CreateEverything();

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

	//buttons
	vgui::Button* m_ButtonNew = nullptr;
	vgui::Button* m_ButtonSave = nullptr;
	vgui::Button* m_ButtonLoad = nullptr;
	vgui::Button* m_ButtonOptions = nullptr;
	vgui::Button* m_EditButton = nullptr;

	//file load and save dialogs
	vgui::FileOpenDialog* m_FileSave = nullptr;
	vgui::FileOpenDialog* m_FileLoad = nullptr;
	bool m_bWasFileLoad = false;

	//text entry for name
	vgui::TextEntry* m_TextEntryName;

	//combo box for dsp effects
	vgui::ComboBox* m_DspEffects;
	vgui::ComboBox* m_SoundLevels;

	//sound data text entry
	vgui::TextEntry* m_TimeTextEntry;
	vgui::TextEntry* m_VolumeTextEntry;
	vgui::TextEntry* m_PitchTextEntry;
	vgui::TextEntry* m_PositionTextEntry;
	vgui::TextEntry* m_SoundNameTextEntry;

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

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

	//current selected soundscape
	CSoundscapeButton* m_pCurrentSelected = nullptr;

public:
	KeyValues* m_kvCurrSelected = nullptr;

private:
	KeyValues* m_kvCurrSound = nullptr;
	KeyValues* m_kvCurrRndwave = nullptr;

	int m_iCurrRndWave = 0;

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

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

//user message hook
void _SoundscapeMaker_Recieve(bf_read& bf);

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

	//set variables
	m_pCurrentSelected = nullptr;

	SetParent(parent);

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

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

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

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



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

	CreateEverything();
}

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

	//create the buttons
		//create the buttons
	m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
	m_ButtonNew->SetVisible(true);
	m_ButtonNew->SetBounds(7, 600, 145, 25);
	m_ButtonNew->SetCommand(NEW_BUTTON_COMMAND);
	m_ButtonNew->SetDepressedSound("ui/buttonclickrelease.wav");

	m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
	m_ButtonSave->SetVisible(true);
	m_ButtonSave->SetBounds(157, 600, 145, 25);
	m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
	m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");

	m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
	m_ButtonLoad->SetVisible(true);
	m_ButtonLoad->SetBounds(307, 600, 145, 25);
	m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
	m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");

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

	m_EditButton = new vgui::Button(this, "EditButton", "Show Text Editor");
	m_EditButton->SetVisible(true);
	m_EditButton->SetBounds(607, 600, 145, 25);
	m_EditButton->SetCommand(EDIT_BUTTON_COMMAND);
	m_EditButton->SetDepressedSound("ui/buttonclickrelease.wav");

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

	//create data list
	m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 310);
	m_pDataList->SetBounds(327, 275, 200, 310);
	m_pDataList->SetVisible(true);

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

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

	//dsp effects combo box
	m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
	m_DspEffects->SetEnabled(false);
	m_DspEffects->SetBounds(325, 65, 295, 20);
	m_DspEffects->SetText("");
	m_DspEffects->AddActionSignalTarget(this);

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

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

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

	//pitch text entry
	m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
	m_PitchTextEntry->SetBounds(325, 140, 295, 20);
	m_PitchTextEntry->SetEnabled(false);
	m_PitchTextEntry->SetVisible(true);

	//position text entry
	m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
	m_PositionTextEntry->SetBounds(325, 165, 295, 20);
	m_PositionTextEntry->SetEnabled(false);
	m_PositionTextEntry->SetVisible(true);

	//sound levels
	m_SoundLevels = new vgui::ComboBox(this, "SoundLevels", sizeof(g_SoundLevels) / sizeof(g_SoundLevels[0]), false);
	m_SoundLevels->SetEnabled(false);
	m_SoundLevels->SetBounds(325, 190, 295, 20);
	m_SoundLevels->SetText("");
	m_SoundLevels->AddActionSignalTarget(this);

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

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

	//sound list button
	m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
	m_SoundNamePlay->SetBounds(545, 215, 75, 20);
	m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
	m_SoundNamePlay->SetEnabled(false);

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

	//reset soundscape button
	m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
	m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
	m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
	m_ResetSoundscapeButton->SetEnabled(false);

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

	//create the soundscape name text
	vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
	NameLabel->SetBounds(635, 40, 125, 20);

	//create the soundscape dsp text
	vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
	DspLabel->SetBounds(635, 65, 125, 20);

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

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

	//create the soundscape pitch text
	vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
	PitchLabel->SetBounds(635, 140, 125, 20);

