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https://github.com/blendogames/quadrilateralcowboy.git
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115 lines
3.5 KiB
C
115 lines
3.5 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __CINEMATIC_H__
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#define __CINEMATIC_H__
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/*
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===============================================================================
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RoQ cinematic
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Multiple idCinematics can run simultaniously.
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A single idCinematic can be reused for multiple files if desired.
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===============================================================================
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*/
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// cinematic states
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typedef enum {
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FMV_IDLE,
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FMV_PLAY, // play
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FMV_EOF, // all other conditions, i.e. stop/EOF/abort
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FMV_ID_BLT,
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FMV_ID_IDLE,
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FMV_LOOPED,
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FMV_ID_WAIT
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} cinStatus_t;
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// a cinematic stream generates an image buffer, which the caller will upload to a texture
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typedef struct {
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int imageWidth, imageHeight; // will be a power of 2
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const byte * image; // RGBA format, alpha will be 255
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int status;
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} cinData_t;
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class idCinematic {
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public:
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// initialize cinematic play back data
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static void InitCinematic( void );
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// shutdown cinematic play back data
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static void ShutdownCinematic( void );
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// allocates and returns a private subclass that implements the methods
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// This should be used instead of new
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static idCinematic *Alloc();
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// frees all allocated memory
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virtual ~idCinematic();
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// returns false if it failed to load
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virtual bool InitFromFile( const char *qpath, bool looping );
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// returns the length of the animation in milliseconds
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virtual int AnimationLength();
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// the pointers in cinData_t will remain valid until the next UpdateForTime() call
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virtual cinData_t ImageForTime( int milliseconds );
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// closes the file and frees all allocated memory
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virtual void Close();
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// closes the file and frees all allocated memory
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virtual void ResetTime(int time);
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};
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/*
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===============================================
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Sound meter.
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===============================================
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*/
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class idSndWindow : public idCinematic {
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public:
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idSndWindow() { showWaveform = false; }
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~idSndWindow() {}
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bool InitFromFile( const char *qpath, bool looping );
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cinData_t ImageForTime( int milliseconds );
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int AnimationLength();
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private:
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bool showWaveform;
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};
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#endif /* !__CINEMATIC_H__ */
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