diff options
Diffstat (limited to 'engines/zvision/scripting/controls/animation_control.cpp')
-rw-r--r-- | engines/zvision/scripting/controls/animation_control.cpp | 263 |
1 files changed, 0 insertions, 263 deletions
diff --git a/engines/zvision/scripting/controls/animation_control.cpp b/engines/zvision/scripting/controls/animation_control.cpp deleted file mode 100644 index e351e81d25..0000000000 --- a/engines/zvision/scripting/controls/animation_control.cpp +++ /dev/null @@ -1,263 +0,0 @@ -/* 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 "zvision/scripting/controls/animation_control.h" - -#include "zvision/zvision.h" -#include "zvision/graphics/render_manager.h" -#include "zvision/scripting/script_manager.h" -#include "zvision/animation/rlf_animation.h" -#include "zvision/video/zork_avi_decoder.h" - -#include "video/video_decoder.h" - -#include "graphics/surface.h" - - -namespace ZVision { - -AnimationControl::AnimationControl(ZVision *engine, uint32 controlKey, const Common::String &fileName) - : Control(engine, controlKey), - _fileType(RLF), - _loopCount(1), - _currentLoop(0), - _accumulatedTime(0), - _cachedFrame(0), - _cachedFrameNeedsDeletion(false) { - if (fileName.hasSuffix(".rlf")) { - _fileType = RLF; - _animation.rlf = new RlfAnimation(fileName, false); - } else if (fileName.hasSuffix(".avi")) { - _fileType = AVI; - _animation.avi = new ZorkAVIDecoder(); - _animation.avi->loadFile(fileName); - } else { - warning("Unrecognized animation file type: %s", fileName.c_str()); - } - - _cachedFrame = new Graphics::Surface(); -} - -AnimationControl::~AnimationControl() { - if (_fileType == RLF) { - delete _animation.rlf; - } else if (_fileType == AVI) { - delete _animation.avi; - } - - _cachedFrame->free(); - delete _cachedFrame; -} - -bool AnimationControl::process(uint32 deltaTimeInMillis) { - if (!_enabled) { - return false; - } - - bool finished = false; - - if (_fileType == RLF) { - _accumulatedTime += deltaTimeInMillis; - - uint32 frameTime = _animation.rlf->frameTime(); - if (_accumulatedTime >= frameTime) { - while (_accumulatedTime >= frameTime) { - _accumulatedTime -= frameTime; - - // 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 + _animation.rlf->width(), workingWindowPoint.y + _animation.rlf->height()); - - // If the clip returns false, it means the animation is outside the working window - if (!renderManager->clipRectToWorkingWindow(subRect)) { - return false; - } - - const Graphics::Surface *frame = _animation.rlf->getNextFrame(); - - // 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; - } - } 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; - } - } - } - } - } 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; - } - } 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); - } - } - } 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()); - } - } - } - - // 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; - } - } - } - } - - // 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); - disable(); - _currentLoop = 0; - } - - return false; -} - -} // End of namespace ZVision |