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-rw-r--r--engines/zvision/animation_control.cpp268
1 files changed, 93 insertions, 175 deletions
diff --git a/engines/zvision/animation_control.cpp b/engines/zvision/animation_control.cpp
index 5b35a4a468..f825bbedfc 100644
--- a/engines/zvision/animation_control.cpp
+++ b/engines/zvision/animation_control.cpp
@@ -37,222 +37,140 @@
namespace ZVision {
-AnimationControl::AnimationControl(ZVision *engine, uint32 controlKey, const Common::String &fileName)
- : Control(engine, controlKey),
+AnimationNode::AnimationNode(ZVision *engine, uint32 controlKey, const Common::String &fileName, int32 mask, int32 frate, bool DisposeAfterUse)
+ : SideFX(engine, controlKey, SIDEFX_ANIM),
_fileType(RLF),
- _loopCount(1),
- _currentLoop(0),
- _accumulatedTime(0),
- _cachedFrame(0),
- _cachedFrameNeedsDeletion(false) {
+ _DisposeAfterUse(DisposeAfterUse),
+ _mask(mask) {
if (fileName.hasSuffix(".rlf")) {
_fileType = RLF;
_animation.rlf = new RlfAnimation(fileName, false);
+ _frmDelay = _animation.rlf->frameTime();
} else if (fileName.hasSuffix(".avi")) {
_fileType = AVI;
_animation.avi = new ZorkAVIDecoder();
_animation.avi->loadFile(fileName);
+ _frmDelay = 1000.0 / _animation.avi->getDuration().framerate();
} else {
warning("Unrecognized animation file type: %s", fileName.c_str());
}
- _cachedFrame = new Graphics::Surface();
+ if (frate > 0)
+ _frmDelay = 1000.0 / frate;
}
-AnimationControl::~AnimationControl() {
+AnimationNode::~AnimationNode() {
if (_fileType == RLF) {
delete _animation.rlf;
} else if (_fileType == AVI) {
delete _animation.avi;
}
- _cachedFrame->free();
- delete _cachedFrame;
-}
-
-bool AnimationControl::process(uint32 deltaTimeInMillis) {
-
- bool finished = false;
+ _engine->getScriptManager()->setStateValue(_key, 2);
- if (_fileType == RLF) {
- _accumulatedTime += deltaTimeInMillis;
+ PlayNodes::iterator it = _playList.begin();
+ if (it != _playList.end())
+ _engine->getScriptManager()->setStateValue((*it).slot, 2);
- uint32 frameTime = _animation.rlf->frameTime();
- if (_accumulatedTime >= frameTime) {
- while (_accumulatedTime >= frameTime) {
- _accumulatedTime -= frameTime;
+ _playList.clear();
+}
- // Make sure the frame is inside the working window
- // If it's not, then just return
+bool AnimationNode::process(uint32 deltaTimeInMillis) {
+ PlayNodes::iterator it = _playList.begin();
+ if (it != _playList.end()) {
+ playnode *nod = &(*it);
+
+ nod->_delay -= deltaTimeInMillis;
+ if (nod->_delay <= 0) {
+ nod->_delay += _frmDelay;
+
+ const Graphics::Surface *frame = NULL;
+
+ if (nod->_cur_frm == -1) { // Start of new playlist node
+ nod->_cur_frm = nod->start;
+ if (_fileType == RLF) {
+ _animation.rlf->seekToFrame(nod->_cur_frm);
+ frame = _animation.rlf->decodeNextFrame();
+ } else if (_fileType == AVI) {
+ _animation.avi->seekToFrame(nod->_cur_frm);
+ frame = _animation.avi->decodeNextFrame();
+ }
- RenderManager *renderManager = _engine->getRenderManager();
- Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
- Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _animation.rlf->width(), workingWindowPoint.y + _animation.rlf->height());
+ nod->_delay = _frmDelay;
+ if (nod->slot)
+ _engine->getScriptManager()->setStateValue(nod->slot, 1);
+ } else {
+ nod->_cur_frm++;
- // If the clip returns false, it means the animation is outside the working window
- if (!renderManager->clipRectToWorkingWindow(subRect)) {
- return false;
- }
+ if (nod->_cur_frm > nod->stop) {
+ nod->loop--;
- const Graphics::Surface *frame = _animation.rlf->decodeNextFrame();
-
- // Animation frames for PANORAMAs are transposed, so un-transpose them
- RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
- if (state == RenderTable::PANORAMA) {
- Graphics::Surface *tranposedFrame = RenderManager::tranposeSurface(frame);
-
