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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, byte *screen);
	void drawTextObject(uint32 index, byte *screen);
};

MoviePlayer *makeMoviePlayer(const char *name, Sword2Engine *vm, Audio::Mixer *snd, OSystem *system);

} // End of namespace Sword2

#endif