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Moved the rest of the MoviePlayer class into animation.cpp/.h, plus some
minor cleanups. (Mostly spacing and indentation). Unfortunately the Ogg Vorbis playback causes ScummVM to crash for me, so I can't say for certain that I didn't break anything. svn-id: r12356
This commit is contained in:
parent
73d73982af
commit
8a66ba33cf
@ -28,11 +28,13 @@
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namespace Sword2 {
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// Build 'Best-Match' RGB lookup table
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/**
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* Build 'Best-Match' RGB lookup table
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*/
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void AnimationState::buildLookup(int p, int lines) {
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int y, cb;
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int r, g, b, ii;
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if (p != curpal) {
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curpal = p;
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@ -44,17 +46,17 @@ void AnimationState::buildLookup(int p, int lines) {
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return;
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for (ii = 0; ii < lines; ii++) {
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r = (-16*256 + (int)(256*1.596) * ((cr<<SHIFT)-128)) / 256;
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r = (-16 * 256 + (int) (256 * 1.596) * ((cr << SHIFT) - 128)) / 256;
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for (cb = 0; cb < BITDEPTH; cb++) {
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g = (-16*256 - (int)(0.813*256) * ((cr<<SHIFT)-128) - (int)(0.391*256) * ((cb<<SHIFT)-128)) / 256;
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b = (-16*256 + (int)(2.018*256) * ((cb<<SHIFT)-128)) / 256;
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g = (-16 * 256 - (int) (0.813 * 256) * ((cr << SHIFT) - 128) - (int) (0.391 * 256) * ((cb << SHIFT) - 128)) / 256;
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b = (-16 * 256 + (int) (2.018 * 256) * ((cb << SHIFT) - 128)) / 256;
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for (y = 0; y < BITDEPTH; y++) {
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int idx, bst = 0;
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int dis = 2*SQR(r-palettes[p].pal[0])+4*SQR(g-palettes[p].pal[1])+SQR(b-palettes[p].pal[2]);
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int dis = 2 * SQR(r - palettes[p].pal[0]) + 4 * SQR(g - palettes[p].pal[1]) + SQR(b - palettes[p].pal[2]);
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for (idx = 1; idx < 256; idx++) {
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long d2 = 2*SQR(r-palettes[p].pal[4*idx])+4*SQR(g-palettes[p].pal[4*idx+1])+SQR(b-palettes[p].pal[4*idx+2]);
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long d2 = 2 * SQR(r - palettes[p].pal[4 * idx]) + 4 * SQR(g - palettes[p].pal[4 * idx + 1]) + SQR(b - palettes[p].pal[4 * idx + 2]);
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if (d2 < dis) {
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bst = idx;
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dis = d2;
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@ -74,6 +76,294 @@ void AnimationState::buildLookup(int p, int lines) {
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}
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}
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void MoviePlayer::openTextObject(MovieTextObject *obj) {
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if (obj->textSprite)
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_vm->_graphics->createSurface(obj->textSprite, &_textSurface);
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}
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void MoviePlayer::closeTextObject(MovieTextObject *obj) {
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if (_textSurface) {
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_vm->_graphics->deleteSurface(_textSurface);
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_textSurface = NULL;
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}
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}
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void MoviePlayer::drawTextObject(MovieTextObject *obj) {
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if (obj->textSprite && _textSurface)
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_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
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}
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/**
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* Plays an animated cutscene.
