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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.
*
* 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
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