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https://github.com/libretro/scummvm.git
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cd076b26ae
In case the compiler won't optimize such cases
294 lines
8.5 KiB
C++
294 lines
8.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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*
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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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*
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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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*/
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#include "bladerunner/vqa_player.h"
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/time.h"
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#include "bladerunner/audio_player.h"
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#include "audio/decoders/raw.h"
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#include "common/system.h"
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namespace BladeRunner {
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bool VQAPlayer::open() {
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_s = _vm->getResourceStream(_name);
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if (!_s) {
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return false;
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}
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if (!_decoder.loadStream(_s)) {
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delete _s;
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_s = nullptr;
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return false;
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}
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#if !BLADERUNNER_ORIGINAL_BUGS
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// TB05 has wrong end of a loop and this will load empty zbuffer from next loop, which will lead to broken pathfinding
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if (_name.equals("TB05_2.VQA")) {
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_decoder._loopInfo.loops[1].end = 60;
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} else if (_name.equals("DR04OVER.VQA")) {
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// smoke (overlay) after explosion of Dermo Labs in DR04
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// This has still frames in the end that so it looked as if the smoke was "frozen"
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_decoder._loopInfo.loops[0].end = 58; // 59 up to 74 are still frames
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}
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// else if (_name.equals("MA05_3.VQA")) {
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// // loops[1] 60 up to 90 (it will be followed by loops[2] which will play from 30 to 90
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// // this is to address the issue of non-aligned headlight rotation in the
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// // InShot transition in Act 5. However, this is still glitchy
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// // and results in bad z-buffer for the duration of the truncated loop 1
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// // TODO is there a way to get and use the z-buffering info from start frame without displaying it?
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// _decoder._loopInfo.loops[1].begin = 60;
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// _decoder._loopInfo.loops[2].begin = 30;
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// }
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#endif
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_hasAudio = _decoder.hasAudio();
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if (_hasAudio) {
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_audioStream = Audio::makeQueuingAudioStream(_decoder.frequency(), false);
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}
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_repeatsCount = 0;
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_loop = -1;
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_frame = -1;
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_frameBegin = -1;
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_frameEnd = _decoder.numFrames() - 1;
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_frameEndQueued = -1;
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_repeatsCountQueued = -1;
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if (_loopInitial >= 0) {
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// TODO? When does this happen? _loopInitial seems to be unused
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setLoop(_loopInitial, _repeatsCountInitial, kLoopSetModeImmediate, nullptr, nullptr);
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} else {
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_frameNext = 0;
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// TODO? Removed as redundant
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// setBeginAndEndFrame(0, _frameEnd, 0, kLoopSetModeJustStart, nullptr, nullptr);
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}
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return true;
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}
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void VQAPlayer::close() {
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_vm->_mixer->stopHandle(_soundHandle);
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delete _s;
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_s = nullptr;
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}
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int VQAPlayer::update(bool forceDraw, bool advanceFrame, bool useTime, Graphics::Surface *customSurface) {
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uint32 now = 60 * _vm->_time->currentSystem();
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int result = -1;
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if (_frameNext < 0) {
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_frameNext = _frameBegin;
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}
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if ((_repeatsCount > 0 || _repeatsCount == -1) && (_frameNext > _frameEnd)) {
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int loopEndQueued = _frameEndQueued;
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if (_frameEndQueued != -1) {
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_frameEnd = _frameEndQueued;
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_frameEndQueued = -1;
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}
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if (_frameNext != _frameBegin) {
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_frameNext = _frameBegin;
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}
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if (loopEndQueued == -1) {
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if (_repeatsCount != -1) {
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--_repeatsCount;
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}
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//callback for repeat, it is not used in the blade runner
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} else {
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_repeatsCount = _repeatsCountQueued;
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_repeatsCountQueued = -1;
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if (_callbackLoopEnded != nullptr) {
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_callbackLoopEnded(_callbackData, 0, _loop);
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}
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}
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result = -1;
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} else if (_frameNext > _frameEnd) {
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result = -3;
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// _repeatsCount == 0, so return here at the end of the video, to release the resource
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return result;
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} else if (useTime && (now < _frameNextTime)) {
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result = -1;
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} else if (advanceFrame) {
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_frame = _frameNext;
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_decoder.readFrame(_frameNext, kVQAReadVideo);
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_decoder.decodeVideoFrame(customSurface != nullptr ? customSurface : _surface, _frameNext);
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if (_hasAudio) {
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int audioPreloadFrames = 14;
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if (!_audioStarted) {
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for (int i = 0; i < audioPreloadFrames; ++i) {
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if (_frameNext + i < _frameEnd) {
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_decoder.readFrame(_frameNext + i, kVQAReadAudio);
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queueAudioFrame(_decoder.decodeAudioFrame());
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}
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}
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if (_vm->_mixer->isReady()) {
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// Use speech sound type as in original engine
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_vm->_mixer->playStream(Audio::Mixer::kSpeechSoundType, &_soundHandle, _audioStream);
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}
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_audioStarted = true;
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}
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if (_frameNext + audioPreloadFrames < _frameEnd) {
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_decoder.readFrame(_frameNext + audioPreloadFrames, kVQAReadAudio);
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queueAudioFrame(_decoder.decodeAudioFrame());
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}
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}
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if (useTime) {
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_frameNextTime += 60000 / 15;
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// In some cases (as overlay paused by kia or game window is moved) new time might be still in the past.