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

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

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

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

	LoadFile(m_KeyValues);
}

//-----------------------------------------------------------------------------
// Purpose: Called every tick for the soundscape maker
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTick()
{
	//set the visibility
	static bool bPrevVisible = g_ShowSoundscapePanel;
	if (g_ShowSoundscapePanel != bPrevVisible)
		SetVisible(g_ShowSoundscapePanel);

	//set the old visibility
	bPrevVisible = g_ShowSoundscapePanel;
}

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

	g_ShowSoundscapePanel = false;
}

//-----------------------------------------------------------------------------
// Purpose: Play the selected soundscape
//-----------------------------------------------------------------------------
void CSoundscapeMaker::PlaySelectedSoundscape()
{
	//set debug stuff
	SoundscapePrint(Color(255, 255, 255, 255), "\n\n\n=============== %s %s =================\n\n", m_kvCurrSelected ? "Starting Soundscape: " : "Stopping Current Soundscape", m_kvCurrSelected ? m_kvCurrSelected->GetName() : "");
	g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Clear();

	g_IsPlayingSoundscape = true;
	g_bSSMHack = true;

	//remove all the temporary soundscapes from the soundscape system
	for (int i = 0; i < m_TmpAddedSoundscapes.Count(); i++)
	{
		for (int j = 0; j < g_SoundscapeSystem.m_soundscapes.Count(); j++)
		{
			if (g_SoundscapeSystem.m_soundscapes[j] == m_TmpAddedSoundscapes[i])
			{
				g_SoundscapeSystem.m_soundscapes.Remove(j);
				break;
			}
		}
	}

	m_TmpAddedSoundscapes.RemoveAll();

	//change audio params position
	g_SoundscapeSystem.m_params.localBits = 0x7f;
	for (int i = 0; i < MAX_SOUNDSCAPES - 1; i++)
		g_SoundscapeSystem.m_params.localSound.Set(i, g_SoundscapePositions[i]);


	//if m_kvCurrSelected then add all the "playsoundscape" soundscape keyvalues
	//into the g_SoundscapeSystem.m_soundscapes array
	if (m_kvCurrSelected)
	{
		CUtlVector<const char*> SoundscapeNames;
		FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, subkey)
		{
			//look for playsoundscape file
			if (!Q_strcasecmp(subkey->GetName(), "playsoundscape"))
			{
				const char* name = subkey->GetString("name", nullptr);
				if (!name || !name[0] || SoundscapeNames.Find(name) != SoundscapeNames.InvalidIndex())
					continue;

				SoundscapeNames.AddToTail(name);
			}
		}

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

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

	//stop the current soundscape and start a new soundscape
	g_SoundscapeSystem.StartNewSoundscape(nullptr);
	g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);

	//start debug graphs
	g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Start();

	g_bSSMHack = false;
}

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

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

			//create the save dialog
			m_FileSave = new vgui::FileOpenDialog(this, "Save Soundscape File", false);
			m_FileSave->AddFilter("*.txt", "Soundscape Text File", true);
			m_FileSave->AddFilter("*.*", "All Files (*.*)", false);
			m_FileSave->SetStartDirectory(buf);
			m_FileSave->AddActionSignalTarget(this);
		}

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

		//file wasnt loadad
		m_bWasFileLoad = false;

		return;
	}

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

			//create the load dialog
			m_FileLoad = new vgui::FileOpenDialog(this, "Load Soundscape File", true);
			m_FileLoad->AddFilter("*.txt", "Soundscape Text File", true);
			m_FileLoad->AddFilter("*.*", "All Files (*.*)", false);
			m_FileLoad->SetStartDirectory(buf);
			m_FileLoad->AddActionSignalTarget(this);
		}

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

		//file was loadad
		m_bWasFileLoad = true;

		return;
	}

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

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

	//check for new soundscape
	else if (!Q_strcmp(pszCommand, NEW_BUTTON_COMMAND))
	{
		//make sure you want to create a new soundscape file
		vgui::QueryBox* popup = new vgui::QueryBox("New File?", "Are you sure you want to create a new soundscape file?", this);
		popup->SetOKCommand(new KeyValues("Command", "command", RESET_BUTTON_COMMAND));
		popup->SetCancelButtonVisible(false);
		popup->AddActionSignalTarget(this);
		popup->DoModal(this);

		return;
	}

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

		//stop all soundscapes before deleting the old soundscapes
		if (g_IsPlayingSoundscape)
			PlaySelectedSoundscape();

		m_KeyValues->deleteThis();
		m_KeyValues = new KeyValues("Empty Soundscape");

		//reset title
		SetTitle("Soundscape Maker (New File)", true);

		LoadFile(m_KeyValues);
		return;
	}

	//check for play sound
	else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
	{
		//initalize the sounds
		static bool g_SoundPanelInitalized = false;
		if (!g_SoundPanelInitalized)
		{
			g_SoundPanelInitalized = true;
			g_SoundPanel->InitalizeSounds();
		}

