scummvm/engines/bladerunner/vqa_player.h
antoniou79 ea23048d60 BLADERUNNER: Better handling of cut overlay
Also some minor code changes (renamed a few variables and added more explanatory comments)
2023-07-05 14:29:33 +03:00

160 lines
5.3 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef BLADERUNNER_VQA_PLAYER_H
#define BLADERUNNER_VQA_PLAYER_H
#include "bladerunner/vqa_decoder.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "graphics/surface.h"
namespace BladeRunner {
enum LoopSetModes {
kLoopSetModeJustStart = 0, // sets _frameBeginNext, _repeatsCount, _frameEnd
kLoopSetModeEnqueue = 1, // sets _frameBeginNext, _repeatsCountQueued, _frameEndQueued
kLoopSetModeImmediate = 2 // like ModeJustStart, but also sets _frameNext to _frameBeginNext and updates _frameNextTime to current
};
class BladeRunnerEngine;
class View;
class Lights;
class ZBuffer;
class VQAPlayer {
friend class Debugger;
friend class OuttakePlayer;
BladeRunnerEngine *_vm;
Common::String _name;
Common::SeekableReadStream *_s;
VQADecoder _decoder;
Audio::QueuingAudioStream *_audioStream;
Graphics::Surface *_surface;
static const uint32 kVqaFrameTimeDiff = 4000; // 60 * 1000 / 15
static const int kMaxAudioPreloadedFrames = 15;
// Use speech sound type as in original engine
static const Audio::Mixer::SoundType kVQASoundType = Audio::Mixer::kSpeechSoundType;
int _frame;
int _frameNext;
int _frameBeginNext; // The frame to begin from, after current playing loop ends.
// Does not necessarily reflect current playing loop's start frame
int _frameEnd; // The frame to end at for current playing loop
int _loopIdTarget; // Does not necessarily reflect current playing loop's id (for a queue of loops this will have the id of the last one in the queue)
// Used: - as param for _callbackLoopEnded() (which typically is loopEnded()), but never actually used in there)
// - for the MA05 inshot glitch workaround
// It is set at every setLoop call except for the _loopInitial case (when no video stream is loaded)
int _repeatsCount; // -1 loop forever
// 0 final repetition (or don't repeat after playing)
// When that repetition is completeed VQAPlayer::update() returns -3 value
// See Scene::advanceFrame() and OuttakePlayer::play() for checks for -3 result
// Value is decreased per completed loop of current playing videoloop until it reaches 0
int _repeatsCountQueued;
int _frameEndQueued;
int _lastAudioFrameSuccessfullyQueued;
int _loopIdInitial;
int _repeatsCountInitial;
uint32 _frameNextTime;
bool _hasAudio;
bool _audioStarted;
Audio::SoundHandle _soundHandle;
bool _specialPS15GlitchFix;
bool _specialUG18DoNotRepeatLastLoop;
void (*_callbackLoopEnded)(void *, int frame, int loopId);
void *_callbackData;
public:
VQAPlayer(BladeRunnerEngine *vm, Graphics::Surface *surface, const Common::String &name)
: _vm(vm),
_name(name),
_s(nullptr),
_surface(surface),
_decoder(),
_audioStream(nullptr),
_frame(-1),
_frameNext(-1),
_frameBeginNext(-1),
_frameEnd(-1),
_loopIdTarget(-1),
_repeatsCount(-1),
_repeatsCountQueued(-1),
_frameEndQueued(-1),
_lastAudioFrameSuccessfullyQueued(-1),
_loopIdInitial(-1),
_repeatsCountInitial(-1),
_frameNextTime(0),
_hasAudio(false),
_audioStarted(false),
_specialPS15GlitchFix(false),
_specialUG18DoNotRepeatLastLoop(false),
_callbackLoopEnded(nullptr),
_callbackData(nullptr) { }
~VQAPlayer() {
close();
}
bool open();
void close();
bool loadVQPTable(const Common::String& vqpResName);
int update(bool forceDraw = false, bool advanceFrame = true, bool useTime = true, Graphics::Surface *customSurface = nullptr);
void updateZBuffer(ZBuffer *zbuffer);
void updateView(View *view);
void updateScreenEffects(ScreenEffects *screenEffects);
void updateLights(Lights *lights);
bool setBeginAndEndFrame(int begin, int end, int repeatsCount, int loopSetMode, void(*callback)(void *, int, int), void *callbackData);
bool setLoop(int loopId, int repeatsCount, int loopSetMode, void(*callback)(void*, int, int), void *callbackData);
bool seekToFrame(int frame);
bool getCurrentBeginAndEndFrame(int frame, int *begin, int *end);
int getLoopBeginFrame(int loopId);
int getLoopEndFrame(int loopId);
int getLoopIdTarget() const { return _loopIdTarget; };
int getFrameCount() const;
int getQueuedAudioFrames() const;
private:
void queueAudioFrame(Audio::AudioStream *audioStream);
};
} // End of namespace BladeRunner
#endif