/* 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. * * Additional copyright for this file: * Copyright (C) 1994-1998 Revolution Software Ltd. * * 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. * * $URL$ * $Id$ */ #ifndef SWORD2_ANIMATION_H #define SWORD2_ANIMATION_H #include "graphics/video/dxa_decoder.h" #include "graphics/video/smk_decoder.h" #include "graphics/video/video_player.h" #include "sound/mixer.h" #include "sword2/screen.h" namespace Sword2 { enum DecoderType { kVideoDecoderDXA = 0, kVideoDecoderSMK = 1 }; struct MovieText { uint16 _startFrame; uint16 _endFrame; uint32 _textNumber; byte *_textMem; SpriteInfo _textSprite; uint16 _speechId; bool _played; void reset() { _textMem = NULL; _speechId = 0; _played = false; } }; class DXADecoderWithSound : public Graphics::DXADecoder { public: DXADecoderWithSound(Audio::Mixer *mixer, Audio::SoundHandle *bgSoundHandle); ~DXADecoderWithSound() {} int32 getAudioLag(); private: Audio::Mixer *_mixer; Audio::SoundHandle *_bgSoundHandle; }; class MoviePlayer : public Graphics::VideoPlayer { public: MoviePlayer(Sword2Engine *vm, Audio::Mixer *snd, OSystem *system, Audio::SoundHandle *bgSoundHandle, Graphics::VideoDecoder *decoder, DecoderType decoderType); virtual ~MoviePlayer(void); bool load(const char *name); void play(MovieText *movieTexts, uint32 numMovieTexts, uint32 leadIn, uint32 leadOut); void pauseMovie(bool pause); protected: Sword2Engine *_vm; Audio::Mixer *_snd; OSystem *_system; MovieText *_movieTexts; uint32 _numMovieTexts; uint32 _currentMovieText; byte *_textSurface; int _textX, _textY; DecoderType _decoderType; Audio::SoundHandle *_bgSoundHandle; Audio::AudioStream *_bgSoundStream; uint32 _leadOut; int _leadOutFrame; void performPostProcessing(byte *screen); void openTextObject(uint32 index); void closeTextObject(uint32 index); void drawTextObject(uint32 index, byte *screen); }; MoviePlayer *makeMoviePlayer(const char *name, Sword2Engine *vm, Audio::Mixer *snd, OSystem *system); } // End of namespace Sword2 #endif