diff options
Diffstat (limited to 'sword2/driver/d_draw.cpp')
-rw-r--r-- | sword2/driver/d_draw.cpp | 285 |
1 files changed, 0 insertions, 285 deletions
diff --git a/sword2/driver/d_draw.cpp b/sword2/driver/d_draw.cpp index a56b60af9e..b3e4814df9 100644 --- a/sword2/driver/d_draw.cpp +++ b/sword2/driver/d_draw.cpp @@ -116,289 +116,4 @@ void Graphics::clearScene(void) { memset(_buffer + MENUDEEP * _screenWide, 0, _screenWide * RENDERDEEP); } -void MoviePlayer::openTextObject(MovieTextObject *obj) { - if (obj->textSprite) - _vm->_graphics->createSurface(obj->textSprite, &_textSurface); -} - -void MoviePlayer::closeTextObject(MovieTextObject *obj) { - if (_textSurface) { - _vm->_graphics->deleteSurface(_textSurface); - _textSurface = NULL; - } -} - -void MoviePlayer::drawTextObject(MovieTextObject *obj) { - if (obj->textSprite && _textSurface) - _vm->_graphics->drawSurface(obj->textSprite, _textSurface); -} - -/** - * Plays an animated cutscene. - * @param filename the file name of the cutscene file - * @param text the subtitles and voiceovers for the cutscene - * @param musicOut lead-out music - */ - -int32 MoviePlayer::play(const char *filename, MovieTextObject *text[], uint8 *musicOut) { -#ifdef USE_MPEG2 - int frameCounter = 0, textCounter = 0; - PlayingSoundHandle handle; - bool skipCutscene = false, textVisible = false; - uint32 flags = SoundMixer::FLAG_16BITS, ticks = _vm->_system->get_msecs() + 83; - - uint8 oldPal[1024]; - memcpy(oldPal, _vm->_graphics->_palCopy, 1024); - - AnimationState * anim = initAnimation(filename); - if (!anim) { - // Missing Files? Use the old 'Narration Only' hack - playDummy(filename, text, musicOut); - return RD_OK; - } - - _vm->_graphics->clearScene(); - memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP); - - -#ifndef SCUMM_BIG_ENDIAN - flags |= SoundMixer::FLAG_LITTLE_ENDIAN; -#endif - - while (1) { - if (!decodeFrame(anim)) break; - _vm->_graphics->setNeedFullRedraw(); - - if (text && text[textCounter]) { - if (frameCounter == text[textCounter]->startFrame) { - openTextObject(text[textCounter]); - textVisible = true; - if (text[textCounter]->speech) { - _vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags); - } - } - - if (frameCounter == text[textCounter]->endFrame) { - closeTextObject(text[textCounter]); - textCounter++; - textVisible = false; - } - if (textVisible) - drawTextObject(text[textCounter]); - } - - frameCounter++; - - _vm->_graphics->updateDisplay(true); - - KeyboardEvent ke; - - if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) { - _vm->_mixer->stopHandle(handle); - skipCutscene = true; - break; - } - - // Simulate ~12 frames per second. I don't know what - // frame rate the original movies had, or even if it - // was constant, but this seems to work reasonably. - - _vm->sleepUntil(ticks); - ticks += 82; - - } - - // Wait for the voice to stop playing. This is to make sure - // that we don't cut off the speech in mid-sentence, and - even - // more importantly - that we don't free the sound buffer while - // it's in use. - - while (handle.isActive()) { - _vm->_graphics->updateDisplay(false); - _vm->_system->delay_msecs(100); - } - - if (text) - closeTextObject(text[textCounter]); - - _vm->_graphics->clearScene(); - _vm->_graphics->setNeedFullRedraw(); - - // HACK: Remove the instructions created above - Common::Rect r; - - memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP); - r.left = r.top = 0; - r.right = _vm->_graphics->_screenWide; - r.bottom = MENUDEEP; - _vm->_graphics->updateRect(&r); - - // FIXME: For now, only play the lead-out music for cutscenes - // that have subtitles. - if (!skipCutscene) - _vm->_sound->playLeadOut(musicOut); - - _vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT); - - doneAnimation(anim); - - // Lead-in and lead-out music are, as far as I can tell, only used for - // the animated cut-scenes, so this seems like a good place to close - // both of them. - - _vm->_sound->closeFx(-1); - _vm->_sound->closeFx(-2); - - return RD_OK; -#else - // No MPEG2? Use the old 'Narration Only' hack - playDummy(filename, text, musicOut); - return RD_OK; -#endif -} - -// This just plays the cutscene with voiceovers / subtitles, in case the files