scummvm/engines/grim/movie/movie.h
2024-11-03 09:40:07 +02:00

186 lines
5.2 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/>.
*
*/
#ifndef GRIM_MOVIE_PLAYER_H
#define GRIM_MOVIE_PLAYER_H
#include "common/mutex.h"
#include "common/system.h"
#include "video/video_decoder.h"
namespace Grim {
class SaveGame;
class MoviePlayer {
protected:
Common::String _fname;
Common::Mutex _frameMutex;
Video::VideoDecoder *_videoDecoder; //< Initialize this to your needed subclass of VideoDecoder in the constructor
const Graphics::Surface *_internalSurface;
Graphics::Surface *_externalSurface;
const byte *_internalPalette;
byte *_externalPalette;
int32 _frame;
bool _updateNeeded;
bool _showSubtitles;
float _movieTime;
int _channels;
int _freq;
bool _videoFinished;
bool _videoPause;
bool _videoLooping;
bool _timerStarted;
int _x, _y;
public:
MoviePlayer();
virtual ~MoviePlayer();
/**
* Loads a file for playing, and starts playing it.
* the default implementation calls init()/deinit() to handle
* any necessary setup.
*
* @param filename the file to open
* @param looping true if we want the video to loop, false otherwise
* @param x the x-coordinate for the draw-position
* @param y the y-coordinate for the draw-position
* @see init
* @see stop
*/
virtual bool play(const Common::String &filename, bool looping, int x, int y, bool start = true, bool showSubtitles = false);
virtual void stop();
virtual void pause(bool p);
virtual bool isPlaying() { return !_videoFinished; }
virtual bool isUpdateNeeded() { return _updateNeeded; }
virtual Graphics::Surface *getDstSurface();
virtual const byte *getDstPalette();
virtual int getX() { return _x; }
virtual int getY() { return _y; }
virtual int getFrame() { return _frame; }
virtual void clearUpdateNeeded() { _updateNeeded = false; }
virtual int32 getMovieTime() { return (int32)_movieTime; }
/* Draw the subtitles, guarded by _drawMutex */
void drawMovieSubtitle();
/**
* Saves the state of the video to a savegame
* @param state The state to save to
*/
void saveState(SaveGame *state);
void restoreState(SaveGame *state);
protected:
static void timerCallback(void *ptr);
/**
* Handles basic stuff per frame, like copying the latest frame to
* _externalBuffer, and updating the frame-counters.
*
* @return false if a frame wasn't drawn to _externalBuffer, true otherwise.
* @see handleFrame
*/
virtual bool prepareFrame();
/**
* Frame-handling function.
*
* Perform any codec-specific per-frame operations before the decoder
* decodes the next frame.
*
* @see prepareFrame
* @see clearUpdateNeeded
* @see isUpdateNeeded
*/
virtual void handleFrame() {};
/**
* Frame-handling function.
*
* Perform any codec-specific per-frame operations after prepareFrame has been
* run, this function is called whenever prepareFrame returns true.
*
* @see prepareFrame
* @see clearUpdateNeeded
* @see isUpdateNeeded
*/
virtual void postHandleFrame() {};
/**
* Initialization of buffers
* This function is called by the default-implementation of play,
* and is expected to get the necessary datastructures set up for
* playback, as well as initializing the callback.
*
* @see deinit
*/
virtual void init();
/**
* Closes any file/codec-handles, and resets the movie-state to
* a blank MoviePlayer.
*
* @see init
*/
virtual void deinit();
/**
* Loads a file for playback, any additional setup is not done here, but in
* the play-function. This function is supposed to handle any specifics w.r.t.
* files vs containers (i.e. load from LAB vs load from file).
*
* @see play
* @param filename The filename to be handled.
*/
virtual bool loadFile(const Common::String &filename);
/**
* Saves subclass related state of the video to a savegame
* The base implementation of this does nothing, but it can be overridden
* by subclasses.
*
* @param state The state to save to
*/
virtual void save(SaveGame *state) {}
/**
* Restores subclass related state of the video to a savegame
* The base implementation of this does nothing, but it can be overridden
* by subclasses.
*
* @param state The state to restore from
*/
virtual void restore(SaveGame *state) {}
};
// Factory-like functions:
MoviePlayer *CreateMpegPlayer();
MoviePlayer *CreateSmushPlayer(bool demo);
MoviePlayer *CreateBinkPlayer(bool demo);
MoviePlayer *CreateQuickTimePlayer();
extern MoviePlayer *g_movie;
} // end of namespace Grim
#endif