dhewm3/neo/renderer/Cinematic.h

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/*
===========================================================================
Doom 3 GPL Source Code
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
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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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__
/*
===============================================================================
RoQ 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;
// a cinematic stream generates an image buffer, which the caller will upload to a texture
typedef struct {
int imageWidth, imageHeight; // will be a power of 2
const byte * image; // RGBA format, alpha will be 255
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();
// closes the file and frees all allocated memory
virtual void ResetTime(int time);
};
/*
===============================================
Sound meter.
===============================================
*/
class idSndWindow : public idCinematic {
public:
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idSndWindow() { showWaveform = false; }
~idSndWindow() {}
bool InitFromFile( const char *qpath, bool looping );
cinData_t ImageForTime( int milliseconds );
int AnimationLength();
private:
bool showWaveform;
};
#endif /* !__CINEMATIC_H__ */