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engines/wintermute/video/video_player.cpp
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264
engines/wintermute/video/video_player.cpp
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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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/video/video_player.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/base_engine.h"
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#include "engines/wintermute/base/base_file_manager.h"
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#include "engines/wintermute/base/gfx/base_renderer.h"
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#include "engines/wintermute/base/gfx/base_surface.h"
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#include "engines/wintermute/platform_osystem.h"
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#include "engines/wintermute/dcgf.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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VideoPlayer::VideoPlayer(BaseGame *inGame) : BaseClass(inGame) {
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setDefaults();
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}
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//////////////////////////////////////////////////////////////////////////
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bool VideoPlayer::setDefaults() {
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_playing = false;
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_aviDecoder = nullptr;
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_playPosX = _playPosY = 0;
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_playZoom = 0.0f;
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_texture = nullptr;
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_videoFrameReady = false;
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_playbackStarted = false;
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_freezeGame = false;
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_filename.clear();
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_subtitler = nullptr;
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_foundSubtitles = false;
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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VideoPlayer::~VideoPlayer() {
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cleanup();
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}
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//////////////////////////////////////////////////////////////////////////
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bool VideoPlayer::cleanup() {
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_playing = false;
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SAFE_DELETE(_subtitler);
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if (_aviDecoder) {
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_aviDecoder->close();
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}
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SAFE_DELETE(_aviDecoder);
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SAFE_DELETE(_texture);
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return setDefaults();
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}
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//////////////////////////////////////////////////////////////////////////
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bool VideoPlayer::initialize(const Common::String &filename, const Common::String &subtitleFile) {
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cleanup();
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if (BaseEngine::instance().getGameId() == "sof1" ||
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BaseEngine::instance().getGameId() == "sof2") {
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warning("PlayVideo: %s - Xvid support not implemented yet", filename.c_str());
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return STATUS_FAILED;
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}
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_filename = filename;
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// Load a file, but avoid having the File-manager handle the disposal of it.
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Common::SeekableReadStream *file = BaseFileManager::getEngineInstance()->openFile(filename, true, false);
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if (!file) {
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return STATUS_FAILED;
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}
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_aviDecoder = new Video::AVIDecoder();
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_aviDecoder->loadStream(file);
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_subtitler = new VideoSubtitler(_game);
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_foundSubtitles = _subtitler->loadSubtitles(_filename, subtitleFile);
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if (!_aviDecoder->isVideoLoaded()) {
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// W/A: Missing DX50 decoder support for 'Looky' game.
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if (BaseEngine::instance().getGameId() == "looky")
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return STATUS_OK;
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return STATUS_FAILED;
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}
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// Additional setup.
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_texture = _game->_renderer->createSurface();
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_texture->create(_aviDecoder->getWidth(), _aviDecoder->getHeight());
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_playZoom = 100;
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool VideoPlayer::update() {
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if (!isPlaying()) {
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return STATUS_OK;
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}
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if (_playbackStarted) {
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return STATUS_OK;
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}
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if (_playbackStarted && !_freezeGame && _game->_state == GAME_FROZEN) {
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return STATUS_OK;
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}
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if (_subtitler && _foundSubtitles && _game->_subtitles) {
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_subtitler->update(_aviDecoder->getCurFrame());
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}
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if (_aviDecoder->endOfVideo()) {
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_playbackStarted = false;
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if (_freezeGame) {
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_game->unfreeze();
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}
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}
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if (!_aviDecoder->endOfVideo() && _aviDecoder->getTimeToNextFrame() == 0) {
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const Graphics::Surface *decodedFrame = _aviDecoder->decodeNextFrame();
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if (decodedFrame && _texture) {
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_texture->putSurface(*decodedFrame, false);
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_videoFrameReady = true;
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}
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool VideoPlayer::display() {
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Common::Rect32 rc;
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bool res;
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if (_texture && _videoFrameReady) {
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BasePlatform::setRect(&rc, 0, 0, _texture->getWidth(), _texture->getHeight());
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if (_playZoom == 100.0f) {
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res = _texture->display(_playPosX, _playPosY, rc);
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} else {
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res = _texture->displayTransZoom(_playPosX, _playPosY, rc, _playZoom, _playZoom);
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}
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} else {
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res = STATUS_FAILED;
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}
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if (_subtitler && _foundSubtitles && _game->_subtitles) {
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_subtitler->display();
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}
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return res;
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}
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//////////////////////////////////////////////////////////////////////////
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bool VideoPlayer::play(TVideoPlayback type, int x, int y, bool freezeMusic) {
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if (!_aviDecoder)
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return STATUS_FAILED;
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if (!_playbackStarted && freezeMusic) {
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_game->freeze(freezeMusic);
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_freezeGame = freezeMusic;
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}
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_playbackStarted = false;
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float width, height;
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if (_aviDecoder) {
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if (_subtitler && _foundSubtitles && _game->_subtitles) {
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_subtitler->update(_aviDecoder->getFrameCount());
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_subtitler->display();
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}
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_playPosX = x;
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_playPosY = y;
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width = (float)_aviDecoder->getWidth();
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height = (float)_aviDecoder->getHeight();
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} else {
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width = (float)_game->_renderer->getWidth();
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height = (float)_game->_renderer->getHeight();
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}
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switch (type) {
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case VID_PLAY_POS:
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_playZoom = 100.0f;
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_playPosX = x;
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_playPosY = y;
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break;
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case VID_PLAY_STRETCH: {
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float zoomX = (float)((float)_game->_renderer->getWidth() / width * 100);
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float zoomY = (float)((float)_game->_renderer->getHeight() / height * 100);
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_playZoom = MIN(zoomX, zoomY);
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_playPosX = (int)((_game->_renderer->getWidth() - width * (_playZoom / 100)) / 2);
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_playPosX = (int)((_game->_renderer->getHeight() - height * (_playZoom / 100)) / 2);
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}
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break;
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case VID_PLAY_CENTER:
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_playZoom = 100.0f;
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_playPosX = (int)((_game->_renderer->getWidth() - width) / 2);
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_playPosY = (int)((_game->_renderer->getHeight() - height) / 2);
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break;
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default:
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break;
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}
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if (_aviDecoder)
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_aviDecoder->start();
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_playing = true;
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool VideoPlayer::stop() {
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_aviDecoder->close();
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cleanup();
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if (_freezeGame)
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_game->unfreeze();
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool VideoPlayer::isPlaying() {
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return _playing;
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}
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} // End of namespace Wintermute
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