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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
149
Code/Tools/LevelEdit/MusicPropPage.cpp
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149
Code/Tools/LevelEdit/MusicPropPage.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// MusicPropPage.cpp : implementation file
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//
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#include "stdafx.h"
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#include "LevelEdit.h"
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#include "MusicPropPage.h"
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#include "AudibleSound.h"
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#include "FileMgr.h"
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#include "Phys.h"
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#include "SceneEditor.h"
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#include "SoundBuffer.h"
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#include "Utils.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// MusicPropPage property page
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IMPLEMENT_DYNCREATE(MusicPropPageClass, CPropertyPage)
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MusicPropPageClass::MusicPropPageClass() : CPropertyPage(MusicPropPageClass::IDD)
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{
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//{{AFX_DATA_INIT(MusicPropPageClass)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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MusicPropPageClass::~MusicPropPageClass()
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{
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}
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void MusicPropPageClass::DoDataExchange(CDataExchange* pDX)
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{
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CPropertyPage::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(MusicPropPageClass)
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// NOTE: the ClassWizard will add DDX and DDV calls here
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(MusicPropPageClass, CPropertyPage)
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//{{AFX_MSG_MAP(MusicPropPageClass)
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ON_BN_CLICKED(IDC_MUSIC_BROWSE, OnBrowse)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// MusicPropPageClass message handlers
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BOOL MusicPropPageClass::OnInitDialog()
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{
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CPropertyPage::OnInitDialog();
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//
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// Put the background music pathname into the edit control.
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//
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SceneEditorClass *sceneeditor = ::Get_Scene_Editor();
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CString filename = sceneeditor->Get_Background_Music_Filename ();
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if (filename.GetLength () > 0) {
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CString pathname = ::Get_File_Mgr()->Make_Full_Path (filename);
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SetDlgItemText (IDC_MUSIC_PATHNAME, pathname);
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}
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void MusicPropPageClass::OnBrowse()
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{
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// Determine what filename and path to initially display in the dialog.
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CString defaultpathname;
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CString pathname;
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if (GetDlgItemText (IDC_MUSIC_PATHNAME, defaultpathname) > 0) {
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defaultpathname = ::Get_File_Mgr()->Make_Full_Path (defaultpathname);
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pathname = ::Strip_Filename_From_Path (defaultpathname);
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} else {
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pathname = ::Get_File_Mgr()->Get_Base_Path();
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}
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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);
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// Set the pathname so it opens in the correct directory.
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dialog.m_ofn.lpstrInitialDir = pathname;
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// Ask the user which new asset file to use.
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if (dialog.DoModal () == IDOK) {
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// Is the new path valid?
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if (::Get_File_Mgr ()->Is_Path_Valid (dialog.GetPathName())) {
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// Convert the new asset file path to a relative path and pass it onto the base.
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CString relativepathname = ::Get_File_Mgr ()->Make_Relative_Path (dialog.GetPathName());
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SetDlgItemText (IDC_MUSIC_PATHNAME, relativepathname);
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} else {
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// Let the user know that this pathname is invalid.
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CString message;
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CString title;
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message.Format (IDS_INVALID_MODEL_PATH_MSG, (LPCTSTR)::Get_File_Mgr()->Get_Base_Path());
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title.LoadString (IDS_INVALID_MODEL_PATH_TITLE);
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::MessageBox (m_hWnd, message, title, MB_ICONERROR | MB_OK);
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}
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}
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}
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void MusicPropPageClass::OnOK()
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{
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// Pass the music pathname onto the scene editor.
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CString pathname;
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GetDlgItemText (IDC_MUSIC_PATHNAME, pathname);
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SceneEditorClass *sceneeditor = ::Get_Scene_Editor();
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sceneeditor->Set_Background_Music (pathname);
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// Check this file into VSS (if possible).
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if (::Get_File_Mgr()->Is_VSS_Read_Only() == false) {
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::Get_File_Mgr ()->Add_File_To_Database (pathname);
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}
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CPropertyPage::OnOK();
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return ;
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}
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