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authorMax Horn2004-01-13 14:16:40 +0000
committerMax Horn2004-01-13 14:16:40 +0000
commit34960cf375d2c7a5ea3b4c044a3479f9c88b48c2 (patch)
tree43e19c2226e40cc15c02f61b1c7c520f040daef0 /sword2/driver
parentdca14d953204b1d2edb647bac7d4849cc9340a34 (diff)
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Moved some methods into class AnimationState (where they really belong - nicely shown by the fact that now all member vars of AnimationState are private)
svn-id: r12359
Diffstat (limited to 'sword2/driver')
-rw-r--r--sword2/driver/animation.cpp306
-rw-r--r--sword2/driver/animation.h18
2 files changed, 159 insertions, 165 deletions
diff --git a/sword2/driver/animation.cpp b/sword2/driver/animation.cpp
index 00cdbdb09d..cbb03be40b 100644
--- a/sword2/driver/animation.cpp
+++ b/sword2/driver/animation.cpp
@@ -28,10 +28,104 @@
namespace Sword2 {
+AnimationState::AnimationState(Sword2Engine *vm)
+ : _vm(vm) {
+}
+
+AnimationState::~AnimationState() {
+#ifdef USE_MPEG2
+ _vm->_mixer->stopHandle(bgSound);
+ mpeg2_close(decoder);
+ delete mpgfile;
+ delete sndfile;
+#endif
+}
+
+bool AnimationState::init(const char *name) {
+#ifdef USE_MPEG2
+
+ char basename[512], tempFile[512];
+ int i, p;
+
+ strcpy(basename, name);
+ basename[strlen(basename)-4] = 0; // FIXME: hack to remove extension
+
+ // Load lookup palettes
+ // TODO: Binary format so we can use File class
+ sprintf(tempFile, "%s/%s.pal", _vm->getGameDataPath(), basename);
+ FILE *f = fopen(tempFile, "r");
+
+ if (!f) {
+ warning("Cutscene: %s.pal palette missing", basename);
+ return false;
+ }
+
+ p = 0;
+ while (!feof(f)) {
+ fscanf(f, "%i %i", &palettes[p].end, &palettes[p].cnt);
+ for (i = 0; i < palettes[p].cnt; i++) {
+ int r, g, b;
+ fscanf(f, "%i", &r);
+ fscanf(f, "%i", &g);
+ fscanf(f, "%i", &b);
+ palettes[p].pal[4 * i] = r;
+ palettes[p].pal[4 * i + 1] = g;
+ palettes[p].pal[4 * i + 2] = b;
+ }
+ p++;
+ }
+ fclose(f);
+
+ palnum = 0;
+ _vm->_graphics->setPalette(0, 256, palettes[palnum].pal, RDPAL_INSTANT);
+ lut = lut2 = lookup[0];
+ curpal = -1;
+ cr = 0;
+ buildLookup(palnum, 256);
+ lut2 = lookup[1];
+
+ // Open MPEG2 stream
+ mpgfile = new File();
+ sprintf(tempFile, "%s.mp2", basename);
+ if (!mpgfile->open(tempFile)) {
+ warning("Cutscene: Could not open %s", tempFile);
+ return false;
+ }
+
+ // Load and configure decoder
+ decoder = mpeg2_init();
+ if (decoder == NULL) {
+ warning("Cutscene: Could not allocate an MPEG2 decoder");
+ return false;
+ }
+
+ info = mpeg2_info(decoder);
+ framenum = 0;
+
+ // Load in palette data
+ lutcalcnum = (BITDEPTH + palettes[palnum].end + 2) / (palettes[palnum].end + 2);
+
+ /* Play audio - TODO: Sync with video?*/
+
+#ifdef USE_VORBIS
+ // Another TODO: There is no reason that this only allows OGG, and not
+ // MP3, or any other format the mixer might support one day... is
+ // there?
