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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef SCENEPREVIEWDLG_H
#define SCENEPREVIEWDLG_H
#ifdef _WIN32
#pragma once
#endif
class CChoreoScene;
class CScenePreviewDlg : public CDialog
{
// Construction
public:
// Note: the dialog now owns the scene and it'll delete it when it goes away.
CScenePreviewDlg( CChoreoScene *pScene, const char *pSceneFilename, CWnd* pParent = NULL ); // standard constructor
virtual ~CScenePreviewDlg();
// Dialog Data
//{{AFX_DATA(CSoundBrowser)
DECLARE_MESSAGE_MAP()
enum { IDD = IDD_SCENE_PREVIEW };
protected:
BOOL OnInitDialog();
virtual LRESULT DefWindowProc( UINT message, WPARAM wParam, LPARAM lParam );
virtual void OnCancel(void);
private:
static DWORD WINAPI StaticIdleThread( LPVOID pParameter );
DWORD IdleThread();
void OnIdle();
void EndThread();
private:
CChoreoScene *m_pScene;
HANDLE m_hExitThreadEvent;
HANDLE m_hIdleEventHandledEvent;
HANDLE m_hIdleThread;
int m_iLastEventPlayed; // Last sound event we handled.
double m_flStartTime; // When we started playing the scene.
char m_SceneFilename[MAX_PATH];
};
#endif // SCENEPREVIEWDLG_H
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