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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126
|
/* 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.
*
*/
#ifndef BLADERUNNER_VQA_PLAYER_H
#define BLADERUNNER_VQA_PLAYER_H
#include "bladerunner/vqa_decoder.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "graphics/surface.h"
namespace BladeRunner {
enum LoopSetModes {
kLoopSetModeJustStart = 0,
kLoopSetModeEnqueue = 1,
kLoopSetModeImmediate = 2
};
class BladeRunnerEngine;
class View;
class Lights;
class ZBuffer;
//TODO: split this into two components as it is in original game: universal vqa player, blade runner player functionality
class VQAPlayer {
BladeRunnerEngine *_vm;
Common::SeekableReadStream *_s;
VQADecoder _decoder;
const uint16 *_zBuffer;
Audio::QueuingAudioStream *_audioStream;
int _frame;
int _frameNext;
int _frameBegin;
int _frameEnd;
int _loop;
int _repeatsCount;
int _repeatsCountQueued;
int _frameEndQueued;
int _loopInitial;
int _repeatsCountInitial;
uint32 _frameNextTime;
bool _hasAudio;
bool _audioStarted;
Audio::SoundHandle _soundHandle;
void (*_callbackLoopEnded)(void*, int frame, int loopId);
void *_callbackData;
public:
VQAPlayer(BladeRunnerEngine *vm, Graphics::Surface *surface)
: _vm(vm),
_s(nullptr),
_decoder(surface),
_zBuffer(nullptr),
_audioStream(nullptr),
_frameNext(-1),
_frameBegin(-1),
_frameEnd(-1),
_loop(-1),
_repeatsCount(-1),
_repeatsCountQueued(-1),
_frameEndQueued(-1),
_loopInitial(-1),
_repeatsCountInitial(-1),
_frameNextTime(0),
_hasAudio(false),
_audioStarted(false),
_callbackLoopEnded(nullptr),
_callbackData(nullptr) { }
~VQAPlayer() {
close();
}
bool open(const Common::String &name);
void close();
int update(bool forceDraw = false);
void updateZBuffer(ZBuffer *zbuffer);
void updateView(View *view);
void updateScreenEffects(ScreenEffects *screenEffects);
void updateLights(Lights *lights);
bool setBeginAndEndFrame(int begin, int end, int repeatsCount, int loopSetMode, void(*callback)(void *, int, int), void *callbackData);
bool setLoop(int loop, int repeatsCount, int loopSetMode, void(*callback)(void*, int, int), void* callbackData);
bool seekToFrame(int frame);
int getLoopBeginFrame(int loop);
int getLoopEndFrame(int loop);
private:
void queueAudioFrame(Audio::AudioStream *audioStream);
};
} // End of namespace BladeRunner
#endif
|