scummvm/engines/trecision/animmanager.h
Filippos Karapetis 32fb690aae TRECISION: Add support for audio in Amiga video
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.*
2022-01-24 00:24:28 +02:00

107 lines
3.3 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef TRECISION_ANIMMANAGER_H
#define TRECISION_ANIMMANAGER_H
#include "trecision/fastfile.h"
#include "trecision/struct.h"
namespace Trecision {
#define MAXANIM 750
#define MAXACTIVEANIM 3
// SMACKER ANIMATION FLAGS
#define SMKANIM_BKG 1
#define SMKANIM_ICON 2
#define SMKANIM_LOOP 4
#define SMKANIM_OLD 8
#define SMKANIM_ON 16
enum SmackerType {
kSmackerBackground = 0, // Scene background animations
kSmackerAction = 1, // Main character action animations
kSmackerIcon = 2 // Smacker inventory animations
};
class TrecisionEngine;
class NightlongVideoDecoder;
class AnimManager {
public:
AnimManager(TrecisionEngine *vm);
~AnimManager();
private:
TrecisionEngine *_vm;
NightlongVideoDecoder *_animations[MAXACTIVEANIM];
uint16 _playingAnims[MAXACTIVEANIM];
FastFile _animFile[MAXACTIVEANIM]; // nlanim.cd1 / nlanim.cd2 / nlanim.cd3
int _curCD;
bool _bgAnimRestarted;
void openSmk(int slot, Common::SeekableReadStream *stream);
void openSmkAnim(int slot, const Common::String &name);
void toggleMuteBgAnim(uint16 animation);
void closeSmk(int slot);
void drawFrame(NightlongVideoDecoder *smkDecoder, uint16 x, uint16 y, bool updateScreen);
void drawFrameSubtitles(Graphics::Surface *surface, int frameNum);
void setVideoRange(NightlongVideoDecoder *smkDecoder, int &startFrame, int &endFrame);
void refreshSmkAnim(uint16 animation);
void handleEndOfVideo(int animation, int slot);
bool shouldShowAnim(int animation, Common::Rect curRect);
void drawSmkBackgroundFrame(int animation);
void drawSmkIconFrame(uint16 startIcon, uint16 iconNum);
void drawSmkActionFrame();
void swapCD(int cd);
void patchAnimTab();
public:
Common::Rect _animRect;
SAnim _animTab[MAXANIM];
void smkGoto(int slot, int frame);
void smkToggleAudio(int slot, bool on);
void smkToggleTrackAudio(int slot, int track, bool on);
int16 smkCurFrame(int slot);
void smkStop(uint16 slot);
void refreshActionAnimation() { refreshSmkAnim(_playingAnims[kSmackerAction]); }
bool isActionActive() const { return _playingAnims[kSmackerAction] != 0; }
void playMovie(const Common::String &filename, int startFrame = 0, int endFrame = -1, bool singleChoice = false);
void startFullMotion();
void stopFullMotion();
void refreshAnim(int box);
void startSmkAnim(uint16 animation);
void stopAllSmkAnims();
void syncGameStream(Common::Serializer &ser);
void loadAnimTab(Common::SeekableReadStreamEndian *stream);
};
} // End of namespace Trecision
#endif