scummvm/engines/zvision/animation_control.cpp

261 lines
10 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.
*
*/
#include "common/scummsys.h"
#include "video/video_decoder.h"
#include "zvision/animation_control.h"
#include "zvision/zvision.h"
#include "zvision/render_manager.h"
#include "zvision/script_manager.h"
#include "zvision/rlf_animation.h"
#include "zvision/zork_avi_decoder.h"
namespace ZVision {
AnimationControl::AnimationControl(ZVision *engine, uint32 controlKey, const Common::String &fileName)
: Control(engine, controlKey),
_fileType(RLF),
_loopCount(1),
_currentLoop(0),
_accumulatedTime(0),
_cachedFrame(0),
_cachedFrameNeedsDeletion(false) {
if (fileName.hasSuffix(".rlf")) {
_fileType = RLF;
_animation.rlf = new RlfAnimation(fileName, false);
} else if (fileName.hasSuffix(".avi")) {
_fileType = AVI;
_animation.avi = new ZorkAVIDecoder();
_animation.avi->loadFile(fileName);
} else {
warning("Unrecognized animation file type: %s", fileName.c_str());
}
_cachedFrame = new Graphics::Surface();
}
AnimationControl::~AnimationControl() {
if (_fileType == RLF) {
delete _animation.rlf;
} else if (_fileType == AVI) {
delete _animation.avi;
}
_cachedFrame->free();
delete _cachedFrame;
}
bool AnimationControl::process(uint32 deltaTimeInMillis) {
if (!_enabled) {
return false;
}
bool finished = false;
if (_fileType == RLF) {
_accumulatedTime += deltaTimeInMillis;
uint32 frameTime = _animation.rlf->frameTime();
if (_accumulatedTime >= frameTime) {
while (_accumulatedTime >= frameTime) {
_accumulatedTime -= frameTime;
// Make sure the frame is inside the working window
// If it's not, then just return
RenderManager *renderManager = _engine->getRenderManager();
Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _animation.rlf->width(), workingWindowPoint.y + _animation.rlf->height());
// If the clip returns false, it means the animation is outside the working window
if (!renderManager->clipRectToWorkingWindow(subRect)) {
return false;
}
const Graphics::Surface *frame = _animation.rlf->getNextFrame();
// Animation frames for PANORAMAs are transposed, so un-transpose them
RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
if (state == RenderTable::PANORAMA) {
Graphics::Surface *tranposedFrame = RenderManager::tranposeSurface(frame);
renderManager->copyRectToWorkingWindow((uint16 *)tranposedFrame->getBasePtr(tranposedFrame->w - subRect.width(), tranposedFrame->h - subRect.height()), subRect.left, subRect.top, _animation.rlf->width(), subRect.width(), subRect.height());
// If the background can move, we need to cache the last frame so it can be rendered during background movement
if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
if (_cachedFrameNeedsDeletion) {
_cachedFrame->free();
delete _cachedFrame;
_cachedFrameNeedsDeletion = false;
}
_cachedFrame = tranposedFrame;
_cachedFrameNeedsDeletion = true;
} else {
// Cleanup
tranposedFrame->free();
delete tranposedFrame;
}
} else {
renderManager->copyRectToWorkingWindow((uint16 *)frame->getBasePtr(frame->w - subRect.width(), frame->h - subRect.height()), subRect.left, subRect.top, _animation.rlf->width(), subRect.width(), subRect.height());
// If the background can move, we need to cache the last frame so it can be rendered during background movement
if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
if (_cachedFrameNeedsDeletion) {
_cachedFrame->free();
delete _cachedFrame;
_cachedFrameNeedsDeletion = false;
}
_cachedFrame->copyFrom(*frame);
}
}
// Check if we should continue looping
if (_animation.rlf->endOfAnimation()) {
_animation.rlf->seekToFrame(-1);
if (_loopCount > 0) {
_currentLoop++;
if (_currentLoop >= _loopCount) {
finished = true;
}
}
}
}
} else {
// If the background can move, we have to keep rendering animation frames, otherwise the animation flickers during background movement
