Programming/vgui soundscape maker.cpp: Difference between revisions

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(Undo revision 482956 by WadDelz0949 (talk))
Tag: Undo
(fixed document)
 
(5 intermediate revisions by the same user not shown)
Line 25: Line 25:
#include <vgui_controls/MenuItem.h>
#include <vgui_controls/MenuItem.h>
#include <vgui_controls/RichText.h>
#include <vgui_controls/RichText.h>
#include <vgui/ISystem.h>
#include <engine/IEngineSound.h>
#include <engine/IEngineSound.h>
#include <vgui/IVGui.h>
#include <vgui/IVGui.h>
#include <vgui/IInput.h>
#include <vgui/IInput.h>
#include <vgui/ISurface.h>
#include <vgui/ISurface.h>
#include <ienginevgui.h>
#include <filesystem.h>
#include <filesystem.h>
#include <usermessages.h>
#include <usermessages.h>
Line 361: 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 422: Line 433:


bool g_bSSMHack = false;
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 431: 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 467: 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 502: 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 598: 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 631: Line 658:
//}
//}
if (c == '"')
if (c == '"')
{
{
//check next item
//check next item
if (_cursorPos < m_TextStream.Count())
if (_cursorPos < m_TextStream.Count())
Line 662: 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:
SetProportional(false);
tall += 29 * CurrClipboardName.Count();
SetTitleBarVisible(true);
break;
SetMinimizeButtonVisible(false);
case SoundscapeClipboardType::Type_SoundscapeData:
SetMaximizeButtonVisible(false);
tall += 29 * CurrClipboardData.Count();
break;
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
tall += 29 * CurrClipboardRandom.Count();
break;
}
 
SetParent(enginevgui->GetPanel(VGuiPanel_t::PANEL_TOOLS));
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);
 
 
//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
SetVisible(true);
m_FindTextEntry = new vgui::TextEntry(this, "FindTextEntry");
RequestFocus();
m_FindTextEntry->SetBounds(450, TEXT_PANEL_HEIGHT - 27, 200, 25);
MoveToFront();


//make find button
CreateButtons();
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("    ");


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


//write {
//-----------------------------------------------------------------------------
for (int i = 0; i < indent; i++)
// Purpose: Called on command
buffer.PutString("    ");
//-----------------------------------------------------------------------------
 
void CSoundscapeClipboard::OnCommand(const char* command)
buffer.PutString("{\n");
{
 
if (Q_stristr(command, "$PASTE") == command)
//increment indent
indent++;
 
//write all the keys first
FOR_EACH_VALUE(keyvalues, value)
{
{
for (int i = 0; i < indent; i++)
//get index
buffer.PutString("    ");
int index = atoi(command + 6);


//write name and value
//so this is what i am gonna do:
buffer.PutChar('"');
// 1. copy KeyValue from index <index> to the top of the clipboard
buffer.PutString(value->GetName());
// 2. call g_SoundscapeMaker.PasteFromClipboard((int)m_Type);
buffer.PutString("\"    ");
// 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.PutChar('"');
CurrClipboardName.AddToTail(CurrClipboardName[index]);
buffer.PutString(value->GetString());
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
buffer.PutString("\"\n");
CurrClipboardName.Remove(CurrClipboardName.Count() - 1);
}
break;
case SoundscapeClipboardType::Type_SoundscapeData:
if (index >= CurrClipboardData.Count() || CurrClipboardData.Count() <= 0)
return;


//write all the subkeys now
CurrClipboardData.AddToTail(CurrClipboardData[index]);
FOR_EACH_TRUE_SUBKEY(keyvalues, value)
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
{
CurrClipboardData.Remove(CurrClipboardData.Count() - 1);
//increment indent
break;
RecursiveSetText(value, buffer, indent);
case SoundscapeClipboardType::Type_SoundscapeRandomWave:
if (index >= CurrClipboardRandom.Count() || CurrClipboardRandom.Count() <= 0)
return;


if (value->GetNextTrueSubKey())
CurrClipboardRandom.AddToTail(CurrClipboardRandom[index]);
buffer.PutChar('\n');
g_SoundscapeMaker->PasteFromClipboard((int)m_Type);
CurrClipboardRandom.Remove(CurrClipboardRandom.Count() - 1);
break;
}
}
}


//decrement indent
BaseClass::OnCommand(command);
indent--;
}


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


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


//-----------------------------------------------------------------------------
//soundscape maker text editor panel
// Purpose: Called on command
#define TEXT_PANEL_WIDTH 760
//-----------------------------------------------------------------------------
#define TEXT_PANEL_HEIGHT 630
void CSoundscapeTextPanel::OnCommand(const char* pszCommand)
 
#define TEXT_PANEL_COMMAND_SET "Set"
#define TEXT_PANEL_COMMAND_SET_OK "SetOk"
#define TEXT_PANEL_COMMAND_FIND "FInd"
 
class CSoundscapeTextPanel : public vgui::Frame
{
{
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;
vgui::Button* m_SetButton;
vgui::TextEntry* m_FindTextEntry;
vgui::Button* m_FindButton;
};


//delete string
//-----------------------------------------------------------------------------
delete[] buf;
// Purpose: Constructor
//-----------------------------------------------------------------------------
//hide this
CSoundscapeTextPanel::CSoundscapeTextPanel(vgui::VPANEL parent, const char* name)
SetVisible(false);
: BaseClass(nullptr, name)
return;
{
}
SetParent(parent);


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


int index = m_Text->_cursorPos + 1;
SetProportional(false);
int find = -1;
SetTitleBarVisible(true);
SetMinimizeButtonVisible(false);
//go in reversed order if holding shift
SetMaximizeButtonVisible(false);
if (vgui::input()->IsKeyDown(KEY_LSHIFT) || vgui::input()->IsKeyDown(KEY_RSHIFT))
SetCloseButtonVisible(true);
{
SetSizeable(true);
SetMoveable(true);
SetVisible(false);
SetMinimumSize(575, 120);


//see if we find index
int ScreenWide, ScreenTall;
find = Q_vecrstr(m_Text->m_TextStream, 0, index - 2, buf);
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
if (find == -1)
//look again
find = Q_vecrstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count() - 1, buf);


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


//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);


}
//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);


//check for invalid index
//make set button
if (find == -1)
m_SetButton = new vgui::Button(this, "SetButton", "Apply Changes To Keyvalue Maker");
{
m_SetButton->SetBounds(5, TEXT_PANEL_HEIGHT - 27, 250, 25);
//play an error sound
m_SetButton->SetCommand(TEXT_PANEL_COMMAND_SET);
vgui::surface()->PlaySound("resource/warning.wav");


//get text
//make find text entry
char error[512];
m_FindTextEntry = new vgui::TextEntry(this, "FindTextEntry");
Q_snprintf(error, sizeof(error), "Couldnt find any instances of '%s'", buf);
m_FindTextEntry->SetBounds(450, TEXT_PANEL_HEIGHT - 27, 200, 25);


//show an error
//make find button
vgui::QueryBox* popup = new vgui::QueryBox("No Instances Found", error, this);
m_FindButton = new vgui::Button(this, "FindButton", "Find String");
popup->SetOKButtonText("Ok");
m_FindButton->SetBounds(655, TEXT_PANEL_HEIGHT - 27, 100, 25);
popup->SetCancelButtonVisible(false);
m_FindButton->SetCommand(TEXT_PANEL_COMMAND_FIND);
popup->AddActionSignalTarget(this);
}
popup->DoModal(this);


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


//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');
}


//soundscape maker text editor panel
//decrement indent
#define DEBUG_PANEL_WIDTH 725
indent--;
#define DEBUG_PANEL_HEIGHT 530


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


class CSoundscapeDebugPanel : public vgui::Frame
buffer.PutString("}\n");
{
}
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
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeDebugPanel::CSoundscapeDebugPanel(vgui::VPANEL parent, const char* name)
void CSoundscapeTextPanel::OnCommand(const char* pszCommand)
: BaseClass(nullptr, name)
{
{
SetParent(parent);
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET))
{
//play sound
vgui::surface()->PlaySound("ui/buttonclickrelease.wav");


SetKeyBoardInputEnabled(true);
//check first incase you accidentally press it
SetMouseInputEnabled(true);
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;
}


SetProportional(false);
//set text
SetTitleBarVisible(true);
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_SET_OK))
SetMinimizeButtonVisible(false);
{
SetMaximizeButtonVisible(false);
//get string
SetCloseButtonVisible(true);
int len = m_Text->GetTextLength() + 1;
SetSizeable(true);
SetMoveable(true);
SetVisible(false);
SetMinimumSize(575, 280);


SetTitle("Soundscape Debug Panel", true);
char* buf = new char[len];
SetSize(DEBUG_PANEL_WIDTH, DEBUG_PANEL_HEIGHT);
m_Text->GetText(buf, len);
SetPos(0, 0);


g_SoundscapeMaker->SetBuffer(buf);


//make text entry
//delete string
m_Text = new vgui::RichText(this, "DebugText");
delete[] 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
//hide this
m_ClearButton = new vgui::Button(this, "ClearButton", "Clear");
SetVisible(false);
m_ClearButton->SetBounds(5, DEBUG_PANEL_HEIGHT - 215, DEBUG_PANEL_WIDTH - 10, 25);
return;
m_ClearButton->SetCommand(DEBUG_PANEL_COMMAND_CLEAR);
}


//make fading in label
//find text
m_SoundscapesFadingInText = new vgui::Label(this, "LabelFadingIn", "Soundscapes Fading In");
if (!Q_strcmp(pszCommand, TEXT_PANEL_COMMAND_FIND))
m_SoundscapesFadingInText->SetBounds(5, DEBUG_PANEL_HEIGHT - 187, DEBUG_PANEL_WIDTH - 10, 20);
{
//get buffer
char buf[128];
m_FindTextEntry->GetText(buf, sizeof(buf));


//make soundscapes fading in thing
int index = m_Text->_cursorPos + 1;
m_PanelSoundscapesFadingIn = new CGraphPanel(this, "SoundscapesFadingIn");
int find = -1;
m_PanelSoundscapesFadingIn->SetBounds(5, DEBUG_PANEL_HEIGHT - 165, DEBUG_PANEL_WIDTH - 10, 155);
m_PanelSoundscapesFadingIn->SetMaxTextValue(1.0f);
m_PanelSoundscapesFadingIn->SetHorizontalLinesMax(5);
}


//-----------------------------------------------------------------------------
//go in reversed order if holding shift
// Purpose: adds a message to the debug panel
if (vgui::input()->IsKeyDown(KEY_LSHIFT) || vgui::input()->IsKeyDown(KEY_RSHIFT))
//-----------------------------------------------------------------------------
{
void CSoundscapeDebugPanel::AddMessage(Color color, const char* text)
{
m_Text->InsertColorChange(color);
m_Text->InsertString(text);


m_Text->SetMaximumCharCount(100000);
//see if we find index
}
find = Q_vecrstr(m_Text->m_TextStream, 0, index - 2, buf);
if (find == -1)


//-----------------------------------------------------------------------------
//look again
// Purpose: Called on command
find = Q_vecrstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count() - 1, 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);
}
}
else
{


//-----------------------------------------------------------------------------
//see if we find index
// Purpose: Called on panel size changed
find = Q_vecstr(m_Text->m_TextStream, index, m_Text->m_TextStream.Count(), buf);
//-----------------------------------------------------------------------------
if (find == -1)
void CSoundscapeDebugPanel::PerformLayout()
{
BaseClass::PerformLayout();


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


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


//-----------------------------------------------------------------------------
//get text
// Purpose: Function to print text to debug panel
char error[512];
//-----------------------------------------------------------------------------
Q_snprintf(error, sizeof(error), "Couldnt find any instances of '%s'", buf);
void SoundscapePrint(Color color, const char* msg, ...)
{
//format string
va_list args;
va_start(args, msg);


char buf[2048];
//show an error
Q_vsnprintf(buf, sizeof(buf), msg, args);
vgui::QueryBox* popup = new vgui::QueryBox("No Instances Found", error, this);
g_SoundscapeDebugPanel->AddMessage(color, buf);
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;
}


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


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// 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 1,221: 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);




//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);


//load settings
//make clear button
KeyValues* settings = new KeyValues("settings");
m_ClearButton = new vgui::Button(this, "ClearButton", "Clear");
if (!settings->LoadFromFile(filesystem, "cfg/soundscape_maker.txt", "MOD"))
m_ClearButton->SetBounds(5, DEBUG_PANEL_HEIGHT - 215, DEBUG_PANEL_WIDTH - 10, 25);
ConWarning("Failed to load settings for 'cfg/soundscape_maker.txt'. Using default settings.");
m_ClearButton->SetCommand(DEBUG_PANEL_COMMAND_CLEAR);


//get positions
//make fading in label
const char* pos0 = settings->GetString("Position0", "0 0 0");
m_SoundscapesFadingInText = new vgui::Label(this, "LabelFadingIn", "Soundscapes Fading In");
const char* pos1 = settings->GetString("Position1", "0 0 0");
m_SoundscapesFadingInText->SetBounds(5, DEBUG_PANEL_HEIGHT - 187, DEBUG_PANEL_WIDTH - 10, 20);
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
//make soundscapes fading in thing
m_TextEntryPos0 = new vgui::TextEntry(this, "PosTextEntry0");
m_PanelSoundscapesFadingIn = new CGraphPanel(this, "SoundscapesFadingIn");
m_TextEntryPos0->SetEnabled(true);
m_PanelSoundscapesFadingIn->SetBounds(5, DEBUG_PANEL_HEIGHT - 165, DEBUG_PANEL_WIDTH - 10, 155);
m_TextEntryPos0->SetText(pos0 ? pos0 : "0 0 0");
m_PanelSoundscapesFadingIn->SetMaxTextValue(1.0f);
m_TextEntryPos0->SetBounds(5, 30, 230, 20);
m_PanelSoundscapesFadingIn->SetHorizontalLinesMax(5);
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);
// Purpose: adds a message to the debug panel
m_ButtonPos0->SetBounds(240, 30, 100, 20);
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::AddMessage(Color color, const char* text)
{
m_Text->InsertColorChange(color);
m_Text->InsertString(text);


//create position text 1
m_Text->SetMaximumCharCount(100000);
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);
// Purpose: Called on command
m_ButtonPos1->SetBounds(240, 55, 100, 20);
//-----------------------------------------------------------------------------
void CSoundscapeDebugPanel::OnCommand(const char* pszCommand)
//create position text 3
{
m_TextEntryPos2 = new vgui::TextEntry(this, "PosTextEntry0");
if (!Q_strcmp(pszCommand, DEBUG_PANEL_COMMAND_CLEAR))
m_TextEntryPos2->SetEnabled(true);
{
m_TextEntryPos2->SetText(pos2 ? pos2 : "0 0 0");
//clear the text
m_TextEntryPos2->SetBounds(5, 80, 230, 20);
m_Text->SetText("");
m_TextEntryPos2->SetMaximumCharCount(32);
m_Text->GotoTextEnd();
return;
}


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


// create position text 4
//-----------------------------------------------------------------------------
m_TextEntryPos3 = new vgui::TextEntry(this, "PosTextEntry3");
// Purpose: Called on panel size changed
m_TextEntryPos3->SetEnabled(true);
//-----------------------------------------------------------------------------
m_TextEntryPos3->SetText(pos3 ? pos3 : "0 0 0");
void CSoundscapeDebugPanel::PerformLayout()
m_TextEntryPos3->SetBounds(5, 105, 230, 20);
{
m_TextEntryPos3->SetMaximumCharCount(32);
BaseClass::PerformLayout();


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


// create position text 5
m_Text->SetBounds(5, 25, wide - 10, tall - 245);
m_TextEntryPos4 = new vgui::TextEntry(this, "PosTextEntry4");
m_ClearButton->SetBounds(5, tall - 215, wide - 10, 25);
m_TextEntryPos4->SetEnabled(true);
m_PanelSoundscapesFadingIn->SetBounds(5, tall - 165, wide - 10, 155);
m_TextEntryPos4->SetText(pos4 ? pos4 : "0 0 0");
m_SoundscapesFadingInText->SetBounds(5, tall - 187, wide - 10, 20);
m_TextEntryPos4->SetBounds(5, 130, 230, 20);
}
m_TextEntryPos4->SetMaximumCharCount(32);


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


// create position text 6
//-----------------------------------------------------------------------------
m_TextEntryPos5 = new vgui::TextEntry(this, "PosTextEntry5");
// Purpose: Function to print text to debug panel
m_TextEntryPos5->SetEnabled(true);
//-----------------------------------------------------------------------------
m_TextEntryPos5->SetText(pos5 ? pos5 : "0 0 0");
void SoundscapePrint(Color color, const char* msg, ...)
m_TextEntryPos5->SetBounds(5, 155, 230, 20);
{
m_TextEntryPos5->SetMaximumCharCount(32);
//format string
va_list args;
va_start(args, msg);


// create position 6 button
char buf[2048];
vgui::Button* m_ButtonPos5 = new vgui::Button(this, "PosButton5", "Find Position 5", this, SETTINGS_PANEL_COMMAND_POS6);
Q_vsnprintf(buf, sizeof(buf), msg, args);
m_ButtonPos5->SetBounds(240, 155, 100, 20);
g_SoundscapeDebugPanel->AddMessage(color, buf);


// create position text 7
va_end(args);
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);
// Purpose: Function to add a line to the soundscape debug panel
m_ButtonPos6->SetBounds(240, 180, 100, 20);
//-----------------------------------------------------------------------------
void SoundscapeAddLine(Color color, float speed, float width, bool accending)
// create position text 8
{
m_TextEntryPos7 = new vgui::TextEntry(this, "PosTextEntry7");
if (g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines() <= 6)
m_TextEntryPos7->SetEnabled(true);
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->AddLine(accending, color.r(), color.g(), color.b(), speed, width);
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);
// Purpose: Function to get debug line num
m_ButtonPos7->SetBounds(240, 205, 100, 20);
//-----------------------------------------------------------------------------
int SoundscapeGetLineNum()
{
return g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->GetNumLines();
}


// create show soundscape positions checkbox
//vector positions
m_ShowSoundscapePositions = new vgui::CheckButton(this, "ShowCheckox", "Show Soundscape Positions");
Vector g_SoundscapePositions[] = {
m_ShowSoundscapePositions->SetBounds(75, 225, 200, 20);
vec3_origin,
m_ShowSoundscapePositions->SetCommand(SETTINGS_PANEL_COMMAND_SHOW);
vec3_origin,
m_ShowSoundscapePositions->SetSelected(settings->GetBool("ShowSoundscapes", false));
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin,
vec3_origin
};


//set convar value
#define SETTINGS_PANEL_WIDTH 350
ConVar* cv = cvar->FindVar("__ss_draw");
#define SETTINGS_PANEL_HEIGHT 277
if (cv)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


//create divider
#define SETTINGS_PANEL_COMMAND_POS1 "GetPos0"
vgui::Divider* div = new vgui::Divider(this, "Divider");
#define SETTINGS_PANEL_COMMAND_POS2 "GetPos1"
div->SetBounds(-2, 247, SETTINGS_PANEL_WIDTH + 4, 2);
#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"


//create debug thing
#define MAX_SOUNDSCAPES 8
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
//soundscape maker settings panel
ConCommand* cc = cvar->FindCommand("__ss_maker_set");
class CSoundscapeSettingsPanel : public vgui::Frame
if (cc)
{
{
public:
CCommand args;
DECLARE_CLASS_SIMPLE(CSoundscapeSettingsPanel, vgui::Frame);


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


UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
//sets the text
}
void SetItem(int index, const Vector& value);


//do pos 1
//message funcs
if (pos1)
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
{
args.Tokenize(CFmtStr("ssmaker 1 %s 1", pos1));
cc->Dispatch(args);


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


//do pos 2
private:
if (pos2)
//position text entries
{
vgui::TextEntry* m_TextEntryPos0;
args.Tokenize(CFmtStr("ssmaker 2 %s 1", pos2));
vgui::TextEntry* m_TextEntryPos1;
cc->Dispatch(args);
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;


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


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


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


//do pos 4
//set the size and pos
if (pos4)
int ScreenWide, ScreenTall;
{
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
args.Tokenize(CFmtStr("ssmaker 4 %s 1", pos4));
cc->Dispatch(args);


UTIL_StringToVector(g_SoundscapePositions[4].Base(), pos4);
SetTitle("Soundscape Maker Settings", true);
}
SetSize(SETTINGS_PANEL_WIDTH, SETTINGS_PANEL_HEIGHT);
SetPos((ScreenWide - SETTINGS_PANEL_WIDTH) / 2, (ScreenTall - SETTINGS_PANEL_HEIGHT) / 2);


//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
//load settings
if (pos6)
KeyValues* settings = new KeyValues("settings");
{
if (!settings->LoadFromFile(filesystem, "cfg/soundscape_maker.txt", "MOD"))
args.Tokenize(CFmtStr("ssmaker 6 %s 1", pos6));
ConWarning("Failed to load settings for 'cfg/soundscape_maker.txt'. Using default settings.");
cc->Dispatch(args);


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


//do pos 7
//create position text 1
if (pos7)
m_TextEntryPos0 = new vgui::TextEntry(this, "PosTextEntry0");
{
m_TextEntryPos0->SetEnabled(true);
args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
m_TextEntryPos0->SetText(pos0 ? pos0 : "0 0 0");
cc->Dispatch(args);
m_TextEntryPos0->SetBounds(5, 30, 230, 20);
m_TextEntryPos0->SetMaximumCharCount(32);


