scummvm/engines/sword2/animation.h
Torbjörn Andersson 6c0edab41e Some cleanups and restructuring. The clearScreen() function has been renamed
clearFrame(), and is only responsible for clearing the frame buffer. Frame
syncing and frame drawing are now separate from each other.

svn-id: r23525
2006-07-15 23:44:44 +00:00

195 lines
4.3 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2006 The ScummVM project
*
* 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.
*
* $URL$
* $Id$
*/
#ifndef SWORD2_ANIMATION_H
#define SWORD2_ANIMATION_H
#include "graphics/animation.h"
#include "graphics/dxa_player.h"
#include "sound/mixer.h"
namespace Sword2 {
struct SpriteInfo;
// This is the structure which is passed to the sequence player. It includes
// the smack to play, and any text lines which are to be displayed over the top
// of the sequence.
struct MovieTextObject {
uint16 startFrame;
uint16 endFrame;
SpriteInfo *textSprite;
uint32 speechBufferSize;
uint16 *speech;
};
struct MovieInfo {
const char *name;
uint frames;
bool seamless;
};
class MoviePlayer {
private:
bool checkSkipFrame();
protected:
Sword2Engine *_vm;
Audio::Mixer *_mixer;
OSystem *_system;
byte _originalPalette[4 * 256];
byte *_textSurface;
Audio::SoundHandle _speechHandle;
Audio::SoundHandle _bgSoundHandle;
Audio::AudioStream *_bgSoundStream;
uint32 _ticks;
uint _currentFrame;
byte *_frameBuffer;
int _frameWidth, _frameHeight;
int _frameX, _frameY;
byte _black, _white;
uint _numFrames;
uint _leadOutFrame;
bool _seamless;
int _framesSkipped;
bool _forceFrame;
static const MovieInfo _movies[];
MovieTextObject **_textList;
int _currentText;
void savePalette();
void restorePalette();
void openTextObject(MovieTextObject *t);
void closeTextObject(MovieTextObject *t);
virtual void handleScreenChanged() {}
virtual void clearFrame();
virtual void updateScreen();
virtual bool decodeFrame() = 0;
virtual void syncFrame();
virtual void drawFrame();
virtual void drawTextObject(MovieTextObject *t);
virtual void undrawTextObject(MovieTextObject *t);
public:
MoviePlayer(Sword2Engine *vm);
virtual ~MoviePlayer();
void updatePalette(byte *pal, bool packed = true);
virtual bool load(const char *name, MovieTextObject *text[]);
void play(int32 leadIn, int32 leadOut);
};
class MoviePlayerDummy : public MoviePlayer {
protected:
virtual bool decodeFrame();
virtual void syncFrame();
virtual void drawFrame();
virtual void drawTextObject(MovieTextObject *t);
virtual void undrawTextObject(MovieTextObject *t);
public:
MoviePlayerDummy(Sword2Engine *vm);
virtual ~MoviePlayerDummy();
virtual bool load(const char *name, MovieTextObject *text[]);
};
#ifdef USE_MPEG2
class AnimationState : public ::Graphics::BaseAnimationState {
private:
Sword2Engine *_vm;
MoviePlayer *_player;
public:
AnimationState(Sword2Engine *vm, MoviePlayer *player);
~AnimationState();
#ifndef BACKEND_8BIT
void drawTextObject(SpriteInfo *s, byte *src);
#endif
void clearFrame();
private:
void drawYUV(int width, int height, byte *const *dat);
#ifdef BACKEND_8BIT
void setPalette(byte *pal);
#endif
};
class MoviePlayerMPEG : public MoviePlayer {
protected:
AnimationState *_anim;
virtual bool decodeFrame();
virtual void syncFrame();
#ifndef BACKEND_8BIT
virtual void handleScreenChanged();
virtual void clearFrame();
virtual void drawFrame();
virtual void updateScreen();
virtual void drawTextObject(MovieTextObject *t);
#endif
public:
MoviePlayerMPEG(Sword2Engine *vm);
virtual ~MoviePlayerMPEG();
virtual bool load(const char *name, MovieTextObject *text[]);
};
#endif
#ifdef USE_ZLIB
class MoviePlayerDXA : public MoviePlayer, ::Graphics::DXAPlayer {
protected:
virtual void setPalette(byte *pal);
virtual bool decodeFrame();
public:
MoviePlayerDXA(Sword2Engine *vm);
virtual ~MoviePlayerDXA();
virtual bool load(const char *name, MovieTextObject *text[]);
};
#endif
MoviePlayer *makeMoviePlayer(Sword2Engine *vm, const char *name);
} // End of namespace Sword2
#endif