/* 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 "common/system.h" #include "video/video_decoder.h" #include "zvision/zvision.h" #include "zvision/rlf_animation.h" namespace ZVision { void ZVision::playAnimation(RlfAnimation *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse) { bool skip = false; uint32 frameTime = animation->frameTime(); uint width = animation->width(); uint height = animation->height(); uint16 newX = x + _workingWindow.left; uint16 newY = y + _workingWindow.top; uint32 accumulatedTime = 0; // Only continue while the video is still playing while (!shouldQuit() && !skip && !animation->endOfAnimation()) { _clock.update(); uint32 currentTime = _clock.getLastMeasuredTime(); accumulatedTime += _clock.getDeltaTime(); // Check for engine quit and video stop key presses while (_eventMan->pollEvent(_event)) { switch (_event.type) { case Common::EVENT_KEYDOWN: switch (_event.kbd.keycode) { case Common::KEYCODE_q: if (_event.kbd.hasFlags(Common::KBD_CTRL)) quitGame(); break; case Common::KEYCODE_SPACE: skip = true; break; default: break; } default: break; } } while (accumulatedTime >= frameTime && !animation->endOfAnimation()) { accumulatedTime -= frameTime; _system->copyRectToScreen(animation->getNextFrame(), width * sizeof(uint16), newX, newY, width, height); } // Always update the screen so the mouse continues to render _system->updateScreen(); // Calculate the frame delay based off a desired frame time int delay = _desiredFrameTime - int32(_system->getMillis() - currentTime); // Ensure non-negative delay = delay < 0 ? 0 : delay; _system->delayMillis(delay); } } void ZVision::playAnimation(Video::VideoDecoder *animation, uint16 x, uint16 y, DisposeAfterUse::Flag disposeAfterUse) { _clock.stop(); animation->start(); // Only continue while the video is still playing while (!shouldQuit() && !animation->endOfVideo() && animation->isPlaying()) { // Check for engine quit and video stop key presses while (!animation->endOfVideo() && animation->isPlaying() && _eventMan->pollEvent(_event)) { switch (_event.type) { case Common::EVENT_KEYDOWN: switch (_event.kbd.keycode) { case Common::KEYCODE_q: if (_event.kbd.hasFlags(Common::KBD_CTRL)) quitGame(); break; case Common::KEYCODE_SPACE: animation->stop(); break; default: break; } default: break; } } if (animation->needsUpdate()) { const Graphics::Surface *frame = animation->decodeNextFrame(); if (frame) { _system->copyRectToScreen((const byte *)frame->getPixels(), frame->pitch, x, y, frame->w, frame->h); } } // Always update the screen so the mouse continues to render _system->updateScreen(); _system->delayMillis(animation->getTimeToNextFrame()); } _clock.start(); } } // End of namespace ZVision