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


//delete settings
//create position text 1
settings->deleteThis();
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
// Purpose: Called on command
vgui::Button* m_ButtonPos1 = new vgui::Button(this, "PosButton1", "Find Position 1", this, SETTINGS_PANEL_COMMAND_POS2);
//-----------------------------------------------------------------------------
m_ButtonPos1->SetBounds(240, 55, 100, 20);
void CSoundscapeSettingsPanel::OnCommand(const char* pszCommand)
{
if (Q_strstr(pszCommand, "GetPos") == pszCommand)
{
//search for number
pszCommand = pszCommand + 6;


//execute command
//create position text 3
static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
m_TextEntryPos2 = new vgui::TextEntry(this, "PosTextEntry0");
if (cc)
m_TextEntryPos2->SetEnabled(true);
{
m_TextEntryPos2->SetText(pos2 ? pos2 : "0 0 0");
//hide everything first
m_TextEntryPos2->SetBounds(5, 80, 230, 20);
g_SoundscapeMaker->SetAllVisible(false);
m_TextEntryPos2->SetMaximumCharCount(32);


CCommand args;
//create position 1 button
args.Tokenize(CFmtStr("ssmaker %d", atoi(pszCommand)));
vgui::Button* m_ButtonPos2 = new vgui::Button(this, "PosButton2", "Find Position 2", this, SETTINGS_PANEL_COMMAND_POS3);
cc->Dispatch(args);
m_ButtonPos2->SetBounds(240, 80, 100, 20);
}


return;
// 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);


else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
// create position 4 button
{
vgui::Button* m_ButtonPos3 = new vgui::Button(this, "PosButton3", "Find Position 3", this, SETTINGS_PANEL_COMMAND_POS4);
static ConVar* cv = cvar->FindVar("__ss_draw");
m_ButtonPos3->SetBounds(240, 105, 100, 20);
if (cv)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


return;
// 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);


//handle debug thing
// create position 5 button
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_DEBUG))
vgui::Button* m_ButtonPos4 = new vgui::Button(this, "PosButton4", "Find Position 4", this, SETTINGS_PANEL_COMMAND_POS5);
{
m_ButtonPos4->SetBounds(240, 130, 100, 20);
g_SoundscapeDebugPanel->SetVisible(true);
g_SoundscapeDebugPanel->RequestFocus();
g_SoundscapeDebugPanel->MoveToFront();
return;
}


BaseClass::OnCommand(pszCommand);
// 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
// Purpose: Constructor
vgui::Button* m_ButtonPos5 = new vgui::Button(this, "PosButton5", "Find Position 5", this, SETTINGS_PANEL_COMMAND_POS6);
//-----------------------------------------------------------------------------
m_ButtonPos5->SetBounds(240, 155, 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 7
switch (index)
m_TextEntryPos6 = new vgui::TextEntry(this, "PosTextEntry6");
{
m_TextEntryPos6->SetEnabled(true);
case 0:
m_TextEntryPos6->SetText(pos6 ? pos6 : "0 0 0");
m_TextEntryPos0->RequestFocus();
m_TextEntryPos6->SetBounds(5, 180, 230, 20);
m_TextEntryPos0->SetText(text);
m_TextEntryPos6->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 7 button
m_TextEntryPos6->RequestFocus();
vgui::Button* m_ButtonPos6 = new vgui::Button(this, "PosButton6", "Find Position 6", this, SETTINGS_PANEL_COMMAND_POS7);
m_TextEntryPos6->SetText(text);
m_ButtonPos6->SetBounds(240, 180, 100, 20);
g_SoundscapePositions[6] = value;
break;


case 7:
// create position text 8
m_TextEntryPos7->RequestFocus();
m_TextEntryPos7 = new vgui::TextEntry(this, "PosTextEntry7");
m_TextEntryPos7->SetText(text);
m_TextEntryPos7->SetEnabled(true);
g_SoundscapePositions[7] = value;
m_TextEntryPos7->SetText(pos7 ? pos7 : "0 0 0");
break;
m_TextEntryPos7->SetBounds(5, 205, 230, 20);
}
m_TextEntryPos7->SetMaximumCharCount(32);
}


//-----------------------------------------------------------------------------
// create position 8 button
// Purpose: Called on text changed
vgui::Button* m_ButtonPos7 = new vgui::Button(this, "PosButton7", "Find Position 7", this, SETTINGS_PANEL_COMMAND_POS8);
//-----------------------------------------------------------------------------
m_ButtonPos7->SetBounds(240, 205, 100, 20);
void CSoundscapeSettingsPanel::OnTextChanged(KeyValues* kv)
{
static ConCommand* cc = cvar->FindCommand("__ss_maker_set");


//check focus
// create show soundscape positions checkbox
if (m_TextEntryPos0->HasFocus())
m_ShowSoundscapePositions = new vgui::CheckButton(this, "ShowCheckox", "Show Soundscape Positions");
{
m_ShowSoundscapePositions->SetBounds(75, 225, 200, 20);
//get text
m_ShowSoundscapePositions->SetCommand(SETTINGS_PANEL_COMMAND_SHOW);
char buf[512];
m_ShowSoundscapePositions->SetSelected(settings->GetBool("ShowSoundscapes", false));
m_TextEntryPos0->GetText(buf, sizeof(buf));


//convert to vector
//set convar value
UTIL_StringToVector(g_SoundscapePositions[0].Base(), buf);
ConVar* cv = cvar->FindVar("__ss_draw");
if (cv)
cv->SetValue(m_ShowSoundscapePositions->IsSelected());


//do command
//create divider
if (cc)
vgui::Divider* div = new vgui::Divider(this, "Divider");
{
div->SetBounds(-2, 247, SETTINGS_PANEL_WIDTH + 4, 2);
CCommand args;
args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
cc->Dispatch(args);
}


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_TextEntryPos1->HasFocus())
ConCommand* cc = cvar->FindCommand("__ss_maker_set");
if (cc)
{
{
//get text
CCommand args;
char buf[512];
m_TextEntryPos1->GetText(buf, sizeof(buf));


//convert to vector
//do pos 0
UTIL_StringToVector(g_SoundscapePositions[1].Base(), buf);
if (pos0)
 
//do command
if (cc)
{
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 0 %s 1", pos0));
args.Tokenize(CFmtStr("ssmaker 1 %s 1", buf));
cc->Dispatch(args);
cc->Dispatch(args);
UTIL_StringToVector(g_SoundscapePositions[0].Base(), pos0);
}
}


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


//check focus
UTIL_StringToVector(g_SoundscapePositions[1].Base(), pos1);
if (m_TextEntryPos2->HasFocus())
}
{
//get text
char buf[512];
m_TextEntryPos2->GetText(buf, sizeof(buf));


//convert to vector
//do pos 2
UTIL_StringToVector(g_SoundscapePositions[2].Base(), buf);
if (pos2)
 
//do command
if (cc)
{
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 2 %s 1", pos2));
args.Tokenize(CFmtStr("ssmaker 2 %s 1", buf));
cc->Dispatch(args);
cc->Dispatch(args);
}


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


//check focus
//do pos 3
if (m_TextEntryPos3->HasFocus())
if (pos3)
{
{
//get text
args.Tokenize(CFmtStr("ssmaker 3 %s 1", pos3));
char buf[512];
cc->Dispatch(args);
m_TextEntryPos3->GetText(buf, sizeof(buf));


//convert to vector
UTIL_StringToVector(g_SoundscapePositions[3].Base(), pos3);
UTIL_StringToVector(g_SoundscapePositions[3].Base(), buf);
}


//do command
//do pos 4
if (cc)
if (pos4)
{
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 4 %s 1", pos4));
args.Tokenize(CFmtStr("ssmaker 3 %s 1", buf));
cc->Dispatch(args);
cc->Dispatch(args);
UTIL_StringToVector(g_SoundscapePositions[4].Base(), pos4);
}
}


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


//check focus
UTIL_StringToVector(g_SoundscapePositions[5].Base(), pos5);
if (m_TextEntryPos4->HasFocus())
}
{
//get text
char buf[512];
m_TextEntryPos4->GetText(buf, sizeof(buf));


//convert to vector
//do pos 6
UTIL_StringToVector(g_SoundscapePositions[4].Base(), buf);
if (pos6)
{
args.Tokenize(CFmtStr("ssmaker 6 %s 1", pos6));
cc->Dispatch(args);
 
UTIL_StringToVector(g_SoundscapePositions[6].Base(), pos6);
}


//do command
//do pos 7
if (cc)
if (pos7)
{
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 7 %s", pos7));
args.Tokenize(CFmtStr("ssmaker 4 %s 1", buf));
cc->Dispatch(args);
cc->Dispatch(args);
UTIL_StringToVector(g_SoundscapePositions[7].Base(), pos7);
}
}
}


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


//check focus
//-----------------------------------------------------------------------------
if (m_TextEntryPos5->HasFocus())
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeSettingsPanel::OnCommand(const char* pszCommand)
{
if (Q_strstr(pszCommand, "GetPos") == pszCommand)
{
{
//get text
//search for number
char buf[512];
pszCommand = pszCommand + 6;
m_TextEntryPos5->GetText(buf, sizeof(buf));


//convert to vector
//execute command
UTIL_StringToVector(g_SoundscapePositions[5].Base(), buf);
static ConCommand* cc = cvar->FindCommand("__ss_maker_start");
 
//do command
if (cc)
if (cc)
{
{
//hide everything first
g_SoundscapeMaker->SetAllVisible(false);
CCommand args;
CCommand args;
args.Tokenize(CFmtStr("ssmaker 5 %s 1", buf));
args.Tokenize(CFmtStr("ssmaker %d", atoi(pszCommand)));
cc->Dispatch(args);
cc->Dispatch(args);
}
}
Line 1,679: Line 1,677:
}
}


//check focus
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_SHOW))
if (m_TextEntryPos6->HasFocus())
{
{
//get text
static ConVar* cv = cvar->FindVar("__ss_draw");
char buf[512];
if (cv)
m_TextEntryPos6->GetText(buf, sizeof(buf));
cv->SetValue(m_ShowSoundscapePositions->IsSelected());
 
//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;
return;
}
}


//check focus
//handle debug thing
if (m_TextEntryPos7->HasFocus())
else if (!Q_strcmp(pszCommand, SETTINGS_PANEL_COMMAND_DEBUG))
{
{
//get text
g_SoundscapeDebugPanel->SetVisible(true);
char buf[512];
g_SoundscapeDebugPanel->RequestFocus();
m_TextEntryPos7->GetText(buf, sizeof(buf));
g_SoundscapeDebugPanel->MoveToFront();
 
//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;
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);
 
//do command
if (cc)
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 0 %s 1", buf));
cc->Dispatch(args);
}
 
return;
}
}


//apply scheme settings
//check focus
void ApplySchemeSettings(vgui::IScheme* scheme)
if (m_TextEntryPos1->HasFocus())
{
{
BaseClass::ApplySchemeSettings(scheme);
//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);
}


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


//paints the background
//check focus
void PaintBackground()
if (m_TextEntryPos2->HasFocus())
{
{
if (m_bIsSelected)
//get text
SetBgColor(m_ColorSelected);
char buf[512];
else
m_TextEntryPos2->GetText(buf, sizeof(buf));
SetBgColor(m_ColorNotSelected);


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


//is this selected or not
//do command
bool m_bIsSelected;
if (cc)
static Color m_ColorSelected;
{
static Color m_ColorNotSelected;
CCommand args;
static Color m_FgColorSelected;
args.Tokenize(CFmtStr("ssmaker 2 %s 1", buf));
static Color m_FgColorNotSelectedd;
cc->Dispatch(args);
};
}


Color CSoundscapeButton::m_ColorSelected = Color();
return;
Color CSoundscapeButton::m_ColorNotSelected = Color();
}
Color CSoundscapeButton::m_FgColorSelected = Color();
Color CSoundscapeButton::m_FgColorNotSelectedd = Color();


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


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


class CSoundListComboBox : public vgui::ComboBox
//do command
{
if (cc)
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();
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);
void InitalizeSoundscapes();


//sets if this is currently using the soundscape panel or sound panel
//do command
void SetIsUsingSoundPanel(bool bUsing);
if (cc)
{
CCommand args;
args.Tokenize(CFmtStr("ssmaker 7 %s 1", buf));
cc->Dispatch(args);
}


//other
return;
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
// 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));
 
//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());


//set the size and pos
//save to file
int ScreenWide, ScreenTall;
settings->SaveToFile(filesystem, "cfg/soundscape_maker.txt", "MOD");
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
settings->deleteThis();
}


SetTitle("Sounds List", true);
//static soundscape settings panel
SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
static CSoundscapeSettingsPanel* g_SettingsPanel = nullptr;
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
#define BUTTON_MENU_COMMAND_COPY_CLIPBOARD "CopyClipboard"
vgui::Label* label1 = new vgui::Label(this, "FindSound", "Find Sound");
label1->SetBounds(147, 51, 120, 20);


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


//create search for 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)
m_SearchButton = new vgui::Button(this, "SearchButton", "Search For");
: BaseClass(parent, name, text, target, command), m_bIsSelected(false), m_KeyValues(kv), m_KeyValuesType(type)
m_SearchButton->SetBounds(5, 100, SOUND_LIST_PANEL_WIDTH - 15, 20);;
{
m_SearchButton->SetEnabled(true);
m_ColorSelected = Color(200, 200, 200, 200);
m_SearchButton->SetCommand(SOUND_LIST_SEARCH_COMMAND);
m_FgColorSelected = Color(0, 0, 0, 255);
}


//make divider
//apply scheme settings
vgui::Divider* divider2 = new vgui::Divider(this, "Divider");
void ApplySchemeSettings(vgui::IScheme* scheme)
divider2->SetBounds(-5, 124, SOUND_LIST_PANEL_WIDTH + 10, 2);
{
BaseClass::ApplySchemeSettings(scheme);


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


//create play button
//paints the background
m_PlayButton = new vgui::Button(this, "PlayButton", "Play Sound", this);
void PaintBackground()
m_PlayButton ->SetBounds(5, 150, SOUND_LIST_PANEL_WIDTH - 15, 20);
{
m_PlayButton->SetCommand(SOUND_LIST_PLAY_COMMAND);
if (m_bIsSelected)
SetBgColor(m_ColorSelected);
else
SetBgColor(m_ColorNotSelected);


//create stop sound button
BaseClass::PaintBackground();
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
//paints
m_InsertButton = new vgui::Button(this, "InsertSound", "Insert Sound", this);
void Paint()
m_InsertButton ->SetBounds(5, 200, SOUND_LIST_PANEL_WIDTH - 15, 20);
{
m_InsertButton->SetCommand(SOUND_LIST_INSERT_COMMAND);
if (m_bIsSelected)
SetFgColor(m_FgColorSelected);
else
SetFgColor(m_FgColorNotSelected);


//create reload sounds button
BaseClass::Paint();
m_ReloadSounds = new vgui::Button(this, "ReloadSounds", "Reload Sounds", this);
}
m_ReloadSounds ->SetBounds(5, 225, SOUND_LIST_PANEL_WIDTH - 15, 20);
m_ReloadSounds->SetCommand(SOUND_LIST_RELOAD_COMMAND);
}


//-----------------------------------------------------------------------------
//mouse release
// Purpose: Called on command
void OnMouseReleased(vgui::MouseCode code)
//-----------------------------------------------------------------------------
void CSoundListPanel::OnCommand(const char* pszCommand)
{
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);


//check for shift key
BaseClass::Paint();
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
//mouse release
if (!bCurrentlyInSoundPanel)
void OnCommand(const char* pszCommand)
{
if (!Q_strcmp(pszCommand, BUTTON_MENU_COMMAND_COPY_CLIPBOARD))
{
{
for (int i = 0; i < m_SoundscapesList->GetItemCount(); i++)
//create copy of keyvalues
switch (m_KeyValuesType)
{
case SoundscapeClipboardType::Type_SoundscapeName:
{
{
//insert
//copy
char* tmpbuf = new char[512];
if (CurrClipboardName.Count() >= MAX_CLIPBOARD_ITEMS)
m_SoundscapesList->GetItemText(i, tmpbuf, 512);
{
CurrClipboardName[0]->deleteThis();
CurrClipboardName.Remove(0);
}
 
CurrClipboardName.AddToTail(m_KeyValues->MakeCopy());


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


//set text
//make copy
SoundList->SetText(SoundNames[i]);
CurrClipboardData.AddToTail(m_KeyValues->MakeCopy());
//delete all soundscapes if we need to
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
delete[] SoundNames[i];


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


//set text
CurrClipboardRandom.AddToTail(m_KeyValues->MakeCopy());
SoundList->SetText(SoundNames[i]);


//delete all soundscapes if we need to
//debug message
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
SoundscapePrint(Color(255, 255, 255, 255), "Soundscape Random Wave: '%s' Coppied to clipboard.\n", m_KeyValues->GetString());
delete[] SoundNames[i];
break;
 
}
return;
}
}
}
}
}
else
}
{
//start from current index + 1
int start = SoundList->GetMenu()->GetActiveItem() + 1;


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


//delete all soundscapes if we need to
KeyValues* m_KeyValues = nullptr;
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
SoundscapeClipboardType m_KeyValuesType;
delete[] SoundNames[i];
};


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
//soundscape combo box
for (int i = 0; i < start; i++)
{
if (Q_stristr(SoundNames[i], buf))
{
//select item
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
SoundList->ActivateItem(i);


//set text
class CSoundListComboBox : public vgui::ComboBox
SoundList->SetText(SoundNames[i]);
{
public:
DECLARE_CLASS_SIMPLE(CSoundListComboBox, vgui::ComboBox);


//delete all soundscapes if we need to
CSoundListComboBox(Panel* parent, const char* panelName, int numLines, bool allowEdit) :
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
BaseClass(parent, panelName, numLines, allowEdit) {}
delete[] SoundNames[i];
 
//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;


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


//delete all soundscapes if we need to
BaseClass::OnKeyTyped(unichar);
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
 
delete[] SoundNames[i];
//check for backspace
if (unichar == 8 || unichar == '_')
return;


return;
//get text
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_PLAY_COMMAND))
{
//get the sound
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;


//stop the sound
//look for sound with same name starting from the start first
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
for (int i = start; i < g_SoundDirectories.Count(); i++)
{
{
enginesound->StopSoundByGuid(m_iSongGuid);
if (Q_stristr(g_SoundDirectories[i], buf))
m_iSongGuid = -1;
{
}
GetMenu()->SetCurrentlyHighlightedItem(i);
return;
}
}


//precache and play the sound
//now cheeck from 0 to the start
if (!enginesound->IsSoundPrecached(buf))
for (int i = 0; i < start; i++)
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);
if (Q_stristr(g_SoundDirectories[i], buf))
m_iSongGuid = -1;
{
GetMenu()->SetCurrentlyHighlightedItem(i);
return;
}
}
}
return;
}
}
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
};
{
//make not visible
SetVisible(false);


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


//get the sound
//sounds list panel
char buf[512];
m_SoundsList->GetText(buf, sizeof(buf));


//set the sound text
#define SOUND_LIST_PANEL_WIDTH 375
g_SoundscapeMaker->SetSoundText(buf);
#define SOUND_LIST_PANEL_HEIGHT 255
return;
#define SOUND_LIST_PLAY_COMMAND "PlaySound"
}
#define SOUND_LIST_STOP_COMMAND "StopSound"
else if (!Q_strcmp(pszCommand, SOUND_LIST_RELOAD_COMMAND))
#define SOUND_LIST_INSERT_COMMAND "Insert"
{
#define SOUND_LIST_RELOAD_COMMAND "Reload"
if (bCurrentlyInSoundPanel)
#define SOUND_LIST_SEARCH_COMMAND "Search"
{
//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;
class CSoundListPanel : public vgui::Frame
g_bSSMHack = true;
{
public:
DECLARE_CLASS_SIMPLE(CSoundListPanel, vgui::Frame);


//reload all the soundscape files
CSoundListPanel(vgui::VPANEL parent, const char* name);
enginesound->StopAllSounds(true);


g_SoundscapeSystem.StartNewSoundscape(nullptr);
//initalizes sound combo box
g_SoundscapeSystem.RemoveAll();
void InitalizeSounds();
g_SoundscapeSystem . Init();
void InitalizeSoundscapes(CUtlVector<const char*>& OtherSoundscapes);


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


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


return;
private:
}
friend class CSoundscapeMaker;


BaseClass::OnCommand(pszCommand);
//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
// Purpose: Called on panel close
int m_iSongGuid = -1;
//-----------------------------------------------------------------------------
};
void CSoundListPanel::OnClose()
{
OnCommand(SOUND_LIST_STOP_COMMAND);
BaseClass::OnClose();
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Initalizes the sounds list
// Purpose: Constructor
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundListPanel::InitalizeSounds()
CSoundListPanel::CSoundListPanel(vgui::VPANEL parent, const char* name)
: BaseClass(nullptr, name)
{
{
//get the sound array
SetParent(parent);
GetSoundNames();


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


m_SoundsList->ActivateItem(0);
SetProportional(false);
}
SetTitleBarVisible(true);
SetMinimizeButtonVisible(false);
SetMaximizeButtonVisible(false);
SetCloseButtonVisible(true);
SetSizeable(false);
SetMoveable(true);
SetVisible(false);


//-----------------------------------------------------------------------------
//set the size and pos
// Purpose: Initalizes the soundscape list
int ScreenWide, ScreenTall;
//-----------------------------------------------------------------------------
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
void CSoundListPanel::InitalizeSoundscapes()
 
