scummvm/engines/bladerunner/vqa_player.h
Peter Kohaut 1b40c5bf55 BLADERUNNER: fixed memory leaks & overflows
fixed few memory leaks
fixed overflows
prepared more logic for looping but its not yet working correctly - still figuring out original code for vqadecoder
2016-10-28 22:34:04 +02:00

105 lines
2.6 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.
*
*/
#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 {
class BladeRunnerEngine;
class View;
class Lights;
class VQAPlayer {
BladeRunnerEngine *_vm;
Common::SeekableReadStream *_s;
VQADecoder _decoder;
const Graphics::Surface *_surface;
const uint16 *_zBuffer;
Audio::QueuingAudioStream *_audioStream;
int _curFrame;
int _decodedFrame;
int _curLoop;
int _loopBegin;
int _loopEnd;
uint32 _nextFrameTime;
bool _hasAudio;
bool _audioStarted;
Audio::SoundHandle _soundHandle;
void (*_callbackLoopEnded)(void*, int frame, int loopId);
void *_callbackData;
public:
VQAPlayer(BladeRunnerEngine *vm)
: _vm(vm),
_s(nullptr),
_surface(nullptr),
_audioStream(nullptr),
_curFrame(-1),
_decodedFrame(-1),
_curLoop(-1),
_loopBegin(-1),
_loopEnd(-1),
_nextFrameTime(0),
_hasAudio(false),
_audioStarted(false),
_callbackLoopEnded(nullptr) {
}
~VQAPlayer() {
close();
}
bool open(const Common::String &name);
void close();
int update();
const Graphics::Surface *getSurface() const;
const uint16 *getZBuffer() const;
void updateView(View *view);
void updateLights(Lights *lights);
bool setLoop(int loop, int unknown, int loopMode, void(*callback)(void*, int, int), void* callbackData);
int getLoopBeginFrame(int loop);
int getLoopEndFrame(int loop);
private:
int calcNextFrame(int frame) const;
void queueAudioFrame(Audio::AudioStream *audioStream);
};
} // End of namespace BladeRunner
#endif