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authorTorbjörn Andersson2006-02-09 15:41:23 +0000
committerTorbjörn Andersson2006-02-09 15:41:23 +0000
commit83b8ad61cc7c30f6ee2cab73d508ee11fcdd4eaf (patch)
tree51e118cdd1e753a24d4da3a49dc76369ba085172 /sword2/driver/animation.h
parent87047c85cd420be8129593247dae20ce9e19cc3c (diff)
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Finally got rid of the "driver" directory. It made sense in the original code,
because that's where the Windows-specific stuff was, but in ScummVM we let the backend handle the platform-specific stuff. Next step will be to rename and restructure some of the files. I'll need to look a bit more at the BASS and BS1 code bases first, to see if I can get any sensible ideas from there. svn-id: r20445
Diffstat (limited to 'sword2/driver/animation.h')
-rw-r--r--sword2/driver/animation.h102
1 files changed, 0 insertions, 102 deletions
diff --git a/sword2/driver/animation.h b/sword2/driver/animation.h
deleted file mode 100644
index a65d526bfd..0000000000
--- a/sword2/driver/animation.h
+++ /dev/null
@@ -1,102 +0,0 @@
-/* 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.
- *
- * $Header$
- *
- */
-
-#ifndef ANIMATION_H
-#define ANIMATION_H
-
-#include "graphics/animation.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;
-};
-
-class AnimationState : public ::Graphics::BaseAnimationState {
-private:
- Sword2Engine *_vm;
-
-public:
- AnimationState(Sword2Engine *vm);
- ~AnimationState();
-
-#ifndef BACKEND_8BIT
- void drawTextObject(SpriteInfo *s, byte *src);
-#endif
-
- void clearScreen();
- void updateScreen();
-
-private:
- void drawYUV(int width, int height, byte *const *dat);
-
-#ifdef BACKEND_8BIT
- void setPalette(byte *pal);
-#endif
-};
-
-struct MovieInfo {
- char name[9];
- uint frames;
- bool seamless;
-};
-
-class MoviePlayer {
-private:
- Sword2Engine *_vm;
- Audio::Mixer *_snd;
- OSystem *_sys;
-
- byte *_textSurface;
-
- Audio::SoundHandle _leadOutHandle;
-
- uint _leadOutFrame;
- bool _seamless;
-
- static struct MovieInfo _movies[];
-
- void openTextObject(MovieTextObject *obj);
- void closeTextObject(MovieTextObject *obj);
- void drawTextObject(AnimationState *anim, MovieTextObject *obj);
-
- void playMPEG(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen);
- void playDummy(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen);
-
-public:
- MoviePlayer(Sword2Engine *vm);
- int32 play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes);
-};
-
-} // End of namespace Sword2
-
-#endif