{
SetTitle("Sounds List", true);
//add all the soundscapes
SetSize(SOUND_LIST_PANEL_WIDTH, SOUND_LIST_PANEL_HEIGHT);
for (int i = 0; i < g_SoundscapeSystem.m_soundscapes.Count(); i++)
SetPos((ScreenWide - SOUND_LIST_PANEL_WIDTH) / 2, (ScreenTall - SOUND_LIST_PANEL_HEIGHT) / 2);
m_SoundscapesList->AddItem(g_SoundscapeSystem.m_soundscapes[i]->GetName(), nullptr);


m_SoundscapesList->ActivateItem(0);
//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);
// Purpose: Sets if this panel is currently the sound panel or soundscape
m_SoundscapesList->SetBounds(5, 25, SOUND_LIST_PANEL_WIDTH - 15, 20);
// selector panel.
m_SoundscapesList->AddActionSignalTarget(this);
//-----------------------------------------------------------------------------
m_SoundscapesList->SetVisible(false);
void CSoundListPanel::SetIsUsingSoundPanel(bool bUsing)
{
bCurrentlyInSoundPanel = bUsing;


//disable stuff
//make divider
if (bUsing)
vgui::Divider* divider1 = new vgui::Divider(this, "Divider");
{
divider1->SetBounds(-5, 48, SOUND_LIST_PANEL_WIDTH + 10, 2);
//set 'reload' text
m_ReloadSounds->SetText("Reload Sounds");


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


//enable the play button
//create text entry
m_PlayButton->SetEnabled(true);
m_SearchText = new vgui::TextEntry(this, "SearchTextEntry");
m_StopSoundButton->SetEnabled(true);
m_SearchText->SetBounds(5, 75, SOUND_LIST_PANEL_WIDTH - 15, 20);
}
m_SearchText->SetEnabled(true);
else
m_SearchText->SetText("");
{
//set 'reload' text
m_ReloadSounds->SetText("Reload Soundscapes");


m_SoundscapesList->SetVisible(true);
//create search for button
m_SoundsList->SetVisible(false);
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);


//disable the play button
//make divider
m_PlayButton->SetEnabled(false);
vgui::Divider* divider2 = new vgui::Divider(this, "Divider");
m_StopSoundButton->SetEnabled(false);
divider2->SetBounds(-5, 124, SOUND_LIST_PANEL_WIDTH + 10, 2);
}
}


//static sound list instance
//create text
static CSoundListPanel* g_SoundPanel = nullptr;
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);


//soundscape list
//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);


#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
//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);
}


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


//constructor
//check for shift key
CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height);
bool shift = (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT));


//menu item stuff
//vector of texts
virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent);
CUtlVector<char*> SoundNames;
virtual void Clear();
CSoundListComboBox* SoundList = bCurrentlyInSoundPanel ? m_SoundsList : m_SoundscapesList;


//other
//if we are in soundscape mode then set the SoundNames to all the soundscapes. else set SoundNames to g_SoundDirectories
virtual void OnMouseWheeled(int delta);  
if (!bCurrentlyInSoundPanel)
virtual void OnMouseReleased(vgui::MouseCode code);
{
for (int i = 0; i < m_SoundscapesList->GetItemCount(); i++)
{
//insert
char* tmpbuf = new char[512];
m_SoundscapesList->GetItemText(i, tmpbuf, 512);


virtual void OnCommand(const char* pszCommand);
SoundNames.AddToTail(tmpbuf);
virtual void PaintBackground();
}
}
else
{
SoundNames = g_SoundDirectories;
}


virtual void OnKeyCodePressed(vgui::KeyCode code);
if (shift)
{
//start from current index - 1
int start = SoundList->GetMenu()->GetActiveItem() - 1;


//message funcs
//look for sound with same name starting from the start first and going down
MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);
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]);


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


//keyvalue list.
return;
KeyValues* m_Keyvalues = nullptr;
}
}


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


//menu
//now cheeck from the SoundNames to the start
vgui::Menu* menu;
for (int i = SoundNames.Count() - 1; i > start; i--)
{
if (Q_stristr(SoundNames[i], buf))
{
//select item
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
SoundList->ActivateItem(i);


//menu button stuff
//set text
CUtlVector<CSoundscapeButton*> m_MenuButtons;
SoundList->SetText(SoundNames[i]);
int m_iCurrentY;
int m_iMax;
int m_AmtAdded;
};


//-----------------------------------------------------------------------------
//delete all soundscapes if we need to
// Purpose: Constructor for soundscape list panel
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
//-----------------------------------------------------------------------------
delete[] SoundNames[i];
CSoundscapeList::CSoundscapeList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
 
: BaseClass(parent, name)
return;
{
}
//create the text
}
m_pLabel = new vgui::Label(this, "ListsText", text);
}
m_pLabel->SetVisible(true);
else
m_pLabel->SetBounds(text_x_pos, 2, 150, 20);
{
//start from current index + 1
int start = SoundList->GetMenu()->GetActiveItem() + 1;


//create the side slider
//look for sound with same name starting from the start first
m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
for (int i = start; i < SoundNames.Count(); i++)
m_pSideSlider->SetBounds(width - 20, 0, 20, height - 2);
{
m_pSideSlider->SetValue(0);
if (Q_stristr(SoundNames[i], buf))
m_pSideSlider->SetEnabled(false);
{
m_pSideSlider->SetRange(0, 0);
//select item
m_pSideSlider->SetButtonPressedScrollValue(1);
SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
m_pSideSlider->SetRangeWindow(0);
SoundList->ActivateItem(i);
m_pSideSlider->AddActionSignalTarget(this);


m_iCurrentY = 22;
//set text
m_iMax = max;
SoundList->SetText(SoundNames[i]);
m_Keyvalues = nullptr;
}


//-----------------------------------------------------------------------------
//delete all soundscapes if we need to
// Purpose: adds a button to the soundscape list
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
//-----------------------------------------------------------------------------
delete[] SoundNames[i];
void CSoundscapeList::AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent)
{
//create a new button
CSoundscapeButton* button = new CSoundscapeButton(this, name, text, parent, command);
button->SetBounds(5, m_iCurrentY, GetWide() - 30, 20);


//increment current y
return;
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
//now cheeck from 0 to the start
if (m_MenuButtons.Count() > m_iMax)
for (int i = 0; i < start; 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);
}
}
}


//-----------------------------------------------------------------------------
//delete all soundscapes if we need to
// Purpose: Clears everything for this list
if (!bCurrentlyInSoundPanel) for (int i = 0; i < SoundNames.Count(); i++)
//-----------------------------------------------------------------------------
delete[] SoundNames[i];
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
return;
for (int i = 0; i < m_MenuButtons.Count(); i++)
}
m_MenuButtons[i]->DeletePanel();
else if (!Q_strcmp(pszCommand, SOUND_LIST_PLAY_COMMAND))
{
//get the sound
char buf[512];
m_SoundsList->GetText(buf, sizeof(buf));


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


//reset current y
//precache and play the sound
m_iCurrentY = 22;
if (!enginesound->IsSoundPrecached(buf))
enginesound->PrecacheSound(buf);


m_AmtAdded = 0;
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;
// Purpose: Called when a mouse is wheeled
}
//-----------------------------------------------------------------------------
else if (!Q_strcmp(pszCommand, SOUND_LIST_INSERT_COMMAND))
void CSoundscapeList::OnMouseWheeled(int delta)
{
{
//make not visible
//check for scroll down
SetVisible(false);
if (delta == -1)
m_pSideSlider->SetValue(m_pSideSlider->GetValue() + 1);


//check for scroll up
//stop the sound
else if (delta == 1)
if (enginesound->IsSoundStillPlaying(m_iSongGuid))
m_pSideSlider->SetValue(m_pSideSlider->GetValue() - 1);
{
}
enginesound->StopSoundByGuid(m_iSongGuid);
m_iSongGuid = -1;
}


//-----------------------------------------------------------------------------
//get the sound
// Purpose: Called when a mouse code is released
char buf[512];
//-----------------------------------------------------------------------------
void CSoundscapeList::OnMouseReleased(vgui::MouseCode code)
{
if (code != vgui::MouseCode::MOUSE_RIGHT)
return;


//get cursor pos
if (bCurrentlyInSoundPanel)
int x, y;
m_SoundsList->GetText(buf, sizeof(buf));
vgui::surface()->SurfaceGetCursorPos(x, y);
else
m_SoundscapesList->GetText(buf, sizeof(buf));


//create menu
//set the sound text
menu = new vgui::Menu(this, "Menu");
g_SoundscapeMaker->SetSoundText(buf);
menu->AddMenuItem("AddSoundscape", "Add Soundscape", ADD_SOUNDSCAPE_COMMAND, this);
return;
menu->SetBounds(x, y, 200, 50);
}
menu->SetVisible(true);
else if (!Q_strcmp(pszCommand, SOUND_LIST_RELOAD_COMMAND))
}
 
//-----------------------------------------------------------------------------
// 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);
if (bCurrentlyInSoundPanel)
AddButton(name, name, name, GetParent());
 
//add to keyvalues file
KeyValues* kv = new KeyValues(name);
KeyValues* tmp = m_Keyvalues;
KeyValues* tmp2 = tmp;
 
//get last subkey
while (tmp != nullptr)
{
{
tmp2 = tmp;
//clear everything for the combo box and reload it
tmp = tmp->GetNextTrueSubKey();
m_SoundsList->RemoveAll();
InitalizeSounds();
}
}
else
{
//clear everything for the combo box and reload it
m_SoundscapesList->RemoveAll();
bool bPrev = g_bSSMHack;
g_bSSMHack = true;


//add to last subkey
//reload all the soundscape files
tmp2->SetNextKey(kv);
enginesound->StopAllSounds(true);


GetParent()->OnCommand(name);
g_SoundscapeSystem.StartNewSoundscape(nullptr);
return;
g_SoundscapeSystem.RemoveAll();
}
g_SoundscapeSystem.Init();


BaseClass::OnCommand(pszCommand);
g_bSSMHack = bPrev;
}


//-----------------------------------------------------------------------------
//load all the temporary soundscapes
// Purpose: Paints the background
CUtlVector<const char*> OtherSoundscapes;
//-----------------------------------------------------------------------------
for (KeyValues* curr = g_SoundscapeMaker->GetPanelFile(); curr; curr = curr->GetNextKey())
void CSoundscapeList::PaintBackground()
{
{
if (curr == g_SoundscapeMaker->GetPanelSelected())
//colors
continue;
static Color EnabledColor = Color(100, 100, 100, 200);
 
static Color DisabledColor = Color(60, 60, 60, 200);
OtherSoundscapes.AddToTail(curr->GetName());
}
 
InitalizeSoundscapes(OtherSoundscapes);
}


//if m_KeyValues then paint the default color
return;
if (m_Keyvalues)
}
SetBgColor(EnabledColor);
else
SetBgColor(DisabledColor);


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


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on keyboard code pressed
// Purpose: Called on panel close
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeList::OnKeyCodePressed(vgui::KeyCode code)
void CSoundListPanel::OnClose()
{
{
//check for arrow
OnCommand(SOUND_LIST_STOP_COMMAND);
if (code == KEY_UP)
BaseClass::OnClose();
{
}
//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"));
// Purpose: Initalizes the sounds list
return;
//-----------------------------------------------------------------------------
}
void CSoundListPanel::InitalizeSounds()
}
{
}
//get the sound array
GetSoundNames();
//check for arrow
 
if (code == KEY_DOWN)
//add all the sounds
{
for (int i = 0; i < g_SoundDirectories.Size(); i++)
//find selected item
m_SoundsList->AddItem(g_SoundDirectories[i], nullptr);
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
m_SoundsList->ActivateItem(0);
GetParent()->OnCommand(m_MenuButtons[i+1]->GetCommand()->GetString("command"));
return;
}
}
}
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on scroll bar moved
// Purpose: Initalizes the soundscape list
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeList::ScrollBarMoved(int delta)
void CSoundListPanel::InitalizeSoundscapes(CUtlVector<const char*>& OtherSoundscapes)
{
{
int position = m_pSideSlider->GetValue();
//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);


//move everything down (if needed)
//quickly remove duplicatesd
for (int i = 0; i < m_MenuButtons.Count(); i++)
for (int i = 1; i < OtherSoundscapes.Count(); )
{
{
//make not visible if i < position
if (!Q_strcmp(OtherSoundscapes[i], OtherSoundscapes[i - 1]))
if (i < position)
{
{
m_MenuButtons[i]->SetVisible(false);
OtherSoundscapes.Remove(i);
continue;
continue;
}
}
 
i++;
m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
m_MenuButtons[i]->SetVisible(true);
}
}
}


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;


//soundscape data list
//disable stuff
 
if (bUsing)
{
//set 'reload' text
m_ReloadSounds->SetText("Reload Sounds");


#define NEW_PLAYLOOPING_COMMAND "NewLooping"
m_SoundscapesList->SetVisible(false);
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
m_SoundsList->SetVisible(true);
#define NEW_RANDOM_COMMAND "NewRandom"


//enable the play button
m_PlayButton->SetEnabled(true);
m_StopSoundButton->SetEnabled(true);


class CSoundscapeDataList : public CSoundscapeList
//set texts
{
m_PlayButton->SetText("Play Sound");
public:
m_StopSoundButton->SetText("Stop Sound");
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
m_InsertButton->SetText("Insert Sound");
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
//set title
virtual void OnMouseReleased(vgui::MouseCode code);
SetTitle("Sounds List", true);
}
else
{
//set 'reload' text
m_ReloadSounds->SetText("Reload Soundscapes");


void OnCommand(const char* pszCommand);
m_SoundscapesList->SetVisible(true);
m_SoundsList->SetVisible(false);


private:
//disable the play button
friend class CSoundscapeMaker;
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
// Purpose: Called when a mouse code is released
SetTitle("Soundscape List", true);
//-----------------------------------------------------------------------------
}
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
//static sound list instance
int x, y;
static CSoundListPanel* g_SoundPanel = nullptr;
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);
menu->SetBounds(x, y, 200, 50);
menu->SetVisible(true);
}


//soundscape list


//-----------------------------------------------------------------------------
// 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
#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
if (!Q_strcasecmp(name, "playlooping"))
#define PASTE_FROM_CLIBOARD_COMMAND "PasteFromClipboard"
LoopingNum++;
#define OPEN_CLIBOARD_COMMAND "OpenClipboard"
}


//add the keyvalue to both this and the keyvalues
AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent());


//add the keyvalues
//soundscape list class
KeyValues* kv = new KeyValues("playlooping");
class CSoundscapeList : public vgui::Divider
kv->SetFloat("volume", 1);
{
kv->SetInt("pitch", 100);
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);


m_Keyvalues->AddSubKey(kv);
//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();


GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));
//other
virtual void OnMouseWheeled(int delta);
virtual void OnMouseReleased(vgui::MouseCode code);


return;
virtual void OnCommand(const char* pszCommand);
}
virtual void PaintBackground();
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
virtual void OnKeyCodePressed(vgui::KeyCode code);
if (!Q_strcasecmp(name, "playsoundscape"))
SoundscapeNum++;
}


AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent());
//message funcs
MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);


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


//add the keyvalue to both this and the keyvalues
//keyvalue list.
m_Keyvalues->AddSubKey(kv);
KeyValues* m_Keyvalues = nullptr;


GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));
//says "Soundscapes List"
vgui::Label* m_pLabel;
vgui::ScrollBar* m_pSideSlider;


return;
//menu
}
vgui::Menu* menu;
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
//menu button stuff
if (!Q_strcasecmp(name, "playrandom"))
CUtlVector<CSoundscapeButton*> m_MenuButtons;
RandomNum++;
int m_iCurrentY;
}
int m_iMax;
int m_AmtAdded;
};


AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent());
//-----------------------------------------------------------------------------
// 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);


//add the keyvalues
//create the side slider
KeyValues* kv = new KeyValues("playrandom");
m_pSideSlider = new vgui::ScrollBar(this, "ListsSlider", true);
kv->SetString("volume", "0.5,0.8");
m_pSideSlider->SetBounds(width - 20, 0, 20, height - 2);
kv->SetInt("pitch", 100);
m_pSideSlider->SetValue(0);
kv->SetString("time", "10,20");
m_pSideSlider->SetEnabled(false);
m_pSideSlider->SetRange(0, 0);
//make rndwave subkey
m_pSideSlider->SetButtonPressedScrollValue(1);
KeyValues* rndwave = new KeyValues("rndwave");
m_pSideSlider->SetRangeWindow(0);
kv->AddSubKey(rndwave);
m_pSideSlider->AddActionSignalTarget(this);


//add the keyvalue to both this and the keyvalues
m_iCurrentY = 22;
m_Keyvalues->AddSubKey(kv);
m_iMax = max;
m_Keyvalues = nullptr;
}


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


return;
//increment current y
}
m_iCurrentY = m_iCurrentY + 22;


BaseClass::OnCommand(pszCommand);
//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;


//soundscape rndwave data list
m_pSideSlider->SetRange(0, max);
m_pSideSlider->SetRangeWindow(1);
m_pSideSlider->SetEnabled(true);
}


m_AmtAdded++;


#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"
//check to see if we need to scroll down
if (m_MenuButtons.Count() >= m_iMax)
OnMouseWheeled(-1);
}


 
//-----------------------------------------------------------------------------
class CSoundscapeRndwaveList : public CSoundscapeList
// Purpose: Clears everything for this list
//-----------------------------------------------------------------------------
void CSoundscapeList::Clear()
{
{
public:
//reset the slider
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
m_pSideSlider->SetValue(0);
m_pSideSlider->SetEnabled(false);
CSoundscapeRndwaveList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
m_pSideSlider->SetRange(0, 0);
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
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();


//override right click functionality
//reset current y
virtual void OnMouseReleased(vgui::MouseCode code);
m_iCurrentY = 22;


void OnCommand(const char* pszCommand);
m_AmtAdded = 0;
}


private:
//-----------------------------------------------------------------------------
friend class CSoundscapeMaker;
// 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
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnMouseReleased(vgui::MouseCode code)
void CSoundscapeList::OnMouseReleased(vgui::MouseCode code)
{
{
//if no soundscape is selected or mouse code != right then return
if (code != vgui::MouseCode::MOUSE_RIGHT)
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
return;
return;


Line 2,792: Line 2,830:
//create menu
//create menu
menu = new vgui::Menu(this, "Menu");
menu = new vgui::Menu(this, "Menu");
menu->AddMenuItem("AddRandom", "Add Random Wave", NEW_RNDWAVE_WAVE_COMMAND, this);
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->SetBounds(x, y, 200, 50);
menu->SetVisible(true);
menu->SetVisible(true);
}
}


//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Called on command
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
void CSoundscapeList::OnCommand(const char* pszCommand)
{
{
if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND) && m_Keyvalues)
if (!Q_strcmp(pszCommand, ADD_SOUNDSCAPE_COMMAND))
{
{
//get number of keyvalues
const char* name = CFmtStr("New Soundscape %d", m_AmtAdded);
int num = 0;
 
//add to keyvalues file
KeyValues* kv = new KeyValues(name);
KeyValues* tmp = m_Keyvalues;
KeyValues* tmp2 = tmp;


FOR_EACH_VALUE(m_Keyvalues, kv)
AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);
num++;
//add keyvalues and button
AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent());


KeyValues* add = new KeyValues("wave");
//get last subkey
add->SetString(nullptr, "");
while (tmp != nullptr)
m_Keyvalues->AddSubKey(add);
{
tmp2 = tmp;
tmp = tmp->GetNextTrueSubKey();
}


//forward command to parent
//add to last subkey
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
tmp2->SetNextKey(kv);


GetParent()->OnCommand(name);
return;
return;
}
}
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
{
int index = CurrClipboardName.Count() - 1;


BaseClass::OnCommand(pszCommand);
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;


//soundscape panel
AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);


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


#define SOUNDSCAPE_PANEL_WIDTH 760
//add to last subkey
#define SOUNDSCAPE_PANEL_HEIGHT 630
tmp2->SetNextKey(kv);


#define NEW_BUTTON_COMMAND "$NewSoundscape"
GetParent()->OnCommand(name);
#define SAVE_BUTTON_COMMAND "$SaveSoundscape"
return;
#define LOAD_BUTTON_COMMAND "$LoadSoundscape"
}
#define OPTIONS_BUTTON_COMMAND "$ShowOptions"
else if (!Q_strcmp(pszCommand, OPEN_CLIBOARD_COMMAND))
#define EDIT_BUTTON_COMMAND "$Edit"
{
#define RESET_BUTTON_COMMAND "$ResetSoundscapes"
if (g_SoundscapeClipboard)
#define SOUNDS_LIST_BUTTON_COMMAND "$ShowSoundsList"
g_SoundscapeClipboard->DeletePanel();
#define PLAY_SOUNDSCAPE_COMMAND "$PlaySoundscape"
 
#define RESET_SOUNDSCAPE_BUTTON_COMMAND "$ResetSoundscape"
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeName);
#define DELETE_CURRENT_ITEM_COMMAND "$DeleteItem"
return;
}


//static bool to determin if the soundscape panel should show or not
BaseClass::OnCommand(pszCommand);
bool g_ShowSoundscapePanel = false;
}
bool g_IsPlayingSoundscape = false;


//soundscape maker panel
//-----------------------------------------------------------------------------
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
// Purpose: Paints the background
//-----------------------------------------------------------------------------
void CSoundscapeList::PaintBackground()
{
{
public:
//colors
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)
static Color EnabledColor = Color(100, 100, 100, 200);
static Color DisabledColor = Color(60, 60, 60, 200);


CSoundscapeMaker(vgui::VPANEL parent);
//if m_KeyValues then paint the default color
if (m_Keyvalues)
SetBgColor(EnabledColor);
else
SetBgColor(DisabledColor);


