mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 18:02:05 +00:00
471 lines
12 KiB
C++
471 lines
12 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/dcgf.h"
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#include "VidPlayer.h"
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//#pragma comment(lib, "vfw32.lib")
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namespace WinterMute {
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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CVidPlayer::CVidPlayer(CBGame *inGame): CBBase(inGame) {
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SetDefaults();
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}
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//////////////////////////////////////////////////////////////////////////
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ERRORCODE CVidPlayer::SetDefaults() {
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_playing = false;
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/* _aviFile = NULL;
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_audioStream = NULL;
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_audioFormat = NULL;
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_videoStream = NULL;
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_videoFormat = NULL;
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_videoPGF = NULL;*/
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_videoEndTime = 0;
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//_sound = NULL;
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_soundAvailable = false;
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//_vidRenderer = NULL;
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_startTime = 0;
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_totalVideoTime = 0;
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//_lastSample = -1;
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//_targetFormat = NULL;
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_playPosX = _playPosY = 0;
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_playZoom = 0.0f;
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_filename = NULL;
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_slowRendering = false;
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_currentSubtitle = 0;
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_showSubtitle = false;
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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CVidPlayer::~CVidPlayer() {
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cleanup();
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}
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//////////////////////////////////////////////////////////////////////////
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ERRORCODE CVidPlayer::cleanup() {
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#if 0
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if (_sound) _sound->Stop();
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if (_videoPGF) AVIStreamGetFrameClose(_videoPGF);
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_videoPGF = NULL;
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_playing = false;
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if (_aviFile) AVIFileRelease(m_AviFile);
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if (_audioStream) AVIStreamRelease(m_AudioStream);
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if (_videoStream) AVIStreamRelease(m_VideoStream);
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if (_audioFormat) delete [](byte *)m_AudioFormat;
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if (_videoFormat) delete [](byte *)m_VideoFormat;
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if (_targetFormat) delete [](byte *)m_TargetFormat;
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SAFE_DELETE(_sound);
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SAFE_DELETE(_vidRenderer);
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SAFE_DELETE_ARRAY(_filename);
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for (int i = 0; i < _subtitles.GetSize(); i++) delete _subtitles[i];
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_subtitles.RemoveAll();
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return SetDefaults();
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#endif
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////
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ERRORCODE CVidPlayer::initialize(const char *inFilename, const char *SubtitleFile) {
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#if 0
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cleanup();
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char Filename[MAX_PATH];
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Game->_fileManager->GetFullPath(inFilename, filename);
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// open file
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if (AVIFileOpen(&_aviFile, Filename, OF_READ, NULL) != 0) {
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Game->LOG(0, "Error opening AVI file '%s'", filename);
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return STATUS_FAILED;
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}
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// get video stream
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if (AVIFileGetStream(_aviFile, &_videoStream, streamtypeVIDEO, 0) != 0) {
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Game->LOG(0, "Error finding video stream in AVI file '%s'", filename);
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return STATUS_FAILED;
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}
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_totalVideoTime = AVIStreamEndTime(_videoStream);
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// get audio stream
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if (Game->m_SoundMgr->_soundAvailable && AVIFileGetStream(_aviFile, &_audioStream, streamtypeAUDIO, 0) == 0)
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_soundAvailable = true;
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else
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_soundAvailable = false;
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LONG Size;
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// get video format
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if (AVIStreamReadFormat(m_VideoStream, 0, NULL, &Size)) {
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Game->LOG(0, "Error obtaining video stream format in AVI file '%s'", filename);
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return STATUS_FAILED;
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}
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_videoFormat = (LPBITMAPINFO)new BYTE[Size];
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AVIStreamReadFormat(m_VideoStream, 0, m_VideoFormat, &Size);
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// initialize optimal target format
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m_TargetFormat = (LPBITMAPV4HEADER)new BYTE[max(Size, sizeof(BITMAPV4HEADER))];
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memset(m_TargetFormat, 0, sizeof(BITMAPV4HEADER));
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memcpy(m_TargetFormat, m_VideoFormat, Size);
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m_TargetFormat->bV4Size = max(Size, sizeof(BITMAPV4HEADER));
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m_TargetFormat->bV4BitCount = 24;
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m_TargetFormat->bV4V4Compression = BI_RGB;
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if (Game->m_UseD3D)
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m_VidRenderer = new CVidRendererD3D(Game);
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else
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m_VidRenderer = new CVidRendererDD(Game);
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if (!m_VidRenderer || DID_FAIL(m_VidRenderer->Initialize(m_VideoFormat, m_TargetFormat))) {
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Game->LOG(0, "Error initializing video renderer for AVI file '%s'", filename);
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SAFE_DELETE(m_VidRenderer);
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return STATUS_FAILED;
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}
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// create sound buffer
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ERRORCODE res;
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if (_soundAvailable) {
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_sound = new CBSoundAVI(Game);
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if (DID_FAIL(res = _sound->InitializeBuffer(_audioStream))) {
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SAFE_DELETE(_sound);
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_soundAvailable = false;
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Game->LOG(res, "Error initializing sound buffer for AVI file '%s'", filename);
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}
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}
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if (Game->_videoSubtitles) LoadSubtitles(inFilename, SubtitleFile);