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// This can cause rapid playback of video where every refresh renders different frame of the video.
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// Can be avoided by setting next time to the future.
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if (_frameNextTime < now) {
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_frameNextTime = now + 60000 / 15;
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}
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}
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++_frameNext;
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result = _frame;
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}
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if (result < 0 && forceDraw && _frame != -1) {
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_decoder.decodeVideoFrame(customSurface != nullptr ? customSurface : _surface, _frame, true);
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result = _frame;
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}
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return result; // Note: result here could be negative.
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// Negative valid value should only be -1, since there are various assertions
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// assert(frame >= -1) in overlay modes (elevator, scores, spinner)
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}
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void VQAPlayer::updateZBuffer(ZBuffer *zbuffer) {
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_decoder.decodeZBuffer(zbuffer);
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}
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void VQAPlayer::updateView(View *view) {
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_decoder.decodeView(view);
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}
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void VQAPlayer::updateScreenEffects(ScreenEffects *screenEffects) {
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_decoder.decodeScreenEffects(screenEffects);
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}
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void VQAPlayer::updateLights(Lights *lights) {
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_decoder.decodeLights(lights);
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}
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bool VQAPlayer::setLoop(int loop, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) {
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if (_s == nullptr) {
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_loopInitial = loop;
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_repeatsCountInitial = repeatsCount;
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return true;
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}
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int begin, end;
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if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
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return false;
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}
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if (setBeginAndEndFrame(begin, end, repeatsCount, loopSetMode, callback, callbackData)) {
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_loop = loop;
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return true;
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}
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return false;
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}
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bool VQAPlayer::setBeginAndEndFrame(int begin, int end, int repeatsCount, int loopSetMode, void (*callback)(void *, int, int), void *callbackData) {
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if ( begin >= getFrameCount()
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|| end >= getFrameCount()
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|| begin >= end
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|| loopSetMode < 0
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|| loopSetMode >= 3
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) {
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warning("VQAPlayer::setBeginAndEndFrame - Invalid arguments for video");
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return false; // VQA_DECODER_ERROR_BAD_INPUT case
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}
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if (repeatsCount < 0) {
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repeatsCount = -1;
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}
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if (_repeatsCount == 0 && loopSetMode == kLoopSetModeEnqueue) {
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// if the member var _repeatsCount is 0 (which means "don't repeat existing loop")
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// then execute set the enqueued loop for immediate execution
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loopSetMode = kLoopSetModeImmediate;
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}
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_frameBegin = begin;
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if (loopSetMode == kLoopSetModeJustStart) {
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_repeatsCount = repeatsCount;
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_frameEnd = end;
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} else if (loopSetMode == kLoopSetModeEnqueue) {
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_repeatsCountQueued = repeatsCount;
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_frameEndQueued = end;
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} else if (loopSetMode == kLoopSetModeImmediate) {
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_repeatsCount = repeatsCount;
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_frameEnd = end;
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seekToFrame(begin);
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}
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_callbackLoopEnded = callback;
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_callbackData = callbackData;
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return true;
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}
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bool VQAPlayer::seekToFrame(int frame) {
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_frameNext = frame;
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_frameNextTime = 60 * _vm->_time->currentSystem();
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return true;
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}
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int VQAPlayer::getLoopBeginFrame(int loop) {
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int begin, end;
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if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
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return -1;
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}
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return begin;
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}
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int VQAPlayer::getLoopEndFrame(int loop) {
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int begin, end;
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if (!_decoder.getLoopBeginAndEndFrame(loop, &begin, &end)) {
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return -1;
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}
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return end;
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}
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int VQAPlayer::getFrameCount() {
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return _decoder.numFrames();
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}
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void VQAPlayer::queueAudioFrame(Audio::AudioStream *audioStream) {
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int n = _audioStream->numQueuedStreams();
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if (n == 0)
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warning("numQueuedStreams: %d", n);
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_audioStream->queueAudioStream(audioStream, DisposeAfterUse::YES);
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}
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} // End of namespace BladeRunner
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