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* @param filename the file name of the cutscene file
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* @param text the subtitles and voiceovers for the cutscene
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* @param musicOut lead-out music
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*/
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int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
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#ifdef USE_MPEG2
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int frameCounter = 0, textCounter = 0;
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PlayingSoundHandle handle;
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bool skipCutscene = false, textVisible = false;
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uint32 flags = SoundMixer::FLAG_16BITS, ticks = _vm->_system->get_msecs() + 83;
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uint8 oldPal[1024];
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memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
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AnimationState * anim = initAnimation(filename);
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if (!anim) {
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// Missing Files? Use the old 'Narration Only' hack
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playDummy(filename, text, musicOut);
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return RD_OK;
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}
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_vm->_graphics->clearScene();
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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#ifndef SCUMM_BIG_ENDIAN
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flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
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#endif
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while (1) {
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if (!decodeFrame(anim)) break;
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_vm->_graphics->setNeedFullRedraw();
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if (text && text[textCounter]) {
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if (frameCounter == text[textCounter]->startFrame) {
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openTextObject(text[textCounter]);
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textVisible = true;
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if (text[textCounter]->speech) {
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_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
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}
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}
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if (frameCounter == text[textCounter]->endFrame) {
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closeTextObject(text[textCounter]);
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textCounter++;
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textVisible = false;
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}
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if (textVisible)
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drawTextObject(text[textCounter]);
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}
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frameCounter++;
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_vm->_graphics->updateDisplay(true);
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KeyboardEvent ke;
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if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
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_vm->_mixer->stopHandle(handle);
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skipCutscene = true;
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break;
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}
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// Simulate ~12 frames per second. I don't know what
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// frame rate the original movies had, or even if it
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// was constant, but this seems to work reasonably.
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_vm->sleepUntil(ticks);
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ticks += 82;
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}
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// Wait for the voice to stop playing. This is to make sure
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// that we don't cut off the speech in mid-sentence, and - even
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// more importantly - that we don't free the sound buffer while
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// it's in use.
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while (handle.isActive()) {
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_vm->_graphics->updateDisplay(false);
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_vm->_system->delay_msecs(100);
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}
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if (text)
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closeTextObject(text[textCounter]);
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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// HACK: Remove the instructions created above
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Common::Rect r;
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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r.left = r.top = 0;
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r.right = _vm->_graphics->_screenWide;
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r.bottom = MENUDEEP;
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_vm->_graphics->updateRect(&r);
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// FIXME: For now, only play the lead-out music for cutscenes
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// that have subtitles.
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if (!skipCutscene)
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_vm->_sound->playLeadOut(musicOut);
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_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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doneAnimation(anim);
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// Lead-in and lead-out music are, as far as I can tell, only used for
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// the animated cut-scenes, so this seems like a good place to close
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// both of them.
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_vm->_sound->closeFx(-1);
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_vm->_sound->closeFx(-2);
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return RD_OK;
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#else
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// No MPEG2? Use the old 'Narration Only' hack
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playDummy(filename, text, musicOut);
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return RD_OK;
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#endif
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}
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/**
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* This just plays the cutscene with voiceovers / subtitles, in case the files
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* are missing.
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*/
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int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
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int frameCounter = 0, textCounter = 0;
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if (text) {
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uint8 oldPal[1024];
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uint8 tmpPal[1024];
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_vm->_graphics->clearScene();
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// HACK: Draw instructions
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//
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// I'm using the the menu area, because that's unlikely to be
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// touched by anything else during the cutscene.
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
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Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
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FrameHeader *frame = (FrameHeader *) data->ad;
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SpriteInfo msgSprite;
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uint8 *msgSurface;
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msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2;
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msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
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msgSprite.w = frame->width;
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msgSprite.h = frame->height;
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msgSprite.type = RDSPR_NOCOMPRESSION;
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msgSprite.data = data->ad + sizeof(FrameHeader);
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_vm->_graphics->createSurface(&msgSprite, &msgSurface);
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_vm->_graphics->drawSurface(&msgSprite, msgSurface);
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_vm->_graphics->deleteSurface(msgSurface);
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_vm->_memory->freeMemory(data);
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// In case the cutscene has a long lead-in, start just before
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// the first line of text.
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frameCounter = text[0]->startFrame - 12;
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// Fake a palette that will hopefully make the text visible.
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// In the opening cutscene it seems to use colours 1 (black?)
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// and 255 (white?).
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//
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// The text should probably be colored the same as the rest of
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// the in-game text.