//tick functions
BaseClass::PaintBackground();
void OnTick();
}


//other functions
//-----------------------------------------------------------------------------
void OnClose();
// Purpose: Called on keyboard code pressed
void OnCommand(const char* pszCommand);
//-----------------------------------------------------------------------------
void CSoundscapeList::OnKeyCodePressed(vgui::KeyCode code)
{
//check for arrow
if (code == KEY_UP)
{
//find selected item
for (int i = 0; i < m_MenuButtons.Count(); i++)
{
if (m_MenuButtons[i]->m_bIsSelected)
{
//check for size and to see if we can select item
if (i - 1 < 0)
return;


void PlaySelectedSoundscape();
//select that item
void LoadFile(KeyValues* file);
GetParent()->OnCommand(m_MenuButtons[i - 1]->GetCommand()->GetString("command"));
return;
}
}
}


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


void SetSoundText(const char* text);
//select that item
GetParent()->OnCommand(m_MenuButtons[i + 1]->GetCommand()->GetString("command"));
return;
}
}
}
}


//to play the soundscape on map spawn
//-----------------------------------------------------------------------------
void LevelInitPostEntity();
// Purpose: Called on scroll bar moved
//-----------------------------------------------------------------------------
void CSoundscapeList::ScrollBarMoved(int delta)
{
int position = m_pSideSlider->GetValue();


//sets the keyvalue file
//move everything down (if needed)
void Set(const char* buffer);
for (int i = 0; i < m_MenuButtons.Count(); i++)
{
//make not visible if i < position
if (i < position)
{
m_MenuButtons[i]->SetVisible(false);
continue;
}


//message pointer funcs
m_MenuButtons[i]->SetPos(5, 22 * ((i - position) + 1));
MESSAGE_FUNC_CHARPTR(OnFileSelected, "FileSelected", fullpath);
m_MenuButtons[i]->SetVisible(true);
MESSAGE_FUNC_PARAMS(OnTextChanged, "TextChanged", data);
}
}


~CSoundscapeMaker();


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


private:
void CreateEverything();


private:
//soundscape data list
//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
#define NEW_PLAYLOOPING_COMMAND "NewLooping"
vgui::FileOpenDialog* m_FileSave = nullptr;
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
vgui::FileOpenDialog* m_FileLoad = nullptr;
#define NEW_RANDOM_COMMAND "NewRandom"
bool m_bWasFileLoad = false;


//text entry for name
vgui::TextEntry* m_TextEntryName;


//combo box for dsp effects
class CSoundscapeDataList : public CSoundscapeList
vgui::ComboBox* m_DspEffects;
{
vgui::ComboBox* m_SoundLevels;
public:
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);


//sound data text entry
CSoundscapeDataList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
vgui::TextEntry* m_TimeTextEntry;
: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
vgui::TextEntry* m_VolumeTextEntry;
{}
vgui::TextEntry* m_PitchTextEntry;
vgui::TextEntry* m_PositionTextEntry;
vgui::TextEntry* m_SoundNameTextEntry;


//play sound button
//override right click functionality
vgui::Button* m_SoundNamePlay;
virtual void OnMouseReleased(vgui::MouseCode code);


//play/reset soundscape buttons
void OnCommand(const char* pszCommand);
vgui::CheckButton* m_PlaySoundscapeButton;
vgui::Button* m_ResetSoundscapeButton;
vgui::Button* m_DeleteCurrentButton;


//current selected soundscape
private:
CSoundscapeButton* m_pCurrentSelected = nullptr;
friend class CSoundscapeMaker;
KeyValues* m_kvCurrSelected = nullptr;
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
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CSoundscapeMaker::CSoundscapeMaker(vgui::VPANEL parent)
void CSoundscapeDataList::OnMouseReleased(vgui::MouseCode code)
: BaseClass(nullptr, "SoundscapeMaker")
{
{
static bool bRegistered = false;
//if no soundscape is selected or mouse code != right then return
if (!bRegistered)
if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
{
return;
usermessages->HookMessage("SoundscapeMaker_Recieve", _SoundscapeMaker_Recieve);
bRegistered = true;
}


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


SetParent(parent);
//create menu
menu = new vgui::Menu(this, "Menu");
SetKeyBoardInputEnabled(true);
menu->AddMenuItem("AddLooping", "Add Looping Sound", NEW_PLAYLOOPING_COMMAND, this);
SetMouseInputEnabled(true);
menu->AddMenuItem("AddSoundscape", "Add Soundscape", NEW_SOUNDSCAPE_COMMAND, this);
menu->AddMenuItem("AddSoundscape", "Add Random Sounds", NEW_RANDOM_COMMAND, this);


SetProportional(false);
//add clipboard thing
SetTitleBarVisible(true);
if (CurrClipboardData.Count() > 0)
SetMinimizeButtonVisible(false);
{
SetMaximizeButtonVisible(false);
menu->AddSeparator();
SetCloseButtonVisible(true);
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
SetSizeable(false);
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
SetMoveable(true);
}
SetVisible(g_ShowSoundscapePanel);
int ScreenWide, ScreenTall;
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);


SetTitle("Soundscape Maker (New File)", true);
menu->SetBounds(x, y, 200, 50);
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
menu->SetVisible(true);
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
// Purpose: Called on command
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CSoundscapeMaker::CreateEverything()
void CSoundscapeDataList::OnCommand(const char* pszCommand)
{
{
//create the divider that will be the outline for the inside of the panel
if (!Q_strcmp(pszCommand, NEW_PLAYLOOPING_COMMAND))
vgui::Divider* PanelOutline = new vgui::Divider(this, "InsideOutline");
{
PanelOutline->SetEnabled(false);
int LoopingNum = 0;
PanelOutline->SetBounds(5, 25, SOUNDSCAPE_PANEL_WIDTH - 10, SOUNDSCAPE_PANEL_HEIGHT - 62);
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++;
}


//create the buttons
//add the keyvalues
//create the buttons
KeyValues* kv = new KeyValues("playlooping");
m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
kv->SetFloat("volume", 1);
m_ButtonNew->SetVisible(true);
kv->SetInt("pitch", 100);
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");
//add the keyvalue to both this and the keyvalues
m_ButtonSave->SetVisible(true);
AddButton("playlooping", "playlooping", CFmtStr("$playlooping%d", LoopingNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
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_Keyvalues->AddSubKey(kv);
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
GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));
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
return;
m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 310);
}
m_pDataList->SetBounds(327, 275, 200, 310);
else if (!Q_strcmp(pszCommand, NEW_SOUNDSCAPE_COMMAND))
m_pDataList->SetVisible(true);
{
int SoundscapeNum = 0;
//create sound list
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
m_pSoundList = new CSoundscapeRndwaveList(this, "SoudscapeDataList", "Random Sounds:", 40, 10, 200, 310);
{
m_pSoundList->SetBounds(542, 275, 200, 310);
//store data name
m_pSoundList->SetVisible(true);
const char* name = data->GetName();


//name text entry
//increment variables based on name
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
if (!Q_strcasecmp(name, "playsoundscape"))
m_TextEntryName->SetEnabled(false);
SoundscapeNum++;
m_TextEntryName->SetBounds(325, 40, 295, 20);
}
m_TextEntryName->SetMaximumCharCount(50);


//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("playsoundscape");
m_DspEffects->SetEnabled(false);
kv->SetFloat("volume", 1);
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++)
AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
m_DspEffects->AddItem(g_DspEffects[i], nullptr);


//time text entry
//add the keyvalue to both this and the keyvalues
m_TimeTextEntry = new vgui::TextEntry(this, "TimeTextEntry");
m_Keyvalues->AddSubKey(kv);
m_TimeTextEntry->SetBounds(325, 90, 295, 20);
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetVisible(true);


//volume text entry
GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 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_RANDOM_COMMAND))
m_PitchTextEntry->SetEnabled(false);
{
m_PitchTextEntry->SetVisible(true);
int RandomNum = 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, "playrandom"))
RandomNum++;
//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
//add the keyvalues
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
KeyValues* kv = new KeyValues("playrandom");
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
kv->SetString("volume", "0.5,0.8");
m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
kv->SetInt("pitch", 100);
m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
kv->SetString("time", "10,20");
m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
m_ResetSoundscapeButton->SetEnabled(false);


//delete this item
AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);
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
//make rndwave subkey
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
KeyValues* rndwave = new KeyValues("rndwave");
NameLabel->SetBounds(635, 40, 125, 20);
kv->AddSubKey(rndwave);


//create the soundscape dsp text
//add the keyvalue to both this and the keyvalues
vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
m_Keyvalues->AddSubKey(kv);
DspLabel->SetBounds(635, 65, 125, 20);
 
//make the parent show the new item
//create the soundscape time text
GetParent()->OnCommand(CFmtStr("$playrandom%d", RandomNum + 1));
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
return;
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
}
PitchLabel->SetBounds(635, 140, 125, 20);
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
{
//create the soundscape position text
int index = CurrClipboardData.Count() - 1;
vgui::Label* PositionLabel = new vgui::Label(this, "PositionLabel", "Sound Position");
PositionLabel->SetBounds(635, 165, 125, 20);


//create the soundscape sound level text
const char* type = CurrClipboardData[index]->GetName();
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
SoundLevelLabel ->SetBounds(635, 190, 125, 20);


//create the soundscape sound name text
//get num of that item
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
int NumItem = 0;
SoundName->SetBounds(635, 215, 125, 20);
FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
{
//store data name
const char* name = data->GetName();


//create the soundscape keyvalues and load it
//increment variables based on name
m_KeyValues = new KeyValues("Empty Soundscape");
if (!Q_strcasecmp(name, type))
NumItem++;
}


LoadFile(m_KeyValues);
//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);
// 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
//add the keyvalue to both this and the keyvalues
bPrevVisible = g_ShowSoundscapePanel;
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);
}
}


//-----------------------------------------------------------------------------
// 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;
//soundscape rndwave data list
}
 
 
#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"
 


//-----------------------------------------------------------------------------
class CSoundscapeRndwaveList : public CSoundscapeList
// Purpose: Play the selected soundscape
//-----------------------------------------------------------------------------
void CSoundscapeMaker::PlaySelectedSoundscape()
{
{
//set debug stuff
public:
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() : "");
DECLARE_CLASS_SIMPLE(CSoundscapeDataList, CSoundscapeList);
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Clear();


g_IsPlayingSoundscape = true;
CSoundscapeRndwaveList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
g_bSSMHack = true;
: 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;
};


//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();
//-----------------------------------------------------------------------------
// 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
//change audio params position
int x, y;
g_SoundscapeSystem.m_params.localBits = 0x7f;
vgui::surface()->SurfaceGetCursorPos(x, y);
for (int i = 0; i < MAX_SOUNDSCAPES - 1; i++)
g_SoundscapeSystem.m_params.localSound.Set(i, g_SoundscapePositions[i]);


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


//if m_kvCurrSelected then add all the "playsoundscape" soundscape keyvalues
//add clipboard thing
//into the g_SoundscapeSystem.m_soundscapes array
if (CurrClipboardRandom.Count() > 0)
if (m_kvCurrSelected)
{
{
CUtlVector<const char*> SoundscapeNames;
menu->AddSeparator();
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, subkey)
menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
{
menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
//look for playsoundscape file
}
if (!Q_strcasecmp(subkey->GetName(), "playsoundscape"))
 
{
menu->SetBounds(x, y, 200, 50);
const char* name = subkey->GetString("name", nullptr);
menu->SetVisible(true);
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++)
// Purpose: Called on command
{
//-----------------------------------------------------------------------------
for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
void CSoundscapeRndwaveList::OnCommand(const char* pszCommand)
{
{
//look for playsoundscape file
if (!Q_strcmp(pszCommand, NEW_RNDWAVE_WAVE_COMMAND) && m_Keyvalues)
if (!Q_strcmp(subkey->GetName(), SoundscapeNames[i]))
{
{
//get number of keyvalues
//add it to the soundscape system
int num = 0;
m_TmpAddedSoundscapes.AddToTail(subkey);
g_SoundscapeSystem.m_soundscapes.AddToTail(subkey);
}
}
}
}


//stop all sounds
FOR_EACH_VALUE(m_Keyvalues, kv)
enginesound->StopAllSounds(true);
num++;


//stop the current soundscape and start a new soundscape
KeyValues* add = new KeyValues("wave");
g_SoundscapeSystem.StartNewSoundscape(nullptr);
add->SetString(nullptr, "");
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);


//start debug graphs
//add keyvalues and button
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Start();
AddButton("Rndwave", "", CFmtStr("$rndwave%d", num + 1), GetParent(), add, SoundscapeClipboardType::Type_SoundscapeRandomWave);


g_bSSMHack = false;
m_Keyvalues->AddSubKey(add);
}


//-----------------------------------------------------------------------------
//forward command to parent
// Purpose: Called when a button or something else gets pressed
GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnCommand(const char* pszCommand)
{


//check for close command first
if (!Q_strcmp(pszCommand, "Close"))
{
BaseClass::OnCommand(pszCommand);
return;
return;
}
}


//check for the save button command
else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
else if (!Q_strcmp(pszCommand, SAVE_BUTTON_COMMAND))
{
{
//initalize the file save dialog
//get number of keyvalues
if (!m_FileSave)
int num = 0;
{
 
//get the current game directory
FOR_EACH_VALUE(m_Keyvalues, kv)
char buf[512];
num++;
filesystem->RelativePathToFullPath("scripts", "MOD", buf, sizeof(buf));
 
int index = CurrClipboardRandom.Count() - 1;


//create the save dialog
const char* text = CurrClipboardRandom[index]->GetString();
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
KeyValues* add = new KeyValues("wave");
m_FileSave->DoModal(false);
add->SetString(nullptr, text);
m_FileSave->Activate();


//file wasnt loadad
//get last / or \ and make the string be that + 1
m_bWasFileLoad = false;
char* fslash = Q_strrchr(text, '/');
char* bslash = Q_strrchr(text, '\\');


return;
if (fslash > bslash)
}
text = fslash + 1;
else if (bslash > fslash)
text = bslash + 1;


//check for load button command
//add keyvalues and button
else if (!Q_strcmp(pszCommand, LOAD_BUTTON_COMMAND))
AddButton("Rndwave", text, 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
m_FileLoad->DoModal(false);
m_FileLoad->Activate();
 
//file was loadad
m_bWasFileLoad = true;


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


//check for options panel button
g_SoundscapeClipboard = new CSoundscapeClipboard(SoundscapeClipboardType::Type_SoundscapeRandomWave);
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;
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;
}


//check for reset soundscape
//soundscape panel
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();
#define SOUNDSCAPE_PANEL_WIDTH 760
m_KeyValues = new KeyValues("Empty Soundscape");
#define SOUNDSCAPE_PANEL_HEIGHT 630


//reset title
#define NEW_BUTTON_COMMAND "$NewSoundscape"
SetTitle("Soundscape Maker (New File)", true);
#define SAVE_BUTTON_COMMAND "$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"


LoadFile(m_KeyValues);
//static bool to determin if the soundscape panel should show or not
return;
bool g_ShowSoundscapePanel = false;
}
bool g_IsPlayingSoundscape = false;


//check for play sound
//soundscape maker panel
else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
{
{
//initalize the sounds
public:
static bool g_SoundPanelInitalized = false;
DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)
if (!g_SoundPanelInitalized)
 
{
CSoundscapeMaker(vgui::VPANEL parent);
g_SoundPanelInitalized = true;
g_SoundPanel->InitalizeSounds();
g_SoundPanel->InitalizeSoundscapes();
}
//get sound text entry name
char buf[512];
m_SoundNameTextEntry->GetText(buf, sizeof(buf));


//check the current mode
//tick functions
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
void OnTick();
g_SoundPanel->SetIsUsingSoundPanel(false);
else
{
g_SoundPanel->SetIsUsingSoundPanel(true);


//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;
vgui::Button* m_ButtonSave = nullptr;
vgui::Button* m_ButtonLoad = nullptr;
vgui::Button* m_ButtonOptions = nullptr;
vgui::Button* m_EditButton = nullptr;


keyvalues->SetNextKey(nullptr);
//file load and save dialogs
keyvalues->deleteThis();
vgui::FileOpenDialog* m_FileSave = nullptr;
break;
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;


prev = keyvalues;
//sound data text entry
}
vgui::TextEntry* m_TimeTextEntry;
vgui::TextEntry* m_VolumeTextEntry;
vgui::TextEntry* m_PitchTextEntry;
vgui::TextEntry* m_PositionTextEntry;
vgui::TextEntry* m_SoundNameTextEntry;


//reset everything
//play sound button
m_SoundNameTextEntry->SetText("");
vgui::Button* m_SoundNamePlay;
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


//store vector
//play/reset soundscape buttons
auto& vec = m_pSoundList->m_MenuButtons;
vgui::CheckButton* m_PlaySoundscapeButton;
vgui::Button* m_ResetSoundscapeButton;
vgui::Button* m_DeleteCurrentButton;


//remove it
//current selected soundscape
delete vec[curr];
CSoundscapeButton* m_pCurrentSelected = nullptr;
vec.Remove(curr);


//move everything down
public:
m_pSoundList->m_iCurrentY = m_pSoundList->m_iCurrentY - 22;
KeyValues* m_kvCurrSelected = nullptr;
m_pSoundList->m_Keyvalues = m_kvCurrRndwave;


if (vec.Count() >= m_pSoundList->m_iMax)
private:
{
KeyValues* m_kvCurrSound = nullptr;
m_pSoundList->OnMouseWheeled(1);
KeyValues* m_kvCurrRndwave = nullptr;


int min, max;
int m_iCurrRndWave = 0;
m_pSoundList->m_pSideSlider->GetRange(min, max);
m_pSoundList->m_pSideSlider->SetRange(0, max - 1);
}


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


//reset every command
//temporary added soundscapes
int WaveAmount = 0;
CUtlVector<KeyValues*> m_TmpAddedSoundscapes;
for (int i = 0; i < vec.Count(); i++)
};
{
 
//store data name
//user message hook
const char* name = vec[i]->GetCommand()->GetString("command");
void _SoundscapeMaker_Recieve(bf_read& bf);


//increment variables based on name
//-----------------------------------------------------------------------------
if (Q_stristr(name, "$rndwave") == name)
// Purpose: Constructor for soundscape maker panel
{
//-----------------------------------------------------------------------------
WaveAmount++;
CSoundscapeMaker::CSoundscapeMaker(vgui::VPANEL parent)
vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
: BaseClass(nullptr, "SoundscapeMaker")
}
{
}
static bool bRegistered = false;
if (!bRegistered)
{
usermessages->HookMessage("SoundscapeMaker_Recieve", _SoundscapeMaker_Recieve);
bRegistered = true;
}


//bounds check
//set variables
if (vec.Count() <= 0)
m_pCurrentSelected = nullptr;
{
m_kvCurrRndwave = nullptr;
m_pSoundList->m_Keyvalues = nullptr;


//restart soundscape
SetParent(parent);
PlaySelectedSoundscape();


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


//select next item
SetProportional(false);
if (m_iCurrRndWave <= vec.Count())
SetTitleBarVisible(true);
OnCommand(CFmtStr("$rndwave%d", curr + 1));
SetMinimizeButtonVisible(false);
else
SetMaximizeButtonVisible(false);
OnCommand(CFmtStr("$rndwave%d", curr));
SetCloseButtonVisible(true);
}
SetSizeable(false);
else if (m_kvCurrSound)
SetMoveable(true);
{
SetVisible(g_ShowSoundscapePanel);
//find keyvalue with same pointer and get the index
int tmpindex = 0;
int index = -1;


KeyValues* prev = nullptr;
int ScreenWide, ScreenTall;
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, keyvalues)
vgui::surface()->GetScreenSize(ScreenWide, ScreenTall);
{
if (m_kvCurrSound == keyvalues)
{
//remove it
if (prev)
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
else
m_kvCurrSelected->m_pSub = keyvalues->GetNextTrueSubKey();


keyvalues->SetNextKey(nullptr);
SetTitle("Soundscape Maker (New File)", true);
keyvalues->deleteThis();
SetSize(SOUNDSCAPE_PANEL_WIDTH, SOUNDSCAPE_PANEL_HEIGHT);
SetPos((ScreenWide - SOUNDSCAPE_PANEL_WIDTH) / 2, (ScreenTall - SOUNDSCAPE_PANEL_HEIGHT) / 2);


//get index
index = tmpindex;
break;
}


prev = keyvalues;


//increment
//add a tick signal for every 50 ms
tmpindex++;
vgui::ivgui()->AddTickSignal(GetVPanel(), 50);
}


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


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


//remove it
//create the buttons
delete vec[index];
//create the buttons
vec.Remove(index);
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");


//move everything down
m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
m_ButtonSave->SetVisible(true);
m_pDataList->m_Keyvalues = m_kvCurrSelected;
m_ButtonSave->SetBounds(157, 600, 145, 25);
m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");


for (int i = index; i < vec.Count(); i++)
m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
{
m_ButtonLoad->SetVisible(true);
//move everything down
m_ButtonLoad->SetBounds(307, 600, 145, 25);
int x, y = 0;
m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
vec[i]->GetPos(x, y);
m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");
vec[i]->SetPos(x, y - 22);
}


if (vec.Count() >= m_pDataList->m_iMax)
m_ButtonOptions = new vgui::Button(this, "OptionsButton", "Show Options Panel");
{
m_ButtonOptions->SetVisible(true);
m_pDataList->OnMouseWheeled(1);
m_ButtonOptions->SetBounds(457, 600, 145, 25);
m_ButtonOptions->SetCommand(OPTIONS_BUTTON_COMMAND);
m_ButtonOptions->SetDepressedSound("ui/buttonclickrelease.wav");


int min, max;
m_EditButton = new vgui::Button(this, "EditButton", "Show Text Editor");
m_pDataList->m_pSideSlider->GetRange(min, max);
m_EditButton->SetVisible(true);
m_EditButton->SetBounds(607, 600, 145, 25);
if (max > 0)
m_EditButton->SetCommand(EDIT_BUTTON_COMMAND);
m_pDataList->m_pSideSlider->SetRange(0, max - 1);
m_EditButton->SetDepressedSound("ui/buttonclickrelease.wav");
else
m_pDataList->m_pSideSlider->SetRange(0, 0);
}


