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