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author | Torbjörn Andersson | 2006-02-09 15:41:23 +0000 |
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committer | Torbjörn Andersson | 2006-02-09 15:41:23 +0000 |
commit | 83b8ad61cc7c30f6ee2cab73d508ee11fcdd4eaf (patch) | |
tree | 51e118cdd1e753a24d4da3a49dc76369ba085172 /sword2/driver/animation.h | |
parent | 87047c85cd420be8129593247dae20ce9e19cc3c (diff) | |
download | scummvm-rg350-83b8ad61cc7c30f6ee2cab73d508ee11fcdd4eaf.tar.gz scummvm-rg350-83b8ad61cc7c30f6ee2cab73d508ee11fcdd4eaf.tar.bz2 scummvm-rg350-83b8ad61cc7c30f6ee2cab73d508ee11fcdd4eaf.zip |
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.h | 102 |
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 |