//reset the names of each button
//create the soundscapes menu
int RandomNum = 0;
m_SoundscapesList = new CSoundscapeList(this, "SoundscapesList", "Soundscapes:", 90, 22, 300, 550);
int LoopingNum = 0;
m_SoundscapesList->SetBounds(15, 35, 300, 550);
int SoundscapeNum = 0;
m_SoundscapesList->SetVisible(true);


//change the commands of the buttons
//create data list
for (int i = 0; i < vec.Count(); i++)
m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 310);
{
m_pDataList->SetBounds(327, 275, 200, 310);
//store data name
m_pDataList->SetVisible(true);
const char* name = vec[i]->GetCommand()->GetString("command");


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


if (Q_stristr(name, "$playlooping") == name)
//name text entry
{
m_TextEntryName = new vgui::TextEntry(this, "NameTextEntry");
LoopingNum++;
m_TextEntryName->SetEnabled(false);
vec[i]->SetCommand(CFmtStr("$playlooping%d", LoopingNum));
m_TextEntryName->SetBounds(325, 40, 295, 20);
}
m_TextEntryName->SetMaximumCharCount(256);


if (Q_stristr(name, "$playsoundscape") == name)
//dsp effects combo box
{
m_DspEffects = new vgui::ComboBox(this, "DspEffects", sizeof(g_DspEffects) / sizeof(g_DspEffects[0]), false);
SoundscapeNum++;
m_DspEffects->SetEnabled(false);
vec[i]->SetCommand(CFmtStr("$playsoundscape%d", SoundscapeNum));
m_DspEffects->SetBounds(325, 65, 295, 20);
}
m_DspEffects->SetText("");
}
m_DspEffects->AddActionSignalTarget(this);


//reset everything
for (int i = 0; i < sizeof(g_DspEffects) / sizeof(g_DspEffects[i]); i++)
m_SoundLevels->SetText("");
m_DspEffects->AddItem(g_DspEffects[i], nullptr);
m_SoundNameTextEntry->SetText("");
m_TimeTextEntry->SetText("");
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetText("");


m_SoundLevels->SetEnabled(false);
//time text entry
m_SoundNameTextEntry->SetEnabled(false);
m_TimeTextEntry = new vgui::TextEntry(this, "TimeTextEntry");
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetBounds(325, 90, 295, 20);
m_PitchTextEntry->SetEnabled(false);
m_TimeTextEntry->SetEnabled(false);
m_PositionTextEntry->SetEnabled(false);
m_TimeTextEntry->SetVisible(true);
m_VolumeTextEntry->SetEnabled(false);
m_SoundNamePlay->SetEnabled(false);


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


//bounds checking
//pitch text entry
if (index >= vec.Count())
m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
index = vec.Count() - 1; // fix bounds more safely
m_PitchTextEntry->SetBounds(325, 140, 295, 20);
m_PitchTextEntry->SetEnabled(false);
m_PitchTextEntry->SetVisible(true);


//select the button
//position text entry
if (index >= 0)
m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
OnCommand(vec[index]->GetCommand()->GetString("command"));
m_PositionTextEntry->SetBounds(325, 165, 295, 20);
}
m_PositionTextEntry->SetEnabled(false);
else if (m_kvCurrSelected)
m_PositionTextEntry->SetVisible(true);
{
if (m_KeyValues == m_kvCurrSelected)
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show an error
//sound levels
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
m_SoundLevels = new vgui::ComboBox(this, "SoundLevels", sizeof(g_SoundLevels) / sizeof(g_SoundLevels[0]), false);
popup->SetOKButtonText("Ok");
m_SoundLevels->SetEnabled(false);
popup->SetCancelButtonVisible(false);
m_SoundLevels->SetBounds(325, 190, 295, 20);
popup->AddActionSignalTarget(this);
m_SoundLevels->SetText("");
popup->DoModal(this);
m_SoundLevels->AddActionSignalTarget(this);


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


//find keyvalue with same pointer and get the index
//sound name
int tmpindex = 0;
m_SoundNameTextEntry = new vgui::TextEntry(this, "SoundName");
int index = -1;
m_SoundNameTextEntry->SetBounds(325, 215, 215, 20);
m_SoundNameTextEntry->SetEnabled(false);
m_SoundNameTextEntry->SetVisible(true);


KeyValues* prev = nullptr;
//sound list button
for (KeyValues* keyvalues = m_KeyValues; keyvalues != nullptr; keyvalues = keyvalues->GetNextTrueSubKey())
m_SoundNamePlay = new vgui::Button(this, "SoundPlayButton", "Sounds List");
{
m_SoundNamePlay->SetBounds(545, 215, 75, 20);
if (m_kvCurrSelected == keyvalues)
m_SoundNamePlay->SetCommand(SOUNDS_LIST_BUTTON_COMMAND);
{
m_SoundNamePlay->SetEnabled(false);
//remove it
if (!prev)
break;


prev->SetNextKey(keyvalues->GetNextTrueSubKey());
//starts the soundscape
keyvalues->SetNextKey(nullptr);
m_PlaySoundscapeButton = new vgui::CheckButton(this, "PlaySoundscape", "Play Soundscape");
keyvalues->deleteThis();
m_PlaySoundscapeButton->SetBounds(330, 243, 125, 20);
m_PlaySoundscapeButton->SetCommand(PLAY_SOUNDSCAPE_COMMAND);
m_PlaySoundscapeButton->SetEnabled(false);
m_PlaySoundscapeButton->SetSelected(false);


//get index
//reset soundscape button
index = tmpindex;
m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
break;
m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
}
m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
m_ResetSoundscapeButton->SetEnabled(false);


prev = keyvalues;
//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);


//increment
//create the soundscape name text
tmpindex++;
vgui::Label* NameLabel = new vgui::Label(this, "NameLabel", "Soundscape Name");
}
NameLabel->SetBounds(635, 40, 125, 20);


//error
//create the soundscape dsp text
if (index == -1)
vgui::Label* DspLabel = new vgui::Label(this, "DspLabel", "Soundscape Dsp");
return;
DspLabel->SetBounds(635, 65, 125, 20);


//store vector
//create the soundscape time text
auto& vec = m_SoundscapesList->m_MenuButtons;
vgui::Label* TimeLabel = new vgui::Label(this, "TimeLabel", "Sound Time");
TimeLabel->SetBounds(635, 90, 125, 20);


//remove it
//create the soundscape volumn text
delete vec[index];
vgui::Label* VolumeLabel = new vgui::Label(this, "VolumeLabel", "Sound Volume");
vec.Remove(index);
VolumeLabel->SetBounds(635, 115, 125, 20);


//move everything down
//create the soundscape pitch text
m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;
vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
PitchLabel->SetBounds(635, 140, 125, 20);


for (int i = index; i < vec.Count(); i++)
//create the soundscape position text
{
vgui::Label* PositionLabel = new vgui::Label(this, "PositionLabel", "Sound Position");
//move everything down
PositionLabel->SetBounds(635, 165, 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 sound level text
{
vgui::Label* SoundLevelLabel = new vgui::Label(this, "SoundLevelLabel", "Sound Level");
m_SoundscapesList->OnMouseWheeled(1);
SoundLevelLabel->SetBounds(635, 190, 125, 20);


int min, max;
//create the soundscape sound name text
m_SoundscapesList->m_pSideSlider->GetRange(min, max);
vgui::Label* SoundName = new vgui::Label(this, "SoundName", "Sound Name");
m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
SoundName->SetBounds(635, 215, 125, 20);
}


//reset everything
//create the soundscape keyvalues and load it
m_DspEffects->SetText("");
m_KeyValues = new KeyValues("Empty Soundscape");
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();
LoadFile(m_KeyValues);
m_pSoundList->Clear();
}


m_kvCurrSound = nullptr;
//-----------------------------------------------------------------------------
m_pDataList->m_Keyvalues = nullptr;
// 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);


//go to next soundscape
//set the old visibility
if (!prev)
bPrevVisible = g_ShowSoundscapePanel;
{
}
//restart soundscape
PlaySelectedSoundscape();
return;
}


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();
 
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();


//restart soundscape
g_IsPlayingSoundscape = true;
PlaySelectedSoundscape();
g_bSSMHack = true;
return;
}


//check for "playrandom", "playsoundscape" or "playlooping"
//remove all the temporary soundscapes from the soundscape system
if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
for (int i = 0; i < m_TmpAddedSoundscapes.Count(); i++)
{
{
//get the selected number
for (int j = 0; j < g_SoundscapeSystem.m_soundscapes.Count(); j++)
char* str_number = (char*)(pszCommand + 11);
int number = atoi(str_number);
if (number != 0)
{
{
//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)
{
CUtlVector<const char*> SoundscapeNames;
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, subkey)
{
//look for playsoundscape file
if (!Q_strcasecmp(subkey->GetName(), "playsoundscape"))
{
{
if (Q_strcasecmp(sounds->GetName(), "playrandom"))
const char* name = subkey->GetString("name", nullptr);
if (!name || !name[0] || SoundscapeNames.Find(name) != SoundscapeNames.InvalidIndex())
continue;
continue;
 
if (++curr == number)
SoundscapeNames.AddToTail(name);
{
data = sounds;
break;
}
}
}
}


//no data
//now look for each keyvalue
if (!data)
for (int i = 0; i < SoundscapeNames.Count(); i++)
return;
{
 
for (KeyValues* subkey = m_KeyValues; subkey != nullptr; subkey = subkey->GetNextTrueSubKey())
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)
{
{
 
//look for playsoundscape file
//loop through the sound levels to find the right one
if (!Q_strcmp(subkey->GetName(), SoundscapeNames[i]))
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
{
{
if (!Q_strcmp(name, g_SoundLevels[i]))
//add it to the soundscape system
{
m_TmpAddedSoundscapes.AddToTail(subkey);
index = i;
g_SoundscapeSystem.m_soundscapes.AddToTail(subkey);
break;
}
}
}
}
}
}
}


//select the index
//stop all sounds
m_SoundLevels->ActivateItem(index);
enginesound->StopAllSounds(true);
 
//stop the current soundscape and start a new soundscape
g_SoundscapeSystem.StartNewSoundscape(nullptr);
g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);


//enable the text entries
//start debug graphs
m_TimeTextEntry->SetEnabled(true);
g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Start();
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_bSSMHack = false;
g_SoundPanel->SetVisible(false);
}


//check for randomwave subkey
//-----------------------------------------------------------------------------
if ((data = data->FindKey("rndwave")) == nullptr)
// Purpose: Called when a button or something else gets pressed
return;
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnCommand(const char* pszCommand)
{
//check for close command first
if (!Q_strcmp(pszCommand, "Close"))
{
BaseClass::OnCommand(pszCommand);
return;
}


m_kvCurrRndwave = data;
//check for the save button command
m_pSoundList->m_Keyvalues = data;
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));


//add all the data
//create the save dialog
int i = 0;
m_FileSave = new vgui::FileOpenDialog(this, "Save Soundscape File", false);
FOR_EACH_VALUE(data, sound)
m_FileSave->AddFilter("*.txt", "Soundscape Text File", true);
{
m_FileSave->AddFilter("*.*", "All Files (*.*)", false);
const char* name = sound->GetName();
m_FileSave->SetStartDirectory(buf);
m_FileSave->AddActionSignalTarget(this);
}


//get real text
//show the dialog
const char* text = sound->GetString();
m_FileSave->DoModal(false);
m_FileSave->Activate();


//get last / or \ and make the string be that + 1
//file wasnt loadad
char* fslash = Q_strrchr(text, '/');
m_bWasFileLoad = false;
char* bslash = Q_strrchr(text, '\\');


//no forward slash and no back slash
return;
if (!fslash && !bslash)
}
{
text = text;
}
else
{
if (fslash > bslash)
text = fslash + 1;


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


m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this);
//create the load dialog
}
m_FileLoad = new vgui::FileOpenDialog(this, "Load Soundscape File", true);
 
m_FileLoad->AddFilter("*.txt", "Soundscape Text File", true);
m_iSoundscapeMode = SoundscapeMode::Mode_Random;
m_FileLoad->AddFilter("*.*", "All Files (*.*)", false);
return;
m_FileLoad->SetStartDirectory(buf);
m_FileLoad->AddActionSignalTarget(this);
}
}
}
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;
}


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


//clear the m_pSoundList
//file was loadad
m_pSoundList->Clear();
m_bWasFileLoad = true;
m_pSoundList->m_Keyvalues = nullptr;


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


//get subkey
//check for options panel button
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
else if (!Q_strcmp(pszCommand, OPTIONS_BUTTON_COMMAND))
{
{
if (Q_strcasecmp(sounds->GetName(), "playlooping"))
g_SettingsPanel->SetVisible(true);
continue;
g_SettingsPanel->MoveToFront();
g_SettingsPanel->RequestFocus();
return;
}


if (++curr == number)
//check for edit panel button
{
else if (!Q_strcmp(pszCommand, EDIT_BUTTON_COMMAND))
data = sounds;
{
break;
g_SoundscapeTextPanel->SetVisible(true);
}
g_SoundscapeTextPanel->MoveToFront();
}
g_SoundscapeTextPanel->RequestFocus();
g_SoundscapeTextPanel->Set(m_KeyValues);
return;
}


//no data
//check for new soundscape
if (!data)
else if (!Q_strcmp(pszCommand, NEW_BUTTON_COMMAND))
return;
{
//make sure you want to create a new soundscape file
vgui::QueryBox* popup = new vgui::QueryBox("New File?", "Are you sure you want to create a new soundscape file?", this);
popup->SetOKCommand(new KeyValues("Command", "command", RESET_BUTTON_COMMAND));
popup->SetCancelButtonVisible(false);
popup->AddActionSignalTarget(this);
popup->DoModal(this);


m_kvCurrSound = data;
return;
m_kvCurrRndwave = nullptr;
}


//set the random times
//check for reset soundscape
m_TimeTextEntry->SetText("");
else if (!Q_strcmp(pszCommand, RESET_BUTTON_COMMAND))
m_VolumeTextEntry->SetText(data->GetString("volume", "1"));
{
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
m_kvCurrSelected = nullptr;
m_PositionTextEntry->SetText(data->GetString("position", ""));
m_SoundNameTextEntry->SetText(data->GetString("wave", ""));


//get snd level index
//stop all soundscapes before deleting the old soundscapes
int index = 8; //8 = SNDLVL_NORM
if (g_IsPlayingSoundscape)
const char* name = data->GetString("soundlevel", nullptr);
PlaySelectedSoundscape();


//check for the name
m_KeyValues->deleteThis();
if (name)
m_KeyValues = new KeyValues("Empty Soundscape");
{


//loop through the sound levels to find the right one
//reset title
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
SetTitle("Soundscape Maker (New File)", true);
{
if (!Q_strcmp(name, g_SoundLevels[i]))
{
index = i;
break;
}
}
}


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


//enable the text entries
//check for play sound
m_TimeTextEntry->SetEnabled(false);
else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
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
//initalize the sounds
char* str_number = (char*)(pszCommand + 15);
static bool g_SoundPanelInitalized = false;
int number = atoi(str_number);
if (!g_SoundPanelInitalized)
if (number != 0)
{
{
//look for button with same command
g_SoundPanelInitalized = true;
auto& vec = m_pDataList->m_MenuButtons;
g_SoundPanel->InitalizeSounds();
for (int i = 0; i < vec.Count(); i++)
}
 
//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 the button doesnt have the same command then de-select it. else select it
if (curr == m_kvCurrSelected)
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
continue;
vec[i]->m_bIsSelected = true;
 
else
OtherSoundscapes.AddToTail(curr->GetName());
vec[i]->m_bIsSelected = false;
}
}


g_SoundPanel->InitalizeSoundscapes(OtherSoundscapes);
}
else
{
g_SoundPanel->SetIsUsingSoundPanel(true);


//clear the m_pSoundList
//look for item with same name
m_pSoundList->Clear();
for (int i = 0; i < g_SoundDirectories.Count(); i++)
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"))
if (!Q_strcmp(buf, g_SoundDirectories[i]))
continue;
{
//select item
g_SoundPanel->m_SoundsList->ActivateItem(i);
g_SoundPanel->m_SoundsList->SetText(buf);


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


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


m_kvCurrSound = data;
//play the soundscape
m_kvCurrRndwave = nullptr;
PlaySelectedSoundscape();
}
else
{
//disable the reset soundscape button
m_ResetSoundscapeButton->SetEnabled(false);


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


//get snd level index
//stop all sounds and soundscapes
int index = 8; //8 = SNDLVL_NORM
enginesound->StopAllSounds(true);
const char* name = data->GetString("soundlevel", nullptr);
g_SoundscapeSystem.StartNewSoundscape(nullptr);
}


//check for the name
return;
if (name)
}
{


//loop through the sound levels to find the right one
//check for play soundscape
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
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)
{
{
if (!Q_strcmp(name, g_SoundLevels[i]))
//delete
if (prev)
prev->SetNextKey(keyvalues->GetNextValue());
else
{
{
index = i;
m_kvCurrRndwave->m_pSub = keyvalues->GetNextValue();
break;
m_iCurrRndWave = -1;
}
}
curr = curr - 1;
keyvalues->SetNextKey(nullptr);
keyvalues->deleteThis();
break;
}
}
prev = keyvalues;
}
}


//select the index
//reset everything
m_SoundLevels->ActivateItem(index);
m_SoundNameTextEntry->SetText("");
 
m_SoundNameTextEntry->SetEnabled(false);
//enable the text entries
m_SoundNamePlay->SetEnabled(false);
m_TimeTextEntry->SetEnabled(true);
 
m_VolumeTextEntry->SetEnabled(true);
//store vector
m_PitchTextEntry->SetEnabled(false);
auto& vec = m_pSoundList->m_MenuButtons;
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);
//remove it
g_SoundPanel->SetVisible(false);
delete vec[curr];
vec.Remove(curr);


m_iSoundscapeMode = SoundscapeMode::Mode_Soundscape;
//move everything down
return;
m_pSoundList->m_iCurrentY = m_pSoundList->m_iCurrentY - 22;
}
m_pSoundList->m_Keyvalues = m_kvCurrRndwave;
}
else if (Q_stristr(pszCommand, "$rndwave") == pszCommand)
{
if (!m_kvCurrRndwave)
return;


//get the selected number
if (vec.Count() >= m_pSoundList->m_iMax)
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
m_pSoundList->OnMouseWheeled(1);
if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
 
vec[i]->m_bIsSelected = true;
int min, max;
else
m_pSoundList->m_pSideSlider->GetRange(min, max);
vec[i]->m_bIsSelected = false;
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);
}


int i = 0;
//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");


//get value
//increment variables based on name
KeyValues* curr = nullptr;
if (Q_stristr(name, "$rndwave") == name)
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
{
if (++i == m_iCurrRndWave)
{
{
curr = wave;
WaveAmount++;
break;
vec[i]->SetCommand(CFmtStr("$rndwave%d", WaveAmount));
}
}
}
}


//if no curr then throw an error
//bounds check
if (!curr)
if (vec.Count() <= 0)
{
{
//play an error sound
m_kvCurrRndwave = nullptr;
vgui::surface()->PlaySound("resource/warning.wav");
m_pSoundList->m_Keyvalues = nullptr;


//show error
//restart soundscape
char buf[1028];
PlaySelectedSoundscape();
Q_snprintf(buf, sizeof(buf), "Failed to get rndwave '%d' for subkey \"%s\"\nfor current soundscape file!", i, m_kvCurrSelected->GetName());


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


m_SoundNameTextEntry->SetEnabled(true);
//select next item
m_SoundNameTextEntry->SetText(curr->GetString());
if (m_iCurrRndWave <= vec.Count())
 
OnCommand(CFmtStr("$rndwave%d", curr + 1));
m_SoundNamePlay->SetEnabled(true);
else
 
OnCommand(CFmtStr("$rndwave%d", curr));
m_iSoundscapeMode = SoundscapeMode::Mode_Random;
return;
}
}
}
else if (m_kvCurrSound)
{
//find keyvalue with same pointer and get the index
int tmpindex = 0;
int index = -1;


//look for button with the same name as the command
KeyValues* prev = nullptr;
{
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, keyvalues)
//store vars
{
CUtlVector<CSoundscapeButton*>& array = m_SoundscapesList->m_MenuButtons;
if (m_kvCurrSound == keyvalues)
{
//remove it
if (prev)
prev->SetNextKey(keyvalues->GetNextTrueSubKey());
else
m_kvCurrSelected->m_pSub = keyvalues->GetNextTrueSubKey();


//de-select button
keyvalues->SetNextKey(nullptr);
if (m_pCurrentSelected)
keyvalues->deleteThis();
m_pCurrentSelected->m_bIsSelected = false;


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


//find selected keyvalue
//error
if (index == -1)
return;


//set needed stuff
//store vector
if (m_pCurrentSelected)
auto& vec = m_pDataList->m_MenuButtons;
{
//select button
m_pCurrentSelected->m_bIsSelected = true;


m_DeleteCurrentButton->SetEnabled(false);
//remove it
delete vec[index];
vec.Remove(index);


