scummvm/engines/sword2/animation.h
Torbjörn Andersson 1b294306dd Another video player regression: When the palette changes, look up the
lightest/darkest available colours to use as white/black for the subtitles. It
is possible that we could get away with fixed values for Broken Sword 2, since
it has always had subtitles. But for Broken Sword 1, subtitles is a ScummVM
addition, and we can't.

svn-id: r49154
2010-05-23 11:16:10 +00:00

116 lines
3.0 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.
*
* Additional copyright for this file:
* Copyright (C) 1994-1998 Revolution Software Ltd.
*
* 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 SWORD2_ANIMATION_H
#define SWORD2_ANIMATION_H
#include "graphics/video/dxa_decoder.h"
#include "graphics/video/smk_decoder.h"
#include "graphics/video/video_decoder.h"
#include "sound/mixer.h"
#include "sword2/screen.h"
namespace Sword2 {
enum DecoderType {
kVideoDecoderDXA = 0,
kVideoDecoderSMK = 1
};
struct MovieText {
uint16 _startFrame;
uint16 _endFrame;
uint32 _textNumber;
byte *_textMem;
SpriteInfo _textSprite;
uint16 _speechId;
bool _played;
void reset() {
_textMem = NULL;
_speechId = 0;
_played = false;
}
};
class DXADecoderWithSound : public Graphics::DXADecoder {
public:
DXADecoderWithSound(Audio::Mixer *mixer, Audio::SoundHandle *bgSoundHandle);
~DXADecoderWithSound() {}
uint32 getElapsedTime() const;
private:
Audio::Mixer *_mixer;
Audio::SoundHandle *_bgSoundHandle;
};
class MoviePlayer {
public:
MoviePlayer(Sword2Engine *vm, Audio::Mixer *snd, OSystem *system, Audio::SoundHandle *bgSoundHandle, Graphics::VideoDecoder *decoder, DecoderType decoderType);
virtual ~MoviePlayer();
bool load(const char *name);
void play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadIn, uint32 leadOut);
void pauseMovie(bool pause);
protected:
Sword2Engine *_vm;
Audio::Mixer *_snd;
OSystem *_system;
MovieText *_movieTexts;
uint32 _numMovieTexts;
uint32 _currentMovieText;
byte *_textSurface;
int _textX, _textY;
byte _white, _black;
DecoderType _decoderType;
Graphics::VideoDecoder *_decoder;
Audio::SoundHandle *_bgSoundHandle;
Audio::AudioStream *_bgSoundStream;
uint32 _leadOut;
int _leadOutFrame;
void performPostProcessing(byte *screen);
bool playVideo();
void openTextObject(uint32 index);
void closeTextObject(uint32 index, byte *screen);
void drawTextObject(uint32 index, byte *screen);
byte findBlackPalIndex();
byte findWhitePalIndex();
};
MoviePlayer *makeMoviePlayer(const char *name, Sword2Engine *vm, Audio::Mixer *snd, OSystem *system);
} // End of namespace Sword2
#endif