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memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
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memset(tmpPal, 0, 1024);
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tmpPal[255 * 4 + 0] = 255;
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tmpPal[255 * 4 + 1] = 255;
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tmpPal[255 * 4 + 2] = 255;
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_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
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PlayingSoundHandle handle;
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bool skipCutscene = false;
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uint32 flags = SoundMixer::FLAG_16BITS;
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#ifndef SCUMM_BIG_ENDIAN
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flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
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#endif
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while (1) {
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if (!text[textCounter])
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break;
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if (frameCounter == text[textCounter]->startFrame) {
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_vm->_graphics->clearScene();
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openTextObject(text[textCounter]);
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drawTextObject(text[textCounter]);
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if (text[textCounter]->speech) {
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_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
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}
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}
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if (frameCounter == text[textCounter]->endFrame) {
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closeTextObject(text[textCounter]);
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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textCounter++;
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}
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frameCounter++;
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_vm->_graphics->updateDisplay();
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KeyboardEvent ke;
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if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
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_vm->_mixer->stopHandle(handle);
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skipCutscene = true;
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break;
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}
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// Simulate ~12 frames per second. I don't know what
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// frame rate the original movies had, or even if it
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// was constant, but this seems to work reasonably.
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_vm->_system->delay_msecs(90);
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}
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// Wait for the voice to stop playing. This is to make sure
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// that we don't cut off the speech in mid-sentence, and - even
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// more importantly - that we don't free the sound buffer while
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// it's in use.
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while (handle.isActive()) {
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_vm->_graphics->updateDisplay(false);
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_vm->_system->delay_msecs(100);
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}
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closeTextObject(text[textCounter]);
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_vm->_graphics->clearScene();
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_vm->_graphics->setNeedFullRedraw();
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// HACK: Remove the instructions created above
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Common::Rect r;
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memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
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r.left = r.top = 0;
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r.right = _vm->_graphics->_screenWide;
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r.bottom = MENUDEEP;
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_vm->_graphics->updateRect(&r);
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// FIXME: For now, only play the lead-out music for cutscenes
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// that have subtitles.
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if (!skipCutscene)
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_vm->_sound->playLeadOut(musicOut);
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_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
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}
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// Lead-in and lead-out music are, as far as I can tell, only used for
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// the animated cut-scenes, so this seems like a good place to close
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// both of them.
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_vm->_sound->closeFx(-1);
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_vm->_sound->closeFx(-2);
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return RD_OK;
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}
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void MoviePlayer::checkPaletteSwitch(AnimationState * st) {
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// if we have reached the last image with this palette, switch to new one
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if (st->framenum == st->palettes[st->palnum].end) {
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@ -86,52 +376,42 @@ void MoviePlayer::checkPaletteSwitch(AnimationState * st) {
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}
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}
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#ifndef USE_MPEG2
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bool MoviePlayer::decodeFrame(AnimationState * st) {
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// Dummy for MPEG2-less builds
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return false;
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}
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#else
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#ifdef USE_MPEG2
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bool MoviePlayer::decodeFrame(AnimationState * st) {
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mpeg2_state_t state;
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const mpeg2_sequence_t *sequence_i;
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size_t size = (size_t)-1;
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size_t size = (size_t) -1;
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do {
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state = mpeg2_parse (st->decoder);
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state = mpeg2_parse(st->decoder);
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sequence_i = st->info->sequence;
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switch (state) {
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case STATE_BUFFER:
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size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
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mpeg2_buffer (st->decoder, st->buffer, st->buffer + size);
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case STATE_BUFFER:
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size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
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mpeg2_buffer(st->decoder, st->buffer, st->buffer + size);
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break;
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case STATE_SLICE:
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case STATE_END:
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if (st->info->display_fbuf) {
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checkPaletteSwitch(st);
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_vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
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st->framenum++;
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st->buildLookup(st->palnum+1, st->lutcalcnum);
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return true;
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}
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case STATE_SLICE:
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case STATE_END:
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if (st->info->display_fbuf) {
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checkPaletteSwitch(st);
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_vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
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st->framenum++;
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st->buildLookup(st->palnum + 1, st->lutcalcnum);
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return true;
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}
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break;
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default:
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break;
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default:
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break;
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}
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} while (size);
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return false;
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}
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#endif
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#ifndef USE_MPEG2
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AnimationState *MoviePlayer::initAnimation(const char *name) {
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return 0;
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}
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#else
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AnimationState *MoviePlayer::initAnimation(const char *name) {
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char basename[512], tempFile[512];
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AnimationState *st = new AnimationState;
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@ -158,9 +438,9 @@ AnimationState *MoviePlayer::initAnimation(const char *name) {
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fscanf(f, "%i", &r);
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fscanf(f, "%i", &g);
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fscanf(f, "%i", &b);
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st->palettes[p].pal[4*i] = r;
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st->palettes[p].pal[4*i+1] = g;
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st->palettes[p].pal[4*i+2] = b;
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st->palettes[p].pal[4 * i] = r;
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st->palettes[p].pal[4 * i + 1] = g;
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st->palettes[p].pal[4 * i + 2] = b;
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}
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p++;
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}
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@ -184,7 +464,7 @@ AnimationState *MoviePlayer::initAnimation(const char *name) {
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}
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// Load and configure decoder
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st->decoder = mpeg2_init ();
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st->decoder = mpeg2_init();
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if (st->decoder == NULL) {
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warning("Cutscene: Could not allocate an MPEG2 decoder");
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delete st;
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@ -195,34 +475,48 @@ AnimationState *MoviePlayer::initAnimation(const char *name) {
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st->framenum = 0;
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// Load in palette data
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st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
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st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
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/* Play audio - TODO: Sync with video?*/
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#ifdef USE_VORBIS
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// Another TODO: There is no reason that this only allows OGG, and not MP3, or any other format
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// the mixer might support one day... is there?
