Allow pausing during cutscene movies. (This will need an update to the mixer's

getSoundElapsedTime() function to work better.)

svn-id: r34954
This commit is contained in:
Torbjörn Andersson 2008-11-09 13:20:43 +00:00
parent 85c1d35ae3
commit db3438f2c9
6 changed files with 52 additions and 14 deletions

View File

@ -75,6 +75,7 @@ MoviePlayer::MoviePlayer(Sword2Engine *vm, const char *name) {
_name = strdup(name);
_mixer = _vm->_mixer;
_system = _vm->_system;
_pauseTicks = 0;
_textSurface = NULL;
_bgSoundStream = NULL;
_ticks = 0;
@ -98,6 +99,10 @@ MoviePlayer::~MoviePlayer() {
free(_name);
}
uint32 MoviePlayer::getTick() {
return _system->getMillis() - _pauseTicks;
}
void MoviePlayer::updatePalette(byte *pal, bool packed) {
byte palette[4 * 256];
byte *p = palette;
@ -167,7 +172,7 @@ bool MoviePlayer::checkSkipFrame() {
if ((_mixer->getSoundElapsedTime(_bgSoundHandle) * 12) / 1000 < _currentFrame + 1)
return false;
} else {
if (_system->getMillis() <= _ticks)
if (getTick() <= _ticks)
return false;
}
@ -192,9 +197,9 @@ bool MoviePlayer::syncFrame() {
// so that we can still fall back on the no-sound sync case for
// the subsequent frames.
_ticks = _system->getMillis();
_ticks = getTick();
} else {
while (_system->getMillis() < _ticks) {
while (getTick() < _ticks) {
_system->delayMillis(10);
}
}
@ -392,7 +397,7 @@ void MoviePlayer::play(SequenceTextInfo *textList, uint32 numLines, int32 leadIn
savePalette();
_framesSkipped = 0;
_ticks = _system->getMillis();
_ticks = getTick();
_bgSoundStream = Audio::AudioStream::openStreamFile(_name);
if (_bgSoundStream) {
@ -497,6 +502,16 @@ void MoviePlayer::play(SequenceTextInfo *textList, uint32 numLines, int32 leadIn
restorePalette();
}
void MoviePlayer::pauseMovie(bool pause) {
_mixer->pauseHandle(_bgSoundHandle, pause);
if (pause) {
_pauseStartTick = _system->getMillis();
} else {
_pauseTicks += (_system->getMillis() - _pauseStartTick);
}
}
#ifdef USE_ZLIB
///////////////////////////////////////////////////////////////////////////////
@ -840,7 +855,7 @@ bool MoviePlayerDummy::decodeFrame() {
bool MoviePlayerDummy::syncFrame() {
if ((_numSpeechLines == 0 || _currentFrame < _firstSpeechFrame) && !_mixer->isSoundHandleActive(_bgSoundHandle)) {
_ticks = _system->getMillis();
_ticks = getTick();
return false;
}

View File

@ -82,6 +82,9 @@ protected:
uint32 _ticks;
uint32 _pauseStartTick;
uint32 _pauseTicks;
uint _currentFrame;
byte *_frameBuffer;
int _frameWidth, _frameHeight;
@ -100,6 +103,8 @@ protected:
uint32 _currentText;
uint32 getTick();
void savePalette();
void restorePalette();
@ -125,6 +130,7 @@ public:
virtual bool load();
bool userInterrupt();
void play(SequenceTextInfo *textList, uint32 numLines, int32 leadIn, int32 leadOut);
void pauseMovie(bool pause);
};
class MoviePlayerDummy : public MoviePlayer {

View File

@ -2139,15 +2139,16 @@ int32 Logic::fnPlaySequence(int32 *params) {
// pause sfx during sequence
_vm->_sound->pauseFx();
MoviePlayer *player = makeMoviePlayer(_vm, filename);
_moviePlayer = makeMoviePlayer(_vm, filename);
if (player->load()) {
player->play(_sequenceTextList, _sequenceTextLines, _smackerLeadIn, _smackerLeadOut);
if (_moviePlayer->load()) {
_moviePlayer->play(_sequenceTextList, _sequenceTextLines, _smackerLeadIn, _smackerLeadOut);
}
_sequenceTextLines = 0;
delete player;
delete _moviePlayer;
_moviePlayer = NULL;
// unpause sound fx again, in case we're staying in same location
_vm->_sound->unpauseFx();

View File

@ -38,10 +38,10 @@
namespace Sword2 {
Logic::Logic(Sword2Engine *vm) :
_vm(vm), _kills(0), _currentRunList(0), _smackerLeadIn(0),
_smackerLeadOut(0), _sequenceTextLines(0), _speechTime(0), _animId(0),
_speechAnimType(0), _leftClickDelay(0), _rightClickDelay(0),
_officialTextNumber(0), _speechTextBlocNo(0) {
_vm(vm), _kills(0), _currentRunList(0), _moviePlayer(0),
_smackerLeadIn(0), _smackerLeadOut(0), _sequenceTextLines(0),
_speechTime(0), _animId(0), _speechAnimType(0), _leftClickDelay(0),
_rightClickDelay(0), _officialTextNumber(0), _speechTextBlocNo(0) {
_scriptVars = NULL;
memset(_eventList, 0, sizeof(_eventList));
@ -274,4 +274,14 @@ void Logic::resetKillList() {
_kills = 0;
}
/**
* Pause or unpause the currently playing cutscene movie, if any.
* @param pause true if pausing, false if unpausing
*/
void Logic::pauseMovie(bool pause) {
if (_moviePlayer)
_moviePlayer->pauseMovie(pause);
}
} // End of namespace Sword2

View File

@ -77,6 +77,8 @@ private:
EventUnit _eventList[MAX_events];
MoviePlayer *_moviePlayer;
// Resource id of the wav to use as lead-in/lead-out from smacker
uint32 _smackerLeadIn;
uint32 _smackerLeadOut;
@ -310,6 +312,8 @@ public:
void logicReplace(uint32 new_script);
void logicOne(uint32 new_script);
void resetKillList();
void pauseMovie(bool pause);
};
} // End of namespace Sword2

View File

@ -744,7 +744,7 @@ void Sword2Engine::sleepUntil(uint32 time) {
void Sword2Engine::pauseEngineIntern(bool pause) {
if (pause) {
// FIXME: We should never disallow pausing, and we need to do
// something about pausing during cutscene moves, credits, etc.
// something about pausing during credits, etc.
// Don't allow Pause while screen fading or while black
if (_screen->getFadeStatus() != RDFADE_NONE)
@ -752,6 +752,7 @@ void Sword2Engine::pauseEngineIntern(bool pause) {
_sound->pauseAllSound();
_mouse->pauseEngine(true);
_logic->pauseMovie(true);
#ifdef SWORD2_DEBUG
// Don't dim it if we're single-stepping through frames
@ -766,6 +767,7 @@ void Sword2Engine::pauseEngineIntern(bool pause) {
_gamePaused = true;
} else {
_mouse->pauseEngine(false);
_logic->pauseMovie(false);
_sound->unpauseAllSound();
_screen->dimPalette(false);