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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- 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.
- 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.
- ===========================================================================
- */
- #ifndef __CINEMATIC_H__
- #define __CINEMATIC_H__
- /*
- ===============================================================================
- cinematic
- Multiple idCinematics can run simultaniously.
- A single idCinematic can be reused for multiple files if desired.
- ===============================================================================
- */
- // cinematic states
- typedef enum {
- FMV_IDLE,
- FMV_PLAY, // play
- FMV_EOF, // all other conditions, i.e. stop/EOF/abort
- FMV_ID_BLT,
- FMV_ID_IDLE,
- FMV_LOOPED,
- FMV_ID_WAIT
- } cinStatus_t;
- class idImage;
- // a cinematic stream generates an image buffer, which the caller will upload to a texture
- typedef struct {
- int imageWidth;
- int imageHeight; // will be a power of 2
- idImage* imageY;
- idImage* imageCr;
- idImage* imageCb;
- int status;
- } cinData_t;
- class idCinematic {
- public:
- // initialize cinematic play back data
- static void InitCinematic( void );
- // shutdown cinematic play back data
- static void ShutdownCinematic( void );
- // allocates and returns a private subclass that implements the methods
- // This should be used instead of new
- static idCinematic *Alloc();
- // frees all allocated memory
- virtual ~idCinematic();
- // returns false if it failed to load
- virtual bool InitFromFile( const char *qpath, bool looping );
- // returns the length of the animation in milliseconds
- virtual int AnimationLength();
- // the pointers in cinData_t will remain valid until the next UpdateForTime() call
- virtual cinData_t ImageForTime( int milliseconds );
- // closes the file and frees all allocated memory
- virtual void Close();
- // sets the cinematic to start at that time (can be in the past)
- virtual void ResetTime(int time);
- // gets the time the cinematic started
- virtual int GetStartTime();
- virtual void ExportToTGA( bool skipExisting = true );
- virtual float GetFrameRate() const;
- };
- /*
- ===============================================
- Sound meter.
- ===============================================
- */
- class idSndWindow : public idCinematic {
- public:
-
- idSndWindow() { showWaveform = false; }
- ~idSndWindow() {}
- bool InitFromFile( const char *qpath, bool looping );
- cinData_t ImageForTime( int milliseconds );
- int AnimationLength();
- private:
- bool showWaveform;
- };
- #endif /* !__CINEMATIC_H__ */
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