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File *sndFile = new File;
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sprintf(tempFile, "%s.ogg", basename);
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if (sndFile->open(tempFile))
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_vm->_mixer->playVorbis(&st->bgSound, sndFile, 100000000);
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#endif
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// FIXME: This leaks (sndFile will never be deleted)
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return st;
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}
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#endif
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#ifndef USE_MPEG2
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void MoviePlayer::doneAnimation(AnimationState *st) {
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}
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#else
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void MoviePlayer::doneAnimation(AnimationState *st) {
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_vm->_mixer->stopHandle(st->bgSound);
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if (st->bgSound.isActive())
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_vm->_mixer->stopHandle(st->bgSound);
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mpeg2_close (st->decoder);
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||||
st->mpgfile->close();
|
||||
delete st->mpgfile;
|
||||
delete st;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
bool MoviePlayer::decodeFrame(AnimationState * st) {
|
||||
// Dummy for MPEG2-less builds
|
||||
return false;
|
||||
}
|
||||
|
||||
AnimationState *MoviePlayer::initAnimation(const char *name) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
void MoviePlayer::doneAnimation(AnimationState *st) {
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
@ -41,41 +41,61 @@ namespace Sword2 {
|
||||
|
||||
#define BUFFER_SIZE 4096
|
||||
|
||||
|
||||
class AnimationState {
|
||||
public:
|
||||
int palnum;
|
||||
int palnum;
|
||||
|
||||
byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
|
||||
byte *lut;
|
||||
byte *lut2;
|
||||
int lutcalcnum;
|
||||
byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
|
||||
byte *lut;
|
||||
byte *lut2;
|
||||
int lutcalcnum;
|
||||
|
||||
int framenum;
|
||||
int framenum;
|
||||
|
||||
#ifdef USE_MPEG2
|
||||
mpeg2dec_t *decoder;
|
||||
const mpeg2_info_t *info;
|
||||
#endif
|
||||
File *mpgfile;
|
||||
#ifdef USE_MPEG2
|
||||
mpeg2dec_t *decoder;
|
||||
const mpeg2_info_t *info;
|
||||
#endif
|
||||
|
||||
int curpal;
|
||||
int cr;
|
||||
int pos;
|
||||
File *mpgfile;
|
||||
|
||||
struct {
|
||||
int cnt;
|
||||
int end;
|
||||
byte pal[4 * 256];
|
||||
} palettes[50];
|
||||
int curpal;
|
||||
int cr;
|
||||
int pos;
|
||||
|
||||
byte buffer[BUFFER_SIZE];
|
||||
struct {
|
||||
int cnt;
|
||||
int end;
|
||||
byte pal[4 * 256];
|
||||
} palettes[50];
|
||||
|
||||
PlayingSoundHandle bgSound;
|
||||
byte buffer[BUFFER_SIZE];
|
||||
|
||||
PlayingSoundHandle bgSound;
|
||||
|
||||
public:
|
||||
void buildLookup(int p, int lines);
|
||||
};
|
||||
|
||||
class MoviePlayer {
|
||||
private:
|
||||
Sword2Engine *_vm;
|
||||
uint8 *_textSurface;
|
||||
|
||||
void openTextObject(MovieTextObject *obj);
|
||||
void closeTextObject(MovieTextObject *obj);
|
||||
void drawTextObject(MovieTextObject *obj);
|
||||
|
||||
void checkPaletteSwitch(AnimationState * st);
|
||||
|
||||
AnimationState * initAnimation(const char *name);