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

		//check the current mode
		if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
		{
			g_SoundPanel->SetIsUsingSoundPanel(false);

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

				OtherSoundscapes.AddToTail(curr->GetName());
			}

			g_SoundPanel->InitalizeSoundscapes(OtherSoundscapes);
		}
		else
		{
			g_SoundPanel->SetIsUsingSoundPanel(true);

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

					break;
				}
			}
		}

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

	//check for play soundscape
	else if (!Q_strcmp(pszCommand, PLAY_SOUNDSCAPE_COMMAND))
	{
		if (m_PlaySoundscapeButton->IsSelected())
		{
			//enable the reset soundscape button
			m_ResetSoundscapeButton->SetEnabled(true);

			//play the soundscape
			PlaySelectedSoundscape();
		}
		else
		{
			//disable the reset soundscape button
			m_ResetSoundscapeButton->SetEnabled(false);

			g_IsPlayingSoundscape = false;

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

		return;
	}

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


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

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

			FOR_EACH_VALUE(m_kvCurrRndwave, keyvalues)
			{
				if (++curr == m_iCurrRndWave)
				{
					//delete
					if (prev)
						prev->SetNextKey(keyvalues->GetNextValue());
					else
					{
						m_kvCurrRndwave->m_pSub = keyvalues->GetNextValue();
						m_iCurrRndWave = -1;
					}

					curr = curr - 1;

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



				prev = keyvalues;
			}

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

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

			//remove it
			delete vec[curr];
			vec.Remove(curr);

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

			if (vec.Count() >= m_pSoundList->m_iMax)
			{
				m_pSoundList->OnMouseWheeled(1);

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

			for (int i = curr; i < vec.Count(); i++)
			{
				//move everything down
				int x, y = 0;
				vec[i]->GetPos(x, y);
				vec[i]->SetPos(x, y - 22);
			}

			//reset every command
			int WaveAmount = 0;
			for (int i = 0; i < vec.Count(); i++)
			{
				//store data name
				const char* name = vec[i]->GetCommand()->GetString("command");

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

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

				//restart soundscape
				PlaySelectedSoundscape();

				return;
			}

			//select next item
			if (m_iCurrRndWave <= vec.Count())
				OnCommand(CFmtStr("$rndwave%d", curr + 1));
			else
				OnCommand(CFmtStr("$rndwave%d", curr));
		}
		else if (m_kvCurrSound)
		{
			//find keyvalue with same pointer and get the index
			int tmpindex = 0;
			int index = -1;

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

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

					//get index
					index = tmpindex;
					break;
				}

				prev = keyvalues;

				//increment
				tmpindex++;
			}

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

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

			//remove it
			delete vec[index];
			vec.Remove(index);

			//move everything down
			m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
			m_pDataList->m_Keyvalues = m_kvCurrSelected;

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

			if (vec.Count() >= m_pDataList->m_iMax)
			{
				m_pDataList->OnMouseWheeled(1);

				int min, max;
				m_pDataList->m_pSideSlider->GetRange(min, max);

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

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

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

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

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

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

			//reset everything
			m_SoundLevels->SetText("");
			m_SoundNameTextEntry->SetText("");
			m_TimeTextEntry->SetText("");
			m_PitchTextEntry->SetText("");
			m_PositionTextEntry->SetText("");
			m_VolumeTextEntry->SetText("");

			m_SoundLevels->SetEnabled(false);
			m_SoundNameTextEntry->SetEnabled(false);
			m_TimeTextEntry->SetEnabled(false);
			m_PitchTextEntry->SetEnabled(false);
			m_PositionTextEntry->SetEnabled(false);
			m_VolumeTextEntry->SetEnabled(false);
			m_SoundNamePlay->SetEnabled(false);

			m_pSoundList->Clear();

			m_kvCurrSound = nullptr;
			m_pSoundList->m_Keyvalues = nullptr;

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

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

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

				return;
			}

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

			KeyValues* prev = nullptr;
			for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
			{
				if (m_kvCurrSelected == keyvalues)
				{
					//remove it
					if (!prev)
						break;

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

					//get index
					index = tmpindex;
					break;
				}

				prev = keyvalues;

				//increment
				tmpindex++;
			}

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

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

			//remove it
			delete vec[index];
			vec.Remove(index);

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

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

			if (vec.Count() >= m_SoundscapesList->m_iMax)
			{
				m_SoundscapesList->OnMouseWheeled(1);