+ sndfile = new File;
+ sprintf(tempFile, "%s.ogg", basename);
+ if (sndfile->open(tempFile))
+ _vm->_mixer->playVorbis(&bgSound, sndfile, 100000000); // FIXME: this size value is bogus
+#endif
+
+ return true;
+#else /* USE_MPEG2 */
+ return false;
+#endif
+}
+
/**
* Build 'Best-Match' RGB lookup table
*/
-
void AnimationState::buildLookup(int p, int lines) {
int y, cb;
int r, g, b, ii;
@@ -76,6 +170,53 @@ void AnimationState::buildLookup(int p, int lines) {
}
}
+void AnimationState::checkPaletteSwitch() {
+ // if we have reached the last image with this palette, switch to new one
+ if (framenum == palettes[palnum].end) {
+ unsigned char *l = lut2;
+ palnum++;
+ _vm->_graphics->setPalette(0, 256, palettes[palnum].pal, RDPAL_INSTANT);
+ lutcalcnum = (BITDEPTH + palettes[palnum].end - (framenum + 1) + 2) / (palettes[palnum].end - (framenum + 1) + 2);
+ lut2 = lut;
+ lut = l;
+ }
+}
+
+bool AnimationState::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) {
+ checkPaletteSwitch();
+ _vm->_graphics->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
+ framenum++;
+ buildLookup(palnum + 1, lutcalcnum);
+ return true;
+ }
+ break;
+
+ default:
+ break;
+ }
+ } while (size);
+#endif
+ return false;
+}
+
void MoviePlayer::openTextObject(MovieTextObject *obj) {
if (obj->textSprite)
_vm->_graphics->createSurface(obj->textSprite, &_textSurface);
@@ -110,8 +251,10 @@ int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *mu
uint8 oldPal[1024];
memcpy(oldPal, _vm->_graphics->_palCopy, 1024);
- AnimationState * anim = initAnimation(filename);
- if (!anim) {
+ AnimationState *anim = new AnimationState(_vm);
+
+ if (!anim->init(filename)) {
+ delete anim;
// Missing Files? Use the old 'Narration Only' hack
playDummy(filename, text, musicOut);
return RD_OK;
@@ -123,7 +266,7 @@ int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *mu
flags |= SoundMixer::FLAG_LITTLE_ENDIAN;
#endif
- while (decodeFrame(anim)) {
+ while (anim->decodeFrame()) {
_vm->_graphics->setNeedFullRedraw();
if (text && text[textCounter]) {
@@ -197,7 +340,7 @@ int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *mu
_vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT);
- doneAnimation(anim);
+ delete anim;
// Lead-in and lead-out music are, as far as I can tell, only used for
// the animated cut-scenes, so this seems like a good place to close
@@ -359,157 +502,4 @@ int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint
return RD_OK;
}
-void MoviePlayer::checkPaletteSwitch(AnimationState * st) {
- // if we have reached the last image with this palette, switch to new one
- if (st->framenum == st->palettes[st->palnum].end) {
- unsigned char *l = st->lut2;
- st->palnum++;
- _vm->_graphics->setPalette(0, 256, st->palettes[st->palnum].pal, RDPAL_INSTANT);
- st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end - (st->framenum + 1) + 2) / (st->palettes[st->palnum].end - (st->framenum + 1) + 2);
- st->lut2 = st->lut;
- st->lut = l;
- }
-}
-
-#ifdef USE_MPEG2
-
-bool MoviePlayer::decodeFrame(AnimationState * st) {
- mpeg2_state_t state;
- const mpeg2_sequence_t *sequence_i;
- size_t size = (size_t) -1;
-
- do {
- state = mpeg2_parse(st->decoder);
- sequence_i = st->info->sequence;
-
- switch (state) {
- case STATE_BUFFER:
- size = st->mpgfile->read(st->buffer, BUFFER_SIZE);
- mpeg2_buffer(st->decoder, st->buffer, st->buffer + size);
- break;
-
- case STATE_SLICE:
- case STATE_END:
- if (st->info->display_fbuf) {
- checkPaletteSwitch(st);
- _vm->_graphics->plotYUV(st->lut, sequence_i->width, sequence_i->height, st->info->display_fbuf->buf);
- st->framenum++;
- st->buildLookup(st->palnum + 1, st->lutcalcnum);
- return true;
- }
- break;
-
- default:
- break;
- }
