/* 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 3 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, see . * */ #include "engines/metaengine.h" #include "engines/wintermute/wintermute.h" #include "engines/wintermute/platform_osystem.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/base_engine.h" #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/base/gfx/base_renderer.h" #include "engines/wintermute/base/scriptables/script_stack.h" #include "engines/wintermute/base/scriptables/script_value.h" #include "engines/wintermute/ext/wme_vlink.h" #include "common/timer.h" #include "common/substream.h" #ifdef USE_BINK #include "video/bink_decoder.h" #endif namespace Wintermute { IMPLEMENT_PERSISTENT(SXVlink, false) BaseScriptable *makeSXVlink(BaseGame *inGame, ScStack *stack) { return new SXVlink(inGame, stack); } ////////////////////////////////////////////////////////////////////////// SXVlink::SXVlink(BaseGame *inGame, ScStack *stack) : BaseScriptable(inGame) { stack->correctParams(1); uint32 handle = (uint32)stack->pop()->getInt(); if (handle != 'D3DH') { warning("SXVlink() Invalid D3D handle"); } _volume = 100; } ////////////////////////////////////////////////////////////////////////// SXVlink::~SXVlink() { _videoDecoder = nullptr; } ////////////////////////////////////////////////////////////////////////// const char *SXVlink::scToString() { return "[binkvideo object]"; } void SXVlink::timerCallback(void *instance) { SXVlink *movie = static_cast(instance); Common::StackLock lock(movie->_frameMutex); movie->prepareFrame(); } void SXVlink::prepareFrame() { if (_videoDecoder->endOfVideo()) { _videoFinished = true; return; } if (_videoDecoder->getTimeToNextFrame() > 0) return; const Graphics::Surface *decodedFrame = _videoDecoder->decodeNextFrame(); if (decodedFrame) { _surface = *decodedFrame; if (_frame != _videoDecoder->getCurFrame()) { _updateNeeded = true; } _frame = _videoDecoder->getCurFrame(); } } ////////////////////////////////////////////////////////////////////////// bool SXVlink::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) { ////////////////////////////////////////////////////////////////////////// // Play(string path) ////////////////////////////////////////////////////////////////////////// if (strcmp(name, "Play") == 0) { stack->correctParams(1); const char *path = stack->pop()->getString(); #ifdef USE_BINK _game->freeze(); ((WintermuteEngine *)g_engine)->savingEnable(false); // Load a file, but avoid having the File-manager handle the disposal of it. Common::SeekableReadStream *file = BaseFileManager::getEngineInstance()->openFile(path, true, false); if (file) { _videoDecoder = new Video::BinkDecoder(); if (_videoDecoder && _videoDecoder->loadStream(file) && _videoDecoder->isVideoLoaded()) { _videoDecoder->setOutputPixelFormat(Graphics::PixelFormat(_game->_renderer->getPixelFormat())); BaseSurface *texture = _game->_renderer->createSurface(); texture->create(_videoDecoder->getWidth(), _videoDecoder->getHeight()); _game->_renderer->setup2D(); _frame = -1; _updateNeeded = false; _videoFinished = false; _videoDecoder->start(); _videoDecoder->setVolume(_volume); g_system->getTimerManager()->installTimerProc(&timerCallback, 10000, this, "movieLoop"); do { if (_updateNeeded) { { Common::StackLock lock(_frameMutex); texture->putSurface(_surface, false); } texture->display(0, 0, Common::Rect32(texture->getWidth(), texture->getHeight())); _updateNeeded = false; _game->_renderer->flip(); } g_system->delayMillis(10); Common::Event event; while (g_system->getEventManager()->pollEvent(event)) { if (event.type == Common::EVENT_KEYDOWN) { if (event.kbd.keycode == Common::KEYCODE_ESCAPE) { _videoFinished = true; g_system->getEventManager()->purgeKeyboardEvents(); } } else if (event.type == Common::EVENT_LBUTTONDOWN) { _videoFinished = true; } else if (event.type == Common::EVENT_SCREEN_CHANGED) { _game->_renderer->onWindowChange(); } } } while (!g_engine->shouldQuit() && !_videoFinished); g_system->getTimerManager()->removeTimerProc(&timerCallback); { Common::StackLock lock(_frameMutex); _videoDecoder->stop(); _videoDecoder->close(); } delete texture; } delete _videoDecoder; } ((WintermuteEngine *)g_engine)->savingEnable(true); _game->unfreeze(); #else warning("SXVlink::Play(%s) Bink playback not compiled in", path); #endif stack->pushNULL(); return STATUS_OK; } ////////////////////////////////////////////////////////////////////////// // SetVolume(int level) ////////////////////////////////////////////////////////////////////////// else if (strcmp(name, "SetVolume") == 0) { stack->correctParams(1); _volume = stack->pop()->getInt(); stack->pushNULL(); return STATUS_OK; } return STATUS_FAILED; } ////////////////////////////////////////////////////////////////////////// ScValue *SXVlink::scGetProperty(const char *name) { _scValue->setNULL(); return _scValue; } ////////////////////////////////////////////////////////////////////////// bool SXVlink::scSetProperty(const char *name, ScValue *value) { return STATUS_FAILED; } ////////////////////////////////////////////////////////////////////////// bool SXVlink::persist(BasePersistenceManager *persistMgr) { BaseScriptable::persist(persistMgr); persistMgr->transferSint32(TMEMBER(_volume)); return STATUS_OK; } } // End of namespace Wintermute