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

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

			m_DspEffects->SetEnabled(false);
			m_SoundLevels->SetEnabled(false);
			m_TextEntryName->SetEnabled(false);
			m_SoundNameTextEntry->SetEnabled(false);
			m_TimeTextEntry->SetEnabled(false);
			m_PitchTextEntry->SetEnabled(false);
			m_PositionTextEntry->SetEnabled(false);
			m_VolumeTextEntry->SetEnabled(false);
			m_SoundNamePlay->SetEnabled(false);

			m_pDataList->Clear();
			m_pSoundList->Clear();

			m_kvCurrSound = nullptr;
			m_pDataList->m_Keyvalues = nullptr;

			//go to next soundscape
			if (!prev)
			{
				//restart soundscape
				PlaySelectedSoundscape();
				return;
			}

			if (prev->GetNextTrueSubKey())
				OnCommand(prev->GetNextTrueSubKey()->GetName());
			else
				OnCommand(prev->GetName());
		}

		//restart soundscape
		PlaySelectedSoundscape();
		return;
	}

	//check for "playrandom", "playsoundscape" or "playlooping"
	if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
	{
		//get the selected number
		char* str_number = (char*)(pszCommand + 11);
		int number = atoi(str_number);
		if (number != 0)
		{
			//look for button with same command
			auto& vec = m_pDataList->m_MenuButtons;
			for (int i = 0; i < vec.Count(); i++)
			{
				//if the button doesnt have the same command then de-select it. else select it
				if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
					vec[i]->m_bIsSelected = true;
				else
					vec[i]->m_bIsSelected = false;
			}


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

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

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

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

			//no data
			if (!data)
				return;

			m_kvCurrSound = data;
			m_kvCurrRndwave = nullptr;

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

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

			//check for the name
			if (name)
			{

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

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

			//enable the text entries
			m_TimeTextEntry->SetEnabled(true);
			m_VolumeTextEntry->SetEnabled(true);
			m_PitchTextEntry->SetEnabled(true);
			m_PositionTextEntry->SetEnabled(true);
			m_SoundLevels->SetEnabled(true);
			m_SoundNameTextEntry->SetEnabled(false);
			m_SoundNamePlay->SetEnabled(false);

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

			//check for randomwave subkey
			if ((data = data->FindKey("rndwave")) == nullptr)
				return;

			m_kvCurrRndwave = data;
			m_pSoundList->m_Keyvalues = data;

			//add all the data
			int i = 0;
			FOR_EACH_VALUE(data, sound)
			{
				const char* name = sound->GetName();

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

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

				//no forward slash and no back slash
				if (!fslash && !bslash)
				{
					text = text;
				}
				else
				{
					if (fslash > bslash)
						text = fslash + 1;

					else if (bslash > fslash)
						text = bslash + 1;
				}

				m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this, sound, SoundscapeClipboardType::Type_SoundscapeRandomWave);
			}

			m_iSoundscapeMode = SoundscapeMode::Mode_Random;
			return;
		}
	}
	else if (Q_stristr(pszCommand, "$playlooping") == pszCommand)
	{
		//get the selected number
		char* str_number = (char*)(pszCommand + 12);
		int number = atoi(str_number);
		if (number != 0)
		{
			//look for button with same command
			auto& vec = m_pDataList->m_MenuButtons;
			for (int i = 0; i < vec.Count(); i++)
			{
				//if the button doesnt have the same command then de-select it. else select it
				if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
					vec[i]->m_bIsSelected = true;
				else
					vec[i]->m_bIsSelected = false;
			}


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

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

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

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

			//no data
			if (!data)
				return;

			m_kvCurrSound = data;
			m_kvCurrRndwave = nullptr;

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

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

			//check for the name
			if (name)
			{

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

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

			//enable the text entries
			m_TimeTextEntry->SetEnabled(false);
			m_VolumeTextEntry->SetEnabled(true);
			m_PitchTextEntry->SetEnabled(true);
			m_PositionTextEntry->SetEnabled(true);
			m_SoundLevels->SetEnabled(true);
			m_SoundNameTextEntry->SetEnabled(true);
			m_SoundNamePlay->SetEnabled(true);
			g_SoundPanel->SetVisible(false);

			m_iSoundscapeMode = SoundscapeMode::Mode_Looping;
			return;
		}
	}
	else if (Q_stristr(pszCommand, "$playsoundscape") == pszCommand)
	{
		//get the selected number
		char* str_number = (char*)(pszCommand + 15);
		int number = atoi(str_number);
		if (number != 0)
		{
			//look for button with same command
			auto& vec = m_pDataList->m_MenuButtons;
			for (int i = 0; i < vec.Count(); i++)
			{
				//if the button doesnt have the same command then de-select it. else select it
				if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
					vec[i]->m_bIsSelected = true;
				else
					vec[i]->m_bIsSelected = false;
			}