- } while (size);
-
- return false;
-}
-
-AnimationState *MoviePlayer::initAnimation(const char *name) {
- char basename[512], tempFile[512];
- AnimationState *st = new AnimationState;
- int i, p;
-
- strcpy(basename, name);
- basename[strlen(basename)-4] = 0;
-
- // Load lookup palettes
- // TODO: Binary format so we can use File class
- sprintf(tempFile, "%s/%s.pal", _vm->getGameDataPath(), basename);
- FILE *f = fopen(tempFile, "r");
-
- if (!f) {
- warning("Cutscene: %s.pal palette missing", basename);
- return 0;
- }
-
- p = 0;
- while (!feof(f)) {
- fscanf(f, "%i %i", &st->palettes[p].end, &st->palettes[p].cnt);
- for (i = 0; i < st->palettes[p].cnt; i++) {
- int r, g, b;
- fscanf(f, "%i", &r);
- fscanf(f, "%i", &g);
- fscanf(f, "%i", &b);
- st->palettes[p].pal[4 * i] = r;
- st->palettes[p].pal[4 * i + 1] = g;
- st->palettes[p].pal[4 * i + 2] = b;
- }
- p++;
- }
- fclose(f);
-
- st->palnum = 0;
- _vm->_graphics->setPalette(0, 256, st->palettes[st->palnum].pal, RDPAL_INSTANT);
- st->lut = st->lut2 = st->lookup[0];
- st->curpal = -1;
- st->cr = 0;
- st->buildLookup(st->palnum, 256);
- st->lut2 = st->lookup[1];
-
- // Open MPEG2 stream
- st->mpgfile = new File();
- sprintf(tempFile, "%s.mp2", basename);
- if (!st->mpgfile->open(tempFile)) {
- warning("Cutscene: Could not open %s", tempFile);
- delete st;
- return 0;
- }
-
- // Load and configure decoder
- st->decoder = mpeg2_init();
- if (st->decoder == NULL) {
- warning("Cutscene: Could not allocate an MPEG2 decoder");
- delete st;
- return 0;
- }
-
- st->info = mpeg2_info(st->decoder);
- st->framenum = 0;
-
- // Load in palette data
- st->lutcalcnum = (BITDEPTH + st->palettes[st->palnum].end + 2) / (st->palettes[st->palnum].end + 2);
-
- /* Play audio - TODO: Sync with video?*/
-
-#ifdef USE_VORBIS
- // Another TODO: There is no reason that this only allows OGG, and not
- // MP3, or any other format the mixer might support one day... is
- // there?
- st->sndfile = new File;
- sprintf(tempFile, "%s.ogg", basename);
- if (st->sndfile->open(tempFile))
- _vm->_mixer->playVorbis(&st->bgSound, st->sndfile, 100000000);
-#endif
-
- return st;
-}
-
-void MoviePlayer::doneAnimation(AnimationState *st) {
- _vm->_mixer->stopHandle(st->bgSound);
- mpeg2_close(st->decoder);
- st->mpgfile->close();
- delete st->mpgfile;
- delete st->sndfile;
- delete st;
-}
-
-#else
-
-bool MoviePlayer::decodeFrame(AnimationState * st) {
- // Dummy for MPEG2-less builds
- return false;
-}
-
-AnimationState *MoviePlayer::initAnimation(const char *name) {
- return 0;
-}
-
-void MoviePlayer::doneAnimation(AnimationState *st) {
-}
-
-#endif
-
} // End of namespace Sword2
diff --git a/sword2/driver/animation.h b/sword2/driver/animation.h
index ebc402233a..f1cd1ac1d8 100644
--- a/sword2/driver/animation.h
+++ b/sword2/driver/animation.h
@@ -42,7 +42,9 @@ namespace Sword2 {
#define BUFFER_SIZE 4096
class AnimationState {
-public:
+private:
+ Sword2Engine *_vm;
+
int palnum;
byte lookup[2][BITDEPTH * BITDEPTH * BITDEPTH];
@@ -75,7 +77,15 @@ public:
PlayingSoundHandle bgSound;
public:
+ AnimationState(Sword2Engine *vm);
+ ~AnimationState();
+
+ bool init(const char *name);
+ bool decodeFrame();
+
+private:
void buildLookup(int p, int lines);
+ void checkPaletteSwitch();
};
class MoviePlayer {
@@ -87,12 +97,6 @@ private:
void closeTextObject(MovieTextObject *obj);
void drawTextObject(MovieTextObject *obj);
- void checkPaletteSwitch(AnimationState *st);
-
- AnimationState *initAnimation(const char *name);
- void doneAnimation(AnimationState *st);
- bool decodeFrame(AnimationState *st);
-
public:
MoviePlayer(Sword2Engine *vm) : _vm(vm), _textSurface(NULL) {}
int32 play(const char *filename, MovieTextObject *text[], uint8 *musicOut);