diff options
Diffstat (limited to 'engines/zvision/scripting/effects/animation_effect.cpp')
-rw-r--r-- | engines/zvision/scripting/effects/animation_effect.cpp | 213 |
1 files changed, 213 insertions, 0 deletions
diff --git a/engines/zvision/scripting/effects/animation_effect.cpp b/engines/zvision/scripting/effects/animation_effect.cpp new file mode 100644 index 0000000000..c3cbc25406 --- /dev/null +++ b/engines/zvision/scripting/effects/animation_effect.cpp @@ -0,0 +1,213 @@ +/* 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/effects/animation_effect.h" + +#include "zvision/zvision.h" +#include "zvision/graphics/render_manager.h" +#include "zvision/scripting/script_manager.h" + +#include "graphics/surface.h" +#include "video/video_decoder.h" + +namespace ZVision { + +AnimationEffect::AnimationEffect(ZVision *engine, uint32 controlKey, const Common::String &fileName, int32 mask, int32 frate, bool disposeAfterUse) + : ScriptingEffect(engine, controlKey, SCRIPTING_EFFECT_ANIM), + _disposeAfterUse(disposeAfterUse), + _mask(mask), + _animation(NULL) { + + _animation = engine->loadAnimation(fileName); + + if (frate > 0) { + _frmDelayOverride = (int32)(1000.0 / frate); + + // WORKAROUND: We do not allow the engine to delay more than 66 msec + // per frame (15fps max) + if (_frmDelayOverride > 66) + _frmDelayOverride = 66; + } else { + _frmDelayOverride = 0; + } +} + +AnimationEffect::~AnimationEffect() { + if (_animation) + delete _animation; + + _engine->getScriptManager()->setStateValue(_key, 2); + + PlayNodes::iterator it = _playList.begin(); + if (it != _playList.end()) { + _engine->getScriptManager()->setStateValue((*it).slot, 2); + + if ((*it)._scaled) { + (*it)._scaled->free(); + delete(*it)._scaled; + } + } + + _playList.clear(); +} + +bool AnimationEffect::process(uint32 deltaTimeInMillis) { + ScriptManager *scriptManager = _engine->getScriptManager(); + RenderManager *renderManager = _engine->getRenderManager(); + RenderTable::RenderState renderState = renderManager->getRenderTable()->getRenderState(); + bool isPanorama = (renderState == RenderTable::PANORAMA); + int16 velocity = _engine->getMouseVelocity() + _engine->getKeyboardVelocity(); + + // Do not update animation nodes in panoramic mode while turning, if the user + // has set this option + if (scriptManager->getStateValue(StateKey_NoTurnAnim) == 1 && isPanorama && velocity) + return false; + + PlayNodes::iterator it = _playList.begin(); + if (it != _playList.end()) { + playnode *nod = &(*it); + + if (!_animation->isPlaying()) { + // The node is just beginning playback + _animation->start(); + _animation->seekToFrame(nod->start); + + nod->_delay = deltaTimeInMillis; // Force the frame to draw + if (nod->slot) + scriptManager->setStateValue(nod->slot, 1); + } else if (_animation->endOfVideo()) { + // The node has reached the end; check if we need to loop + nod->loop--; + + if (nod->loop == 0) { + if (nod->slot >= 0) + scriptManager->setStateValue(nod->slot, 2); + if (nod->_scaled) { + nod->_scaled->free(); + delete nod->_scaled; + } + _playList.erase(it); + return _disposeAfterUse; + } + + _animation->seekToFrame(nod->start); + } + + // Check if we need to draw a frame + bool needsUpdate = false; + if (_frmDelayOverride == 0) { + // If not overridden, use the VideoDecoder's check + needsUpdate = _animation->needsUpdate(); + } else { + // Otherwise, implement our own timing + nod->_delay -= deltaTimeInMillis; + + if (nod->_delay <= 0) { + nod->_delay += _frmDelayOverride; + needsUpdate = true; + } + } + + if (needsUpdate) { + const Graphics::Surface *frame = _animation->decodeNextFrame(); + + if (frame) { + uint32 dstw; + uint32 dsth; + if (isPanorama) { + dstw = nod->pos.height(); + dsth = nod->pos.width(); + } else { + dstw = nod->pos.width(); + dsth = nod->pos.height(); + } + + // We only scale down the animation to fit its frame, not up, otherwise we + // end up with distorted animations - e.g. the armor visor in location cz1e + // in Nemesis (one of the armors inside Irondune), or the planet in location + // aa10 in Nemesis (Juperon, outside the asylum). We do allow scaling up only + // when a simple 2x filter is requested (e.g. the alchemists and cup sequence + // in Nemesis) + if (frame->w > dstw || frame->h > dsth || (frame->w == dstw / 2 && frame->h == dsth / 2)) { + if (nod->_scaled) + if (nod->_scaled->w != dstw || nod->_scaled->h != dsth) { + nod->_scaled->free(); + delete nod->_scaled; + nod->_scaled = NULL; + } + + if (!nod->_scaled) { + nod->_scaled = new Graphics::Surface; + nod->_scaled->create(dstw, dsth, frame->format); + } + + renderManager->scaleBuffer(frame->getPixels(), nod->_scaled->getPixels(), frame->w, frame->h, frame->format.bytesPerPixel, dstw, dsth); + frame = nod->_scaled; + } + + if (isPanorama) { + Graphics::Surface *transposed = RenderManager::tranposeSurface(frame); + renderManager->blitSurfaceToBkg(*transposed, nod->pos.left, nod->pos.top, _mask); + transposed->free(); + delete transposed; + } else { + renderManager->blitSurfaceToBkg(*frame, nod->pos.left, nod->pos.top, _mask); + } + } + } + } + + return false; +} + +void AnimationEffect::addPlayNode(int32 slot, int x, int y, int x2, int y2, int startFrame, int endFrame, int loops) { + playnode nod; + nod.loop = loops; + nod.pos = Common::Rect(x, y, x2 + 1, y2 + 1); + nod.start = startFrame; + _animation->setEndFrame(CLIP<int>(endFrame, 0, _animation->getFrameCount() - 1)); + + nod.slot = slot; + nod._delay = 0; + nod._scaled = NULL; + _playList.push_back(nod); +} + +bool AnimationEffect::stop() { + PlayNodes::iterator it = _playList.begin(); + if (it != _playList.end()) { + _engine->getScriptManager()->setStateValue((*it).slot, 2); + if ((*it)._scaled) { + (*it)._scaled->free(); + delete(*it)._scaled; + } + } + + _playList.clear(); + + // We don't need to delete, it's may be reused + return false; +} + +} // End of namespace ZVision |