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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/scripting/effects/animation_effect.h"
#include "zvision/zvision.h"
#include "zvision/graphics/render_manager.h"
#include "zvision/scripting/script_manager.h"
#include "graphics/surface.h"
#include "video/video_decoder.h"
namespace ZVision {
AnimationEffect::AnimationEffect(ZVision *engine, uint32 controlKey, const Common::String &fileName, int32 mask, int32 frate, bool disposeAfterUse)
: ScriptingEffect(engine, controlKey, SCRIPTING_EFFECT_ANIM),
_disposeAfterUse(disposeAfterUse),
_mask(mask),
_animation(NULL) {
_animation = engine->loadAnimation(fileName);
if (frate > 0) {
_frmDelayOverride = (int32)(1000.0 / frate);
// WORKAROUND: We do not allow the engine to delay more than 66 msec
// per frame (15fps max)
if (_frmDelayOverride > 66)
_frmDelayOverride = 66;
} else {
_frmDelayOverride = 0;
}
}
AnimationEffect::~AnimationEffect() {
if (_animation)
delete _animation;
_engine->getScriptManager()->setStateValue(_key, 2);
PlayNodes::iterator it = _playList.begin();
if (it != _playList.end()) {
_engine->getScriptManager()->setStateValue((*it).slot, 2);
if ((*it)._scaled) {
(*it)._scaled->free();
delete(*it)._scaled;
}
}
_playList.clear();
}
bool AnimationEffect::process(uint32 deltaTimeInMillis) {
ScriptManager *scriptManager = _engine->getScriptManager();
RenderManager *renderManager = _engine->getRenderManager();
RenderTable::RenderState renderState = renderManager->getRenderTable()->getRenderState();
bool isPanorama = (renderState == RenderTable::PANORAMA);
int16 velocity = _engine->getMouseVelocity() + _engine->getKeyboardVelocity();
// Do not update animation nodes in panoramic mode while turning, if the user
// has set this option
if (scriptManager->getStateValue(StateKey_NoTurnAnim) == 1 && isPanorama && velocity)
return false;
PlayNodes::iterator it = _playList.begin();
if (it != _playList.end()) {
playnode *nod = &(*it);
if (nod->_curFrame == -1) {
// The node is just beginning playback
nod->_curFrame = nod->start;
_animation->start();
_animation->seekToFrame(nod->start);
_animation->setEndFrame(nod->stop);
nod->_delay = deltaTimeInMillis; // Force the frame to draw
if (nod->slot)
scriptManager->setStateValue(nod->slot, 1);
} else if (_animation->endOfVideo()) {
// The node has reached the end; check if we need to loop
nod->loop--;
if (nod->loop == 0) {
if (nod->slot >= 0)
scriptManager->setStateValue(nod->slot, 2);
if (nod->_scaled) {
nod->_scaled->free();
delete nod->_scaled;
}
_playList.erase(it);
return _disposeAfterUse;
}
nod->_curFrame = nod->start;
_animation->seekToFrame(nod->start);
}
// Check if we need to draw a frame
bool needsUpdate = false;
if (_frmDelayOverride == 0) {
// If not overridden, use the VideoDecoder's check
needsUpdate = _animation->needsUpdate();
} else {
// Otherwise, implement our own timing
nod->_delay -= deltaTimeInMillis;
if (nod->_delay <= 0) {
nod->_delay += _frmDelayOverride;
needsUpdate = true;
}
}
if (needsUpdate) {
const Graphics::Surface *frame = _animation->decodeNextFrame();
if (frame) {
uint32 dstw;
uint32 dsth;
if (isPanorama) {
dstw = nod->pos.height();
dsth = nod->pos.width();
} else {
dstw = nod->pos.width();
dsth = nod->pos.height();
}
// We only scale down the animation to fit its frame, not up, otherwise we
// end up with distorted animations - e.g. the armor visor in location cz1e
// in Nemesis (one of the armors inside Irondune), or the planet in location
// aa10 in Nemesis (Juperon, outside the asylum). We do allow scaling up only
// when a simple 2x filter is requested (e.g. the alchemists and cup sequence
// in Nemesis)
if (frame->w > dstw || frame->h > dsth || (frame->w == dstw / 2 && frame->h == dsth / 2)) {
if (nod->_scaled)
if (nod->_scaled->w != dstw || nod->_scaled->h != dsth) {
nod->_scaled->free();
delete nod->_scaled;
nod->_scaled = NULL;
}
if (!nod->_scaled) {
nod->_scaled = new Graphics::Surface;
nod->_scaled->create(dstw, dsth, frame->format);
}
renderManager->scaleBuffer(frame->getPixels(), nod->_scaled->getPixels(), frame->w, frame->h, frame->format.bytesPerPixel, dstw, dsth);
frame = nod->_scaled;
}
if (isPanorama) {
Graphics::Surface *transposed = RenderManager::tranposeSurface(frame);
renderManager->blitSurfaceToBkg(*transposed, nod->pos.left, nod->pos.top, _mask);
transposed->free();
delete transposed;
} else {
renderManager->blitSurfaceToBkg(*frame, nod->pos.left, nod->pos.top, _mask);
}
}
}
}
return false;
}
void AnimationEffect::addPlayNode(int32 slot, int x, int y, int x2, int y2, int startFrame, int endFrame, int loops) {
playnode nod;
nod.loop = loops;
nod.pos = Common::Rect(x, y, x2 + 1, y2 + 1);
nod.start = startFrame;
nod.stop = CLIP<int>(endFrame, 0, _animation->getFrameCount() - 1);
nod.slot = slot;
nod._curFrame = -1;
nod._delay = 0;
nod._scaled = NULL;
_playList.push_back(nod);
}
bool AnimationEffect::stop() {
PlayNodes::iterator it = _playList.begin();
if (it != _playList.end()) {
_engine->getScriptManager()->setStateValue((*it).slot, 2);
if ((*it)._scaled) {
(*it)._scaled->free();
delete(*it)._scaled;
}
}
_playList.clear();
// We don't need to delete, it's may be reused
return false;
}
} // End of namespace ZVision
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