scummvm/engines/sword1/animation.h

96 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.
*
* $URL$
* $Id$
*
*/
#ifndef SWORD1_ANIMATION_H
#define SWORD1_ANIMATION_H
#include "graphics/video/dxa_decoder.h"
#include "graphics/video/smk_decoder.h"
#include "graphics/video/video_player.h"
#include "sword1/screen.h"
#include "sword1/sound.h"
#include "sound/audiostream.h"
namespace Sword1 {
enum DecoderType {
kVideoDecoderDXA = 0,
kVideoDecoderSMK = 1
};
class MovieText {
public:
uint16 _startFrame;
uint16 _endFrame;
char *_text;
MovieText(int startFrame, int endFrame, const char *text) {
_startFrame = startFrame;
_endFrame = endFrame;
_text = strdup(text);
}
~MovieText() {
free(_text);
}
};
class DXADecoderWithSound : public Graphics::DXADecoder {
public:
DXADecoderWithSound(Audio::Mixer *mixer, Audio::SoundHandle *bgSoundHandle);
~DXADecoderWithSound() {}
int32 getAudioLag();
private:
Audio::Mixer *_mixer;
Audio::SoundHandle *_bgSoundHandle;
};
class MoviePlayer : public Graphics::VideoPlayer {
public:
MoviePlayer(SwordEngine *vm, Text *textMan, Audio::Mixer *snd, OSystem *system, Audio::SoundHandle *bgSoundHandle, Graphics::VideoDecoder *decoder, DecoderType decoderType);
virtual ~MoviePlayer(void);
bool load(uint32 id);
void play(void);
protected:
SwordEngine *_vm;
Text *_textMan;
Audio::Mixer *_snd;
OSystem *_system;
Common::Array<MovieText *> _movieTexts;
int _textX, _textY, _textWidth, _textHeight;
DecoderType _decoderType;
Audio::SoundHandle *_bgSoundHandle;
Audio::AudioStream *_bgSoundStream;
void performPostProcessing(byte *screen);
};
MoviePlayer *makeMoviePlayer(uint32 id, SwordEngine *vm, Text *textMan, Audio::Mixer *snd, OSystem *system);
} // End of namespace Sword1
#endif