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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.
*
* $URL$
* $Id$
*
*/
#ifndef GRAPHICS_VIDEO_PLAYER_H
#define GRAPHICS_VIDEO_PLAYER_H
#include "common/scummsys.h"
#include "common/events.h"
#include "common/list.h"
namespace Common {
class SeekableReadStream;
}
namespace Graphics {
/**
* Implementation of a generic video decoder
*/
class VideoPlayer {
public:
VideoPlayer();
virtual ~VideoPlayer();
/**
* Returns the width of the video
* @return the width of the video
*/
virtual int getWidth();
/**
* Returns the height of the video
* @return the height of the video
*/
virtual int getHeight();
/**
* Returns the current frame number of the video
* @return the current frame number of the video
*/
virtual int32 getCurFrame();
/**
* Returns the amount of frames in the video
* @return the amount of frames in the video
*/
virtual int32 getFrameCount();
/**
* Returns the frame rate of the video
* @return the frame rate of the video
*/
virtual int32 getFrameRate();
/**
* Returns the time to wait for each frame in 1/100 ms
* @return the time to wait for each frame in 1/100 ms
*/
virtual int32 getFrameDelay();
/**
* Returns the current A/V lag in 1/100 ms
* If > 0, audio lags behind
* If < 0, video lags behind
* @return the current A/V lag in 1/100 ms
*/
virtual int32 getAudioLag();
/**
* Returns the time to wait until the next frame in ms, minding any lag
* @return the time to wait until the next frame in ms
*/
virtual uint32 getFrameWaitTime();
/**
* Load a video file
* @param filename the filename to load
*/
virtual bool loadFile(const char *filename);
/**
* Close a video file
*/
virtual void closeFile();
/**
* Returns if a video file is loaded or not
*/
bool isVideoLoaded() { return (_fileStream != NULL); }
/**
* Set RGB palette, based on current frame
* @param pal the RGB palette data
*/
virtual void setPalette(byte *pal);
/**
* Copy current frame into the specified position of the destination
* buffer.
* @param dst the buffer
* @param x the x position of the buffer
* @param y the y position of the buffer
* @param pitch the pitch of buffer
*/
void copyFrameToBuffer(byte *dst, uint x, uint y, uint pitch);
/**
* Decode the next frame
*/
virtual bool decodeNextFrame();
/**
* A default implementation of a video player
* Plays a non-interactive full screen video till it's stopped by a
* specific event
* @param filename the name of the file to play
* @param stopEvents a list of events that can stop the video
*/
bool playVideo(const char *filename, Common::List<Common::Event> *stopEvents);
/**
* Perform postprocessing once the frame data is copied to the screen,
* right before the frame is drawn. Called from playVideo()
*/
virtual void performPostProcessing(byte *screen);
protected:
struct {
uint32 width;
uint32 height;
uint32 frameCount;
int32 frameRate;
int32 frameDelay;
uint32 currentFrame;
uint32 startTime;
} _videoInfo;
Common::SeekableReadStream *_fileStream;
byte *_videoFrameBuffer;
bool _skipVideo;
private:
void processVideoEvents(Common::List<Common::Event> *stopEvents);
};
} // End of namespace Graphics
#endif
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