|
||||
void doneAnimation(AnimationState * st);
|
||||
bool decodeFrame(AnimationState * st);
|
||||
|
||||
public:
|
||||
MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
|
||||
int32 play(const char *filename, MovieTextObject *text[], uint8 *musicOut);
|
||||
int32 playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut);
|
||||
};
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
@ -116,289 +116,4 @@ void Graphics::clearScene(void) {
|
||||
memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP);
|
||||
}
|
||||
|
||||
void MoviePlayer::openTextObject(MovieTextObject *obj) {
|
||||
if (obj->textSprite)
|
||||
_vm->_graphics->createSurface(obj->textSprite, &_textSurface);
|
||||
}
|
||||
|
||||
void MoviePlayer::closeTextObject(MovieTextObject *obj) {
|
||||
if (_textSurface) {
|
||||
_vm->_graphics->deleteSurface(_textSurface);
|
||||
_textSurface = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void MoviePlayer::drawTextObject(MovieTextObject *obj) {
|
||||
if (obj->textSprite && _textSurface)
|
||||
_vm->_graphics->drawSurface(obj->textSprite, _textSurface);
|
||||
}
|
||||
|
||||
/**
|
||||
* Plays an animated cutscene.
|
||||
* @param filename the file name of the cutscene file
|
||||
* @param text the subtitles and voiceovers for the cutscene
|
||||
* @param musicOut lead-out music
|
||||
*/
|
||||
|
||||
int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
|
||||
#ifdef USE_MPEG2
|
||||
int frameCounter = 0, textCounter = 0;
|
||||
PlayingSoundHandle handle;
|
||||
bool skipCutscene = false, textVisible = false;
|
||||
uint32 flags = SoundMixer::FLAG_16BITS, ticks = _vm->_system->get_msecs() + 83;
|
||||
|
||||
uint8 oldPal[1024];
|
||||
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
|
||||
|
||||
AnimationState * anim = initAnimation(filename);
|
||||
if (!anim) {
|
||||
// Missing Files? Use the old 'Narration Only' hack
|
||||
playDummy(filename, text, musicOut);
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
_vm->_graphics->clearScene();
|
||||
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
|
||||
|
||||
|
||||
#ifndef SCUMM_BIG_ENDIAN
|
||||
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
|
||||
#endif
|
||||
|
||||
while (1) {
|
||||
if (!decodeFrame(anim)) break;
|
||||
_vm->_graphics->setNeedFullRedraw();
|
||||
|
||||
if (text && text[textCounter]) {
|
||||
if (frameCounter == text[textCounter]->startFrame) {
|
||||
openTextObject(text[textCounter]);
|
||||
textVisible = true;
|
||||
if (text[textCounter]->speech) {
|
||||
_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
|
||||
}
|
||||
}
|
||||
|
||||
if (frameCounter == text[textCounter]->endFrame) {
|
||||
closeTextObject(text[textCounter]);
|
||||
textCounter++;
|
||||
textVisible = false;
|
||||
}
|
||||
if (textVisible)
|
||||
drawTextObject(text[textCounter]);
|
||||
}
|
||||
|
||||
frameCounter++;
|
||||
|
||||
_vm->_graphics->updateDisplay(true);
|
||||
|
||||
KeyboardEvent ke;
|
||||
|
||||
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
|
||||
_vm->_mixer->stopHandle(handle);
|
||||
skipCutscene = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// Simulate ~12 frames per second. I don't know what
|
||||
// frame rate the original movies had, or even if it
|
||||
// was constant, but this seems to work reasonably.
|
||||
|
||||
_vm->sleepUntil(ticks);
|
||||
ticks += 82;
|
||||
|
||||
}
|
||||
|
||||
// Wait for the voice to stop playing. This is to make sure
|
||||
// that we don't cut off the speech in mid-sentence, and - even
|
||||
// more importantly - that we don't free the sound buffer while
|
||||
// it's in use.