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_filename = new char[strlen(filename) + 1];
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if (_filename) strcpy(_filename, filename);
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#endif
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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ERRORCODE CVidPlayer::update() {
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#if 0
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if (!m_Playing) return STATUS_OK;
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ERRORCODE res;
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if (_soundAvailable && m_Sound) {
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res = _sound->update();
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if (DID_FAIL(res)) return res;
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}
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DWORD CurrentTime; // current playing time (in ms)
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/*
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if(m_SoundAvailable && m_Sound){
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CurrentTime = m_Sound->GetPosition(); // in samples
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CurrentTime /= (m_Sound->m_Format.wf.nSamplesPerSec / 1000);
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if(!m_Sound->IsPlaying()) CurrentTime = m_TotalVideoTime;
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}
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else
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CurrentTime = timeGetTime() - m_StartTime;
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*/
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CurrentTime = timeGetTime() - _startTime;
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if (CurrentTime >= _totalVideoTime) {
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Stop();
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return STATUS_OK;
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}
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// get and render frame
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DWORD sample = AVIStreamTimeToSample(_videoStream, CurrentTime);
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if (sample != _lastSample) {
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_lastSample = sample;
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// process subtitles
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_showSubtitle = false;
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while (_currentSubtitle < _subtitles.GetSize()) {
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int End = _subtitles[_currentSubtitle]->m_EndFrame;
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bool NextFrameOK = (_currentSubtitle < _subtitles.GetSize() - 1 && _subtitles[_currentSubtitle + 1]->_startFrame <= sample);
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if (sample > End) {
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if (NextFrameOK) {
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_currentSubtitle++;
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} else {
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_showSubtitle = (End == 0);
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break;
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}
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} else {
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_showSubtitle = true;
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break;
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}
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}
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// render frame
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LPBITMAPINFOHEADER FrameData = (LPBITMAPINFOHEADER)AVIStreamGetFrame(m_VideoPGF, sample);
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if (FrameData) {
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if (_slowRendering) return _vidRenderer->ProcessFrameSlow(FrameData);
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else return _vidRenderer->ProcessFrame(FrameData);
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} else return STATUS_FAILED;
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} else return STATUS_OK;
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#endif
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////
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ERRORCODE CVidPlayer::display() {
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#if 0
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if (!m_Playing) return STATUS_OK;
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ERRORCODE res;
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if (_vidRenderer) res = _vidRenderer->display(m_PlayPosX, m_PlayPosY, m_PlayZoom);
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else res = STATUS_FAILED;
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// display subtitle
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if (m_ShowSubtitle) {
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CBFont *font = Game->_videoFont ? Game->_videoFont : Game->_systemFont;
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int Height = font->GetTextHeight((BYTE *)m_Subtitles[_currentSubtitle]->_text, Game->_renderer->_width);
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font->drawText((byte *)_subtitles[m_CurrentSubtitle]->_text, 0, Game->_renderer->_height - Height - 5, Game->_renderer->_width, TAL_CENTER);
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}
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return res;
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#endif
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return 0;
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}
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//////////////////////////////////////////////////////////////////////////
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ERRORCODE CVidPlayer::play(TVideoPlayback Type, int X, int Y, bool FreezeMusic) {
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#if 0
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if (!_videoStream || !_vidRenderer) return STATUS_FAILED;
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switch (Type) {
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case VID_PLAY_POS:
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_playZoom = 100.0f;
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_playPosX = X;
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_playPosY = Y;
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break;
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case VID_PLAY_STRETCH: {
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float ZoomX = (float)((float)Game->_renderer->m_Width / (float)_videoFormat->bmiHeader.biWidth * 100);
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float ZoomY = (float)((float)Game->_renderer->m_Height / (float)_videoFormat->bmiHeader.biHeight * 100);
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_playZoom = min(ZoomX, ZoomY);
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_playPosX = (Game->_renderer->_width - _videoFormat->bmiHeader.biWidth * (_playZoom / 100)) / 2;
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_playPosY = (Game->_renderer->_height - _videoFormat->bmiHeader.biHeight * (_playZoom / 100)) / 2;
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}
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break;
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case VID_PLAY_CENTER:
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_playZoom = 100.0f;
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_playPosX = (Game->_renderer->_width - _videoFormat->bmiHeader.biWidth) / 2;
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_playPosY = (Game->_renderer->_height - _videoFormat->bmiHeader.biHeight) / 2;
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break;
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}
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_targetFormat->bV4BitCount = 24;
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_targetFormat->bV4V4Compression = BI_RGB;
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_videoPGF = AVIStreamGetFrameOpen(_videoStream, (LPBITMAPINFOHEADER)m_TargetFormat);
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if (!_videoPGF) {
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_videoPGF = AVIStreamGetFrameOpen(_videoStream, NULL);
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if (!_videoPGF) {
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Game->LOG(0, "Error: Unsupported AVI format (file '%s')", m_Filename);
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cleanup();
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return STATUS_FAILED;
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} else {
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Game->LOG(0, "Performance warning: non-optimal AVI format, using generic (i.e. slow) rendering routines (file '%s')", m_Filename);
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_slowRendering = true;
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}
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} else _slowRendering = false;
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// HACK!!!
