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animation.h

/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * Additional copyright for this file:
 * Copyright (C) 1994-1998 Revolution Software Ltd.
 *
 * 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/sword2/animation.h $
 * $Id: animation.h 30944 2008-02-23 22:50:18Z sev $
 */

#ifndef SWORD2_ANIMATION_H
#define SWORD2_ANIMATION_H

#include "graphics/dxa_player.h"
#include "graphics/mpeg_player.h"
#include "sound/mixer.h"

#include "sword2/screen.h"

namespace Sword2 {

struct SequenceTextInfo {
      uint32 textNumber;
      uint16 startFrame;
      uint16 endFrame;
};

struct MovieTextObject {
      byte *textMem;
      SpriteInfo textSprite;
      uint16 speechId;

      MovieTextObject() {
            textMem = NULL;
            speechId = 0;
      }
};

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];

      uint32 _numSpeechLines;
      uint32 _firstSpeechFrame;
      MovieTextObject _textObject;
      byte *_textSurface;

      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[];

      uint32 _currentText;

      void savePalette();
      void restorePalette();

      void openTextObject(SequenceTextInfo *t);
      void closeTextObject();
      void calcTextPosition(int &xPos, int &yPos);

      virtual void handleScreenChanged() {}

      virtual void clearFrame();
      virtual void updateScreen();
      virtual bool decodeFrame() = 0;
      virtual bool syncFrame();
      virtual void drawFrame();
      virtual void drawTextObject();
      virtual void undrawTextObject();

public:
      MoviePlayer(Sword2Engine *vm, const char *name);
      virtual ~MoviePlayer();

      void updatePalette(byte *pal, bool packed = true);
      virtual bool load();
      void play(SequenceTextInfo *textList, uint32 numLines, int32 leadIn, int32 leadOut);
};

class MoviePlayerDummy : public MoviePlayer {
protected:
      bool decodeFrame();
      bool syncFrame();
      void drawFrame();
      void drawTextObject();
      void undrawTextObject();

public:
      MoviePlayerDummy(Sword2Engine *vm, const char *name);
      virtual ~MoviePlayerDummy();

      bool load();
};

#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();
      void undrawTextObject();
#endif

public:
      MoviePlayerMPEG(Sword2Engine *vm, const char *name);
      ~MoviePlayerMPEG();

      bool load();
};
#endif

#ifdef USE_ZLIB
class MoviePlayerDXA : public MoviePlayer, ::Graphics::DXAPlayer {
protected:
      void setPalette(byte *pal);
      bool decodeFrame();

public:
      MoviePlayerDXA(Sword2Engine *vm, const char *name);
      ~MoviePlayerDXA();

      bool load();
};
#endif

MoviePlayer *makeMoviePlayer(Sword2Engine *vm, const char *name);

} // End of namespace Sword2

#endif

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