|
||||
|
||||
while (handle.isActive()) {
|
||||
_vm->_graphics->updateDisplay(false);
|
||||
_vm->_system->delay_msecs(100);
|
||||
}
|
||||
|
||||
if (text)
|
||||
closeTextObject(text[textCounter]);
|
||||
|
||||
_vm->_graphics->clearScene();
|
||||
_vm->_graphics->setNeedFullRedraw();
|
||||
|
||||
// HACK: Remove the instructions created above
|
||||
Common::Rect r;
|
||||
|
||||
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
|
||||
r.left = r.top = 0;
|
||||
r.right = _vm->_graphics->_screenWide;
|
||||
r.bottom = MENUDEEP;
|
||||
_vm->_graphics->updateRect(&r);
|
||||
|
||||
// FIXME: For now, only play the lead-out music for cutscenes
|
||||
// that have subtitles.
|
||||
if (!skipCutscene)
|
||||
_vm->_sound->playLeadOut(musicOut);
|
||||
|
||||
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
|
||||
|
||||
doneAnimation(anim);
|
||||
|
||||
// Lead-in and lead-out music are, as far as I can tell, only used for
|
||||
// the animated cut-scenes, so this seems like a good place to close
|
||||
// both of them.
|
||||
|
||||
_vm->_sound->closeFx(-1);
|
||||
_vm->_sound->closeFx(-2);
|
||||
|
||||
return RD_OK;
|
||||
#else
|
||||
// No MPEG2? Use the old 'Narration Only' hack
|
||||
playDummy(filename, text, musicOut);
|
||||
return RD_OK;
|
||||
#endif
|
||||
}
|
||||
|
||||
// This just plays the cutscene with voiceovers / subtitles, in case the files are missing
|
||||
int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut) {
|
||||
int frameCounter = 0, textCounter = 0;
|
||||
if (text) {
|
||||
uint8 oldPal[1024];
|
||||
uint8 tmpPal[1024];
|
||||
|
||||
_vm->_graphics->clearScene();
|
||||
|
||||
// HACK: Draw instructions
|
||||
//
|
||||
// I'm using the the menu area, because that's unlikely to be
|
||||
// touched by anything else during the cutscene.
|
||||
|
||||
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
|
||||
|
||||
uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos";
|
||||
Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId);
|
||||
FrameHeader *frame = (FrameHeader *) data->ad;
|
||||
SpriteInfo msgSprite;
|
||||
uint8 *msgSurface;
|
||||
|
||||
msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2;
|
||||
msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2;
|
||||
msgSprite.w = frame->width;
|
||||
msgSprite.h = frame->height;
|
||||
msgSprite.type = RDSPR_NOCOMPRESSION;
|
||||
msgSprite.data = data->ad + sizeof(FrameHeader);
|
||||
|
||||
_vm->_graphics->createSurface(&msgSprite, &msgSurface);
|
||||
_vm->_graphics->drawSurface(&msgSprite, msgSurface);
|
||||
_vm->_graphics->deleteSurface(msgSurface);
|
||||
_vm->_memory->freeMemory(data);
|
||||
|
||||
// In case the cutscene has a long lead-in, start just before
|
||||
// the first line of text.
|
||||
|
||||
frameCounter = text[0]->startFrame - 12;
|
||||
|
||||
// Fake a palette that will hopefully make the text visible.
|
||||
// In the opening cutscene it seems to use colours 1 (black?)
|
||||
// and 255 (white?).
|
||||
//
|
||||
// The text should probably be colored the same as the rest of
|
||||
// the in-game text.