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_slowRendering = true;
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_currentSubtitle = 0;
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Game->Freeze(FreezeMusic);
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_playing = true;
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if (_sound) _sound->Play();
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_startTime = timeGetTime();
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#endif
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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ERRORCODE CVidPlayer::stop() {
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#if 0
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if (!_playing) return STATUS_OK;
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cleanup();
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Game->Unfreeze();
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#endif
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool CVidPlayer::isPlaying() {
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return _playing;
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}
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//////////////////////////////////////////////////////////////////////////
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ERRORCODE CVidPlayer::loadSubtitles(const char *filename, const char *SubtitleFile) {
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#if 0
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if (!Filename) return STATUS_OK;
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char NewFile[MAX_PATH];
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char drive[_MAX_DRIVE];
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char dir[_MAX_DIR];
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char fname[_MAX_FNAME];
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if (SubtitleFile) {
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strcpy(NewFile, SubtitleFile);
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} else {
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_splitpath(filename, drive, dir, fname, NULL);
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_makepath(NewFile, drive, dir, fname, ".SUB");
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}
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DWORD Size;
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BYTE *Buffer = Game->m_FileManager->readWholeFile(NewFile, &Size, false);
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if (Buffer == NULL) return STATUS_OK; // no subtitles
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LONG Start, End;
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bool InToken;
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char *TokenStart;
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int TokenLength;
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int TokenPos;
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int TextLength;
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int Pos = 0;
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int LineLength = 0;
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while (Pos < Size) {
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Start = End = -1;
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InToken = false;
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TokenPos = -1;
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TextLength = 0;
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LineLength = 0;
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while (Pos + LineLength < Size && Buffer[Pos + LineLength] != '\n' && Buffer[Pos + LineLength] != '\0') LineLength++;
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int RealLength = LineLength - (Pos + LineLength >= Size ? 0 : 1);
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char *Text = new char[RealLength + 1];
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char *line = (char *)&Buffer[Pos];
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for (int i = 0; i < RealLength; i++) {
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if (line[i] == '{') {
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if (!InToken) {
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InToken = true;
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TokenStart = line + i + 1;
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TokenLength = 0;
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TokenPos++;
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} else TokenLength++;
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} else if (line[i] == '}') {
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if (InToken) {
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InToken = false;
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char *Token = new char[TokenLength + 1];
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strncpy(Token, TokenStart, TokenLength);
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Token[TokenLength] = '\0';
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if (TokenPos == 0) Start = atoi(Token);
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else if (TokenPos == 1) End = atoi(Token);
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delete [] Token;
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} else {
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Text[TextLength] = line[i];
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TextLength++;
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}
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} else {
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if (InToken) {
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TokenLength++;
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} else {
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Text[TextLength] = line[i];
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if (Text[TextLength] == '|') Text[TextLength] = '\n';
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TextLength++;
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}
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}
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}
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Text[TextLength] = '\0';
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if (Start != -1 && TextLength > 0) _subtitles.Add(new CVidSubtitle(Game, Text, Start, End));
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delete [] Text;
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Pos += LineLength + 1;
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}
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delete [] Buffer;
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#endif
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return STATUS_OK;
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}
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} // end of namespace WinterMute
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