scummvm/engines/neverhood/smackerplayer.h
johndoe123 add321c930 NEVERHOOD: Try to fix the Smacker issues inside of SmackerPlayer only (instead the numerous classes using it)
SmackerPlayer now creates a surface in the constructor and deletes it in the destructor. There will be only this surface during the lifetime of the player, so there shouldn't be any issues any more when the player is reused for different Smacker files. This is imo nicer than to remove/add the surface.
I kept the several openSmacker since it wraps some code which is nice.
2013-06-11 11:33:05 +02:00

92 lines
2.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef NEVERHOOD_SMACKERPLAYER_H
#define NEVERHOOD_SMACKERPLAYER_H
#include "video/smk_decoder.h"
#include "neverhood/neverhood.h"
#include "neverhood/entity.h"
namespace Neverhood {
class Scene;
class Palette;
class SmackerSurface : public BaseSurface {
public:
SmackerSurface(NeverhoodEngine *vm);
virtual void draw();
void setSmackerFrame(const Graphics::Surface *smackerFrame);
void unsetSmackerFrame();
protected:
const Graphics::Surface *_smackerFrame;
};
class SmackerDoubleSurface : public SmackerSurface {
public:
SmackerDoubleSurface(NeverhoodEngine *vm);
virtual void draw();
};
class NeverhoodSmackerDecoder : public Video::SmackerDecoder {
public:
void forceSeekToFrame(uint frame);
};
class SmackerPlayer : public Entity {
public:
SmackerPlayer(NeverhoodEngine *vm, Scene *scene, uint32 fileHash, bool doubleSurface, bool flag, bool paused = false);
~SmackerPlayer();
BaseSurface *getSurface() { return _smackerSurface; }
void open(uint32 fileHash, bool keepLastFrame);
void close();
void gotoFrame(int frameNumber);
uint32 getFrameCount();
uint32 getFrameNumber();
uint getStatus();
void setDrawPos(int16 x, int16 y);
void rewind();
bool isDone() { return getFrameNumber() + 1 == getFrameCount(); }
NeverhoodSmackerDecoder *getSmackerDecoder() const { return _smackerDecoder; }
protected:
Scene *_scene;
Palette *_palette;
NeverhoodSmackerDecoder *_smackerDecoder;
SmackerSurface *_smackerSurface;
uint32 _fileHash;
bool _smackerFirst;
bool _doubleSurface;
Common::SeekableReadStream *_stream;
bool _keepLastFrame;
bool _videoDone;
bool _paused;
int _drawX, _drawY;
void update();
void updateFrame();
void updatePalette();
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_SMACKERPLAYER_H */