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2026-02-02 04:50:13 +01:00

265 lines
6.9 KiB
C++

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