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engines/bladerunner/vqa_player.h
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159
engines/bladerunner/vqa_player.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_VQA_PLAYER_H
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#define BLADERUNNER_VQA_PLAYER_H
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#include "bladerunner/vqa_decoder.h"
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#include "audio/audiostream.h"
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#include "audio/mixer.h"
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#include "graphics/surface.h"
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namespace BladeRunner {
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enum LoopSetModes {
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kLoopSetModeJustStart = 0, // sets _frameBeginNext, _repeatsCount, _frameEnd
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kLoopSetModeEnqueue = 1, // sets _frameBeginNext, _repeatsCountQueued, _frameEndQueued
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kLoopSetModeImmediate = 2 // like ModeJustStart, but also sets _frameNext to _frameBeginNext and updates _frameNextTime to current
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};
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class BladeRunnerEngine;
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class View;
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class Lights;
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class ZBuffer;
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class VQAPlayer {
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friend class Debugger;
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friend class OuttakePlayer;
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BladeRunnerEngine *_vm;
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Common::String _name;
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Common::SeekableReadStream *_s;
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VQADecoder _decoder;
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Audio::QueuingAudioStream *_audioStream;
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Graphics::Surface *_surface;
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static const uint32 kVqaFrameTimeDiff = 4000; // 60 * 1000 / 15
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static const int kMaxAudioPreloadedFrames = 15;
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// Use speech sound type as in original engine
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static const Audio::Mixer::SoundType kVQASoundType = Audio::Mixer::kSpeechSoundType;
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int _frame;
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int _frameNext;
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int _frameBeginNext; // The frame to begin from, after current playing loop ends.
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// Does not necessarily reflect current playing loop's start frame
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int _frameEnd; // The frame to end at for current playing loop
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int _loopIdTarget; // Does not necessarily reflect current playing loop's id (for a queue of loops this will have the id of the last one in the queue)
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// Used: - as param for _callbackLoopEnded() (which typically is loopEnded()), but never actually used in there)
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// - for the MA05 inshot glitch workaround
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// It is set at every setLoop call except for the _loopInitial case (when no video stream is loaded)
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int _repeatsCount; // -1 loop forever
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// 0 final repetition (or don't repeat after playing)
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// When that repetition is completeed VQAPlayer::update() returns -3 value
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// See Scene::advanceFrame() and OuttakePlayer::play() for checks for -3 result
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// Value is decreased per completed loop of current playing videoloop until it reaches 0
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int _repeatsCountQueued;
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int _frameEndQueued;
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int _lastAudioFrameSuccessfullyQueued;
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int _loopIdInitial;
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int _repeatsCountInitial;
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uint32 _frameNextTime;
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bool _hasAudio;
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bool _audioStarted;
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Audio::SoundHandle _soundHandle;
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bool _specialPS15GlitchFix;
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bool _specialUG18DoNotRepeatLastLoop;
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void (*_callbackLoopEnded)(void *, int frame, int loopId);
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void *_callbackData;
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public:
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VQAPlayer(BladeRunnerEngine *vm, Graphics::Surface *surface, const Common::String &name)
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: _vm(vm),
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_name(name),
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_s(nullptr),
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_surface(surface),
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_decoder(),
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_audioStream(nullptr),
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_frame(-1),
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_frameNext(-1),
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_frameBeginNext(-1),
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_frameEnd(-1),
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_loopIdTarget(-1),
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_repeatsCount(-1),
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_repeatsCountQueued(-1),
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_frameEndQueued(-1),
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_lastAudioFrameSuccessfullyQueued(-1),
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_loopIdInitial(-1),
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_repeatsCountInitial(-1),
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_frameNextTime(0),
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_hasAudio(false),
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_audioStarted(false),
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_specialPS15GlitchFix(false),
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_specialUG18DoNotRepeatLastLoop(false),
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_callbackLoopEnded(nullptr),
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_callbackData(nullptr) { }
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~VQAPlayer() {
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close();
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}
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bool open();
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void close();
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bool loadVQPTable(const Common::String& vqpResName);
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int update(bool forceDraw = false, bool advanceFrame = true, bool useTime = true, Graphics::Surface *customSurface = nullptr);
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void updateZBuffer(ZBuffer *zbuffer);
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void updateView(View *view);
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void updateScreenEffects(ScreenEffects *screenEffects);
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void updateLights(Lights *lights);
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bool setBeginAndEndFrame(int begin, int end, int repeatsCount, int loopSetMode, void(*callback)(void *, int, int), void *callbackData);
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bool setLoop(int loopId, int repeatsCount, int loopSetMode, void(*callback)(void*, int, int), void *callbackData);
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bool seekToFrame(int frame);
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bool getCurrentBeginAndEndFrame(int frame, int *begin, int *end);
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int getLoopBeginFrame(int loopId);
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int getLoopEndFrame(int loopId);
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int getLoopIdTarget() const { return _loopIdTarget; };
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int getFrameCount() const;
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int getQueuedAudioFrames() const;
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private:
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void queueAudioFrame(Audio::AudioStream *audioStream);
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};
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} // End of namespace BladeRunner
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#endif
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