1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.
23 
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25 
26 ===========================================================================
27 */
28 
29 #ifndef __CINEMATIC_H__
30 #define __CINEMATIC_H__
31 
32 /*
33 ===============================================================================
34 
35 	RoQ cinematic
36 
37 	Multiple idCinematics can run simultaniously.
38 	A single idCinematic can be reused for multiple files if desired.
39 
40 ===============================================================================
41 */
42 
43 // cinematic states
44 typedef enum {
45 	FMV_IDLE,
46 	FMV_PLAY,			// play
47 	FMV_EOF,			// all other conditions, i.e. stop/EOF/abort
48 	FMV_ID_BLT,
49 	FMV_ID_IDLE,
50 	FMV_LOOPED,
51 	FMV_ID_WAIT
52 } cinStatus_t;
53 
54 // a cinematic stream generates an image buffer, which the caller will upload to a texture
55 typedef struct {
56 	int					imageWidth, imageHeight;	// will be a power of 2
57 	const byte *		image;						// RGBA format, alpha will be 255
58 	int					status;
59 } cinData_t;
60 
61 class idCinematic {
62 public:
63 	// initialize cinematic play back data
64 	static void			InitCinematic( void );
65 
66 	// shutdown cinematic play back data
67 	static void			ShutdownCinematic( void );
68 
69 	// allocates and returns a private subclass that implements the methods
70 	// This should be used instead of new
71 	static idCinematic	*Alloc();
72 
73 	// frees all allocated memory
74 	virtual				~idCinematic();
75 
76 	// returns false if it failed to load
77 	virtual bool		InitFromFile( const char *qpath, bool looping );
78 
79 	// returns the length of the animation in milliseconds
80 	virtual int			AnimationLength();
81 
82 	// the pointers in cinData_t will remain valid until the next UpdateForTime() call
83 	virtual cinData_t	ImageForTime( int milliseconds );
84 
85 	// closes the file and frees all allocated memory
86 	virtual void		Close();
87 
88 	// closes the file and frees all allocated memory
89 	virtual void		ResetTime(int time);
90 };
91 
92 /*
93 ===============================================
94 
95 	Sound meter.
96 
97 ===============================================
98 */
99 
100 class idSndWindow : public idCinematic {
101 public:
102 
idSndWindow()103 						idSndWindow() { showWaveform = false; }
~idSndWindow()104 						~idSndWindow() {}
105 
106 	bool				InitFromFile( const char *qpath, bool looping );
107 	cinData_t			ImageForTime( int milliseconds );
108 	int					AnimationLength();
109 
110 private:
111 	bool				showWaveform;
112 };
113 
114 #endif /* !__CINEMATIC_H__ */
115