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

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

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

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

			//no data
			if (!data)
				return;

			m_kvCurrSound = data;
			m_kvCurrRndwave = nullptr;

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

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

			//check for the name
			if (name)
			{

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

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

			//enable the text entries
			m_TimeTextEntry->SetEnabled(true);
			m_VolumeTextEntry->SetEnabled(true);
			m_PitchTextEntry->SetEnabled(false);
			m_PositionTextEntry->SetEnabled(true);
			m_SoundLevels->SetEnabled(true);
			m_SoundNameTextEntry->SetEnabled(true);
			m_TimeTextEntry->SetEnabled(false);
			m_SoundNamePlay->SetEnabled(true);

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

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

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


			int i = 0;

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

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

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

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

			m_SoundNameTextEntry->SetEnabled(true);
			m_SoundNameTextEntry->SetText(curr->GetString());

			m_SoundNamePlay->SetEnabled(true);

			m_iSoundscapeMode = SoundscapeMode::Mode_Random;
			return;
		}
	}

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

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

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

		//set needed stuff
		if (m_pCurrentSelected)
		{
			//select button
			m_pCurrentSelected->m_bIsSelected = true;
			m_DeleteCurrentButton->SetEnabled(false);

			//reset the selected kv
			m_kvCurrSelected = nullptr;

			//find selected keyvalues
			for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
			{
				if (!Q_strcmp(kv->GetName(), pszCommand))
				{
					m_kvCurrSelected = kv;
					break;
				}
			}

			//set 
			m_kvCurrSound = nullptr;
			m_kvCurrRndwave = nullptr;

			m_TimeTextEntry->SetEnabled(false);
			m_TimeTextEntry->SetText("");

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

			m_PitchTextEntry->SetEnabled(false);
			m_PitchTextEntry->SetText("");

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

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

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

			m_SoundNamePlay->SetEnabled(false);

			if (g_SoundPanel)
			{
				g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
				g_SoundPanel->SetVisible(false);
			}

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

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

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

				//reset vars
				m_pCurrentSelected = nullptr;

				m_TextEntryName->SetEnabled(false);
				m_TextEntryName->SetText("");

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

			if (g_IsPlayingSoundscape)
				PlaySelectedSoundscape();

			m_DeleteCurrentButton->SetEnabled(true);

			//set current soundscape name
			m_TextEntryName->SetText(pszCommand);
			m_TextEntryName->SetEnabled(true);
			m_pDataList->m_Keyvalues = m_kvCurrSelected;

			//set dsp effect
			int dsp = Clamp<int>(m_kvCurrSelected->GetInt("dsp"), 0, 29);

			m_PlaySoundscapeButton->SetEnabled(true);

			m_DspEffects->SetEnabled(true);
			m_DspEffects->ActivateItem(dsp);

			//clear these
			m_pDataList->Clear();
			m_pSoundList->Clear();
			m_pSoundList->m_Keyvalues = nullptr;

			//set variables
			int RandomNum = 0;
			int LoopingNum = 0;
			int SoundscapeNum = 0;

			FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, data)
			{
				//store data name
				const char* name = data->GetName();

				//increment variables based on name
				if (!Q_strcasecmp(name, "playrandom"))
				{
					RandomNum++;
					m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playrandom%d", RandomNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
				}

				if (!Q_strcasecmp(name, "playlooping"))
				{
					LoopingNum++;
					m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playlooping%d", LoopingNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
				}

				if (!Q_strcasecmp(name, "playsoundscape"))
				{
					SoundscapeNum++;
					m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playsoundscape%d", SoundscapeNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
				}
			}
		}
	}

	BaseClass::OnCommand(pszCommand);
}

//-----------------------------------------------------------------------------
// Purpose: Paste item from clipboard
//-----------------------------------------------------------------------------
void CSoundscapeMaker::Paste(SoundscapeClipboardType type)
{
	switch (type)
	{
	case SoundscapeClipboardType::Type_SoundscapeName:
		m_SoundscapesList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
		break;
	case SoundscapeClipboardType::Type_SoundscapeData:
		m_pDataList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
		break;
	case SoundscapeClipboardType::Type_SoundscapeRandomWave:
		m_pSoundList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
		break;
	}
}

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

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

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

	buffer.PutString("{\n");

	//increment indent
	indent++;

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

		//write name and value
		buffer.PutChar('"');
		buffer.PutString(value->GetName());
		buffer.PutString("\"\t");

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

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

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

	//decrement indent
	indent--;

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

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

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

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

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

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

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

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

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

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


		//store vars
		const char* last = pszFileName;
		const char* tmp = nullptr;

		//get the last /
		while ((last = Q_strstr(last, "\\")) != nullptr)
			tmp = ++last; //move past the backslash

