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-rw-r--r--engines/zvision/animation.cpp131
1 files changed, 131 insertions, 0 deletions
diff --git a/engines/zvision/animation.cpp b/engines/zvision/animation.cpp
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+/* ScummVM - Graphic Adventure Engine
+*
+* ScummVM is the legal property of its developers, whose names
+* are too numerous to list here. Please refer to the COPYRIGHT
+* file distributed with this source distribution.
+*
+* 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.
+*
+*/
+
+#include "common/scummsys.h"
+
+#include "common/system.h"
+#include "video/video_decoder.h"
+
+#include "zvision/zvision.h"
+#include "zvision/rlf_animation.h"
+
+
+namespace ZVision {
+
+void ZVision::playAnimation(RlfAnimation *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse) {
+ bool skip = false;
+ uint32 frameTime = animation->frameTime();
+ uint width = animation->width();
+ uint height = animation->height();
+
+ uint16 newX = x + _workingWindow.left;
+ uint16 newY = y + _workingWindow.top;
+
+ uint32 accumulatedTime = 0;
+
+ // Only continue while the video is still playing
+ while (!shouldQuit() && !skip && !animation->endOfAnimation()) {
+ _clock.update();
+ uint32 currentTime = _clock.getLastMeasuredTime();
+ accumulatedTime += _clock.getDeltaTime();
+
+ // Check for engine quit and video stop key presses
+ while (_eventMan->pollEvent(_event)) {
+ switch (_event.type) {
+ case Common::EVENT_KEYDOWN:
+ switch (_event.kbd.keycode) {
+ case Common::KEYCODE_q:
+ if (_event.kbd.hasFlags(Common::KBD_CTRL))
+ quitGame();
+ break;
+ case Common::KEYCODE_SPACE:
+ skip = true;
+ break;
+ default:
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ while (accumulatedTime >= frameTime && !animation->endOfAnimation()) {
+ accumulatedTime -= frameTime;
+
+ _system->copyRectToScreen(animation->getNextFrame(), width * sizeof(uint16), newX, newY, width, height);
+ }
+
+ // Always update the screen so the mouse continues to render
+ _system->updateScreen();
+
+ // Calculate the frame delay based off a desired frame time
+ int delay = _desiredFrameTime - int32(_system->getMillis() - currentTime);
+ // Ensure non-negative
+ delay = delay < 0 ? 0 : delay;
+ _system->delayMillis(delay);
+ }
+}
+
+void ZVision::playAnimation(Video::VideoDecoder *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse) {
+ _clock.stop();
+ animation->start();
+
+ // Only continue while the video is still playing
+ while (!shouldQuit() && !animation->endOfVideo() && animation->isPlaying()) {
+ // Check for engine quit and video stop key presses
+ while (!animation->endOfVideo() && animation->isPlaying() && _eventMan->pollEvent(_event)) {
+ switch (_event.type) {
+ case Common::EVENT_KEYDOWN:
+ switch (_event.kbd.keycode) {
+ case Common::KEYCODE_q:
+ if (_event.kbd.hasFlags(Common::KBD_CTRL))
+ quitGame();
+ break;
+ case Common::KEYCODE_SPACE:
+ animation->stop();
+ break;
+ default:
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ if (animation->needsUpdate()) {
+ const Graphics::Surface *frame = animation->decodeNextFrame();
+
+ if (frame) {
+ _system->copyRectToScreen((const byte *)frame->getPixels(), frame->pitch, x, y, frame->w, frame->h);
+ }
+ }
+
+ // Always update the screen so the mouse continues to render
+ _system->updateScreen();
+
+ _system->delayMillis(animation->getTimeToNextFrame());
+ }
+
+ _clock.start();
+}
+
+} // End of namespace ZVision