void CPreviewDlg::BuildTree() { CWaitCursor cursor; quickTree.Clear(); treeMedia.DeleteAllItems(); idFileList *files; if ( currentMode == GUIS ) { files = fileSystem->ListFilesTree( "guis", ".gui" ); AddStrList( "base", files->GetList(), GUIS ); fileSystem->FreeFileList( files ); } else if ( currentMode == MODELS ) { files = fileSystem->ListFilesTree( "models", ".lwo" ); AddStrList( "base", files->GetList(), MODELS ); fileSystem->FreeFileList( files ); files = fileSystem->ListFilesTree( "models", ".ase" ); AddStrList( "base", files->GetList(), MODELS ); fileSystem->FreeFileList( files ); files = fileSystem->ListFilesTree( "models", ".ma" ); AddStrList( "base", files->GetList(), MODELS ); fileSystem->FreeFileList( files ); } else if ( currentMode == SOUNDS ) { AddSounds( true ); } else if ( currentMode == MATERIALS ) { AddMaterials( true ); } else if ( currentMode == PARTICLES ) { AddParticles( true ); } else if ( currentMode == SKINS ) { AddSkins( true ); } }
void CDialogSound::OnBtnRefresh() { CWaitCursor cursor; treeSounds.DeleteAllItems(); quickTree.Clear(); declManager->Reload( false ); AddSounds(true); }
BOOL CDialogSound::OnInitDialog() { CDialog::OnInitDialog(); // Indicate the sound dialog is opened com_editors |= EDITOR_SOUND; inUseTree = NULL; AddSounds(true); AddGroups(); AddSpeakers(); AddInUseSounds(); SetWaveSize(); return TRUE; // return TRUE unless you set the focus to a control // EXCEPTION: OCX Property Pages should return FALSE }