scummvm/engines/sword2/animation.h

103 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.
*
* 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.
*/
#ifndef SWORD2_ANIMATION_H
#define SWORD2_ANIMATION_H
#include "sword2/screen.h"
namespace Graphics {
struct Surface;
}
namespace Video {
class VideoDecoder;
}
namespace Sword2 {
enum DecoderType {
kVideoDecoderDXA = 0,
kVideoDecoderSMK = 1,
kVideoDecoderPSX = 2
};
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 MoviePlayer {
public:
MoviePlayer(Sword2Engine *vm, OSystem *system, Video::VideoDecoder *decoder, DecoderType decoderType);
virtual ~MoviePlayer();
bool load(const char *name);
void play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadIn, uint32 leadOut);
protected:
Sword2Engine *_vm;
OSystem *_system;
MovieText *_movieTexts;
uint32 _numMovieTexts;
uint32 _currentMovieText;
byte *_textSurface;
int _textX, _textY;
byte _white, _black;
DecoderType _decoderType;
Video::VideoDecoder *_decoder;
uint32 _leadOut;
int _leadOutFrame;
void performPostProcessing(Graphics::Surface *screen, uint16 pitch);
bool playVideo();
void drawFramePSX(const Graphics::Surface *frame);
void openTextObject(uint32 index);
void closeTextObject(uint32 index, Graphics::Surface *screen, uint16 pitch);
void drawTextObject(uint32 index, Graphics::Surface *screen, uint16 pitch);
uint32 getBlackColor();
uint32 getWhiteColor();
};
MoviePlayer *makeMoviePlayer(const char *name, Sword2Engine *vm, OSystem *system, uint32 frameCount);
} // End of namespace Sword2
#endif