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32fb690aae
The audio is in raw format, like the rest of the sounds in the Amiga port. Overall: - A new class has been created, NightlongVideoDecoder, which encapsulates the PC and Amiga video playing functionality - The AnimManager class has been moved into animmanager.* - The AnimType class has been moved from anim.* to animtype.*
107 lines
3.3 KiB
C++
107 lines
3.3 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TRECISION_ANIMMANAGER_H
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#define TRECISION_ANIMMANAGER_H
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#include "trecision/fastfile.h"
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#include "trecision/struct.h"
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namespace Trecision {
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#define MAXANIM 750
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#define MAXACTIVEANIM 3
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// SMACKER ANIMATION FLAGS
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#define SMKANIM_BKG 1
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#define SMKANIM_ICON 2
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#define SMKANIM_LOOP 4
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#define SMKANIM_OLD 8
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#define SMKANIM_ON 16
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enum SmackerType {
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kSmackerBackground = 0, // Scene background animations
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kSmackerAction = 1, // Main character action animations
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kSmackerIcon = 2 // Smacker inventory animations
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};
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class TrecisionEngine;
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class NightlongVideoDecoder;
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class AnimManager {
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public:
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AnimManager(TrecisionEngine *vm);
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~AnimManager();
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private:
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TrecisionEngine *_vm;
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NightlongVideoDecoder *_animations[MAXACTIVEANIM];
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uint16 _playingAnims[MAXACTIVEANIM];
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FastFile _animFile[MAXACTIVEANIM]; // nlanim.cd1 / nlanim.cd2 / nlanim.cd3
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int _curCD;
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bool _bgAnimRestarted;
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void openSmk(int slot, Common::SeekableReadStream *stream);
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void openSmkAnim(int slot, const Common::String &name);
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void toggleMuteBgAnim(uint16 animation);
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void closeSmk(int slot);
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void drawFrame(NightlongVideoDecoder *smkDecoder, uint16 x, uint16 y, bool updateScreen);
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void drawFrameSubtitles(Graphics::Surface *surface, int frameNum);
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void setVideoRange(NightlongVideoDecoder *smkDecoder, int &startFrame, int &endFrame);
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void refreshSmkAnim(uint16 animation);
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void handleEndOfVideo(int animation, int slot);
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bool shouldShowAnim(int animation, Common::Rect curRect);
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void drawSmkBackgroundFrame(int animation);
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void drawSmkIconFrame(uint16 startIcon, uint16 iconNum);
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void drawSmkActionFrame();
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void swapCD(int cd);
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void patchAnimTab();
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public:
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Common::Rect _animRect;
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SAnim _animTab[MAXANIM];
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void smkGoto(int slot, int frame);
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void smkToggleAudio(int slot, bool on);
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void smkToggleTrackAudio(int slot, int track, bool on);
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int16 smkCurFrame(int slot);
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void smkStop(uint16 slot);
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void refreshActionAnimation() { refreshSmkAnim(_playingAnims[kSmackerAction]); }
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bool isActionActive() const { return _playingAnims[kSmackerAction] != 0; }
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void playMovie(const Common::String &filename, int startFrame = 0, int endFrame = -1, bool singleChoice = false);
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void startFullMotion();
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void stopFullMotion();
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void refreshAnim(int box);
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void startSmkAnim(uint16 animation);
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void stopAllSmkAnims();
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void syncGameStream(Common::Serializer &ser);
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void loadAnimTab(Common::SeekableReadStreamEndian *stream);
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};
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} // End of namespace Trecision
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#endif
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