		//check tmp
		if (!tmp || !*tmp)
			tmp = pszFileName;

		//set new title
		char buf[1028];
		Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);

		SetTitle(buf, true);

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

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

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

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

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

		pszFileName = pszFileName + 1;

		//create name to be added to the manifest file
		char add_file[1028];
		Q_snprintf(add_file, sizeof(add_file), "scripts/%s", pszFileName);

		//add filename to manifest file if not found
		FOR_EACH_VALUE(man_file, value)
		{
			if (!Q_strcmp(value->GetString(), add_file))
			{
				man_file->deleteThis();
				return;
			}
		}


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

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

		man_file->deleteThis();
		return;
	}

	//try and load the keyvalues file first
	KeyValues* temp = new KeyValues("SoundscapeFile");
	if (!temp->LoadFromFile(filesystem, pszFileName))
	{
		//play an error sound
		vgui::surface()->PlaySound("resource/warning.wav");

		//get the error first
		char buf[1028];
		Q_snprintf(buf, sizeof(buf), "Failed to open keyvalues file \"%s\"", pszFileName);

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

		temp->deleteThis();
		return;
	}

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

		//get the last /
		while ((last = Q_strstr(last, "\\")) != nullptr)
			tmp = ++last; //move past the backslash

		//check tmp
		if (!tmp || !*tmp)
			tmp = pszFileName;

		//create the new new title
		char buf[1028];
		Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);

		SetTitle(buf, true);
	}

	//stop all soundscapes before deleting the old soundscapes
	m_kvCurrSelected = nullptr;

	if (g_IsPlayingSoundscape)
		PlaySelectedSoundscape();

	//delete and set the old keyvalues
	if (m_KeyValues)
		m_KeyValues->deleteThis();

	m_KeyValues = temp;

	//load the file
	LoadFile(m_KeyValues);
}

//-----------------------------------------------------------------------------
// Purpose: Called when a text thing changes
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTextChanged(KeyValues* keyvalues)
{
	//check for these things
	if (!m_pCurrentSelected || !m_kvCurrSelected)
		return;

	//check to see if the current focus is the text text entry
	if (m_TextEntryName->HasFocus())
	{
		//get text
		char buf[50];
		m_TextEntryName->GetText(buf, sizeof(buf));

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

	//set dsp
	m_kvCurrSelected->SetInt("dsp", Clamp<int>(m_DspEffects->GetActiveItem(), 0, 28));

	//if the m_kvCurrSound is nullptr then dont do the rest of the stuff
	if (!m_kvCurrSound)
		return;

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

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

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

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

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

		//if the string is empty then remove the position instead
		if (!buf[0])
		{
			if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
				m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("positionoverride"));
			else
				m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("position"));
		}
		else
		{
			if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
				m_kvCurrSound->SetString("positionoverride", buf);
			else
				m_kvCurrSound->SetString("position", buf);

		}

		return;
	}

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

	//set soundscape name/wave
	if (m_SoundNameTextEntry->HasFocus())
	{
		//get text
		char buf[512];
		m_SoundNameTextEntry->GetText(buf, sizeof(buf));

		if (m_iSoundscapeMode == SoundscapeMode::Mode_Looping)
			m_kvCurrSound->SetString("wave", buf);
		else if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
			m_kvCurrSound->SetString("name", buf);
		else if (m_iSoundscapeMode == SoundscapeMode::Mode_Random && m_kvCurrRndwave)
		{
			//get value
			int i = 0;

			FOR_EACH_VALUE(m_kvCurrRndwave, wave)
			{
				if (++i == m_iCurrRndWave)
				{
					wave->SetStringValue(buf);

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

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

						if (fslash > bslash)
						{
							button->SetText(fslash + 1);
							return;
						}

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

					break;
				}
			}
		}

		return;
	}
}

//-----------------------------------------------------------------------------
// Purpose: Loads the keyvalues
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LoadFile(KeyValues* file)
{
	//clear all the text's
	m_TextEntryName->SetEnabled(false);
	m_TextEntryName->SetText("");

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

	m_TimeTextEntry->SetEnabled(false);
	m_TimeTextEntry->SetText("");

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

	m_PitchTextEntry->SetEnabled(false);
	m_PitchTextEntry->SetText("");

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

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

	m_SoundNamePlay->SetEnabled(false);

	if (g_SoundPanel)
	{
		g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
		g_SoundPanel->SetVisible(false);
	}

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

	m_ResetSoundscapeButton->SetEnabled(false);
	m_DeleteCurrentButton->SetEnabled(false);

	//clear current file
	m_pCurrentSelected = nullptr;
	m_kvCurrSelected = nullptr;
	m_kvCurrSound = nullptr;
	m_kvCurrRndwave = nullptr;