//reset the selected kv
//move everything down
m_kvCurrSelected = nullptr;
m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
m_pDataList->m_Keyvalues = m_kvCurrSelected;


//find selected keyvalues
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);
}


for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
if (vec.Count() >= m_pDataList->m_iMax)
{
{
if (!Q_strcmp(kv->GetName(), pszCommand))
m_pDataList->OnMouseWheeled(1);
{
m_kvCurrSelected = kv;
break;
}
}


//set
int min, max;
m_kvCurrSound = nullptr;
m_pDataList->m_pSideSlider->GetRange(min, max);
m_kvCurrRndwave = nullptr;


m_TimeTextEntry->SetEnabled(false);
if (max > 0)
m_TimeTextEntry->SetText("");
m_pDataList->m_pSideSlider->SetRange(0, max - 1);
else
m_pDataList->m_pSideSlider->SetRange(0, 0);
}


m_VolumeTextEntry->SetEnabled(false);
//reset the names of each button
m_VolumeTextEntry->SetText("");
int RandomNum = 0;
int LoopingNum = 0;
int SoundscapeNum = 0;


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


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


m_SoundNameTextEntry->SetEnabled(false);
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_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_SoundNamePlay->SetEnabled(false);


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


//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
//show an error
char buf[1028];
vgui::QueryBox* popup = new vgui::QueryBox("Error", "Can not delete base soundscape!", this);
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->SetOKButtonText("Ok");
popup->SetCancelButtonVisible(false);
popup->SetCancelButtonVisible(false);
Line 4,296: 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;


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


//clear these
//remove it
m_pDataList->Clear();
delete vec[index];
m_pSoundList->Clear();
vec.Remove(index);
m_pSoundList->m_Keyvalues = nullptr;


//set variables
//move everything down
int RandomNum = 0;
m_SoundscapesList->m_iCurrentY = m_SoundscapesList->m_iCurrentY - 22;
int LoopingNum = 0;
int SoundscapeNum = 0;


FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, data)
for (int i = index; i < vec.Count(); i++)
{
{
//store data name
//move everything down
const char* name = data->GetName();
int x, y = 0;
 
vec[i]->GetPos(x, y);
//increment variables based on name
vec[i]->SetPos(x, y - 22);
if (!Q_strcasecmp(name, "playrandom"))
{
RandomNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playrandom%d", RandomNum), this);
}
if (!Q_strcasecmp(name, "playlooping"))
{
LoopingNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playlooping%d", LoopingNum), this);
}
if (!Q_strcasecmp(name, "playsoundscape"))
{
SoundscapeNum++;
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playsoundscape%d", SoundscapeNum), this);
}
}
}
}
}


BaseClass::OnCommand(pszCommand);
if (vec.Count() >= m_SoundscapesList->m_iMax)
}
{
m_SoundscapesList->OnMouseWheeled(1);


//-----------------------------------------------------------------------------
int min, max;
// Purpose: Function to recursivly write keyvalues to keyvalue files. the keyvalues
m_SoundscapesList->m_pSideSlider->GetRange(min, max);
// class does have a function to do this BUT this function writes every single
m_SoundscapesList->m_pSideSlider->SetRange(0, max - 1);
// 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
//reset everything
buffer.PutChar('"');
m_DspEffects->SetText("");
buffer.PutString(prev->GetName());
m_SoundLevels->SetText("");
buffer.PutString("\"\n");
m_TextEntryName->SetText("");
m_SoundNameTextEntry->SetText("");
m_TimeTextEntry->SetText("");
m_PitchTextEntry->SetText("");
m_PositionTextEntry->SetText("");
m_VolumeTextEntry->SetText("");


//write {
m_DspEffects->SetEnabled(false);
for (int i = 0; i < indent; i++)
m_SoundLevels->SetEnabled(false);
buffer.PutChar('\t');
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);


buffer.PutString("{\n");
m_pDataList->Clear();
m_pSoundList->Clear();
 
m_kvCurrSound = nullptr;
m_pDataList->m_Keyvalues = nullptr;


//increment indent
//go to next soundscape
indent++;
if (!prev)
{
//restart soundscape
PlaySelectedSoundscape();
return;
}


//write all the keys first
if (prev->GetNextTrueSubKey())
FOR_EACH_VALUE(prev, value)
OnCommand(prev->GetNextTrueSubKey()->GetName());
{
else
for (int i = 0; i < indent; i++)
OnCommand(prev->GetName());
buffer.PutChar('\t');
}


//write name and value
//restart soundscape
buffer.PutChar('"');
PlaySelectedSoundscape();
buffer.PutString(value->GetName());
return;
buffer.PutString("\"\t");
buffer.PutChar('"');
buffer.PutString(value->GetString());
buffer.PutString("\"\n");
}
}
 
//write all the subkeys now
//check for "playrandom", "playsoundscape" or "playlooping"
FOR_EACH_TRUE_SUBKEY(prev, value)
if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
{
{
//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);
//no data
buf.PutString("//------------------------------------------------------------------------------------\n");
if (!data)
buf.PutString("//\n");
return;
buf.PutString("// Auto-generated soundscape file created with modbases soundscape tool'\n");
 
buf.PutString("//\n");
m_kvCurrSound = data;
buf.PutString("//------------------------------------------------------------------------------------\n");
m_kvCurrRndwave = nullptr;


//now write the keyvalues
//set the random times
KeyValues* pCurrent = m_KeyValues;
m_TimeTextEntry->SetText(data->GetString("time", "10,20"));
while (pCurrent)
m_VolumeTextEntry->SetText(data->GetString("volume", "0.5,0.8"));
{
m_PitchTextEntry->SetText(data->GetString("pitch", "100"));
int indent = 0;
m_PositionTextEntry->SetText(data->GetString("position", ""));
RecursivlyWriteKeyvalues(pCurrent, buf, indent);
m_SoundNameTextEntry->SetText("");
//put a newline
if (pCurrent->GetNextTrueSubKey())
buf.PutChar('\n');


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


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


//get the error first
//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), "Failed to save soundscape to file \"%s\"", pszFileName);
{
 
if (!Q_strcmp(name, g_SoundLevels[i]))
//show an error
{
vgui::QueryBox* popup = new vgui::QueryBox("Error", buf, this);
index = i;
popup->SetOKButtonText("Ok");
break;
popup->SetCancelButtonVisible(false);
}
popup->AddActionSignalTarget(this);
}
popup->DoModal(this);
return;
}
}
}


//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;


//set new title
m_kvCurrRndwave = data;
char buf[1028];
m_pSoundList->m_Keyvalues = data;
Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);
 
//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();


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


//create copy of pszFileName
//no forward slash and no back slash
char manifest[1028];
if (!fslash && !bslash)
Q_strncpy(manifest, pszFileName, sizeof(manifest));
{
text = text;
}
else
{
if (fslash > bslash)
text = fslash + 1;


//get last /
else if (bslash > fslash)
char* lastSlash = Q_strrchr(manifest, '\\');
text = bslash + 1;
if (lastSlash == nullptr || *lastSlash == '\0')
}
return;


//append 'soundscapes_manifest.txt'
m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this, sound, SoundscapeClipboardType::Type_SoundscapeRandomWave);
lastSlash[1] = '\0';
}
strcat(manifest, "soundscapes_manifest.txt");


//see if we can open manifest file
m_iSoundscapeMode = SoundscapeMode::Mode_Random;
KeyValues* man_file = new KeyValues("manifest");
if (!man_file->LoadFromFile(g_pFullFileSystem, manifest))
{
//cant open manifest file
man_file->deleteThis();
return;
return;
}
}
 
}
//get real filename
else if (Q_stristr(pszCommand, "$playlooping") == pszCommand)
pszFileName = Q_strrchr(pszFileName, '\\');
{
if (!pszFileName || !*pszFileName)
//get the selected number
char* str_number = (char*)(pszCommand + 12);
int number = atoi(str_number);
if (number != 0)
{
{
man_file->deleteThis();
//look for button with same command
return;
auto& vec = m_pDataList->m_MenuButtons;
}
for (int i = 0; i < vec.Count(); i++)
 
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();
//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);


if (g_IsPlayingSoundscape)
m_iSoundscapeMode = SoundscapeMode::Mode_Looping;
PlaySelectedSoundscape();
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;
}


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


m_KeyValues = temp;
//clear the m_pSoundList
m_pSoundList->Clear();
m_pSoundList->m_Keyvalues = nullptr;


//load the file
//store variables
LoadFile(m_KeyValues);
KeyValues* data = nullptr;
}
int curr = 0;


//-----------------------------------------------------------------------------
//get subkey
// Purpose: Called when a text thing changes
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, sounds)
//-----------------------------------------------------------------------------
{
void CSoundscapeMaker::OnTextChanged(KeyValues* keyvalues)
if (Q_strcasecmp(sounds->GetName(), "playsoundscape"))
{
continue;
//check for these things
if (!m_pCurrentSelected || !m_kvCurrSelected)
return;


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


//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())
 
{
//loop through the sound levels to find the right one
//get text
for (int i = 0; i < sizeof(g_SoundLevels) / sizeof(g_SoundLevels[i]); i++)
char buf[38];
{
m_VolumeTextEntry->GetText(buf, sizeof(buf));
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_kvCurrSound->SetString("volume", buf);
m_iSoundscapeMode = SoundscapeMode::Mode_Soundscape;
return;
return;
}
}
}
else if (m_PitchTextEntry->HasFocus())
else if (Q_stristr(pszCommand, "$rndwave") == pszCommand)
{
{
//dont add to soundscaep
if (!m_kvCurrRndwave)
if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
return;
return;


//get text
//get the selected number
char buf[38];
char* str_number = (char*)(pszCommand + 8);
m_PitchTextEntry->GetText(buf, sizeof(buf));
m_iCurrRndWave = atoi(str_number);
 
if (m_iCurrRndWave != 0)
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)
//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
int i = 0;


//get value
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;
m_SoundNameTextEntry->SetEnabled(true);
}
m_SoundNameTextEntry->SetText(curr->GetString());
}
 
m_SoundNamePlay->SetEnabled(true);


break;
m_iSoundscapeMode = SoundscapeMode::Mode_Random;
}
return;
}
}
}
return;
}
}
}


//-----------------------------------------------------------------------------
//look for button with the same name as the command
// Purpose: Loads the keyvalues
{
//-----------------------------------------------------------------------------
//store vars
void CSoundscapeMaker::LoadFile(KeyValues* file)
CUtlVector<CSoundscapeButton*>& array = m_SoundscapesList->m_MenuButtons;
{
//clear all the text's
m_TextEntryName->SetEnabled(false);
m_TextEntryName->SetText("");


m_DspEffects->SetEnabled(false);
//de-select button
m_DspEffects->SetText("");
if (m_pCurrentSelected)
 
m_pCurrentSelected->m_bIsSelected = false;
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);
//check for name
for (int i = 0; i < m_SoundscapesList->m_MenuButtons.Size(); i++)
if (g_SoundPanel)
{
{
//check button name
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
if (!Q_strcmp(array[i]->GetCommand()->GetString("command"), pszCommand))
g_SoundPanel->SetVisible(false);
{
}
//found it
m_pCurrentSelected = array[i];
break;
}
}


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


m_ResetSoundscapeButton->SetEnabled(false);
//reset the selected kv
m_DeleteCurrentButton->SetEnabled(false);
m_kvCurrSelected = nullptr;


//clear current file
//find selected keyvalues
m_pCurrentSelected = nullptr;
for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
m_kvCurrSelected = nullptr;
{
m_kvCurrSound = nullptr;
if (!Q_strcmp(kv->GetName(), pszCommand))
m_kvCurrRndwave = nullptr;
{
m_kvCurrSelected = kv;
break;
}
}


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


g_IsPlayingSoundscape = false;
m_TimeTextEntry->SetEnabled(false);
m_TimeTextEntry->SetText("");


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


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


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


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


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


//
m_SoundNamePlay->SetEnabled(false);
OnCommand(file->GetName());
}


//-----------------------------------------------------------------------------
if (g_SoundPanel)
// Purpose: Sets the sounds text
{
//-----------------------------------------------------------------------------
g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
void CSoundscapeMaker::SetSoundText(const char* text)
g_SoundPanel->SetVisible(false);
{
}
m_SoundNameTextEntry->SetText(text);


//set soundscape name/wave
//check for current keyvalues. should never bee nullptr but could be
if (m_iSoundscapeMode != SoundscapeMode::Mode_Random)
if (!m_kvCurrSelected)
{
m_kvCurrSound->SetString("wave", text);
}
else
{
//get value
int i = 0;
 
FOR_EACH_VALUE(m_kvCurrRndwave, wave)
{
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);
}
else if (m_kvCurrSelected && m_pDataList->m_MenuButtons.Count())
{
m_pDataList->OnKeyCodePressed(code);
}
else
{
m_SoundscapesList->OnKeyCodePressed(code);
}


return;
FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, data)
}
{
//store data name
const char* name = data->GetName();


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


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


//check both strings
if (!Q_strcasecmp(name, "playsoundscape"))
if (!Q_strcasecmp(key, keystring))
{
OnClose();
SoundscapeNum++;
}
m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playsoundscape%d", SoundscapeNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
}
}
}
}
 
BaseClass::OnCommand(pszCommand);
}


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


//try and load the keyvalues file first
//write {
KeyValues* temp = new KeyValues("SoundscapeFile");
for (int i = 0; i < indent; i++)
if (!temp->LoadFromBuffer("Text Editor Panel Buffer", buf))
buffer.PutChar('\t');
{
//play an error sound
vgui::surface()->PlaySound("resource/warning.wav");


//show an error
buffer.PutString("{\n");
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();
//increment indent
return;
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");
}
}


//stop all soundscapes before deleting the old soundscapes
//write all the subkeys now
m_kvCurrSelected = nullptr;
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;
}


//static panel instance
//check for file save
static CSoundscapeMaker* g_SSMakerPanel = nullptr;
if (!m_bWasFileLoad)
 
//interface class
class CSoundscapeMakerInterface : public ISoundscapeMaker
{
public:
void Create(vgui::VPANEL parent)
{
{
g_SSMakerPanel = new CSoundscapeMaker(parent);
//save the file
g_SoundPanel = new CSoundListPanel(parent, "SoundscapeSoundListPanel");
if (m_KeyValues)
g_SettingsPanel = new CSoundscapeSettingsPanel(parent, "SoundscapeSettingsPanel");
{
g_SoundscapeTextPanel = new CSoundscapeTextPanel(parent, "SoundscapeTextPanel");
//write everything into a buffer
g_SoundscapeDebugPanel = new CSoundscapeDebugPanel(parent, "SoundscapeDebugPanel");
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");


void SetVisible(bool bVisible)
//now write the keyvalues
{
KeyValues* pCurrent = m_KeyValues;
if (g_SSMakerPanel)
while (pCurrent)
g_SSMakerPanel->SetVisible(bVisible);
{
}
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()
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(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)
void PasteFromClipboard(int type)
{
{
if (g_SSMakerPanel)
g_SSMakerPanel->Paste((SoundscapeClipboardType)type);
g_SSMakerPanel->Set(text);
}
}
};
};

Latest revision as of 06:36, 3 October 2025

vgui_soundscape_maker.cpp file needed for vgui soundscape maker

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

//graph panel for debugging

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

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

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

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

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

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

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

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

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

private:

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

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

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

	vgui::HFont m_Font;
};

extern vgui::ILocalize* g_pVGuiLocalize;

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

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

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

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

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

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

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

			float labelValue = frac * m_flMaxValue;

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

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

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

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

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

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

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

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

		float effectiveDuration = m_flDuration / line.speed;

		if (elapsed > effectiveDuration)
			elapsed = effectiveDuration;

		float progress = elapsed / effectiveDuration;

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

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

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

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

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

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

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

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

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

			lastX = x;
			lastY = y;
		}
	}
}

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

		//start running
		m_bRunning = true;
	}
}

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

		//stop running
		m_bRunning = false;
	}
}

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

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

	m_flTimeOffset += 0.1f;
}

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

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

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

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

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

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

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

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

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

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

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

bool g_bSSMHack = false;

//max clipboard size
#define MAX_CLIPBOARD_ITEMS 10

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

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

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

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

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

	//didnt find match
	return -1;
}

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

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

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

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

	//didnt find match
	return -1;
}

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

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

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

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

	g_SoundDirectories.RemoveAll();

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

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

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

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

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

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

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

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

	//
	g_SoundDirectories.Sort(VectorSortFunc);
}


//text entry for text edit panel


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

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

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

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

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

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

		BaseClass::OnKeyCodePressed(code);
	}

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

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

			}

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



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

	CSoundscapeClipboard(SoundscapeClipboardType type);

	//creates all the buttons
	void CreateButtons();

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

private:
	SoundscapeClipboardType m_Type;
};

//static soundscape clipboard panel
static CSoundscapeClipboard* g_SoundscapeClipboard;

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

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

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

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

	CreateButtons();
}

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

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

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

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

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

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

	BaseClass::OnClose();
}

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

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

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

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

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

	BaseClass::OnCommand(command);
}



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

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

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

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

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

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

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

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

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

	buffer.PutString("{\n");

	//increment indent
	indent++;

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

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

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

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

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

	//decrement indent
	indent--;

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

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

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

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

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

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

		g_SoundscapeMaker->SetBuffer(buf);

		//delete string
		delete[] buf;

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

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

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

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

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

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

		}
		else
		{

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

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

		}

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

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

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

			return;
		}

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

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

		return;
	}

	BaseClass::OnCommand(pszCommand);
}

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

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

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

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

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

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

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




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

#define DEBUG_PANEL_COMMAND_CLEAR "Clear"

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

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

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

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

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

public:
	CGraphPanel* m_PanelSoundscapesFadingIn;
};

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

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

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

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



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

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

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

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

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

	m_Text->SetMaximumCharCount(100000);
}

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

	BaseClass::OnCommand(pszCommand);
}

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

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

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

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

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

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

	va_end(args);
}

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

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

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

#define SETTINGS_PANEL_WIDTH 350
#define SETTINGS_PANEL_HEIGHT 277

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

#define MAX_SOUNDSCAPES 8

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

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

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

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

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

	~CSoundscapeSettingsPanel();

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

	friend class CSoundscapeMaker;
};


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

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		return;
	}

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

		return;
	}

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

	BaseClass::OnCommand(pszCommand);
}

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

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

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

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

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

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

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

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

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

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

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

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

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

		return;
	}

}

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

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

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

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

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

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

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


#define BUTTON_MENU_COMMAND_COPY_CLIPBOARD "CopyClipboard"

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

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

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

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

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

		BaseClass::PaintBackground();
	}

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

		BaseClass::Paint();
	}

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

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

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

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

		BaseClass::Paint();
	}

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

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

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

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

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

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

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

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

	KeyValues* m_KeyValues = nullptr;
	SoundscapeClipboardType m_KeyValuesType;
};

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


//soundscape combo box

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

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

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

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

		BaseClass::OnKeyTyped(unichar);

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

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

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

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

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


//sounds list panel

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

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

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

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

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

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

private:
	friend class CSoundscapeMaker;

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

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

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

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

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		//if we are in soundscape mode then set the SoundNames to all the soundscapes. else set SoundNames to g_SoundDirectories
		if (!bCurrentlyInSoundPanel)
		{
			for (int i = 0; i < m_SoundscapesList->GetItemCount(); i++)
			{
				//insert
				char* tmpbuf = new char[512];
				m_SoundscapesList->GetItemText(i, tmpbuf, 512);

				SoundNames.AddToTail(tmpbuf);
			}
		}
		else
		{
			SoundNames = g_SoundDirectories;
		}

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

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

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

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

					return;
				}
			}


			//now cheeck from the SoundNames to the start
			for (int i = SoundNames.Count() - 1; i > start; i--)
			{
				if (Q_stristr(SoundNames[i], buf))
				{
					//select item
					SoundList->GetMenu()->SetCurrentlyHighlightedItem(i);
					SoundList->ActivateItem(i);

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

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

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

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

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

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

					return;
				}
			}


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

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

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

					return;
				}
			}
		}

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

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

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

		//precache and play the sound
		if (!enginesound->IsSoundPrecached(buf))
			enginesound->PrecacheSound(buf);

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

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

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

		//get the sound
		char buf[512];

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

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

			bool bPrev = g_bSSMHack;
			g_bSSMHack = true;

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

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

			g_bSSMHack = bPrev;

			//load all the temporary soundscapes
			CUtlVector<const char*> OtherSoundscapes;
			for (KeyValues* curr = g_SoundscapeMaker->GetPanelFile(); curr; curr = curr->GetNextKey())
			{
				if (curr == g_SoundscapeMaker->GetPanelSelected())
					continue;

				OtherSoundscapes.AddToTail(curr->GetName());
			}

			InitalizeSoundscapes(OtherSoundscapes);
		}

		return;
	}

	BaseClass::OnCommand(pszCommand);
}

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

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

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

	m_SoundsList->ActivateItem(0);
}

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

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

	OtherSoundscapes.Sort(VectorSortFunc);

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

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

	m_SoundscapesList->ActivateItem(0);
}

//-----------------------------------------------------------------------------
// Purpose: Sets if this panel is currently the sound panel or soundscape 
//			selector panel.
//-----------------------------------------------------------------------------
void CSoundListPanel::SetIsUsingSoundPanel(bool bUsing)
{
	bCurrentlyInSoundPanel = bUsing;

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

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

		//enable the play button
		m_PlayButton->SetEnabled(true);
		m_StopSoundButton->SetEnabled(true);

		//set texts
		m_PlayButton->SetText("Play Sound");
		m_StopSoundButton->SetText("Stop Sound");
		m_InsertButton->SetText("Insert Sound");

