Cinematic.h (3926B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 BFG Edition 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 BFG Edition 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 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 class idImage; 55 56 // a cinematic stream generates an image buffer, which the caller will upload to a texture 57 typedef struct { 58 int imageWidth; 59 int imageHeight; // will be a power of 2 60 idImage* imageY; 61 idImage* imageCr; 62 idImage* imageCb; 63 int status; 64 } cinData_t; 65 66 class idCinematic { 67 public: 68 // initialize cinematic play back data 69 static void InitCinematic( void ); 70 71 // shutdown cinematic play back data 72 static void ShutdownCinematic( void ); 73 74 // allocates and returns a private subclass that implements the methods 75 // This should be used instead of new 76 static idCinematic *Alloc(); 77 78 // frees all allocated memory 79 virtual ~idCinematic(); 80 81 // returns false if it failed to load 82 virtual bool InitFromFile( const char *qpath, bool looping ); 83 84 // returns the length of the animation in milliseconds 85 virtual int AnimationLength(); 86 87 // the pointers in cinData_t will remain valid until the next UpdateForTime() call 88 virtual cinData_t ImageForTime( int milliseconds ); 89 90 // closes the file and frees all allocated memory 91 virtual void Close(); 92 93 // sets the cinematic to start at that time (can be in the past) 94 virtual void ResetTime(int time); 95 96 // gets the time the cinematic started 97 virtual int GetStartTime(); 98 99 virtual void ExportToTGA( bool skipExisting = true ); 100 101 virtual float GetFrameRate() const; 102 }; 103 104 /* 105 =============================================== 106 107 Sound meter. 108 109 =============================================== 110 */ 111 112 class idSndWindow : public idCinematic { 113 public: 114 115 idSndWindow() { showWaveform = false; } 116 ~idSndWindow() {} 117 118 bool InitFromFile( const char *qpath, bool looping ); 119 cinData_t ImageForTime( int milliseconds ); 120 int AnimationLength(); 121 122 private: 123 bool showWaveform; 124 }; 125 126 #endif /* !__CINEMATIC_H__ */