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engines/zvision/scripting/effects/animation_effect.cpp
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213
engines/zvision/scripting/effects/animation_effect.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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#include "common/scummsys.h"
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#include "graphics/surface.h"
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#include "video/video_decoder.h"
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#include "zvision/zvision.h"
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#include "zvision/graphics/render_manager.h"
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#include "zvision/scripting/script_manager.h"
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#include "zvision/scripting/effects/animation_effect.h"
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namespace ZVision {
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AnimationEffect::AnimationEffect(ZVision *engine, uint32 controlKey, const Common::Path &fileName, int32 mask, int32 frate, bool disposeAfterUse)
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: ScriptingEffect(engine, controlKey, SCRIPTING_EFFECT_ANIM),
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_disposeAfterUse(disposeAfterUse),
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_mask(mask),
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_animation(NULL) {
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_animation = engine->loadAnimation(fileName);
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if (frate > 0) {
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_frmDelayOverride = (int32)(1000.0 / frate);
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// WORKAROUND: We do not allow the engine to delay more than 66 msec
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// per frame (15fps max)
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if (_frmDelayOverride > 66)
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_frmDelayOverride = 66;
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} else {
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_frmDelayOverride = 0;
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}
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}
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AnimationEffect::~AnimationEffect() {
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if (_animation)
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delete _animation;
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_engine->getScriptManager()->setStateValue(_key, 2);
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PlayNodes::iterator it = _playList.begin();
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if (it != _playList.end()) {
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_engine->getScriptManager()->setStateValue((*it).slot, 2);
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if ((*it)._scaled) {
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(*it)._scaled->free();
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delete(*it)._scaled;
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}
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}
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_playList.clear();
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}
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bool AnimationEffect::process(uint32 deltaTimeInMillis) {
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ScriptManager *scriptManager = _engine->getScriptManager();
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RenderManager *renderManager = _engine->getRenderManager();
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RenderTable::RenderState renderState = renderManager->getRenderTable()->getRenderState();
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bool isPanorama = (renderState == RenderTable::PANORAMA);
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int16 velocity = _engine->getMouseVelocity() + _engine->getKeyboardVelocity();
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// Do not update animation nodes in panoramic mode while turning, if the user
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// has set this option
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if (scriptManager->getStateValue(StateKey_NoTurnAnim) == 1 && isPanorama && velocity)
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return false;
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PlayNodes::iterator it = _playList.begin();
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if (it != _playList.end()) {
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playnode *nod = &(*it);
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if (nod->_curFrame == -1) {
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// The node is just beginning playback
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nod->_curFrame = nod->start;
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_animation->start();
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_animation->seekToFrame(nod->start);
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_animation->setEndFrame(nod->stop);
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nod->_delay = deltaTimeInMillis; // Force the frame to draw
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if (nod->slot)
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scriptManager->setStateValue(nod->slot, 1);
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} else if (_animation->endOfVideo()) {
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// The node has reached the end; check if we need to loop
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nod->loop--;
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if (nod->loop == 0) {
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if (nod->slot >= 0)
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scriptManager->setStateValue(nod->slot, 2);
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if (nod->_scaled) {
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nod->_scaled->free();
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delete nod->_scaled;
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}
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_playList.erase(it);
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return _disposeAfterUse;
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}
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nod->_curFrame = nod->start;
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_animation->seekToFrame(nod->start);
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}
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// Check if we need to draw a frame
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bool needsUpdate = false;
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if (_frmDelayOverride == 0) {
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// If not overridden, use the VideoDecoder's check
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needsUpdate = _animation->needsUpdate();
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} else {
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// Otherwise, implement our own timing
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nod->_delay -= deltaTimeInMillis;
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if (nod->_delay <= 0) {
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nod->_delay += _frmDelayOverride;
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needsUpdate = true;
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}
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}
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if (needsUpdate) {
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const Graphics::Surface *frame = _animation->decodeNextFrame();
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if (frame) {
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int dstw;
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int dsth;
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if (isPanorama) {
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dstw = nod->pos.height();
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dsth = nod->pos.width();
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} else {
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dstw = nod->pos.width();
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dsth = nod->pos.height();
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}
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// We only scale down the animation to fit its frame, not up, otherwise we
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// end up with distorted animations - e.g. the armor visor in location cz1e
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// in Nemesis (one of the armors inside Irondune), or the planet in location
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// aa10 in Nemesis (Juperon, outside the asylum). We do allow scaling up only
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// when a simple 2x filter is requested (e.g. the alchemists and cup sequence
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// in Nemesis)
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if (frame->w > dstw || frame->h > dsth || (frame->w == dstw / 2 && frame->h == dsth / 2)) {
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if (nod->_scaled)
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if (nod->_scaled->w != dstw || nod->_scaled->h != dsth) {
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nod->_scaled->free();
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delete nod->_scaled;
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nod->_scaled = NULL;
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}
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if (!nod->_scaled) {
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nod->_scaled = new Graphics::Surface;
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nod->_scaled->create(dstw, dsth, frame->format);
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}
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renderManager->scaleBuffer(frame->getPixels(), nod->_scaled->getPixels(), frame->w, frame->h, frame->format.bytesPerPixel, dstw, dsth);
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frame = nod->_scaled;
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}
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if (isPanorama) {
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Graphics::Surface *transposed = RenderManager::tranposeSurface(frame);
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renderManager->blitSurfaceToBkg(*transposed, nod->pos.left, nod->pos.top, _mask);
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transposed->free();
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delete transposed;
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} else {
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renderManager->blitSurfaceToBkg(*frame, nod->pos.left, nod->pos.top, _mask);
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}
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}
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}
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}
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return false;
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}
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void AnimationEffect::addPlayNode(int32 slot, int x, int y, int x2, int y2, int startFrame, int endFrame, int loops) {
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playnode nod;
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nod.loop = loops;
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nod.pos = Common::Rect(x, y, x2 + 1, y2 + 1);
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nod.start = startFrame;
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nod.stop = CLIP<int>(endFrame, 0, _animation->getFrameCount() - 1);
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nod.slot = slot;
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nod._curFrame = -1;
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nod._delay = 0;
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nod._scaled = NULL;
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_playList.push_back(nod);
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}
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bool AnimationEffect::stop() {
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PlayNodes::iterator it = _playList.begin();
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if (it != _playList.end()) {
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_engine->getScriptManager()->setStateValue((*it).slot, 2);
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if ((*it)._scaled) {
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(*it)._scaled->free();
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delete(*it)._scaled;
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}
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}
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_playList.clear();
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// We don't need to delete, it's may be reused
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return false;
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}
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} // End of namespace ZVision
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