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

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

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

		//set texts
		m_PlayButton->SetText("Play Soundscape");
		m_StopSoundButton->SetText("Stop Soundscape");
		m_InsertButton->SetText("Insert Soundscape");

		//set stuff
		SetTitle("Soundscape List", true);
	}
}

//static sound list instance
static CSoundListPanel* g_SoundPanel = nullptr;


//soundscape list


#define ADD_SOUNDSCAPE_COMMAND "AddSoundscape"
#define PASTE_FROM_CLIBOARD_COMMAND "PasteFromClipboard"
#define OPEN_CLIBOARD_COMMAND "OpenClipboard"


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

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

	//menu item stuff
	virtual void AddButton(const char* name, const char* text, const char* command, vgui::Panel* parent, KeyValues* add, SoundscapeClipboardType type);
	virtual void Clear();

	//other
	virtual void OnMouseWheeled(int delta);
	virtual void OnMouseReleased(vgui::MouseCode code);

	virtual void OnCommand(const char* pszCommand);
	virtual void PaintBackground();

	virtual void OnKeyCodePressed(vgui::KeyCode code);

	//message funcs
	MESSAGE_FUNC_INT(ScrollBarMoved, "ScrollBarSliderMoved", position);

protected:
	friend class CSoundscapeMaker;

	//keyvalue list.
	KeyValues* m_Keyvalues = nullptr;

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

	//menu
	vgui::Menu* menu;

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

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

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

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

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

	//increment current y
	m_iCurrentY = m_iCurrentY + 22;

	//add button to array
	m_MenuButtons.AddToTail(button);

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

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

	m_AmtAdded++;

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

//-----------------------------------------------------------------------------
// Purpose: Clears everything for this list
//-----------------------------------------------------------------------------
void CSoundscapeList::Clear()
{
	//reset the slider
	m_pSideSlider->SetValue(0);
	m_pSideSlider->SetEnabled(false);
	m_pSideSlider->SetRange(0, 0);
	m_pSideSlider->SetButtonPressedScrollValue(1);
	m_pSideSlider->SetRangeWindow(0);

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

	m_MenuButtons.RemoveAll();

	//reset current y
	m_iCurrentY = 22;

	m_AmtAdded = 0;
}

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

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

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

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

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

	//check clipboard item
	if (CurrClipboardName.Count() > 0)
	{
		menu->AddSeparator();
		menu->AddMenuItem("PasteFromClipboard", "Paste", PASTE_FROM_CLIBOARD_COMMAND, this);
		menu->AddMenuItem("OpenClipboard", "Open Clipboard", OPEN_CLIBOARD_COMMAND, this);
	}

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

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

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

		AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);

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

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

		GetParent()->OnCommand(name);
		return;
	}
	else if (!Q_strcmp(pszCommand, PASTE_FROM_CLIBOARD_COMMAND))
	{
		int index = CurrClipboardName.Count() - 1;

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

		//add to keyvalues file
		KeyValues* kv = new KeyValues(name);
		CurrClipboardName[index]->CopySubkeys(kv);

		KeyValues* tmp = m_Keyvalues;
		KeyValues* tmp2 = tmp;

		AddButton(name, name, name, GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeName);

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

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

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

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

	BaseClass::OnCommand(pszCommand);
}

//-----------------------------------------------------------------------------
// Purpose: Paints the background
//-----------------------------------------------------------------------------
void CSoundscapeList::PaintBackground()
{
	//colors
	static Color EnabledColor = Color(100, 100, 100, 200);
	static Color DisabledColor = Color(60, 60, 60, 200);

	//if m_KeyValues then paint the default color
	if (m_Keyvalues)
		SetBgColor(EnabledColor);
	else
		SetBgColor(DisabledColor);

	BaseClass::PaintBackground();
}

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

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

	//check for arrow
	if (code == KEY_DOWN)
	{
		//find selected item
		for (int i = 0; i < m_MenuButtons.Count(); i++)
		{
			if (m_MenuButtons[i]->m_bIsSelected)
			{
				//check for size and to see if we can select item
				if (i + 1 >= m_MenuButtons.Count())
					return;

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

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

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

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




//soundscape data list


#define NEW_PLAYLOOPING_COMMAND "NewLooping"
#define NEW_SOUNDSCAPE_COMMAND "NewSoundscape"
#define NEW_RANDOM_COMMAND "NewRandom"


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

	CSoundscapeDataList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
		: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
	{}

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

	void OnCommand(const char* pszCommand);

private:
	friend class CSoundscapeMaker;
};


//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnMouseReleased(vgui::MouseCode code)
{
	//if no soundscape is selected or mouse code != right then return
	if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
		return;

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

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

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

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


//-----------------------------------------------------------------------------
// Purpose: Called on command
//-----------------------------------------------------------------------------
void CSoundscapeDataList::OnCommand(const char* pszCommand)
{
	if (!Q_strcmp(pszCommand, NEW_PLAYLOOPING_COMMAND))
	{
		int LoopingNum = 0;
		FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
		{
			//store data name
			const char* name = data->GetName();

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

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

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

		m_Keyvalues->AddSubKey(kv);

		GetParent()->OnCommand(CFmtStr("$playlooping%d", LoopingNum + 1));

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

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

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

		AddButton("playsoundscape", "playsoundscape", CFmtStr("$playsoundscape%d", SoundscapeNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);

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

		GetParent()->OnCommand(CFmtStr("$playsoundscape%d", SoundscapeNum + 1));

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

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

		//add the keyvalues
		KeyValues* kv = new KeyValues("playrandom");


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

		AddButton("playrandom", "playrandom", CFmtStr("$playrandom%d", RandomNum + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);

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

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

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

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

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

		//get num of that item
		int NumItem = 0;
		FOR_EACH_TRUE_SUBKEY(m_Keyvalues, data)
		{
			//store data name
			const char* name = data->GetName();

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

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

		AddButton(type, type, CFmtStr("$%s%d", type, NumItem + 1), GetParent(), kv, SoundscapeClipboardType::Type_SoundscapeData);

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

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

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

	BaseClass::OnCommand(pszCommand);
}


//soundscape rndwave data list


#define NEW_RNDWAVE_WAVE_COMMAND "NewRNDWave"


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

	CSoundscapeRndwaveList(vgui::Panel* parent, const char* name, const char* text, int text_x_pos, int max, int width, int height)
		: CSoundscapeList(parent, name, text, text_x_pos, max, width, height)
	{}

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

	void OnCommand(const char* pszCommand);

private:
	friend class CSoundscapeMaker;
};


//-----------------------------------------------------------------------------
// Purpose: Called when a mouse code is released
//-----------------------------------------------------------------------------
void CSoundscapeRndwaveList::OnMouseReleased(vgui::MouseCode code)
{
	//if no soundscape is selected or mouse code != right then return
	if (code != vgui::MouseCode::MOUSE_RIGHT || !m_Keyvalues)
		return;

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

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

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

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


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

		FOR_EACH_VALUE(m_Keyvalues, kv)
			num++;

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

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

		m_Keyvalues->AddSubKey(add);

		//forward command to parent
		GetParent()->OnCommand(CFmtStr("$rndwave%d", num + 1));

		return;
	}

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

		FOR_EACH_VALUE(m_Keyvalues, kv)
			num++;

		int index = CurrClipboardRandom.Count() - 1;

		const char* text = CurrClipboardRandom[index]->GetString();

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

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

		if (fslash > bslash)
			text = fslash + 1;
		else if (bslash > fslash)
			text = bslash + 1;

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

		m_Keyvalues->AddSubKey(add);

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

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

	BaseClass::OnCommand(pszCommand);
}


//soundscape panel


#define SOUNDSCAPE_PANEL_WIDTH 760
#define SOUNDSCAPE_PANEL_HEIGHT 630

#define NEW_BUTTON_COMMAND "$NewSoundscape"
#define SAVE_BUTTON_COMMAND "$SaveSoundscape"
#define LOAD_BUTTON_COMMAND "$LoadSoundscape"
#define OPTIONS_BUTTON_COMMAND "$ShowOptions"
#define EDIT_BUTTON_COMMAND "$Edit"
#define RESET_BUTTON_COMMAND "$ResetSoundscapes"
#define SOUNDS_LIST_BUTTON_COMMAND "$ShowSoundsList"
#define PLAY_SOUNDSCAPE_COMMAND "$PlaySoundscape"
#define RESET_SOUNDSCAPE_BUTTON_COMMAND "$ResetSoundscape"
#define DELETE_CURRENT_ITEM_COMMAND "$DeleteItem"

//static bool to determin if the soundscape panel should show or not
bool g_ShowSoundscapePanel = false;
bool g_IsPlayingSoundscape = false;

//soundscape maker panel
class CSoundscapeMaker : public vgui::Frame, CAutoGameSystem
{
public:
	DECLARE_CLASS_SIMPLE(CSoundscapeMaker, vgui::Frame)

	CSoundscapeMaker(vgui::VPANEL parent);

	//tick functions
	void OnTick();

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

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

	void OnKeyCodePressed(vgui::KeyCode code);

	void SetSoundText(const char* text);

	//to play the soundscape on map spawn
	void LevelInitPostEntity();

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

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

	~CSoundscapeMaker();

public:

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

private:
	void CreateEverything();

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

	//buttons
	vgui::Button* m_ButtonNew = nullptr;
	vgui::Button* m_ButtonSave = nullptr;
	vgui::Button* m_ButtonLoad = nullptr;
	vgui::Button* m_ButtonOptions = nullptr;
	vgui::Button* m_EditButton = nullptr;

	//file load and save dialogs
	vgui::FileOpenDialog* m_FileSave = nullptr;
	vgui::FileOpenDialog* m_FileLoad = nullptr;
	bool m_bWasFileLoad = false;

	//text entry for name
	vgui::TextEntry* m_TextEntryName;

	//combo box for dsp effects
	vgui::ComboBox* m_DspEffects;
	vgui::ComboBox* m_SoundLevels;

	//sound data text entry
	vgui::TextEntry* m_TimeTextEntry;
	vgui::TextEntry* m_VolumeTextEntry;
	vgui::TextEntry* m_PitchTextEntry;
	vgui::TextEntry* m_PositionTextEntry;
	vgui::TextEntry* m_SoundNameTextEntry;

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

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

	//current selected soundscape
	CSoundscapeButton* m_pCurrentSelected = nullptr;

public:
	KeyValues* m_kvCurrSelected = nullptr;

private:
	KeyValues* m_kvCurrSound = nullptr;
	KeyValues* m_kvCurrRndwave = nullptr;

	int m_iCurrRndWave = 0;

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

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

//user message hook
void _SoundscapeMaker_Recieve(bf_read& bf);

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

	//set variables
	m_pCurrentSelected = nullptr;

	SetParent(parent);

	SetKeyBoardInputEnabled(true);
	SetMouseInputEnabled(true);

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

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

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



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

	CreateEverything();
}

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

	//create the buttons
		//create the buttons
	m_ButtonNew = new vgui::Button(this, "NewButton", "New Soundscape File");
	m_ButtonNew->SetVisible(true);
	m_ButtonNew->SetBounds(7, 600, 145, 25);
	m_ButtonNew->SetCommand(NEW_BUTTON_COMMAND);
	m_ButtonNew->SetDepressedSound("ui/buttonclickrelease.wav");

	m_ButtonSave = new vgui::Button(this, "SaveButton", "Save Soundscapes");
	m_ButtonSave->SetVisible(true);
	m_ButtonSave->SetBounds(157, 600, 145, 25);
	m_ButtonSave->SetCommand(SAVE_BUTTON_COMMAND);
	m_ButtonSave->SetDepressedSound("ui/buttonclickrelease.wav");

	m_ButtonLoad = new vgui::Button(this, "LoadButton", "Load Soundscapes");
	m_ButtonLoad->SetVisible(true);
	m_ButtonLoad->SetBounds(307, 600, 145, 25);
	m_ButtonLoad->SetCommand(LOAD_BUTTON_COMMAND);
	m_ButtonLoad->SetDepressedSound("ui/buttonclickrelease.wav");

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

	m_EditButton = new vgui::Button(this, "EditButton", "Show Text Editor");
	m_EditButton->SetVisible(true);
	m_EditButton->SetBounds(607, 600, 145, 25);
	m_EditButton->SetCommand(EDIT_BUTTON_COMMAND);
	m_EditButton->SetDepressedSound("ui/buttonclickrelease.wav");

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

	//create data list
	m_pDataList = new CSoundscapeDataList(this, "SoudscapeDataList", "Soundscape Data:", 35, 10, 200, 310);
	m_pDataList->SetBounds(327, 275, 200, 310);
	m_pDataList->SetVisible(true);

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

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

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

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

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

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

	//pitch text entry
	m_PitchTextEntry = new vgui::TextEntry(this, "PitchTextEntry");
	m_PitchTextEntry->SetBounds(325, 140, 295, 20);
	m_PitchTextEntry->SetEnabled(false);
	m_PitchTextEntry->SetVisible(true);

	//position text entry
	m_PositionTextEntry = new vgui::TextEntry(this, "PositionTextEntry");
	m_PositionTextEntry->SetBounds(325, 165, 295, 20);
	m_PositionTextEntry->SetEnabled(false);
	m_PositionTextEntry->SetVisible(true);

	//sound levels
	m_SoundLevels = new vgui::ComboBox(this, "SoundLevels", sizeof(g_SoundLevels) / sizeof(g_SoundLevels[0]), false);
	m_SoundLevels->SetEnabled(false);
	m_SoundLevels->SetBounds(325, 190, 295, 20);
	m_SoundLevels->SetText("");
	m_SoundLevels->AddActionSignalTarget(this);

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

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

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

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

	//reset soundscape button
	m_ResetSoundscapeButton = new vgui::Button(this, "ResetSoundscape", "Restart Soundscape");
	m_ResetSoundscapeButton->SetBounds(465, 243, 125, 20);
	m_ResetSoundscapeButton->SetCommand(RESET_SOUNDSCAPE_BUTTON_COMMAND);
	m_ResetSoundscapeButton->SetEnabled(false);

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

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

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

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

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

	//create the soundscape pitch text
	vgui::Label* PitchLabel = new vgui::Label(this, "PitchLabel", "Sound Pitch");
	PitchLabel->SetBounds(635, 140, 125, 20);

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

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

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

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

	LoadFile(m_KeyValues);
}

//-----------------------------------------------------------------------------
// Purpose: Called every tick for the soundscape maker
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTick()
{
	//set the visibility
	static bool bPrevVisible = g_ShowSoundscapePanel;
	if (g_ShowSoundscapePanel != bPrevVisible)
		SetVisible(g_ShowSoundscapePanel);

	//set the old visibility
	bPrevVisible = g_ShowSoundscapePanel;
}

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

	g_ShowSoundscapePanel = false;
}

//-----------------------------------------------------------------------------
// Purpose: Play the selected soundscape
//-----------------------------------------------------------------------------
void CSoundscapeMaker::PlaySelectedSoundscape()
{
	//set debug stuff
	SoundscapePrint(Color(255, 255, 255, 255), "\n\n\n=============== %s %s =================\n\n", m_kvCurrSelected ? "Starting Soundscape: " : "Stopping Current Soundscape", m_kvCurrSelected ? m_kvCurrSelected->GetName() : "");
	g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Clear();

	g_IsPlayingSoundscape = true;
	g_bSSMHack = true;

	//remove all the temporary soundscapes from the soundscape system
	for (int i = 0; i < m_TmpAddedSoundscapes.Count(); i++)
	{
		for (int j = 0; j < g_SoundscapeSystem.m_soundscapes.Count(); j++)
		{
			if (g_SoundscapeSystem.m_soundscapes[j] == m_TmpAddedSoundscapes[i])
			{
				g_SoundscapeSystem.m_soundscapes.Remove(j);
				break;
			}
		}
	}

	m_TmpAddedSoundscapes.RemoveAll();

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


	//if m_kvCurrSelected then add all the "playsoundscape" soundscape keyvalues
	//into the g_SoundscapeSystem.m_soundscapes array
	if (m_kvCurrSelected)
	{
		CUtlVector<const char*> SoundscapeNames;
		FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, subkey)
		{
			//look for playsoundscape file
			if (!Q_strcasecmp(subkey->GetName(), "playsoundscape"))
			{
				const char* name = subkey->GetString("name", nullptr);
				if (!name || !name[0] || SoundscapeNames.Find(name) != SoundscapeNames.InvalidIndex())
					continue;

				SoundscapeNames.AddToTail(name);
			}
		}

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

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

	//stop the current soundscape and start a new soundscape
	g_SoundscapeSystem.StartNewSoundscape(nullptr);
	g_SoundscapeSystem.StartNewSoundscape(m_kvCurrSelected);

	//start debug graphs
	g_SoundscapeDebugPanel->m_PanelSoundscapesFadingIn->Start();

	g_bSSMHack = false;
}

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

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

			//create the save dialog
			m_FileSave = new vgui::FileOpenDialog(this, "Save Soundscape File", false);
			m_FileSave->AddFilter("*.txt", "Soundscape Text File", true);
			m_FileSave->AddFilter("*.*", "All Files (*.*)", false);
			m_FileSave->SetStartDirectory(buf);
			m_FileSave->AddActionSignalTarget(this);
		}

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

		//file wasnt loadad
		m_bWasFileLoad = false;

		return;
	}

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

			//create the load dialog
			m_FileLoad = new vgui::FileOpenDialog(this, "Load Soundscape File", true);
			m_FileLoad->AddFilter("*.txt", "Soundscape Text File", true);
			m_FileLoad->AddFilter("*.*", "All Files (*.*)", false);
			m_FileLoad->SetStartDirectory(buf);
			m_FileLoad->AddActionSignalTarget(this);
		}

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

		//file was loadad
		m_bWasFileLoad = true;

		return;
	}

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

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

	//check for new soundscape
	else if (!Q_strcmp(pszCommand, NEW_BUTTON_COMMAND))
	{
		//make sure you want to create a new soundscape file
		vgui::QueryBox* popup = new vgui::QueryBox("New File?", "Are you sure you want to create a new soundscape file?", this);
		popup->SetOKCommand(new KeyValues("Command", "command", RESET_BUTTON_COMMAND));
		popup->SetCancelButtonVisible(false);
		popup->AddActionSignalTarget(this);
		popup->DoModal(this);

		return;
	}

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

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

		m_KeyValues->deleteThis();
		m_KeyValues = new KeyValues("Empty Soundscape");

		//reset title
		SetTitle("Soundscape Maker (New File)", true);

		LoadFile(m_KeyValues);
		return;
	}

	//check for play sound
	else if (!Q_strcmp(pszCommand, SOUNDS_LIST_BUTTON_COMMAND))
	{
		//initalize the sounds
		static bool g_SoundPanelInitalized = false;
		if (!g_SoundPanelInitalized)
		{
			g_SoundPanelInitalized = true;
			g_SoundPanel->InitalizeSounds();
		}

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

		//check the current mode
		if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
		{
			g_SoundPanel->SetIsUsingSoundPanel(false);

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

				OtherSoundscapes.AddToTail(curr->GetName());
			}

			g_SoundPanel->InitalizeSoundscapes(OtherSoundscapes);
		}
		else
		{
			g_SoundPanel->SetIsUsingSoundPanel(true);

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

					break;
				}
			}
		}

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

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

			//play the soundscape
			PlaySelectedSoundscape();
		}
		else
		{
			//disable the reset soundscape button
			m_ResetSoundscapeButton->SetEnabled(false);

			g_IsPlayingSoundscape = false;

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

		return;
	}

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


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

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

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

					curr = curr - 1;

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



				prev = keyvalues;
			}

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

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

			//remove it
			delete vec[curr];
			vec.Remove(curr);

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

			if (vec.Count() >= m_pSoundList->m_iMax)
			{
				m_pSoundList->OnMouseWheeled(1);

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

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

			//reset every command
			int WaveAmount = 0;
			for (int i = 0; i < vec.Count(); i++)
			{
				//store data name
				const char* name = vec[i]->GetCommand()->GetString("command");

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

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

				//restart soundscape
				PlaySelectedSoundscape();

				return;
			}

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

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

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

					//get index
					index = tmpindex;
					break;
				}

				prev = keyvalues;

				//increment
				tmpindex++;
			}

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

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

			//remove it
			delete vec[index];
			vec.Remove(index);

			//move everything down
			m_pDataList->m_iCurrentY = m_pDataList->m_iCurrentY - 22;
			m_pDataList->m_Keyvalues = m_kvCurrSelected;

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

			if (vec.Count() >= m_pDataList->m_iMax)
			{
				m_pDataList->OnMouseWheeled(1);

				int min, max;
				m_pDataList->m_pSideSlider->GetRange(min, max);

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

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

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

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

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

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

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

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

			m_pSoundList->Clear();

			m_kvCurrSound = nullptr;
			m_pSoundList->m_Keyvalues = nullptr;

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

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

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

				return;
			}

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

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

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

					//get index
					index = tmpindex;
					break;
				}

				prev = keyvalues;

				//increment
				tmpindex++;
			}

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

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

			//remove it
			delete vec[index];
			vec.Remove(index);

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

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

			if (vec.Count() >= m_SoundscapesList->m_iMax)
			{
				m_SoundscapesList->OnMouseWheeled(1);

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

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

			m_DspEffects->SetEnabled(false);
			m_SoundLevels->SetEnabled(false);
			m_TextEntryName->SetEnabled(false);
			m_SoundNameTextEntry->SetEnabled(false);
			m_TimeTextEntry->SetEnabled(false);
			m_PitchTextEntry->SetEnabled(false);
			m_PositionTextEntry->SetEnabled(false);
			m_VolumeTextEntry->SetEnabled(false);
			m_SoundNamePlay->SetEnabled(false);

			m_pDataList->Clear();
			m_pSoundList->Clear();

			m_kvCurrSound = nullptr;
			m_pDataList->m_Keyvalues = nullptr;

