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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/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;
uint32 _pauseStartTick;
uint32 _pauseTicks;
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;
uint32 getTick();
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);
void pauseMovie(bool pause);
};
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
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