- renderManager->copyRectToWorkingWindow((uint16 *)tranposedFrame->getBasePtr(tranposedFrame->w - subRect.width(), tranposedFrame->h - subRect.height()), subRect.left, subRect.top, _animation.rlf->width(), subRect.width(), subRect.height());
-
- // If the background can move, we need to cache the last frame so it can be rendered during background movement
- if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
- if (_cachedFrameNeedsDeletion) {
- _cachedFrame->free();
- delete _cachedFrame;
- _cachedFrameNeedsDeletion = false;
- }
- _cachedFrame = tranposedFrame;
- _cachedFrameNeedsDeletion = true;
- } else {
- // Cleanup
- tranposedFrame->free();
- delete tranposedFrame;
+ if (nod->loop == 0) {
+ if (nod->slot >= 0)
+ _engine->getScriptManager()->setStateValue(nod->slot, 2);
+ _playList.erase(it);
+ return _DisposeAfterUse;
}
- } else {
- renderManager->copyRectToWorkingWindow((const uint16 *)frame->getBasePtr(frame->w - subRect.width(), frame->h - subRect.height()), subRect.left, subRect.top, _animation.rlf->width(), subRect.width(), subRect.height());
-
- // If the background can move, we need to cache the last frame so it can be rendered during background movement
- if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
- if (_cachedFrameNeedsDeletion) {
- _cachedFrame->free();
- delete _cachedFrame;
- _cachedFrameNeedsDeletion = false;
- }
- _cachedFrame->copyFrom(*frame);
- }
- }
- // Check if we should continue looping
- if (_animation.rlf->endOfAnimation()) {
- _animation.rlf->seekToFrame(-1);
- if (_loopCount > 0) {
- _currentLoop++;
- if (_currentLoop >= _loopCount) {
- finished = true;
- }
+ nod->_cur_frm = nod->start;
+ if (_fileType == RLF) {
+ _animation.rlf->seekToFrame(nod->_cur_frm);
+ frame = _animation.rlf->decodeNextFrame();
+ } else if (_fileType == AVI) {
+ _animation.avi->seekToFrame(nod->_cur_frm);
+ frame = _animation.avi->decodeNextFrame();
}
+ } else {
+ if (_fileType == RLF)
+ frame = _animation.rlf->decodeNextFrame();
+ else if (_fileType == AVI)
+ frame = _animation.avi->decodeNextFrame();
}
}
- } else {
- // If the background can move, we have to keep rendering animation frames, otherwise the animation flickers during background movement
- RenderManager *renderManager = _engine->getRenderManager();
- RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
-
- if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
- Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
- Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _cachedFrame->w, workingWindowPoint.y + _cachedFrame->h);
-
- // If the clip returns false, it means the animation is outside the working window
- if (!renderManager->clipRectToWorkingWindow(subRect)) {
- return false;
- }
-
- renderManager->copyRectToWorkingWindow((uint16 *)_cachedFrame->getBasePtr(_cachedFrame->w - subRect.width(), _cachedFrame->h - subRect.height()), subRect.left, subRect.top, _cachedFrame->w, subRect.width(), subRect.height());
- }
- }
- } else if (_fileType == AVI) {
- if (!_animation.avi->isPlaying()) {
- _animation.avi->start();
- }
-
- if (_animation.avi->needsUpdate()) {
- const Graphics::Surface *frame = _animation.avi->decodeNextFrame();
if (frame) {
- // Make sure the frame is inside the working window
- // If it's not, then just return
-
- RenderManager *renderManager = _engine->getRenderManager();
- Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
- Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + frame->w, workingWindowPoint.y + frame->h);
-
- // If the clip returns false, it means the animation is outside the working window
- if (!renderManager->clipRectToWorkingWindow(subRect)) {
- return false;
- }
-
- // Animation frames for PANORAMAs are transposed, so un-transpose them
- RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
- if (state == RenderTable::PANORAMA) {
- Graphics::Surface *tranposedFrame = RenderManager::tranposeSurface(frame);
-