			//go to next soundscape
			if (!prev)
			{
				//restart soundscape
				PlaySelectedSoundscape();
				return;
			}

			if (prev->GetNextTrueSubKey())
				OnCommand(prev->GetNextTrueSubKey()->GetName());
			else
				OnCommand(prev->GetName());
		}

		//restart soundscape
		PlaySelectedSoundscape();
		return;
	}

	//check for "playrandom", "playsoundscape" or "playlooping"
	if (Q_stristr(pszCommand, "$playrandom") == pszCommand)
	{
		//get the selected number
		char* str_number = (char*)(pszCommand + 11);
		int number = atoi(str_number);
		if (number != 0)
		{
			//look for button with same command
			auto& vec = m_pDataList->m_MenuButtons;
			for (int i = 0; i < vec.Count(); i++)
			{
				//if the button doesnt have the same command then de-select it. else select it
				if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
					vec[i]->m_bIsSelected = true;
				else
					vec[i]->m_bIsSelected = false;
			}


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

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

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

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

			//no data
			if (!data)
				return;

			m_kvCurrSound = data;
			m_kvCurrRndwave = nullptr;

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

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

			//check for the name
			if (name)
			{

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

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

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

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

			//check for randomwave subkey
			if ((data = data->FindKey("rndwave")) == nullptr)
				return;

			m_kvCurrRndwave = data;
			m_pSoundList->m_Keyvalues = data;

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

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

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

				//no forward slash and no back slash
				if (!fslash && !bslash)
				{
					text = text;
				}
				else
				{
					if (fslash > bslash)
						text = fslash + 1;

					else if (bslash > fslash)
						text = bslash + 1;
				}

				m_pSoundList->AddButton(name, text, CFmtStr("$rndwave%d", ++i), this, sound, SoundscapeClipboardType::Type_SoundscapeRandomWave);
			}

			m_iSoundscapeMode = SoundscapeMode::Mode_Random;
			return;
		}
	}
	else if (Q_stristr(pszCommand, "$playlooping") == pszCommand)
	{
		//get the selected number
		char* str_number = (char*)(pszCommand + 12);
		int number = atoi(str_number);
		if (number != 0)
		{
			//look for button with same command
			auto& vec = m_pDataList->m_MenuButtons;
			for (int i = 0; i < vec.Count(); i++)
			{
				//if the button doesnt have the same command then de-select it. else select it
				if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
					vec[i]->m_bIsSelected = true;
				else
					vec[i]->m_bIsSelected = false;
			}


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

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

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

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

			//no data
			if (!data)
				return;

			m_kvCurrSound = data;
			m_kvCurrRndwave = nullptr;

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

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

			//check for the name
			if (name)
			{

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

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

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

			m_iSoundscapeMode = SoundscapeMode::Mode_Looping;
			return;
		}
	}
	else if (Q_stristr(pszCommand, "$playsoundscape") == pszCommand)
	{
		//get the selected number
		char* str_number = (char*)(pszCommand + 15);
		int number = atoi(str_number);
		if (number != 0)
		{
			//look for button with same command
			auto& vec = m_pDataList->m_MenuButtons;
			for (int i = 0; i < vec.Count(); i++)
			{
				//if the button doesnt have the same command then de-select it. else select it
				if (!Q_strcmp(vec[i]->GetCommand()->GetString("command"), pszCommand))
					vec[i]->m_bIsSelected = true;
				else
					vec[i]->m_bIsSelected = false;
			}


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

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

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

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

			//no data
			if (!data)
				return;

			m_kvCurrSound = data;
			m_kvCurrRndwave = nullptr;

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

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

			//check for the name
			if (name)
			{

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

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

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

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

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

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


			int i = 0;

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

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

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

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

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

			m_SoundNamePlay->SetEnabled(true);

			m_iSoundscapeMode = SoundscapeMode::Mode_Random;
			return;
		}
	}

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

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

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

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

			//reset the selected kv
			m_kvCurrSelected = nullptr;

			//find selected keyvalues
			for (KeyValues* kv = m_KeyValues; kv != nullptr; kv = kv->GetNextTrueSubKey())
			{
				if (!Q_strcmp(kv->GetName(), pszCommand))
				{
					m_kvCurrSelected = kv;
					break;
				}
			}

			//set 
			m_kvCurrSound = nullptr;
			m_kvCurrRndwave = nullptr;

			m_TimeTextEntry->SetEnabled(false);
			m_TimeTextEntry->SetText("");

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

			m_PitchTextEntry->SetEnabled(false);
			m_PitchTextEntry->SetText("");

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

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

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

			m_SoundNamePlay->SetEnabled(false);

			if (g_SoundPanel)
			{
				g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
				g_SoundPanel->SetVisible(false);
			}

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

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

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

				//reset vars
				m_pCurrentSelected = nullptr;

				m_TextEntryName->SetEnabled(false);
				m_TextEntryName->SetText("");

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

			if (g_IsPlayingSoundscape)
				PlaySelectedSoundscape();

			m_DeleteCurrentButton->SetEnabled(true);

			//set current soundscape name
			m_TextEntryName->SetText(pszCommand);
			m_TextEntryName->SetEnabled(true);
			m_pDataList->m_Keyvalues = m_kvCurrSelected;

			//set dsp effect
			int dsp = Clamp<int>(m_kvCurrSelected->GetInt("dsp"), 0, 29);

			m_PlaySoundscapeButton->SetEnabled(true);

			m_DspEffects->SetEnabled(true);
			m_DspEffects->ActivateItem(dsp);

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

			//set variables
			int RandomNum = 0;
			int LoopingNum = 0;
			int SoundscapeNum = 0;

			FOR_EACH_TRUE_SUBKEY(m_kvCurrSelected, data)
			{
				//store data name
				const char* name = data->GetName();

				//increment variables based on name
				if (!Q_strcasecmp(name, "playrandom"))
				{
					RandomNum++;
					m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playrandom%d", RandomNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
				}

				if (!Q_strcasecmp(name, "playlooping"))
				{
					LoopingNum++;
					m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playlooping%d", LoopingNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
				}

				if (!Q_strcasecmp(name, "playsoundscape"))
				{
					SoundscapeNum++;
					m_pDataList->AddButton(data->GetName(), data->GetName(), CFmtStr("$playsoundscape%d", SoundscapeNum), this, data, SoundscapeClipboardType::Type_SoundscapeData);
				}
			}
		}
	}

	BaseClass::OnCommand(pszCommand);
}

//-----------------------------------------------------------------------------
// Purpose: Paste item from clipboard
//-----------------------------------------------------------------------------
void CSoundscapeMaker::Paste(SoundscapeClipboardType type)
{
	switch (type)
	{
	case SoundscapeClipboardType::Type_SoundscapeName:
		m_SoundscapesList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
		break;
	case SoundscapeClipboardType::Type_SoundscapeData:
		m_pDataList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
		break;
	case SoundscapeClipboardType::Type_SoundscapeRandomWave:
		m_pSoundList->OnCommand(PASTE_FROM_CLIBOARD_COMMAND);
		break;
	}
}

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

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

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

	buffer.PutString("{\n");

	//increment indent
	indent++;

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

		//write name and value
		buffer.PutChar('"');
		buffer.PutString(value->GetName());
		buffer.PutString("\"\t");

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

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

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

	//decrement indent
	indent--;

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

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

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

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

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

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

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

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

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

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


		//store vars
		const char* last = pszFileName;
		const char* tmp = nullptr;

		//get the last /
		while ((last = Q_strstr(last, "\\")) != nullptr)
			tmp = ++last; //move past the backslash

		//check tmp
		if (!tmp || !*tmp)
			tmp = pszFileName;

		//set new title
		char buf[1028];
		Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);

		SetTitle(buf, true);

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

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

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

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

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

		pszFileName = pszFileName + 1;

		//create name to be added to the manifest file
		char add_file[1028];
		Q_snprintf(add_file, sizeof(add_file), "scripts/%s", pszFileName);

		//add filename to manifest file if not found
		FOR_EACH_VALUE(man_file, value)
		{
			if (!Q_strcmp(value->GetString(), add_file))
			{
				man_file->deleteThis();
				return;
			}
		}


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

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

		man_file->deleteThis();
		return;
	}

	//try and load the keyvalues file first
	KeyValues* temp = new KeyValues("SoundscapeFile");
	if (!temp->LoadFromFile(filesystem, pszFileName))
	{
		//play an error sound
		vgui::surface()->PlaySound("resource/warning.wav");

		//get the error first
		char buf[1028];
		Q_snprintf(buf, sizeof(buf), "Failed to open keyvalues file \"%s\"", pszFileName);

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

		temp->deleteThis();
		return;
	}

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

		//get the last /
		while ((last = Q_strstr(last, "\\")) != nullptr)
			tmp = ++last; //move past the backslash

		//check tmp
		if (!tmp || !*tmp)
			tmp = pszFileName;

		//create the new new title
		char buf[1028];
		Q_snprintf(buf, sizeof(buf), "Soundscape Maker (%s)", tmp);

		SetTitle(buf, true);
	}

	//stop all soundscapes before deleting the old soundscapes
	m_kvCurrSelected = nullptr;

	if (g_IsPlayingSoundscape)
		PlaySelectedSoundscape();

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

	m_KeyValues = temp;

	//load the file
	LoadFile(m_KeyValues);
}

//-----------------------------------------------------------------------------
// Purpose: Called when a text thing changes
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnTextChanged(KeyValues* keyvalues)
{
	//check for these things
	if (!m_pCurrentSelected || !m_kvCurrSelected)
		return;

	//check to see if the current focus is the text text entry
	if (m_TextEntryName->HasFocus())
	{
		//get text
		char buf[50];
		m_TextEntryName->GetText(buf, sizeof(buf));

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

	//set dsp
	m_kvCurrSelected->SetInt("dsp", Clamp<int>(m_DspEffects->GetActiveItem(), 0, 28));

	//if the m_kvCurrSound is nullptr then dont do the rest of the stuff
	if (!m_kvCurrSound)
		return;

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

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

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

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

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

		//if the string is empty then remove the position instead
		if (!buf[0])
		{
			if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
				m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("positionoverride"));
			else
				m_kvCurrSound->RemoveSubKey(m_kvCurrSound->FindKey("position"));
		}
		else
		{
			if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
				m_kvCurrSound->SetString("positionoverride", buf);
			else
				m_kvCurrSound->SetString("position", buf);

		}

		return;
	}

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

	//set soundscape name/wave
	if (m_SoundNameTextEntry->HasFocus())
	{
		//get text
		char buf[512];
		m_SoundNameTextEntry->GetText(buf, sizeof(buf));

		if (m_iSoundscapeMode == SoundscapeMode::Mode_Looping)
			m_kvCurrSound->SetString("wave", buf);
		else if (m_iSoundscapeMode == SoundscapeMode::Mode_Soundscape)
			m_kvCurrSound->SetString("name", buf);
		else if (m_iSoundscapeMode == SoundscapeMode::Mode_Random && m_kvCurrRndwave)
		{
			//get value
			int i = 0;

			FOR_EACH_VALUE(m_kvCurrRndwave, wave)
			{
				if (++i == m_iCurrRndWave)
				{
					wave->SetStringValue(buf);

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

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

						if (fslash > bslash)
						{
							button->SetText(fslash + 1);
							return;
						}

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

					break;
				}
			}
		}

		return;
	}
}

//-----------------------------------------------------------------------------
// Purpose: Loads the keyvalues
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LoadFile(KeyValues* file)
{
	//clear all the text's
	m_TextEntryName->SetEnabled(false);
	m_TextEntryName->SetText("");

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

	m_TimeTextEntry->SetEnabled(false);
	m_TimeTextEntry->SetText("");

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

	m_PitchTextEntry->SetEnabled(false);
	m_PitchTextEntry->SetText("");

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

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

	m_SoundNamePlay->SetEnabled(false);

	if (g_SoundPanel)
	{
		g_SoundPanel->OnCommand(SOUND_LIST_STOP_COMMAND);
		g_SoundPanel->SetVisible(false);
	}

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

	m_ResetSoundscapeButton->SetEnabled(false);
	m_DeleteCurrentButton->SetEnabled(false);

	//clear current file
	m_pCurrentSelected = nullptr;
	m_kvCurrSelected = nullptr;
	m_kvCurrSound = nullptr;
	m_kvCurrRndwave = nullptr;

	//clear the menu items
	m_SoundscapesList->Clear();
	m_pSoundList->Clear();
	m_pDataList->Clear();

	m_SoundscapesList->m_Keyvalues = file;
	m_pDataList->m_Keyvalues = nullptr;
	m_pSoundList->m_Keyvalues = nullptr;

	g_IsPlayingSoundscape = false;

	//temp soundscapes list
	CUtlVector<const char*> Added;

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

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

		Added.AddToTail(name);
		m_SoundscapesList->AddButton(name, name, name, this, soundscape, SoundscapeClipboardType::Type_SoundscapeName);
	}

	m_SoundscapesList->m_pSideSlider->SetValue(0);
	m_SoundscapesList->ScrollBarMoved(0);

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

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

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

		FOR_EACH_VALUE(m_kvCurrRndwave, wave)
		{
			if (++i == m_iCurrRndWave)
			{
				wave->SetStringValue(text);

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

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

					if (fslash > bslash)
					{
						button->SetText(fslash + 1);
						return;
					}

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

				break;
			}
		}
	}

	return;
}

//-----------------------------------------------------------------------------
// Purpose: Called when a keyboard key is pressed
//-----------------------------------------------------------------------------
void CSoundscapeMaker::OnKeyCodePressed(vgui::KeyCode code)
{
	//check for ctrl o or ctrl s
	if (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LCONTROL) ||
		vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RCONTROL))
	{
		if (code == vgui::KeyCode::KEY_O)
			OnCommand(LOAD_BUTTON_COMMAND);
		else if (code == vgui::KeyCode::KEY_S)
			OnCommand(SAVE_BUTTON_COMMAND);
		else if (code == vgui::KeyCode::KEY_N)
			OnCommand(NEW_BUTTON_COMMAND);
		else if (code == vgui::KeyCode::KEY_P)
		{
			//show settings
			g_SettingsPanel->SetVisible(true);
			g_SettingsPanel->RequestFocus();
			g_SettingsPanel->MoveToFront();
		}

		else if (code == vgui::KeyCode::KEY_D)
			OnCommand(DELETE_CURRENT_ITEM_COMMAND);

		//check for ctrl+alt+a
		else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LALT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RALT)) && m_pSoundList && m_pSoundList->m_Keyvalues)
			m_pSoundList->OnCommand(NEW_RNDWAVE_WAVE_COMMAND);

		//check for just ctrl+shift+a
		else if (code == vgui::KeyCode::KEY_A && (vgui::input()->IsKeyDown(vgui::KeyCode::KEY_LSHIFT) || vgui::input()->IsKeyDown(vgui::KeyCode::KEY_RSHIFT)) && m_SoundscapesList)
			m_SoundscapesList->OnCommand(ADD_SOUNDSCAPE_COMMAND);

		return;
	}

	//check for arrow keys
	if (code == KEY_DOWN || code == KEY_UP)
	{
		if (m_kvCurrRndwave)
		{
			m_pSoundList->OnKeyCodePressed(code);
		}
		else if (m_kvCurrSelected && m_pDataList->m_MenuButtons.Count())
		{
			m_pDataList->OnKeyCodePressed(code);
		}
		else
		{
			m_SoundscapesList->OnKeyCodePressed(code);
		}

		return;
	}

	//get key bound to this
	const char* key = engine->Key_LookupBinding("modbase_soundscape_panel");
	if (!key)
		return;

	//convert the key to a keyboard code
	const char* keystring = KeyCodeToString(code);

	//remove the KEY_ if found
	if (Q_strstr(keystring, "KEY_") == keystring)
		keystring = keystring + 4;

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

//-----------------------------------------------------------------------------
// Purpose: Starts the soundscape on map spawn
//-----------------------------------------------------------------------------
void CSoundscapeMaker::LevelInitPostEntity()
{
	if (g_IsPlayingSoundscape)
		PlaySelectedSoundscape();
}

//-----------------------------------------------------------------------------
// Purpose: Sets keyvalues from text
//-----------------------------------------------------------------------------
void CSoundscapeMaker::Set(const char* buffer)
{
	CUtlBuffer buf(0, 0, CUtlBuffer::TEXT_BUFFER);
	buf.PutString(buffer);

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

		//show an error
		vgui::QueryBox* popup = new vgui::QueryBox("Error", "Failed to open keyvalues data from \"Text Editor Panel\"", this);
		popup->SetOKButtonText("Ok");
		popup->SetCancelButtonVisible(false);
		popup->AddActionSignalTarget(this);
		popup->DoModal(this);

		temp->deleteThis();
		return;
	}

	//stop all soundscapes before deleting the old soundscapes
	m_kvCurrSelected = nullptr;

	if (g_IsPlayingSoundscape)
		PlaySelectedSoundscape();

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

	m_KeyValues = temp;

	//load the file
	LoadFile(m_KeyValues);
}

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

//static panel instance
static CSoundscapeMaker* g_SSMakerPanel = nullptr;

//interface class
class CSoundscapeMakerInterface : public ISoundscapeMaker
{
public:
	void Create(vgui::VPANEL parent)
	{
		g_SSMakerPanel = new CSoundscapeMaker(parent);
		g_SoundPanel = new CSoundListPanel(parent, "SoundscapeSoundListPanel");
		g_SettingsPanel = new CSoundscapeSettingsPanel(parent, "SoundscapeSettingsPanel");
		g_SoundscapeTextPanel = new CSoundscapeTextPanel(parent, "SoundscapeTextPanel");
		g_SoundscapeDebugPanel = new CSoundscapeDebugPanel(parent, "SoundscapeDebugPanel");
	}

	void SetVisible(bool bVisible)
	{
		if (g_SSMakerPanel)
			g_SSMakerPanel->SetVisible(bVisible);
	}

	void Destroy()
	{
		if (g_SSMakerPanel)
			g_SSMakerPanel->DeletePanel();

		if (g_SoundPanel)
			g_SoundPanel->DeletePanel();

		if (g_SettingsPanel)
			g_SettingsPanel->DeletePanel();

		if (g_SoundscapeTextPanel)
			g_SoundscapeTextPanel->DeletePanel();

		if (g_SoundscapeDebugPanel)
			g_SoundscapeDebugPanel->DeletePanel();

		if (g_SoundscapeClipboard)
			g_SoundscapeClipboard->DeletePanel();

		g_SSMakerPanel = nullptr;
		g_SoundPanel = nullptr;
		g_SettingsPanel = nullptr;
		g_SoundscapeTextPanel = nullptr;
		g_SoundscapeDebugPanel = nullptr;
		g_SoundscapeClipboard = nullptr;
	}

	void SetSoundText(const char* text)
	{
		if (!g_SSMakerPanel)
			return;

		g_SSMakerPanel->SetSoundText(text);
		g_SSMakerPanel->RequestFocus();
		g_SSMakerPanel->MoveToFront();
	}

	void SetAllVisible(bool bVisible)
	{
		g_ShowSoundscapePanel = false;

		if (g_SSMakerPanel)
			g_SSMakerPanel->SetVisible(bVisible);

		if (g_SoundPanel)
			g_SoundPanel->SetVisible(bVisible);

		if (g_SettingsPanel)
			g_SettingsPanel->SetVisible(bVisible);

		if (g_SoundscapeTextPanel)
			g_SoundscapeTextPanel->SetVisible(bVisible);

		if (g_SoundscapeDebugPanel)
			g_SoundscapeDebugPanel->SetVisible(bVisible);
	}

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

	KeyValues* GetPanelFile()
	{
		return g_SSMakerPanel->m_KeyValues;
	}

	KeyValues* GetPanelSelected()
	{
		return g_SSMakerPanel->m_kvCurrSelected;
	}

	void PasteFromClipboard(int type)
	{
		g_SSMakerPanel->Paste((SoundscapeClipboardType)type);
	}
};

CSoundscapeMakerInterface SoundscapeMaker;
ISoundscapeMaker* g_SoundscapeMaker = &SoundscapeMaker;

//-----------------------------------------------------------------------------
// Purpose: User message hook function for setting/getting soundscape position
//-----------------------------------------------------------------------------
void _SoundscapeMaker_Recieve(bf_read& bf)
{
	//show the soundscape panel
	g_ShowSoundscapePanel = true;
	g_SSMakerPanel->SetVisible(true);

	//show settings panel
	g_SettingsPanel->SetVisible(true);

	//get the stuff
	byte index = bf.ReadByte();
	Vector pos;
	bf.ReadBitVec3Coord(pos);

	//if index == -1 (255) then that means the message was canceled
	if (index == 255)
		return;

	//clamp index and get pos
	index = Clamp<int>(index, 0, MAX_SOUNDSCAPES - 1);

	//send message to settings
	g_SettingsPanel->SetItem(index, pos);
}

//-----------------------------------------------------------------------------
// Purpose: Command to toggle the soundscape panel
//-----------------------------------------------------------------------------
CON_COMMAND(modbase_soundscape_panel, "Toggles the modebase soundscape panel")
{
	g_ShowSoundscapePanel = !g_ShowSoundscapePanel;
	SoundscapeMaker.SetVisible(g_ShowSoundscapePanel);

	//tell player to stop soundscape mode
	static ConCommand* cc = cvar->FindCommand("__ss_maker_stop");
	if (cc)
		cc->Dispatch({});
}