1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
|
/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef ANIMATION_H
#define ANIMATION_H
#include "graphics/animation.h"
#include "sound/mixer.h"
namespace Sword2 {
struct SpriteInfo;
// This is the structure which is passed to the sequence player. It includes
// the smack to play, and any text lines which are to be displayed over the top
// of the sequence.
struct MovieTextObject {
uint16 startFrame;
uint16 endFrame;
SpriteInfo *textSprite;
uint32 speechBufferSize;
uint16 *speech;
};
class AnimationState : public ::Graphics::BaseAnimationState {
private:
Sword2Engine *_vm;
public:
AnimationState(Sword2Engine *vm);
~AnimationState();
#ifndef BACKEND_8BIT
void drawTextObject(SpriteInfo *s, byte *src);
#endif
void clearScreen();
void updateScreen();
private:
void drawYUV(int width, int height, byte *const *dat);
#ifdef BACKEND_8BIT
void setPalette(byte *pal);
#endif
};
struct MovieInfo {
char name[9];
uint frames;
bool seamless;
};
class MoviePlayer {
private:
Sword2Engine *_vm;
Audio::Mixer *_snd;
OSystem *_sys;
byte *_textSurface;
Audio::SoundHandle _leadOutHandle;
uint _leadOutFrame;
bool _seamless;
static struct MovieInfo _movies[];
void openTextObject(MovieTextObject *obj);
void closeTextObject(MovieTextObject *obj);
void drawTextObject(AnimationState *anim, MovieTextObject *obj);
void playMPEG(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen);
void playDummy(const char *filename, MovieTextObject *text[], byte *leadOut, uint32 leadOutLen);
public:
MoviePlayer(Sword2Engine *vm);
int32 play(const char *filename, MovieTextObject *text[], int32 leadInRes, int32 leadOutRes);
};
} // End of namespace Sword2
#endif
|