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https://github.com/libretro/scummvm.git
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6c0edab41e
clearFrame(), and is only responsible for clearing the frame buffer. Frame syncing and frame drawing are now separate from each other. svn-id: r23525
195 lines
4.3 KiB
C++
195 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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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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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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virtual bool decodeFrame();
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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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MoviePlayerDummy(Sword2Engine *vm);
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virtual ~MoviePlayerDummy();
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virtual 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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virtual void syncFrame();
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#ifndef BACKEND_8BIT
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virtual void handleScreenChanged();
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virtual void clearFrame();
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virtual void drawFrame();
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virtual void updateScreen();
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virtual void drawTextObject(MovieTextObject *t);
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#endif
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public:
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MoviePlayerMPEG(Sword2Engine *vm);
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virtual ~MoviePlayerMPEG();
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virtual 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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virtual void setPalette(byte *pal);
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virtual bool decodeFrame();
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public:
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MoviePlayerDXA(Sword2Engine *vm);
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virtual ~MoviePlayerDXA();
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virtual 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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