scummvm/engines/sword1/animation.h
Torbjörn Andersson 72a847797d Committed by patch #2219361 ("BS1: Simplified subtitles"). It uses the
lockScreen() / unlockScreen() backend API, instead of copyRectToScreen().
Before, it had to copy a piece of the engine's screen to draw on to simulate
transparency, which was awkward.

However, this means we're now forcing full-screen updates on each frame. There
may be performance regressions, particularly if the frames are much smaller
than the screen. Hopefully, it's the decoding that's the bottleneck, but if
this causes problems on low-end devices... well, Fingolfin had some ideas about
that when he first proposed the lockScreen() / unlockScreen() API.

svn-id: r35115
2008-11-18 17:48:19 +00:00

203 lines
4.7 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/dxa_player.h"
#include "graphics/mpeg_player.h"
#include "sword1/screen.h"
#include "sword1/sound.h"
#include "sound/audiostream.h"
namespace Sword1 {
enum {
SEQ_FERRARI = 0,
SEQ_LADDER,
SEQ_STEPS,
SEQ_SEWER,
SEQ_INTRO,
SEQ_RIVER,
SEQ_TRUCK,
SEQ_GRAVE,
SEQ_MONTFCON,
SEQ_TAPESTRY,
SEQ_IRELAND,
SEQ_FINALE,
SEQ_HISTORY,
SEQ_SPANISH,
SEQ_WELL,
SEQ_CANDLE,
SEQ_GEODROP,
SEQ_VULTURE,
SEQ_ENDDEMO,
SEQ_CREDITS
};
#define INTRO_LOGO_OVLS 12
#define INTRO_TEXT_OVLS 8
class MovieText {
public:
uint16 _startFrame;
uint16 _endFrame;
char *_text;
MovieText(int startFrame, int endFrame, char *text) {
_startFrame = startFrame;
_endFrame = endFrame;
_text = strdup(text);
}
~MovieText() {
free(_text);
}
};
class MoviePlayer {
public:
MoviePlayer(SwordEngine *vm, Screen *screen, Text *textMan, Audio::Mixer *snd, OSystem *system);
virtual ~MoviePlayer(void);
virtual bool load(uint32 id);
void play(void);
void updatePalette(byte *pal, bool packed = true);
private:
bool checkSkipFrame(void);
protected:
SwordEngine *_vm;
Screen *_screen;
Text *_textMan;
Audio::Mixer *_snd;
OSystem *_system;
Common::Array<MovieText *> _movieTexts;
int _textX, _textY, _textWidth, _textHeight;
byte _black, _white;
uint32 _id;
uint _currentFrame;
int _framesSkipped;
bool _forceFrame;
int _frameWidth, _frameHeight;
int _frameX, _frameY;
Audio::SoundHandle _bgSoundHandle;
Audio::AudioStream *_bgSoundStream;
uint32 _ticks;
virtual void handleScreenChanged(void);
virtual bool initOverlays(uint32 id);
virtual bool decodeFrame(void) = 0;
virtual void processFrame(void) = 0;
virtual bool syncFrame(void);
virtual void updateScreen(void) = 0;
};
#ifdef USE_ZLIB
class MoviePlayerDXA : public MoviePlayer, ::Graphics::DXAPlayer {
protected:
virtual void setPalette(byte *pal);
public:
MoviePlayerDXA(SwordEngine *vm, Screen *screen, Text *textMan, Audio::Mixer *snd, OSystem *system);
virtual ~MoviePlayerDXA(void);
bool load(uint32 id);
protected:
bool initOverlays(uint32 id);
bool decodeFrame(void);
void processFrame(void);
void updateScreen(void);
};
#endif
#ifdef USE_MPEG2
class AnimationState : public Graphics::BaseAnimationState {
private:
MoviePlayer *_player;
Screen *_screen;
public:
AnimationState(MoviePlayer *player, Screen *screen, OSystem *system);
~AnimationState(void);
OverlayColor *giveRgbBuffer(void);
private:
void drawYUV(int width, int height, byte *const *dat);
#ifdef BACKEND_8BIT
void setPalette(byte *pal);
#endif
protected:
virtual Audio::AudioStream *createAudioStream(const char *name, void *arg);
};
class MoviePlayerMPEG : public MoviePlayer {
public:
MoviePlayerMPEG(SwordEngine *vm, Screen *screen, Text *textMan, Audio::Mixer *snd, OSystem *system);
virtual ~MoviePlayerMPEG(void);
bool load(uint32 id);
protected:
void insertOverlay(OverlayColor *buf, uint8 *ovl, OverlayColor *pal);
AnimationState *_anim;
OverlayColor *_introPal;
uint8 *_logoOvls[INTRO_LOGO_OVLS];
bool initOverlays(uint32 id);
bool decodeFrame(void);
void processFrame(void);
void updateScreen(void);
void handleScreenChanged(void);
};
#endif
struct FileQueue {
Audio::AudioStream *stream;
FileQueue *next;
};
class SplittedAudioStream : public Audio::AudioStream {
public:
SplittedAudioStream(void);
~SplittedAudioStream(void);
void appendStream(Audio::AudioStream *stream);
virtual int readBuffer(int16 *buffer, const int numSamples);
virtual bool isStereo(void) const;
virtual bool endOfData(void) const;
virtual int getRate(void) const;
private:
FileQueue *_queue;
};
MoviePlayer *makeMoviePlayer(uint32 id, SwordEngine *vm, Screen *screen, Text *textMan, Audio::Mixer *snd, OSystem *system);
} // End of namespace Sword1
#endif