1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "common/scummsys.h"
24
25 #include "zvision/scripting/effects/animation_effect.h"
26
27 #include "zvision/zvision.h"
28 #include "zvision/graphics/render_manager.h"
29 #include "zvision/scripting/script_manager.h"
30
31 #include "graphics/surface.h"
32 #include "video/video_decoder.h"
33
34 namespace ZVision {
35
AnimationEffect(ZVision * engine,uint32 controlKey,const Common::String & fileName,int32 mask,int32 frate,bool disposeAfterUse)36 AnimationEffect::AnimationEffect(ZVision *engine, uint32 controlKey, const Common::String &fileName, int32 mask, int32 frate, bool disposeAfterUse)
37 : ScriptingEffect(engine, controlKey, SCRIPTING_EFFECT_ANIM),
38 _disposeAfterUse(disposeAfterUse),
39 _mask(mask),
40 _animation(NULL) {
41
42 _animation = engine->loadAnimation(fileName);
43
44 if (frate > 0) {
45 _frmDelayOverride = (int32)(1000.0 / frate);
46
47 // WORKAROUND: We do not allow the engine to delay more than 66 msec
48 // per frame (15fps max)
49 if (_frmDelayOverride > 66)
50 _frmDelayOverride = 66;
51 } else {
52 _frmDelayOverride = 0;
53 }
54 }
55
~AnimationEffect()56 AnimationEffect::~AnimationEffect() {
57 if (_animation)
58 delete _animation;
59
60 _engine->getScriptManager()->setStateValue(_key, 2);
61
62 PlayNodes::iterator it = _playList.begin();
63 if (it != _playList.end()) {
64 _engine->getScriptManager()->setStateValue((*it).slot, 2);
65
66 if ((*it)._scaled) {
67 (*it)._scaled->free();
68 delete(*it)._scaled;
69 }
70 }
71
72 _playList.clear();
73 }
74
process(uint32 deltaTimeInMillis)75 bool AnimationEffect::process(uint32 deltaTimeInMillis) {
76 ScriptManager *scriptManager = _engine->getScriptManager();
77 RenderManager *renderManager = _engine->getRenderManager();
78 RenderTable::RenderState renderState = renderManager->getRenderTable()->getRenderState();
79 bool isPanorama = (renderState == RenderTable::PANORAMA);
80 int16 velocity = _engine->getMouseVelocity() + _engine->getKeyboardVelocity();
81
82 // Do not update animation nodes in panoramic mode while turning, if the user
83 // has set this option
84 if (scriptManager->getStateValue(StateKey_NoTurnAnim) == 1 && isPanorama && velocity)
85 return false;
86
87 PlayNodes::iterator it = _playList.begin();
88 if (it != _playList.end()) {
89 playnode *nod = &(*it);
90
91 if (nod->_curFrame == -1) {
92 // The node is just beginning playback
93 nod->_curFrame = nod->start;
94
95 _animation->start();
96 _animation->seekToFrame(nod->start);
97 _animation->setEndFrame(nod->stop);
98
99 nod->_delay = deltaTimeInMillis; // Force the frame to draw
100 if (nod->slot)
101 scriptManager->setStateValue(nod->slot, 1);
102 } else if (_animation->endOfVideo()) {
103 // The node has reached the end; check if we need to loop
104 nod->loop--;
105
106 if (nod->loop == 0) {
107 if (nod->slot >= 0)
108 scriptManager->setStateValue(nod->slot, 2);
109 if (nod->_scaled) {
110 nod->_scaled->free();
111 delete nod->_scaled;
112 }
113 _playList.erase(it);
114 return _disposeAfterUse;
115 }
116
117 nod->_curFrame = nod->start;
118 _animation->seekToFrame(nod->start);
119 }
120
121 // Check if we need to draw a frame
122 bool needsUpdate = false;
123 if (_frmDelayOverride == 0) {
124 // If not overridden, use the VideoDecoder's check
125 needsUpdate = _animation->needsUpdate();
126 } else {
127 // Otherwise, implement our own timing
128 nod->_delay -= deltaTimeInMillis;
129
130 if (nod->_delay <= 0) {
131 nod->_delay += _frmDelayOverride;
132 needsUpdate = true;
133 }
134 }
135
136 if (needsUpdate) {
137 const Graphics::Surface *frame = _animation->decodeNextFrame();
138
139 if (frame) {
140 uint32 dstw;
141 uint32 dsth;
142 if (isPanorama) {
143 dstw = nod->pos.height();
144 dsth = nod->pos.width();
145 } else {
146 dstw = nod->pos.width();
147 dsth = nod->pos.height();
148 }
149
150 // We only scale down the animation to fit its frame, not up, otherwise we
151 // end up with distorted animations - e.g. the armor visor in location cz1e
152 // in Nemesis (one of the armors inside Irondune), or the planet in location
153 // aa10 in Nemesis (Juperon, outside the asylum). We do allow scaling up only
154 // when a simple 2x filter is requested (e.g. the alchemists and cup sequence
155 // in Nemesis)
156 if (frame->w > dstw || frame->h > dsth || (frame->w == dstw / 2 && frame->h == dsth / 2)) {
157 if (nod->_scaled)
158 if (nod->_scaled->w != dstw || nod->_scaled->h != dsth) {
159 nod->_scaled->free();
160 delete nod->_scaled;
161 nod->_scaled = NULL;
162 }
163
164 if (!nod->_scaled) {
165 nod->_scaled = new Graphics::Surface;
166 nod->_scaled->create(dstw, dsth, frame->format);
167 }
168
169 renderManager->scaleBuffer(frame->getPixels(), nod->_scaled->getPixels(), frame->w, frame->h, frame->format.bytesPerPixel, dstw, dsth);
170 frame = nod->_scaled;
171 }
172
173 if (isPanorama) {
174 Graphics::Surface *transposed = RenderManager::tranposeSurface(frame);
175 renderManager->blitSurfaceToBkg(*transposed, nod->pos.left, nod->pos.top, _mask);
176 transposed->free();
177 delete transposed;
178 } else {
179 renderManager->blitSurfaceToBkg(*frame, nod->pos.left, nod->pos.top, _mask);
180 }
181 }
182 }
183 }
184
185 return false;
186 }
187
addPlayNode(int32 slot,int x,int y,int x2,int y2,int startFrame,int endFrame,int loops)188 void AnimationEffect::addPlayNode(int32 slot, int x, int y, int x2, int y2, int startFrame, int endFrame, int loops) {
189 playnode nod;
190 nod.loop = loops;
191 nod.pos = Common::Rect(x, y, x2 + 1, y2 + 1);
192 nod.start = startFrame;
193 nod.stop = CLIP<int>(endFrame, 0, _animation->getFrameCount() - 1);
194 nod.slot = slot;
195 nod._curFrame = -1;
196 nod._delay = 0;
197 nod._scaled = NULL;
198 _playList.push_back(nod);
199 }
200
stop()201 bool AnimationEffect::stop() {
202 PlayNodes::iterator it = _playList.begin();
203 if (it != _playList.end()) {
204 _engine->getScriptManager()->setStateValue((*it).slot, 2);
205 if ((*it)._scaled) {
206 (*it)._scaled->free();
207 delete(*it)._scaled;
208 }
209 }
210
211 _playList.clear();
212
213 // We don't need to delete, it's may be reused
214 return false;
215 }
216
217 } // End of namespace ZVision
218