aboutsummaryrefslogtreecommitdiff
path: root/engines/sword2/animation.h
blob: fd1a1b6e78f52e6b534814aa73af356766ce2399 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
/* 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/dxa_player.h"
#include "graphics/mpeg_player.h"
#include "sound/mixer.h"

#include "sword2/screen.h"

namespace Sword2 {

struct SequenceTextInfo {
	uint32 textNumber;
	uint16 startFrame;
	uint16 endFrame;
};

struct MovieTextObject {
	byte *textMem;
	SpriteInfo textSprite;
	uint16 speechId;

	MovieTextObject() {
		textMem = NULL;
		speechId = 0;
	}
};

struct MovieInfo {
	const char *name;
	uint frames;
	bool seamless;
};

class MoviePlayer {
private:
	bool checkSkipFrame();

protected:
	Sword2Engine *_vm;
	Audio::Mixer *_mixer;
	OSystem *_system;

	char *_name;

	byte _originalPalette[4 * 256];

	uint32 _numSpeechLines;
	uint32 _firstSpeechFrame;
	MovieTextObject _textObject;
	byte *_textSurface;

	Audio::SoundHandle _bgSoundHandle;
	Audio::AudioStream *_bgSoundStream;

	uint32 _ticks;

	uint _currentFrame;
	byte *_frameBuffer;
	int _frameWidth, _frameHeight;
	int _frameX, _frameY;

	byte _black, _white;

	uint _numFrames;
	uint _leadOutFrame;
	bool _seamless;

	int _framesSkipped;
	bool _forceFrame;

	static const MovieInfo _movies[];

	uint32 _currentText;

	void savePalette();
	void restorePalette();

	void openTextObject(SequenceTextInfo *t);
	void closeTextObject();
	void calcTextPosition(int &xPos, int &yPos);

	virtual void handleScreenChanged() {}

	virtual void clearFrame();
	virtual void updateScreen();
	virtual bool decodeFrame() = 0;
	virtual bool syncFrame();
	virtual void drawFrame();
	virtual void drawTextObject();
	virtual void undrawTextObject();

public:
	MoviePlayer(Sword2Engine *vm, const char *name);
	virtual ~MoviePlayer();

	void updatePalette(byte *pal, bool packed = true);
	virtual bool load();
	bool userInterrupt();
	void play(SequenceTextInfo *textList, uint32 numLines, int32 leadIn, int32 leadOut);
};

class MoviePlayerDummy : public MoviePlayer {
protected:
	bool decodeFrame();
	bool syncFrame();
	void drawFrame();
	void drawTextObject();
	void undrawTextObject();

public:
	MoviePlayerDummy(Sword2Engine *vm, const char *name);
	virtual ~MoviePlayerDummy();

	bool load();
};

#ifdef USE_MPEG2
class AnimationState : public ::Graphics::BaseAnimationState {
private:
	Sword2Engine *_vm;
	MoviePlayer *_player;

public:
	AnimationState(Sword2Engine *vm, MoviePlayer *player);
	~AnimationState();

#ifndef BACKEND_8BIT
	void drawTextObject(SpriteInfo *s, byte *src);
#endif

	void clearFrame();

private:
	void drawYUV(int width, int height, byte *const *dat);

#ifdef BACKEND_8BIT
	void setPalette(byte *pal);
#endif
};

class MoviePlayerMPEG : public MoviePlayer {
protected:
	AnimationState *_anim;

	virtual bool decodeFrame();

#ifndef BACKEND_8BIT
	void handleScreenChanged();
	void clearFrame();
	void drawFrame();
	void updateScreen();
	void drawTextObject();
	void undrawTextObject();
#endif

public:
	MoviePlayerMPEG(Sword2Engine *vm, const char *name);
	~MoviePlayerMPEG();

	bool load();
};
#endif

#ifdef USE_ZLIB
class MoviePlayerDXA : public MoviePlayer, ::Graphics::DXAPlayer {
protected:
	void setPalette(byte *pal);
	bool decodeFrame();

public:
	MoviePlayerDXA(Sword2Engine *vm, const char *name);
	~MoviePlayerDXA();

	bool load();
};
#endif

MoviePlayer *makeMoviePlayer(Sword2Engine *vm, const char *name);

} // End of namespace Sword2

#endif