- renderManager->copyRectToWorkingWindow((uint16 *)tranposedFrame->getBasePtr(tranposedFrame->w - subRect.width(), tranposedFrame->h - subRect.height()), subRect.left, subRect.top, frame->w, subRect.width(), subRect.height());
-
- // If the background can move, we need to cache the last frame so it can be rendered during background movement
- if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
- if (_cachedFrameNeedsDeletion) {
- _cachedFrame->free();
- delete _cachedFrame;
- _cachedFrameNeedsDeletion = false;
- }
- _cachedFrame = tranposedFrame;
- _cachedFrameNeedsDeletion = true;
- } else {
- // Cleanup
- tranposedFrame->free();
- delete tranposedFrame;
- }
+ if (_engine->getRenderManager()->getRenderTable()->getRenderState() == RenderTable::PANORAMA) {
+ Graphics::Surface *transposed = RenderManager::tranposeSurface(frame);
+ if (_mask > 0)
+ _engine->getRenderManager()->renderImageToBackground(*transposed, nod->pos.left, nod->pos.top, _mask);
+ else
+ _engine->getRenderManager()->renderImageToBackground(*transposed, nod->pos.left, nod->pos.top);
+ delete transposed;
} else {
- renderManager->copyRectToWorkingWindow((const uint16 *)frame->getBasePtr(frame->w - subRect.width(), frame->h - subRect.height()), subRect.left, subRect.top, frame->w, subRect.width(), subRect.height());
-
- // If the background can move, we need to cache the last frame so it can be rendered during background movement
- if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
- if (_cachedFrameNeedsDeletion) {
- _cachedFrame->free();
- delete _cachedFrame;
- _cachedFrameNeedsDeletion = false;
- }
- _cachedFrame->copyFrom(*frame);
- }
+ if (_mask > 0)
+ _engine->getRenderManager()->renderImageToBackground(*frame, nod->pos.left, nod->pos.top, _mask);
+ else
+ _engine->getRenderManager()->renderImageToBackground(*frame, nod->pos.left, nod->pos.top);
}
- } else {
- // If the background can move, we have to keep rendering animation frames, otherwise the animation flickers during background movement
- RenderManager *renderManager = _engine->getRenderManager();
- RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
+ }
+ }
+ }
- if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
- Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
- Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _cachedFrame->w, workingWindowPoint.y + _cachedFrame->h);
+ return false;
+}
- // If the clip returns false, it means the animation is outside the working window
- if (!renderManager->clipRectToWorkingWindow(subRect)) {
- return false;
- }
- renderManager->copyRectToWorkingWindow((uint16 *)_cachedFrame->getBasePtr(_cachedFrame->w - subRect.width(), _cachedFrame->h - subRect.height()), subRect.left, subRect.top, _cachedFrame->w, subRect.width(), subRect.height());
- }
- }
- }
- // Check if we should continue looping
- if (_animation.avi->endOfVideo()) {
- _animation.avi->rewind();
- if (_loopCount > 0) {
- _currentLoop++;
- if (_currentLoop >= _loopCount) {
- _animation.avi->stop();
- finished = true;
- }
- }
- }
- }
+void AnimationNode::addPlayNode(int32 slot, int x, int y, int w, int h, int start_frame, int end_frame, int loops) {
+ playnode nod;
+ nod.loop = loops;
+ nod.pos = Common::Rect(x, y, x + w - 1, y + h - 1);
+ nod.start = start_frame;
+ nod.stop = end_frame;
+ nod.slot = slot;
+ nod._cur_frm = -1;
+ nod._delay = 0;
+ _playList.push_back(nod);
+}
- // If we're done, set _animation key = 2 (Why 2? I don't know. It's just the value that they used)
- // Then disable the control. DON'T delete it. It can be re-used
- if (finished) {
- _engine->getScriptManager()->setStateValue(_animationKey, 2);
- _currentLoop = 0;
- }
+bool AnimationNode::stop() {
+ PlayNodes::iterator it = _playList.begin();
+ if (it != _playList.end())
+ _engine->getScriptManager()->setStateValue((*it).slot, 2);
+
+ _playList.clear();
+ // We don't need to delete, it's may be reused
return false;
}