RenderManager *renderManager = _engine->getRenderManager();
RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _cachedFrame->w, workingWindowPoint.y + _cachedFrame->h);
// If the clip returns false, it means the animation is outside the working window
if (!renderManager->clipRectToWorkingWindow(subRect)) {
return false;
}
renderManager->copyRectToWorkingWindow((uint16 *)_cachedFrame->getBasePtr(_cachedFrame->w - subRect.width(), _cachedFrame->h - subRect.height()), subRect.left, subRect.top, _cachedFrame->w, subRect.width(), subRect.height());
}
}
} else if (_fileType == AVI) {
if (!_animation.avi->isPlaying()) {
_animation.avi->start();
}
if (_animation.avi->needsUpdate()) {
const Graphics::Surface *frame = _animation.avi->decodeNextFrame();
if (frame) {
// Make sure the frame is inside the working window
// If it's not, then just return
RenderManager *renderManager = _engine->getRenderManager();
Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + frame->w, workingWindowPoint.y + frame->h);
// If the clip returns false, it means the animation is outside the working window
if (!renderManager->clipRectToWorkingWindow(subRect)) {
return false;
}
// Animation frames for PANORAMAs are transposed, so un-transpose them
RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
if (state == RenderTable::PANORAMA) {
Graphics::Surface *tranposedFrame = RenderManager::tranposeSurface(frame);
renderManager->copyRectToWorkingWindow((uint16 *)tranposedFrame->getBasePtr(tranposedFrame->w - subRect.width(), tranposedFrame->h - subRect.height()), subRect.left, subRect.top, frame->w, subRect.width(), subRect.height());
// If the background can move, we need to cache the last frame so it can be rendered during background movement
if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
if (_cachedFrameNeedsDeletion) {
_cachedFrame->free();
delete _cachedFrame;
_cachedFrameNeedsDeletion = false;
}
_cachedFrame = tranposedFrame;
_cachedFrameNeedsDeletion = true;
} else {
// Cleanup
tranposedFrame->free();
delete tranposedFrame;
}
} else {
renderManager->copyRectToWorkingWindow((uint16 *)frame->getBasePtr(frame->w - subRect.width(), frame->h - subRect.height()), subRect.left, subRect.top, frame->w, subRect.width(), subRect.height());
// If the background can move, we need to cache the last frame so it can be rendered during background movement
if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
if (_cachedFrameNeedsDeletion) {
_cachedFrame->free();
delete _cachedFrame;
_cachedFrameNeedsDeletion = false;
}
_cachedFrame->copyFrom(*frame);
}
}
} else {
// If the background can move, we have to keep rendering animation frames, otherwise the animation flickers during background movement
RenderManager *renderManager = _engine->getRenderManager();
RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _cachedFrame->w, workingWindowPoint.y + _cachedFrame->h);
// If the clip returns false, it means the animation is outside the working window
if (!renderManager->clipRectToWorkingWindow(subRect)) {
return false;
}
renderManager->copyRectToWorkingWindow((uint16 *)_cachedFrame->getBasePtr(_cachedFrame->w - subRect.width(), _cachedFrame->h - subRect.height()), subRect.left, subRect.top, _cachedFrame->w, subRect.width(), subRect.height());
}
}
}
// Check if we should continue looping
if (_animation.avi->endOfVideo()) {
_animation.avi->rewind();
if (_loopCount > 0) {
_currentLoop++;
if (_currentLoop >= _loopCount) {
_animation.avi->stop();
finished = true;
}
}
}
}
// If we're done, set _animation key = 2 (Why 2? I don't know. It's just the value that they used)
// Then disable the control. DON'T delete it. It can be re-used
if (finished) {
_engine->getScriptManager()->setStateValue(_animationKey, 2);
disable();
_currentLoop = 0;
}
return false;
}
} // End of namespace ZVision