/* 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. * */ #ifndef BLADERUNNER_VQA_PLAYER_H #define BLADERUNNER_VQA_PLAYER_H #include "bladerunner/vqa_decoder.h" #include "audio/audiostream.h" #include "audio/mixer.h" #include "graphics/surface.h" namespace BladeRunner { enum LoopSetModes { kLoopSetModeJustStart = 0, kLoopSetModeEnqueue = 1, kLoopSetModeImmediate = 2 }; class BladeRunnerEngine; class View; class Lights; class ZBuffer; //TODO: split this into two components as it is in original game: universal vqa player, blade runner player functionality class VQAPlayer { friend class Debugger; BladeRunnerEngine *_vm; Common::String _name; Common::SeekableReadStream *_s; VQADecoder _decoder; Audio::QueuingAudioStream *_audioStream; Graphics::Surface *_surface; int _frame; int _frameNext; int _frameBegin; int _frameEnd; int _loop; int _repeatsCount; int _repeatsCountQueued; int _frameEndQueued; int _loopInitial; int _repeatsCountInitial; uint32 _frameNextTime; bool _hasAudio; bool _audioStarted; Audio::SoundHandle _soundHandle; void (*_callbackLoopEnded)(void *, int frame, int loopId); void *_callbackData; public: VQAPlayer(BladeRunnerEngine *vm, Graphics::Surface *surface, const Common::String &name) : _vm(vm), _name(name), _s(nullptr), _surface(surface), _decoder(), _audioStream(nullptr), _frame(-1), _frameNext(-1), _frameBegin(-1), _frameEnd(-1), _loop(-1), _repeatsCount(-1), _repeatsCountQueued(-1), _frameEndQueued(-1), _loopInitial(-1), _repeatsCountInitial(-1), _frameNextTime(0), _hasAudio(false), _audioStarted(false), _callbackLoopEnded(nullptr), _callbackData(nullptr) { } ~VQAPlayer() { close(); } bool open(); void close(); int update(bool forceDraw = false, bool advanceFrame = true, bool useTime = true, Graphics::Surface *customSurface = nullptr); void updateZBuffer(ZBuffer *zbuffer); void updateView(View *view); void updateScreenEffects(ScreenEffects *screenEffects); void updateLights(Lights *lights); bool setBeginAndEndFrame(int begin, int end, int repeatsCount, int loopSetMode, void(*callback)(void *, int, int), void *callbackData); bool setLoop(int loop, int repeatsCount, int loopSetMode, void(*callback)(void*, int, int), void *callbackData); bool seekToFrame(int frame); int getLoopBeginFrame(int loop); int getLoopEndFrame(int loop); int getFrameCount(); private: void queueAudioFrame(Audio::AudioStream *audioStream); }; } // End of namespace BladeRunner #endif