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authorMax Horn2004-03-23 00:10:18 +0000
committerMax Horn2004-03-23 00:10:18 +0000
commit3fddbc18d6e0a3a783883b9a9bb0c24f50397e6a (patch)
tree72951868185eaf58e4c77e41da714a04065cfbae /graphics
parent7b158941e75914b915b5d9fdbcb0676e0aa71873 (diff)
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Unify MPEG2 code even more
svn-id: r13365
Diffstat (limited to 'graphics')
-rw-r--r--graphics/animation.cpp76
-rw-r--r--graphics/animation.h4
2 files changed, 80 insertions, 0 deletions
diff --git a/graphics/animation.cpp b/graphics/animation.cpp
index 4808402a46..63bf92f42d 100644
--- a/graphics/animation.cpp
+++ b/graphics/animation.cpp
@@ -151,6 +151,82 @@ bool BaseAnimationState::init(const char *name) {
#endif
}
+bool BaseAnimationState::decodeFrame() {
+#ifdef USE_MPEG2
+ mpeg2_state_t state;
+ const mpeg2_sequence_t *sequence_i;
+ size_t size = (size_t) -1;
+
+ do {
+ state = mpeg2_parse(decoder);
+ sequence_i = info->sequence;
+
+ switch (state) {
+ case STATE_BUFFER:
+ size = mpgfile->read(buffer, BUFFER_SIZE);
+ mpeg2_buffer(decoder, buffer, buffer + size);
+ break;
+
+ case STATE_SLICE:
+ case STATE_END:
+ if (info->display_fbuf) {
+ /* simple audio video sync code:
+ * we calculate the actual frame by taking the elapsed audio time and try
+ * to stay inside +- 1 frame of this calculated frame number by dropping
+ * frames if we run behind and delaying if we are too fast
+ */
+
+ /* Avoid deadlock is sound was too far ahead */
+ if (bgSoundStream && !bgSound.isActive())
+ return false;
+
+ if (checkPaletteSwitch() || (bgSoundStream == NULL) ||
+ ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1) ||
+ frameskipped > 10) {
+ if (frameskipped > 10) {
+ warning("force frame %i redraw", framenum);
+ frameskipped = 0;
+ }
+ drawYUV(sequence_i->width, sequence_i->height, info->display_fbuf->buf);
+
+ if (bgSoundStream) {
+ while ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
+ _sys->delay_msecs(10);
+ } else {
+ ticks += 83;
+ while (_sys->get_msecs() < ticks)
+ _sys->delay_msecs(10);
+ // FIXME: This used to be used for the Sword2 version of this
+ // method. I do not see any compelling reason why it should be
+ // used, but maybe I am wrong; so if you know more, either
+ // remove this comment, or change the implementation of the
+ // method to use "sleepUntil" for BS2.
+ //_vm->sleepUntil(ticks);
+ }
+
+ } else {
+ warning("dropped frame %i", framenum);
+ frameskipped++;
+ }
+
+#ifdef BACKEND_8BIT
+ buildLookup(palnum + 1, lutcalcnum);
+#endif
+
+ framenum++;
+ return true;
+
+ }
+ break;
+
+ default:
+ break;
+ }
+ } while (size);
+#endif
+ return false;
+}
+
bool BaseAnimationState::checkPaletteSwitch() {
#ifdef BACKEND_8BIT
// if we have reached the last image with this palette, switch to new one
diff --git a/graphics/animation.h b/graphics/animation.h
index e532036929..e4a92a66fa 100644
--- a/graphics/animation.h
+++ b/graphics/animation.h
@@ -123,8 +123,12 @@ public:
virtual ~BaseAnimationState();
bool init(const char *name);
+ bool decodeFrame();
+
protected:
bool checkPaletteSwitch();
+ virtual void drawYUV(int width, int height, byte *const *dat) = 0;
+
#ifdef BACKEND_8BIT
void buildLookup(int p, int lines);
virtual void setPalette(byte *pal) = 0;