scummvm/sword2/driver/animation.h
Torbjörn Andersson 7d9105b7ba Paint the overlay black at the end of the movie. Not all movies fade out on
their own, and sometimes the cutscene player will have to wait for the lead
out to finish before returning to the game. (This will probably be true
even after we fix the timing of the lead-outs.)

svn-id: r12871
2004-02-14 10:37:21 +00:00

157 lines
3.0 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef ANIMATION_H
#define ANIMATION_H
#include "sound/mixer.h"
// Uncomment this if you are using libmpeg2 0.3.1.
// #define USE_MPEG2_0_3_1
#ifdef _MSC_VER
typedef int8 int8_t;
typedef signed short int16_t;
typedef int32 int32_t;
typedef uint8 uint8_t;
typedef uint16 uint16_t;
typedef uint32 uint32_t;
#else
#include <inttypes.h>
#endif
#ifdef USE_MPEG2
extern "C" {
#include <mpeg2dec/mpeg2.h>
}
#ifdef USE_MPEG2_0_3_1
typedef int mpeg2_state_t;
typedef sequence_t mpeg2_sequence_t;
#define STATE_BUFFER -1
#endif
#endif
namespace Sword2 {
#ifdef BACKEND_8BIT
#define SQR(x) ((x) * (x))
#define SHIFT 3
#else
#define SHIFT 1
#endif
#define BITDEPTH (1 << (8 - SHIFT))
#define ROUNDADD (1 << (SHIFT - 1))
#define BUFFER_SIZE 4096
class AnimationState {
private:
Sword2Engine *_vm;
uint framenum;
int ticks;
#ifdef USE_MPEG2
mpeg2dec_t *decoder;
const mpeg2_info_t *info;
#endif
File *mpgfile;
File *sndfile;
byte buffer[BUFFER_SIZE];
PlayingSoundHandle bgSound;
AudioStream *bgSoundStream;
#ifdef BACKEND_8BIT
int palnum;
int maxPalnum;
byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
byte *lut;
byte *lut2;
int lutcalcnum;
int curpal;
int cr;
int pos;
struct {
uint cnt;
uint end;
byte pal[4 * 256];
} palettes[50];
#else
static NewGuiColor *lookup;
NewGuiColor *overlay;
#endif
public:
AnimationState(Sword2Engine *vm);
~AnimationState();
bool init(const char *name);
bool decodeFrame();
#ifndef BACKEND_8BIT
void drawTextObject(SpriteInfo *s, uint8 *src);
void clearDisplay();
void updateDisplay(void);
#endif
private:
#ifdef BACKEND_8BIT
void buildLookup(int p, int lines);
bool checkPaletteSwitch();
#else
void buildLookup(void);
void plotYUV(NewGuiColor *lut, int width, int height, byte *const *dat);
#endif
};
class MoviePlayer {
private:
Sword2Engine *_vm;
uint8 *_textSurface;
void openTextObject(MovieTextObject *obj);
void closeTextObject(MovieTextObject *obj);
void drawTextObject(AnimationState *anim, MovieTextObject *obj);
int32 playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut);
public:
MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
int32 play(const char *filename, MovieTextObject *text[], uint8 *musicOut);
};
} // End of namespace Sword2
#endif