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/* 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 {
BladeRunnerEngine *_vm;
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)
: _vm(vm),
_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(const Common::String &name);
void close();
int update(bool forceDraw = false, bool advanceFrame = 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
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