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author | Torbjörn Andersson | 2005-01-28 16:33:14 +0000 |
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committer | Torbjörn Andersson | 2005-01-28 16:33:14 +0000 |
commit | c0a3816e1790182b7b4b3854846f01247b00ebbe (patch) | |
tree | 65e6fd93a7dcff1bb2111c802f283ff511b8b027 /sword2/driver/animation.h | |
parent | 6feb7ae90f38c11b85868c54fb5b328d50844856 (diff) | |
download | scummvm-rg350-c0a3816e1790182b7b4b3854846f01247b00ebbe.tar.gz scummvm-rg350-c0a3816e1790182b7b4b3854846f01247b00ebbe.tar.bz2 scummvm-rg350-c0a3816e1790182b7b4b3854846f01247b00ebbe.zip |
Began what I hope is the final major restructuring of the BS2 engine.
In this first step, I have moved all opcode functions into functions.cpp,
instead of having them scattered all over the place.
To get things to compile again, I had to rewrite the overly complicated
sound effects handling. It's much simpler now.
The next step will be to move any non-trivial code out of the opcode
functions and into the appropriate object. This, I hope, will make it
easier to create well-separated objects, instead of the current mess.
I also want to tear down the artificial boundary between the main directory
and the "driver" directory. We already have a cross-platform layer; there's
no need to have yet another one. (Actually, the rewriting of the sound
effects code took one first step in this direction.)
At the final stage, I'd like to get rid of the "drivers" directory
completely, but I'll probably need some help with that if I want to
preserve the CVS history of the code.
Things will probably be a bit bumpy along the way, but I seem to have
reached a point of relative stability again, which is why I'm commiting
this now.
svn-id: r16668
Diffstat (limited to 'sword2/driver/animation.h')
-rw-r--r-- | sword2/driver/animation.h | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/sword2/driver/animation.h b/sword2/driver/animation.h index a49f785004..f34d8c8b06 100644 --- a/sword2/driver/animation.h +++ b/sword2/driver/animation.h @@ -65,17 +65,20 @@ private: byte *_textSurface; + PlayingSoundHandle _leadOutHandle; + static struct MovieInfo _movies[]; void openTextObject(MovieTextObject *obj); void closeTextObject(MovieTextObject *obj); void drawTextObject(AnimationState *anim, MovieTextObject *obj); - int32 playDummy(const char *filename, MovieTextObject *text[], byte *musicOut, uint32 musicOutLen); + 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[], byte *musicOut, uint32 musicOutLen); + int32 play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes); }; } // End of namespace Sword2 |