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