	//clear the menu items
	m_SoundscapesList->Clear();
	m_pSoundList->Clear();
	m_pDataList->Clear();

	m_SoundscapesList->m_Keyvalues = file;
	m_pDataList->m_Keyvalues = nullptr;
	m_pSoundList->m_Keyvalues = nullptr;

	g_IsPlayingSoundscape = false;

	//temp soundscapes list
	CUtlVector<const char*> Added;

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

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

		Added.AddToTail(name);
		m_SoundscapesList->AddButton(name, name, name, this, soundscape, SoundscapeClipboardType::Type_SoundscapeName);
	}

	m_SoundscapesList->m_pSideSlider->SetValue(0);
	m_SoundscapesList->ScrollBarMoved(0);

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

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

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

		FOR_EACH_VALUE(m_kvCurrRndwave, wave)
		{
			if (++i == m_iCurrRndWave)
			{
				wave->SetStringValue(text);

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

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

					if (fslash > bslash)
					{
						button->SetText(fslash + 1);
						return;
					}

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

				break;
			}
		}
	}

	return;
}

//-----------------------------------------------------------------------------
// Purpose: Called when a keyboard key is pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnKeyCodePressed(vgui::KeyCode code)
{
	//check for ctrl o or ctrl s
	if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) ||
		vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RCONTROL))
	{
		if (code == vgui::KeyCode::KEY_O)
			OnCommand(LOAD_BUTTON_COMMAND);
		else if (code == vgui::KeyCode::KEY_S)
			OnCommand(SAVE_BUTTON_COMMAND);
		else if (code == vgui::KeyCode::KEY_N)
			OnCommand(NEW_BUTTON_COMMAND);
		else if (code == vgui::KeyCode::KEY_P)
		{
			//show settings
			g_SettingsPanel->SetVisible(true);
			g_SettingsPanel->RequestFocus();
			g_SettingsPanel->MoveToFront();
		}

		else if (code == vgui::KeyCode::KEY_D)
			OnCommand(DELETE_CURRENT_ITEM_COMMAND);

		//check for ctrl+alt+a
		else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LALT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RALT)) && m_pSoundList && m_pSoundList->m_Keyvalues)
			m_pSoundList->OnCommand(NEW_RNDWAVE_WAVE_COMMAND);

		//check for just ctrl+shift+a
		else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT)) && m_SoundscapesList)
			m_SoundscapesList->OnCommand(ADD_SOUNDSCAPE_COMMAND);

		return;
	}

	//check for arrow keys
	if (code == KEY_DOWN || code == KEY_UP)
	{
		if (m_kvCurrRndwave)
		{
			m_pSoundList->OnKeyCodePressed(code);
		}
		else if (m_kvCurrSelected && m_pDataList->m_MenuButtons.Count())
		{
			m_pDataList->OnKeyCodePressed(code);
		}
		else
		{
			m_SoundscapesList->OnKeyCodePressed(code);
		}

		return;
	}

	//get key bound to this
	const char* key = engine->Key_LookupBinding("modbase_soundscape_panel");
	if (!key)
		return;

	//convert the key to a keyboard code
	const char* keystring = KeyCodeToString(code);

	//remove the KEY_ if found
	if (Q_strstr(keystring, "KEY_") == keystring)
		keystring = keystring + 4;

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

//-----------------------------------------------------------------------------
// Purpose: Starts the soundscape on map spawn
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LevelInitPostEntity()
{
	if (g_IsPlayingSoundscape)
		PlaySelectedSoundscape();
}

//-----------------------------------------------------------------------------
// Purpose: Sets keyvalues from text
//-----------------------------------------------------------------------------
void CSoundscapeMaker::Set(const char* buffer)
{
	CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
	buf.PutString(buffer);

	//try and load the keyvalues file first
	KeyValues* temp = new KeyValues("SoundscapeFile");
	if (!temp->LoadFromBuffer("Text Editor Panel Buffer", buf))
	{
		//play an error sound
		vgui::surface()->PlaySound("resource/warning.wav");

		//show an error
		vgui::QueryBox* popup = new vgui::QueryBox("Error", "Failed to open keyvalues data from \"Text Editor Panel\"", this);
		popup->SetOKButtonText("Ok");
		popup->SetCancelButtonVisible(false);
		popup->AddActionSignalTarget(this);
		popup->DoModal(this);

		temp->deleteThis();
		return;
	}

	//stop all soundscapes before deleting the old soundscapes
	m_kvCurrSelected = nullptr;

	if (g_IsPlayingSoundscape)
		PlaySelectedSoundscape();

	//delete and set the old keyvalues
	if (m_KeyValues)
		m_KeyValues->deleteThis();

	m_KeyValues = temp;

