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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.
 *
 */

#include "common/scummsys.h"

#include "zvision/animation_control.h"

#include "zvision/zvision.h"
#include "zvision/render_manager.h"
#include "zvision/script_manager.h"
#include "zvision/rlf_animation.h"
#include "zvision/zork_avi_decoder.h"

#include "video/video_decoder.h"

#include "graphics/surface.h"


namespace ZVision {

AnimationControl::AnimationControl(ZVision *engine, uint32 controlKey, const Common::String &fileName)
	: Control(engine, controlKey),
	  _fileType(RLF),
	  _loopCount(1),
	  _currentLoop(0),
	  _accumulatedTime(0),
	  _cachedFrame(0),
	  _cachedFrameNeedsDeletion(false) {
	if (fileName.hasSuffix(".rlf")) {
		_fileType = RLF;
		_animation.rlf = new RlfAnimation(fileName, false);
	} else if (fileName.hasSuffix(".avi")) {
		_fileType = AVI;
		_animation.avi = new ZorkAVIDecoder();
		_animation.avi->loadFile(fileName);
	} else {
		warning("Unrecognized animation file type: %s", fileName.c_str());
	}

	_cachedFrame = new Graphics::Surface();
}

AnimationControl::~AnimationControl() {
	if (_fileType == RLF) {
		delete _animation.rlf;
	} else if (_fileType == AVI) {
		delete _animation.avi;
	}

	_cachedFrame->free();
	delete _cachedFrame;
}

bool AnimationControl::process(uint32 deltaTimeInMillis) {
	if (!_enabled) {
		return false;
	}

	bool finished = false;

	if (_fileType == RLF) {
		_accumulatedTime += deltaTimeInMillis;

		uint32 frameTime = _animation.rlf->frameTime();
		if (_accumulatedTime >= frameTime) {
			while (_accumulatedTime >= frameTime) {
				_accumulatedTime -= frameTime;

				// Make sure the frame is inside the working window
				// If it's not, then just return

				RenderManager *renderManager = _engine->getRenderManager();
				Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
				Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _animation.rlf->width(), workingWindowPoint.y + _animation.rlf->height());

				// If the clip returns false, it means the animation is outside the working window
				if (!renderManager->clipRectToWorkingWindow(subRect)) {
					return false;
				}

				const Graphics::Surface *frame = _animation.rlf->getNextFrame();

				// Animation frames for PANORAMAs are transposed, so un-transpose them
				RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
				if (state == RenderTable::PANORAMA) {
					Graphics::Surface *tranposedFrame = RenderManager::tranposeSurface(frame);

					renderManager->copyRectToWorkingWindow((uint16 *)tranposedFrame->getBasePtr(tranposedFrame->w - subRect.width(), tranposedFrame->h - subRect.height()), subRect.left, subRect.top, _animation.rlf->width(), subRect.width(), subRect.height());

					// If the background can move, we need to cache the last frame so it can be rendered during background movement
					if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
						if (_cachedFrameNeedsDeletion) {
							_cachedFrame->free();
							delete _cachedFrame;
							_cachedFrameNeedsDeletion = false;
						}
						_cachedFrame = tranposedFrame;
						_cachedFrameNeedsDeletion = true;
					} else {
						// Cleanup
						tranposedFrame->free();
						delete tranposedFrame;
					}
				} else {
					renderManager->copyRectToWorkingWindow((const uint16 *)frame->getBasePtr(frame->w - subRect.width(), frame->h - subRect.height()), subRect.left, subRect.top, _animation.rlf->width(), subRect.width(), subRect.height());

					// If the background can move, we need to cache the last frame so it can be rendered during background movement
					if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
						if (_cachedFrameNeedsDeletion) {
							_cachedFrame->free();
							delete _cachedFrame;
							_cachedFrameNeedsDeletion = false;
						}
						_cachedFrame->copyFrom(*frame);
					}
				}

				// Check if we should continue looping
				if (_animation.rlf->endOfAnimation()) {
					_animation.rlf->seekToFrame(-1);
					if (_loopCount > 0) {
						_currentLoop++;
						if (_currentLoop >= _loopCount) {
							finished = true;
						}
					}
				}
			}
		} else {
			// If the background can move, we have to keep rendering animation frames, otherwise the animation flickers during background movement
			RenderManager *renderManager = _engine->getRenderManager();
			RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();

			if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
				Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
				Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _cachedFrame->w, workingWindowPoint.y + _cachedFrame->h);