|
||||
|
||||
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
|
||||
memset(tmpPal, 0, 1024);
|
||||
tmpPal[255 * 4 + 0] = 255;
|
||||
tmpPal[255 * 4 + 1] = 255;
|
||||
tmpPal[255 * 4 + 2] = 255;
|
||||
_vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT);
|
||||
|
||||
PlayingSoundHandle handle;
|
||||
|
||||
bool skipCutscene = false;
|
||||
|
||||
uint32 flags = SoundMixer::FLAG_16BITS;
|
||||
|
||||
#ifndef SCUMM_BIG_ENDIAN
|
||||
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
|
||||
#endif
|
||||
|
||||
while (1) {
|
||||
if (!text[textCounter])
|
||||
break;
|
||||
|
||||
if (frameCounter == text[textCounter]->startFrame) {
|
||||
_vm->_graphics->clearScene();
|
||||
openTextObject(text[textCounter]);
|
||||
drawTextObject(text[textCounter]);
|
||||
if (text[textCounter]->speech) {
|
||||
_vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags);
|
||||
}
|
||||
}
|
||||
if (frameCounter == text[textCounter]->endFrame) {
|
||||
closeTextObject(text[textCounter]);
|
||||
_vm->_graphics->clearScene();
|
||||
_vm->_graphics->setNeedFullRedraw();
|
||||
textCounter++;
|
||||
}
|
||||
|
||||
frameCounter++;
|
||||
|
||||
_vm->_graphics->updateDisplay();
|
||||
|
||||
KeyboardEvent ke;
|
||||
|
||||
if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) {
|
||||
_vm->_mixer->stopHandle(handle);
|
||||
skipCutscene = true;
|
||||
break;
|
||||
}
|
||||
|
||||
// Simulate ~12 frames per second. I don't know what
|
||||
// frame rate the original movies had, or even if it
|
||||
// was constant, but this seems to work reasonably.
|
||||
|
||||
_vm->_system->delay_msecs(90);
|
||||
}
|
||||
|
||||
// Wait for the voice to stop playing. This is to make sure
|
||||
// that we don't cut off the speech in mid-sentence, and - even
|
||||
// more importantly - that we don't free the sound buffer while
|
||||
// it's in use.
|
||||
|
||||
while (handle.isActive()) {
|
||||
_vm->_graphics->updateDisplay(false);
|
||||
_vm->_system->delay_msecs(100);
|
||||
}
|
||||
|
||||
closeTextObject(text[textCounter]);
|
||||
|
||||
_vm->_graphics->clearScene();
|
||||
_vm->_graphics->setNeedFullRedraw();
|
||||
|
||||
// HACK: Remove the instructions created above
|
||||
Common::Rect r;
|
||||
|
||||
memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP);
|
||||
r.left = r.top = 0;
|
||||
r.right = _vm->_graphics->_screenWide;
|
||||
r.bottom = MENUDEEP;
|
||||
_vm->_graphics->updateRect(&r);
|
||||
|
||||
// FIXME: For now, only play the lead-out music for cutscenes
|
||||
// that have subtitles.
|
||||
|
||||
if (!skipCutscene)
|
||||
_vm->_sound->playLeadOut(musicOut);
|
||||
|
||||
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
|
||||
}
|
||||
|
||||
// Lead-in and lead-out music are, as far as I can tell, only used for
|
||||
// the animated cut-scenes, so this seems like a good place to close
|
||||
// both of them.
|
||||
|
||||
_vm->_sound->closeFx(-1);
|
||||
_vm->_sound->closeFx(-2);
|
||||
|
||||
return RD_OK;
|
||||
}
|
||||
|
||||
} // End of namespace Sword2
|
||||
|
@ -65,27 +65,6 @@ struct MouseAnim {
|
||||
#pragma END_PACK_STRUCTS
|
||||
#endif
|
||||
|
||||
class MoviePlayer {
|
||||
private:
|
||||
Sword2Engine *_vm;
|
||||
uint8 *_textSurface;
|
||||
|
||||
void openTextObject(MovieTextObject *obj);
|
||||
void closeTextObject(MovieTextObject *obj);
|
||||
void drawTextObject(MovieTextObject *obj);
|
||||
|
||||
void checkPaletteSwitch(AnimationState * st);
|
||||
|
||||
AnimationState * initAnimation(const char *name);
|
||||
void doneAnimation(AnimationState * st);
|
||||
bool decodeFrame(AnimationState * st);
|
||||
|
||||
public:
|
||||
MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
|
||||
int32 play(const char *filename, MovieTextObject *text[], uint8 *musicOut);
|
||||
int32 playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut);
|
||||
};
|
||||
|
||||
struct BlockSurface {
|
||||
byte data[BLOCKWIDTH * BLOCKHEIGHT];
|
||||
bool transparent;
|
||||
|
Loading…
Reference in New Issue
Block a user