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CnC_Renegade/Code/Tools/LevelEdit/MusicPropPage.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// MusicPropPage.cpp : implementation file
//
#include "stdafx.h"
#include "LevelEdit.h"
#include "MusicPropPage.h"
#include "AudibleSound.h"
#include "FileMgr.h"
#include "Phys.h"
#include "SceneEditor.h"
#include "SoundBuffer.h"
#include "Utils.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// MusicPropPage property page
IMPLEMENT_DYNCREATE(MusicPropPageClass, CPropertyPage)
MusicPropPageClass::MusicPropPageClass() : CPropertyPage(MusicPropPageClass::IDD)
{
//{{AFX_DATA_INIT(MusicPropPageClass)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
}
MusicPropPageClass::~MusicPropPageClass()
{
}
void MusicPropPageClass::DoDataExchange(CDataExchange* pDX)
{
CPropertyPage::DoDataExchange(pDX);
//{{AFX_DATA_MAP(MusicPropPageClass)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(MusicPropPageClass, CPropertyPage)
//{{AFX_MSG_MAP(MusicPropPageClass)
ON_BN_CLICKED(IDC_MUSIC_BROWSE, OnBrowse)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// MusicPropPageClass message handlers
BOOL MusicPropPageClass::OnInitDialog()
{
CPropertyPage::OnInitDialog();
//
// Put the background music pathname into the edit control.
//
SceneEditorClass *sceneeditor = ::Get_Scene_Editor();
CString filename = sceneeditor->Get_Background_Music_Filename ();
if (filename.GetLength () > 0) {
CString pathname = ::Get_File_Mgr()->Make_Full_Path (filename);
SetDlgItemText (IDC_MUSIC_PATHNAME, pathname);
}
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
void MusicPropPageClass::OnBrowse()
{
// Determine what filename and path to initially display in the dialog.
CString defaultpathname;
CString pathname;
if (GetDlgItemText (IDC_MUSIC_PATHNAME, defaultpathname) > 0) {
defaultpathname = ::Get_File_Mgr()->Make_Full_Path (defaultpathname);
pathname = ::Strip_Filename_From_Path (defaultpathname);
} else {
pathname = ::Get_File_Mgr()->Get_Base_Path();
}
CFileDialog dialog (TRUE, ".wav", defaultpathname, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT | OFN_EXPLORER, "All Sound Files|*.wav;*.mp3|WAV File (*.wav)|*.wav|MP3 File (*.mp3)|*.mp3||", this);
// Set the pathname so it opens in the correct directory.
dialog.m_ofn.lpstrInitialDir = pathname;
// Ask the user which new asset file to use.
if (dialog.DoModal () == IDOK) {
// Is the new path valid?
if (::Get_File_Mgr ()->Is_Path_Valid (dialog.GetPathName())) {
// Convert the new asset file path to a relative path and pass it onto the base.
CString relativepathname = ::Get_File_Mgr ()->Make_Relative_Path (dialog.GetPathName());
SetDlgItemText (IDC_MUSIC_PATHNAME, relativepathname);
} else {
// Let the user know that this pathname is invalid.
CString message;
CString title;
message.Format (IDS_INVALID_MODEL_PATH_MSG, (LPCTSTR)::Get_File_Mgr()->Get_Base_Path());
title.LoadString (IDS_INVALID_MODEL_PATH_TITLE);
::MessageBox (m_hWnd, message, title, MB_ICONERROR | MB_OK);
}
}
}
void MusicPropPageClass::OnOK()
{
// Pass the music pathname onto the scene editor.
CString pathname;
GetDlgItemText (IDC_MUSIC_PATHNAME, pathname);
SceneEditorClass *sceneeditor = ::Get_Scene_Editor();
sceneeditor->Set_Background_Music (pathname);
// Check this file into VSS (if possible).
if (::Get_File_Mgr()->Is_VSS_Read_Only() == false) {
::Get_File_Mgr ()->Add_File_To_Database (pathname);
}
CPropertyPage::OnOK();
return ;
}