aboutsummaryrefslogtreecommitdiff
path: root/engines/zvision/scripting/controls/animation_control.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/zvision/scripting/controls/animation_control.cpp')
-rw-r--r--engines/zvision/scripting/controls/animation_control.cpp263
1 files changed, 263 insertions, 0 deletions
diff --git a/engines/zvision/scripting/controls/animation_control.cpp b/engines/zvision/scripting/controls/animation_control.cpp
new file mode 100644
index 0000000000..ec8f7a9647
--- /dev/null
+++ b/engines/zvision/scripting/controls/animation_control.cpp
@@ -0,0 +1,263 @@
+/* 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