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cc3b4cdf99
DXA movies (the MPEG movies still work, of course), there is no longer any need for the MPEG decoder to handle sound and frame syncing. That is now the responsibility of the player, not the decoder. The obvious next step, then, would be to put that in a new player class, and have both BS1 and BS2 use that. Maybe FF as well. svn-id: r23757
198 lines
4.3 KiB
C++
198 lines
4.3 KiB
C++
/* Copyright (C) 1994-1998 Revolution Software Ltd.
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* Copyright (C) 2003-2006 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*/
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#ifndef SWORD2_ANIMATION_H
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#define SWORD2_ANIMATION_H
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#include "graphics/animation.h"
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#include "graphics/dxa_player.h"
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#include "sound/mixer.h"
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namespace Sword2 {
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struct SpriteInfo;
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// This is the structure which is passed to the sequence player. It includes
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// the smack to play, and any text lines which are to be displayed over the top
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// of the sequence.
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struct MovieTextObject {
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uint16 startFrame;
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uint16 endFrame;
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SpriteInfo *textSprite;
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uint32 speechBufferSize;
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uint16 *speech;
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};
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struct MovieInfo {
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const char *name;
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uint frames;
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bool seamless;
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};
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class MoviePlayer {
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private:
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bool checkSkipFrame();
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protected:
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Sword2Engine *_vm;
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Audio::Mixer *_mixer;
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OSystem *_system;
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char *_name;
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byte _originalPalette[4 * 256];
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byte *_textSurface;
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Audio::SoundHandle _speechHandle;
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Audio::SoundHandle _bgSoundHandle;
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Audio::AudioStream *_bgSoundStream;
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uint32 _ticks;
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uint _currentFrame;
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byte *_frameBuffer;
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int _frameWidth, _frameHeight;
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int _frameX, _frameY;
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byte _black, _white;
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uint _numFrames;
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uint _leadOutFrame;
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bool _seamless;
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int _framesSkipped;
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bool _forceFrame;
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static const MovieInfo _movies[];
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MovieTextObject **_textList;
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int _currentText;
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void savePalette();
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void restorePalette();
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void openTextObject(MovieTextObject *t);
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void closeTextObject(MovieTextObject *t);
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void calcTextPosition(MovieTextObject *t, int &xPos, int &yPos);
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virtual void handleScreenChanged() {}
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virtual void clearFrame();
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virtual void updateScreen();
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virtual bool decodeFrame() = 0;
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virtual void syncFrame();
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virtual void drawFrame();
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virtual void drawTextObject(MovieTextObject *t);
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virtual void undrawTextObject(MovieTextObject *t);
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public:
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MoviePlayer(Sword2Engine *vm);
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virtual ~MoviePlayer();
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void updatePalette(byte *pal, bool packed = true);
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virtual bool load(const char *name, MovieTextObject *text[]);
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void play(int32 leadIn, int32 leadOut);
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};
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class MoviePlayerDummy : public MoviePlayer {
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protected:
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bool decodeFrame();
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void syncFrame();
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void drawFrame();
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void drawTextObject(MovieTextObject *t);
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void undrawTextObject(MovieTextObject *t);
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public:
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MoviePlayerDummy(Sword2Engine *vm);
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virtual ~MoviePlayerDummy();
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bool load(const char *name, MovieTextObject *text[]);
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};
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#ifdef USE_MPEG2
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class AnimationState : public ::Graphics::BaseAnimationState {
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private:
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Sword2Engine *_vm;
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MoviePlayer *_player;
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public:
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AnimationState(Sword2Engine *vm, MoviePlayer *player);
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~AnimationState();
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#ifndef BACKEND_8BIT
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void drawTextObject(SpriteInfo *s, byte *src);
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#endif
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void clearFrame();
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private:
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void drawYUV(int width, int height, byte *const *dat);
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#ifdef BACKEND_8BIT
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void setPalette(byte *pal);
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#endif
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};
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class MoviePlayerMPEG : public MoviePlayer {
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protected:
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AnimationState *_anim;
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virtual bool decodeFrame();
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#ifndef BACKEND_8BIT
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void handleScreenChanged();
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void clearFrame();
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void drawFrame();
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void updateScreen();
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void drawTextObject(MovieTextObject *t);
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void undrawTextObject(MovieTextObject *t);
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#endif
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public:
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MoviePlayerMPEG(Sword2Engine *vm);
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~MoviePlayerMPEG();
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bool load(const char *name, MovieTextObject *text[]);
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};
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#endif
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#ifdef USE_ZLIB
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class MoviePlayerDXA : public MoviePlayer, ::Graphics::DXAPlayer {
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protected:
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void setPalette(byte *pal);
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bool decodeFrame();
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public:
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MoviePlayerDXA(Sword2Engine *vm);
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~MoviePlayerDXA();
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bool load(const char *name, MovieTextObject *text[]);
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};
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#endif
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MoviePlayer *makeMoviePlayer(Sword2Engine *vm, const char *name);
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} // End of namespace Sword2
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#endif
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