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authorTorbjörn Andersson2005-01-28 16:33:14 +0000
committerTorbjörn Andersson2005-01-28 16:33:14 +0000
commitc0a3816e1790182b7b4b3854846f01247b00ebbe (patch)
tree65e6fd93a7dcff1bb2111c802f283ff511b8b027 /sword2/driver/animation.h
parent6feb7ae90f38c11b85868c54fb5b328d50844856 (diff)
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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.h7
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