	//load the file
	LoadFile(m_KeyValues);
}

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

//static panel instance
static CSoundscapeMaker* g_SSMakerPanel = nullptr;

//interface class
class CSoundscapeMakerInterface : public ISoundscapeMaker
{
public:
	void Create(vgui::VPANEL parent)
	{
		g_SSMakerPanel = new CSoundscapeMaker(parent);
		g_SoundPanel = new CSoundListPanel(parent, "SoundscapeSoundListPanel");
		g_SettingsPanel = new CSoundscapeSettingsPanel(parent, "SoundscapeSettingsPanel");
		g_SoundscapeTextPanel = new CSoundscapeTextPanel(parent, "SoundscapeTextPanel");
		g_SoundscapeDebugPanel = new CSoundscapeDebugPanel(parent, "SoundscapeDebugPanel");
	}

	void SetVisible(bool bVisible)
	{
		if (g_SSMakerPanel)
			g_SSMakerPanel->SetVisible(bVisible);
	}

	void Destroy()
	{
		if (g_SSMakerPanel)
			g_SSMakerPanel->DeletePanel();

		if (g_SoundPanel)
			g_SoundPanel->DeletePanel();

		if (g_SettingsPanel)
			g_SettingsPanel->DeletePanel();

		if (g_SoundscapeTextPanel)
			g_SoundscapeTextPanel->DeletePanel();

		if (g_SoundscapeDebugPanel)
			g_SoundscapeDebugPanel->DeletePanel();

		if (g_SoundscapeClipboard)
			g_SoundscapeClipboard->DeletePanel();

		g_SSMakerPanel = nullptr;
		g_SoundPanel = nullptr;
		g_SettingsPanel = nullptr;
		g_SoundscapeTextPanel = nullptr;
		g_SoundscapeDebugPanel = nullptr;
		g_SoundscapeClipboard = nullptr;
	}

	void SetSoundText(const char* text)
	{
		if (!g_SSMakerPanel)
			return;

		g_SSMakerPanel->SetSoundText(text);
		g_SSMakerPanel->RequestFocus();
		g_SSMakerPanel->MoveToFront();
	}

	void SetAllVisible(bool bVisible)
	{
		g_ShowSoundscapePanel = false;

		if (g_SSMakerPanel)
			g_SSMakerPanel->SetVisible(bVisible);

		if (g_SoundPanel)
			g_SoundPanel->SetVisible(bVisible);

		if (g_SettingsPanel)
			g_SettingsPanel->SetVisible(bVisible);

		if (g_SoundscapeTextPanel)
			g_SoundscapeTextPanel->SetVisible(bVisible);

		if (g_SoundscapeDebugPanel)
			g_SoundscapeDebugPanel->SetVisible(bVisible);
	}

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

	KeyValues* GetPanelFile()
	{
		return g_SSMakerPanel->m_KeyValues;
	}

	KeyValues* GetPanelSelected()
	{
		return g_SSMakerPanel->m_kvCurrSelected;
	}

	void PasteFromClipboard(int type)
	{
		g_SSMakerPanel->Paste((SoundscapeClipboardType)type);
	}
};

CSoundscapeMakerInterface SoundscapeMaker;
ISoundscapeMaker* g_SoundscapeMaker = &SoundscapeMaker;

//-----------------------------------------------------------------------------
// Purpose: User message hook function for setting/getting soundscape position
//-----------------------------------------------------------------------------
void _SoundscapeMaker_Recieve(bf_read& bf)
{
	//show the soundscape panel
	g_ShowSoundscapePanel = true;
	g_SSMakerPanel->SetVisible(true);

	//show settings panel
	g_SettingsPanel->SetVisible(true);

	//get the stuff
	byte index = bf.ReadByte();
	Vector pos;
	bf.ReadBitVec3Coord(pos);

	//if index == -1 (255) then that means the message was canceled
	if (index == 255)
		return;

	//clamp index and get pos
	index = Clamp<int>(index, 0, MAX_SOUNDSCAPES - 1);

	//send message to settings
	g_SettingsPanel->SetItem(index, pos);
}

//-----------------------------------------------------------------------------
// Purpose: Command to toggle the soundscape panel
//-----------------------------------------------------------------------------
CON_COMMAND(modbase_soundscape_panel, "Toggles the modebase soundscape panel")
{
	g_ShowSoundscapePanel = !g_ShowSoundscapePanel;
	SoundscapeMaker.SetVisible(g_ShowSoundscapePanel);

	//tell player to stop soundscape mode
	static ConCommand* cc = cvar->FindCommand("__ss_maker_stop");
	if (cc)
		cc->Dispatch({});
}