				// If the clip returns false, it means the animation is outside the working window
				if (!renderManager->clipRectToWorkingWindow(subRect)) {
					return false;
				}

				renderManager->copyRectToWorkingWindow((uint16 *)_cachedFrame->getBasePtr(_cachedFrame->w - subRect.width(), _cachedFrame->h - subRect.height()), subRect.left, subRect.top, _cachedFrame->w, subRect.width(), subRect.height());
			}
		}
	} else if (_fileType == AVI) {
		if (!_animation.avi->isPlaying()) {
			_animation.avi->start();
		}

		if (_animation.avi->needsUpdate()) {
			const Graphics::Surface *frame = _animation.avi->decodeNextFrame();

			if (frame) {
				// Make sure the frame is inside the working window
				// If it's not, then just return

				RenderManager *renderManager = _engine->getRenderManager();
				Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
				Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + frame->w, workingWindowPoint.y + frame->h);

				// If the clip returns false, it means the animation is outside the working window
				if (!renderManager->clipRectToWorkingWindow(subRect)) {
					return false;
				}

				// Animation frames for PANORAMAs are transposed, so un-transpose them
				RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();
				if (state == RenderTable::PANORAMA) {
					Graphics::Surface *tranposedFrame = RenderManager::tranposeSurface(frame);

					renderManager->copyRectToWorkingWindow((uint16 *)tranposedFrame->getBasePtr(tranposedFrame->w - subRect.width(), tranposedFrame->h - subRect.height()), subRect.left, subRect.top, frame->w, subRect.width(), subRect.height());

					// If the background can move, we need to cache the last frame so it can be rendered during background movement
					if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
						if (_cachedFrameNeedsDeletion) {
							_cachedFrame->free();
							delete _cachedFrame;
							_cachedFrameNeedsDeletion = false;
						}
						_cachedFrame = tranposedFrame;
						_cachedFrameNeedsDeletion = true;
					} else {
						// Cleanup
						tranposedFrame->free();
						delete tranposedFrame;
					}
				} else {
					renderManager->copyRectToWorkingWindow((const uint16 *)frame->getBasePtr(frame->w - subRect.width(), frame->h - subRect.height()), subRect.left, subRect.top, frame->w, subRect.width(), subRect.height());

					// If the background can move, we need to cache the last frame so it can be rendered during background movement
					if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
						if (_cachedFrameNeedsDeletion) {
							_cachedFrame->free();
							delete _cachedFrame;
							_cachedFrameNeedsDeletion = false;
						}
						_cachedFrame->copyFrom(*frame);
					}
				}
			} else {
				// If the background can move, we have to keep rendering animation frames, otherwise the animation flickers during background movement
				RenderManager *renderManager = _engine->getRenderManager();
				RenderTable::RenderState state = renderManager->getRenderTable()->getRenderState();

				if (state == RenderTable::PANORAMA || state == RenderTable::TILT) {
					Common::Point workingWindowPoint = renderManager->imageSpaceToWorkingWindowSpace(Common::Point(_x, _y));
					Common::Rect subRect(workingWindowPoint.x, workingWindowPoint.y, workingWindowPoint.x + _cachedFrame->w, workingWindowPoint.y + _cachedFrame->h);

					// If the clip returns false, it means the animation is outside the working window
					if (!renderManager->clipRectToWorkingWindow(subRect)) {
						return false;
					}

					renderManager->copyRectToWorkingWindow((uint16 *)_cachedFrame->getBasePtr(_cachedFrame->w - subRect.width(), _cachedFrame->h - subRect.height()), subRect.left, subRect.top, _cachedFrame->w, subRect.width(), subRect.height());
				}
			}
		}

		// Check if we should continue looping
		if (_animation.avi->endOfVideo()) {
			_animation.avi->rewind();
			if (_loopCount > 0) {
				_currentLoop++;
				if (_currentLoop >= _loopCount) {
					_animation.avi->stop();
					finished = true;
				}
			}
		}
	}

	// If we're done, set _animation key = 2 (Why 2? I don't know. It's just the value that they used)
	// Then disable the control. DON'T delete it. It can be re-used
	if (finished) {
		_engine->getScriptManager()->setStateValue(_animationKey, 2);
		disable();
		_currentLoop = 0;
	}

	return false;
}

} // End of namespace ZVision