scummvm/engines/zvision/animation.cpp

132 lines
3.8 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.
*
*/
#include "common/scummsys.h"
#include "common/system.h"
#include "video/video_decoder.h"
#include "zvision/zvision.h"
#include "zvision/rlf_animation.h"
namespace ZVision {
void ZVision::playAnimation(RlfAnimation *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse) {
bool skip = false;
uint32 frameTime = animation->frameTime();
uint width = animation->width();
uint height = animation->height();
uint16 newX = x + _workingWindow.left;
uint16 newY = y + _workingWindow.top;
uint32 accumulatedTime = 0;
// Only continue while the video is still playing
while (!shouldQuit() && !skip && !animation->endOfAnimation()) {
_clock.update();
uint32 currentTime = _clock.getLastMeasuredTime();
accumulatedTime += _clock.getDeltaTime();
// Check for engine quit and video stop key presses
while (_eventMan->pollEvent(_event)) {
switch (_event.type) {
case Common::EVENT_KEYDOWN:
switch (_event.kbd.keycode) {
case Common::KEYCODE_q:
if (_event.kbd.hasFlags(Common::KBD_CTRL))
quitGame();
break;
case Common::KEYCODE_SPACE:
skip = true;
break;
default:
break;
}
default:
break;
}
}
while (accumulatedTime >= frameTime && !animation->endOfAnimation()) {
accumulatedTime -= frameTime;
_system->copyRectToScreen(animation->getNextFrame(), width * sizeof(uint16), newX, newY, width, height);
}
// Always update the screen so the mouse continues to render
_system->updateScreen();
// Calculate the frame delay based off a desired frame time
int delay = _desiredFrameTime - int32(_system->getMillis() - currentTime);
// Ensure non-negative
delay = delay < 0 ? 0 : delay;
_system->delayMillis(delay);
}
}
void ZVision::playAnimation(Video::VideoDecoder *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse) {
_clock.stop();
animation->start();
// Only continue while the video is still playing
while (!shouldQuit() && !animation->endOfVideo() && animation->isPlaying()) {
// Check for engine quit and video stop key presses
while (!animation->endOfVideo() && animation->isPlaying() && _eventMan->pollEvent(_event)) {
switch (_event.type) {
case Common::EVENT_KEYDOWN:
switch (_event.kbd.keycode) {
case Common::KEYCODE_q:
if (_event.kbd.hasFlags(Common::KBD_CTRL))
quitGame();
break;
case Common::KEYCODE_SPACE:
animation->stop();
break;
default:
break;
}
default:
break;
}
}
if (animation->needsUpdate()) {
const Graphics::Surface *frame = animation->decodeNextFrame();
if (frame) {
_system->copyRectToScreen((const byte *)frame->getPixels(), frame->pitch, x, y, frame->w, frame->h);
}
}
// Always update the screen so the mouse continues to render
_system->updateScreen();
_system->delayMillis(animation->getTimeToNextFrame());
}
_clock.start();
}
} // End of namespace ZVision