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Animations use incremental frame changes. That is, only a few frames are complete (I-frames), the rest are just the pixels that change between the current frame and both the previous frame and the next frame (B-frames). See https://en.wikipedia.org/wiki/Video_compression_picture_types
88 lines
2.6 KiB
C++
88 lines
2.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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*/
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#include "common/scummsys.h"
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#include "common/system.h"
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#include "zvision/zvision.h"
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#include "zvision/rlf_animation.h"
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namespace ZVision {
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void ZVision::playAnimation(RlfAnimation *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse) {
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bool skip = false;
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uint32 frameTime = animation->frameTime();
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uint width = animation->width();
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uint height = animation->height();
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uint16 newX = x + _workingWindow.left;
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uint16 newY = y + _workingWindow.top;
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uint32 accumulatedTime = 0;
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// Only continue while the video is still playing
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while (!shouldQuit() && !skip && !animation->endOfAnimation()) {
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_clock.update();
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uint32 currentTime = _clock.getLastMeasuredTime();
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accumulatedTime += _clock.getDeltaTime();
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// Check for engine quit and video stop key presses
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while (_eventMan->pollEvent(_event)) {
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switch (_event.type) {
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case Common::EVENT_KEYDOWN:
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switch (_event.kbd.keycode) {
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case Common::KEYCODE_q:
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if (_event.kbd.hasFlags(Common::KBD_CTRL))
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quitGame();
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break;
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case Common::KEYCODE_SPACE:
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skip = true;
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break;
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default:
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break;
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}
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default:
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break;
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}
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}
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while (accumulatedTime >= frameTime && !animation->endOfAnimation()) {
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accumulatedTime -= frameTime;
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_system->copyRectToScreen(animation->getNextFrame(), width * sizeof(uint16), newX, newY, width, height);
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}
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// Always update the screen so the mouse continues to render
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_system->updateScreen();
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// Calculate the frame delay based off a desired frame time
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int delay = _desiredFrameTime - int32(_system->getMillis() - currentTime);
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// Ensure non-negative
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delay = delay < 0 ? 0 : delay;
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_system->delayMillis(delay);
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}
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}
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} // End of namespace ZVision
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