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8935cac6da
header files. Each now begins with "SWORD2_" and ends with "_H". (Well, except for "SWORD2_H", since I didn't want to name it "SWORD2_SWORD2_H".) svn-id: r20655
103 lines
2.5 KiB
C++
103 lines
2.5 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2006 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#ifndef SWORD2_ANIMATION_H
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#define SWORD2_ANIMATION_H
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#include "graphics/animation.h"
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#include "sound/mixer.h"
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namespace Sword2 {
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struct SpriteInfo;
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// This is the structure which is passed to the sequence player. It includes
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// the smack to play, and any text lines which are to be displayed over the top
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// of the sequence.
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struct MovieTextObject {
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uint16 startFrame;
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uint16 endFrame;
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SpriteInfo *textSprite;
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uint32 speechBufferSize;
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uint16 *speech;
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};
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class AnimationState : public ::Graphics::BaseAnimationState {
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private:
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Sword2Engine *_vm;
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public:
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AnimationState(Sword2Engine *vm);
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~AnimationState();
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#ifndef BACKEND_8BIT
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void drawTextObject(SpriteInfo *s, byte *src);
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#endif
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void clearScreen();
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void updateScreen();
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private:
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void drawYUV(int width, int height, byte *const *dat);
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#ifdef BACKEND_8BIT
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void setPalette(byte *pal);
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#endif
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};
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struct MovieInfo {
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char name[9];
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uint frames;
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bool seamless;
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};
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class MoviePlayer {
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private:
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Sword2Engine *_vm;
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Audio::Mixer *_snd;
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OSystem *_sys;
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byte *_textSurface;
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Audio::SoundHandle _leadOutHandle;
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uint _leadOutFrame;
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bool _seamless;
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static struct MovieInfo _movies[];
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void openTextObject(MovieTextObject *obj);
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void closeTextObject(MovieTextObject *obj);
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void drawTextObject(AnimationState *anim, MovieTextObject *obj);
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void playMPEG(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen);
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void playDummy(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen);
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public:
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MoviePlayer(Sword2Engine *vm);
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int32 play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes);
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};
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} // End of namespace Sword2
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#endif
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