scummvm/engines/sword1/animation.h
Torbjörn Andersson 1b294306dd Another video player regression: When the palette changes, look up the
lightest/darkest available colours to use as white/black for the subtitles. It
is possible that we could get away with fixed values for Broken Sword 2, since
it has always had subtitles. But for Broken Sword 1, subtitles is a ScummVM
addition, and we can't.

svn-id: r49154
2010-05-23 11:16:10 +00:00

107 lines
2.7 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.
*
* $URL$
* $Id$
*
*/
#ifndef SWORD1_ANIMATION_H
#define SWORD1_ANIMATION_H
#include "graphics/video/dxa_decoder.h"
#include "graphics/video/smk_decoder.h"
#include "graphics/video/video_decoder.h"
#include "common/array.h"
#include "sound/audiostream.h"
#include "sword1/screen.h"
#include "sword1/sound.h"
namespace Sword1 {
enum DecoderType {
kVideoDecoderDXA = 0,
kVideoDecoderSMK = 1
};
class MovieText {
public:
uint16 _startFrame;
uint16 _endFrame;
char *_text;
MovieText(int startFrame, int endFrame, const char *text) {
_startFrame = startFrame;
_endFrame = endFrame;
_text = strdup(text);
}
~MovieText() {
free(_text);
}
};
class DXADecoderWithSound : public Graphics::DXADecoder {
public:
DXADecoderWithSound(Audio::Mixer *mixer, Audio::SoundHandle *bgSoundHandle);
~DXADecoderWithSound() {}
uint32 getElapsedTime() const;
private:
Audio::Mixer *_mixer;
Audio::SoundHandle *_bgSoundHandle;
};
class MoviePlayer {
public:
MoviePlayer(SwordEngine *vm, Text *textMan, Audio::Mixer *snd, OSystem *system, Audio::SoundHandle *bgSoundHandle, Graphics::VideoDecoder *decoder, DecoderType decoderType);
virtual ~MoviePlayer();
bool load(uint32 id);
void play();
protected:
SwordEngine *_vm;
Text *_textMan;
Audio::Mixer *_snd;
OSystem *_system;
Common::Array<MovieText *> _movieTexts;
int _textX, _textY, _textWidth, _textHeight;
byte _white, _black;
DecoderType _decoderType;
Graphics::VideoDecoder *_decoder;
Audio::SoundHandle *_bgSoundHandle;
Audio::AudioStream *_bgSoundStream;
bool playVideo();
void performPostProcessing(byte *screen);
byte findBlackPalIndex();
byte findWhitePalIndex();
};
MoviePlayer *makeMoviePlayer(uint32 id, SwordEngine *vm, Text *textMan, Audio::Mixer *snd, OSystem *system);
} // End of namespace Sword1
#endif