are missing -int32 MoviePlayer::playDummy(const char *filename, MovieTextObject *text[], uint8 *musicOut) { - int frameCounter = 0, textCounter = 0; - if (text) { - uint8 oldPal[1024]; - uint8 tmpPal[1024]; - - _vm->_graphics->clearScene(); - - // HACK: Draw instructions - // - // I'm using the the menu area, because that's unlikely to be - // touched by anything else during the cutscene. - - memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP); - - uint8 msg[] = "Cutscene - Narration Only: Press ESC to exit, or visit www.scummvm.org to download cutscene videos"; - Memory *data = _vm->_fontRenderer->makeTextSprite(msg, 640, 255, _vm->_speechFontId); - FrameHeader *frame = (FrameHeader *) data->ad; - SpriteInfo msgSprite; - uint8 *msgSurface; - - msgSprite.x = _vm->_graphics->_screenWide / 2 - frame->width / 2; - msgSprite.y = RDMENU_MENUDEEP / 2 - frame->height / 2; - msgSprite.w = frame->width; - msgSprite.h = frame->height; - msgSprite.type = RDSPR_NOCOMPRESSION; - msgSprite.data = data->ad + sizeof(FrameHeader); - - _vm->_graphics->createSurface(&msgSprite, &msgSurface); - _vm->_graphics->drawSurface(&msgSprite, msgSurface); - _vm->_graphics->deleteSurface(msgSurface); - _vm->_memory->freeMemory(data); - - // In case the cutscene has a long lead-in, start just before - // the first line of text. - - frameCounter = text[0]->startFrame - 12; - - // Fake a palette that will hopefully make the text visible. - // In the opening cutscene it seems to use colours 1 (black?) - // and 255 (white?). - // - // The text should probably be colored the same as the rest of - // the in-game text. - - memcpy(oldPal, _vm->_graphics->_palCopy, 1024); - memset(tmpPal, 0, 1024); - tmpPal[255 * 4 + 0] = 255; - tmpPal[255 * 4 + 1] = 255; - tmpPal[255 * 4 + 2] = 255; - _vm->_graphics->setPalette(0, 256, tmpPal, RDPAL_INSTANT); - - PlayingSoundHandle handle; - - bool skipCutscene = false; - - uint32 flags = SoundMixer::FLAG_16BITS; - -#ifndef SCUMM_BIG_ENDIAN - flags |= SoundMixer::FLAG_LITTLE_ENDIAN; -#endif - - while (1) { - if (!text[textCounter]) - break; - - if (frameCounter == text[textCounter]->startFrame) { - _vm->_graphics->clearScene(); - openTextObject(text[textCounter]); - drawTextObject(text[textCounter]); - if (text[textCounter]->speech) { - _vm->_mixer->playRaw(&handle, text[textCounter]->speech, text[textCounter]->speechBufferSize, 22050, flags); - } - } - if (frameCounter == text[textCounter]->endFrame) { - closeTextObject(text[textCounter]); - _vm->_graphics->clearScene(); - _vm->_graphics->setNeedFullRedraw(); - textCounter++; - } - - frameCounter++; - - _vm->_graphics->updateDisplay(); - - KeyboardEvent ke; - - if ((_vm->_input->readKey(&ke) == RD_OK && ke.keycode == 27) || _vm->_quit) { - _vm->_mixer->stopHandle(handle); - skipCutscene = true; - break; - } - - // Simulate ~12 frames per second. I don't know what - // frame rate the original movies had, or even if it - // was constant, but this seems to work reasonably. - - _vm->_system->delay_msecs(90); - } - - // Wait for the voice to stop playing. This is to make sure - // that we don't cut off the speech in mid-sentence, and - even - // more importantly - that we don't free the sound buffer while - // it's in use. - - while (handle.isActive()) { - _vm->_graphics->updateDisplay(false); - _vm->_system->delay_msecs(100); - } - - closeTextObject(text[textCounter]); - - _vm->_graphics->clearScene(); - _vm->_graphics->setNeedFullRedraw(); - - // HACK: Remove the instructions created above - Common::Rect r; - - memset(_vm->_graphics->_buffer, 0, _vm->_graphics->_screenWide * MENUDEEP); - r.left = r.top = 0; - r.right = _vm->_graphics->_screenWide; - r.bottom = MENUDEEP; - _vm->_graphics->updateRect(&r); - - // FIXME: For now, only play the lead-out music for cutscenes - // that have subtitles. - - if (!skipCutscene) - _vm->_sound->playLeadOut(musicOut); - - _vm->_graphics->setPalette(0, 256, oldPal, RDPAL_INSTANT); - } - - // Lead-in and lead-out music are, as far as I can tell, only used for - // the animated cut-scenes, so this seems like a good place to close - // both of them. - - _vm->_sound->closeFx(-1); - _vm->_sound->closeFx(-2); - - return RD_OK; -} - } // End of namespace Sword2 |