scummvm/engines/sword2/animation.h
Torbjörn Andersson 8ae050ff08 Renamed graphics/animation.[cpp|h] to graphics/mpeg_player.[cpp|h] to be more
consistent with dxa_player.[cpp|h]. (Though actually, "decoder" might be more
accurate...)

svn-id: r23774
2006-08-27 09:10:24 +00:00

198 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/dxa_player.h"
#include "graphics/mpeg_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;
char *_name;
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);
void calcTextPosition(MovieTextObject *t, int &xPos, int &yPos);
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:
bool decodeFrame();
void syncFrame();
void drawFrame();
void drawTextObject(MovieTextObject *t);
void undrawTextObject(MovieTextObject *t);
public:
MoviePlayerDummy(Sword2Engine *vm);
virtual ~MoviePlayerDummy();
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();
#ifndef BACKEND_8BIT
void handleScreenChanged();
void clearFrame();
void drawFrame();
void updateScreen();
void drawTextObject(MovieTextObject *t);
void undrawTextObject(MovieTextObject *t);
#endif
public:
MoviePlayerMPEG(Sword2Engine *vm);
~MoviePlayerMPEG();
bool load(const char *name, MovieTextObject *text[]);
};
#endif
#ifdef USE_ZLIB
class MoviePlayerDXA : public MoviePlayer, ::Graphics::DXAPlayer {
protected:
void setPalette(byte *pal);
bool decodeFrame();
public:
MoviePlayerDXA(Sword2Engine *vm);
~MoviePlayerDXA();
bool load(const char *name, MovieTextObject *text[]);
};
#endif
MoviePlayer *makeMoviePlayer(Sword2Engine *vm, const char *name);
} // End of namespace Sword2
#endif