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authorMax Horn2004-03-23 00:10:18 +0000
committerMax Horn2004-03-23 00:10:18 +0000
commit3fddbc18d6e0a3a783883b9a9bb0c24f50397e6a (patch)
tree72951868185eaf58e4c77e41da714a04065cfbae /sword2
parent7b158941e75914b915b5d9fdbcb0676e0aa71873 (diff)
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Unify MPEG2 code even more
svn-id: r13365
Diffstat (limited to 'sword2')
-rw-r--r--sword2/driver/animation.cpp82
-rw-r--r--sword2/driver/animation.h3
2 files changed, 11 insertions, 74 deletions
diff --git a/sword2/driver/animation.cpp b/sword2/driver/animation.cpp
index 297d745ec1..0f6436727f 100644
--- a/sword2/driver/animation.cpp
+++ b/sword2/driver/animation.cpp
@@ -89,81 +89,19 @@ void AnimationState::updateDisplay(void) {
#endif
-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) {
- /* simple audio video sync code:
- * we calculate the actual frame by taking the elapsed audio time and try
- * to stay inside +- 1 frame of this calculated frame number by dropping
- * frames if we run behind and delaying if we are too fast
- */
-
- /* Avoid deadlock is sound was too far ahead */
- if (bgSoundStream && !bgSound.isActive())
- return false;
-
- if (checkPaletteSwitch() || (bgSoundStream == NULL) ||
- ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum + 1) ||
- frameskipped > 10) {
- if (frameskipped > 10) {
- warning("force frame %i redraw", framenum);
- frameskipped = 0;
- }
+void AnimationState::drawYUV(int width, int height, byte *const *dat) {
#ifdef BACKEND_8BIT
- _vm->_graphics->plotYUV(lut, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
+ _vm->_graphics->plotYUV(lut, width, height, dat);
+ // FIXME: We used to call setNeedFullRedraw() a bit later (that is,
+ // it was called by decodeFrame(), after the 'delay_msecs' calls, so
+ // after the syncing code. Not sure if moving it here causes any
+ // problems, and I have no way to test it. However I do not see why
+ // it should cause problems... of course that doesn't mean anything,
+ // only that I can't see that far :-)
+ _vm->_graphics->setNeedFullRedraw();
#else
- plotYUV(lookup, sequence_i->width, sequence_i->height, info->display_fbuf->buf);
-#endif
-
- if (bgSoundStream) {
- while ((_snd->getChannelElapsedTime(bgSound) * 12) / 1000 < framenum)
- _sys->delay_msecs(10);
- } else {
- ticks += 83;
- _vm->sleepUntil(ticks);
- }
-
-#ifdef BACKEND_8BIT
- _vm->_graphics->setNeedFullRedraw();
-#endif
-
- } else {
- warning("dropped frame %i", framenum);
- frameskipped++;
- }
-
-#ifdef BACKEND_8BIT
- buildLookup(palnum + 1, lutcalcnum);
-#endif
-
- framenum++;
- return true;
-
- }
- break;
-
- default:
- break;
- }
- } while (size);
+ plotYUV(lookup, width, height, dat);
#endif
- return false;
}
MovieInfo MoviePlayer::_movies[] = {
diff --git a/sword2/driver/animation.h b/sword2/driver/animation.h
index c71d263546..00fea9fa67 100644
--- a/sword2/driver/animation.h
+++ b/sword2/driver/animation.h
@@ -37,8 +37,6 @@ public:
AnimationState(Sword2Engine *vm);
~AnimationState();
- bool decodeFrame();
-
#ifndef BACKEND_8BIT
void drawTextObject(SpriteInfo *s, uint8 *src);
void clearDisplay();
@@ -46,6 +44,7 @@ public:
#endif
private:
+ void drawYUV(int width, int height, byte *const *dat);
#ifdef BACKEND_8BIT
void setPalette(byte *pal);