/*
===========================================================================
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 .
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 __SWF_H__
#define __SWF_H__
#include "SWF_Enums.h"
#include "SWF_Types.h"
#include "SWF_Bitstream.h"
#include "SWF_ScriptVar.h"
#include "SWF_Sprites.h"
#include "SWF_ScriptObject.h"
#include "SWF_ParmList.h"
#include "SWF_ScriptFunction.h"
#include "SWF_SpriteInstance.h"
#include "SWF_ShapeParser.h"
#include "SWF_TextInstance.h"
class idSWFDictionaryEntry {
public:
idSWFDictionaryEntry();
~idSWFDictionaryEntry();
idSWFDictionaryEntry & operator=( idSWFDictionaryEntry & other );
swfDictType_t type;
const idMaterial * material;
idSWFShape * shape;
idSWFSprite * sprite;
idSWFFont * font;
idSWFText * text;
idSWFEditText * edittext;
idVec2i imageSize;
idVec2i imageAtlasOffset;
// the compressed images are normalize to reduce compression artifacts,
// color must be scaled down by this
idVec4 channelScale;
};
struct purgableSwfImage_t {
purgableSwfImage_t() { image = NULL; swfFrameNum = 0; }
idImage * image;
unsigned swfFrameNum;
};
/*
================================================
This class handles loading and rendering SWF files
================================================
*/
class idSWF {
public:
idSWF( const char * filename, idSoundWorld * soundWorld = NULL );
~idSWF();
bool IsLoaded() { return ( frameRate > 0 ); }
bool IsActive() { return isActive; }
void Activate( bool b );
const char * GetName() { return filename; }
void Pause() { mainspriteInstance->Stop(); paused = true; }
void Resume() { mainspriteInstance->Play(); paused = false; }
bool IsPaused() { return paused; }
void SetPausedRender( bool valid ) { pausedRender = valid; }
bool GetPausedRender() { return pausedRender; }
void Render( idRenderSystem * gui, int time = 0, bool isSplitscreen = false );
bool HandleEvent( const sysEvent_t * event );
bool InhibitControl();
void ForceInhibitControl( bool val ) { inhibitControl = val; }
void SetGlobal( const char * name, const idSWFScriptVar & value ) { globals->Set( name, value ); }
void SetGlobalNative( const char * name, idSWFScriptNativeVariable * native ) { globals->SetNative( name, native ); }
idSWFScriptVar GetGlobal( const char * name ) { return globals->Get( name ); }
idSWFScriptObject & GetRootObject() { assert( mainspriteInstance->GetScriptObject() != NULL ); return *( mainspriteInstance->GetScriptObject() ); }
void Invoke( const char * functionName, const idSWFParmList & parms );
void Invoke( const char * functionName, const idSWFParmList & parms, idSWFScriptVar & scriptVar );
void Invoke( const char * functionName, const idSWFParmList & parms, bool & functionExists );
int PlaySound( const char * sound, int channel = SCHANNEL_ANY, bool blocking = false );
void StopSound( int channel = SCHANNEL_ANY );
float GetFrameWidth() const { return frameWidth; }
float GetFrameHeight() const { return frameHeight; }
int GetMouseX() { return mouseX; }
int GetMouseY() { return mouseY; }
bool UseCircleForAccept();
void SetSWFScale( float scale ) { swfScale = scale; }
void SetForceNonPCGetPlatform() { forceNonPCPlatform = true; }
idRandom2 & GetRandom() { return random; }
int GetPlatform();
//----------------------------------
// SWF_Dictionary.cpp
//----------------------------------
idSWFDictionaryEntry * AddDictionaryEntry( int characterID, swfDictType_t type );
idSWFDictionaryEntry * FindDictionaryEntry( int characterID, swfDictType_t type );
idSWFDictionaryEntry * FindDictionaryEntry( int characterID );
idSWFDictionaryEntry * GetDictionaryEntry( int index ) { return &dictionary[ index ]; }
int GetNumDictionaryEntry() { return dictionary.Num(); }
idSWFScriptObject * HitTest( idSWFSpriteInstance * spriteInstance, const swfRenderState_t & renderState, int x, int y, idSWFScriptObject * parentObject );
private:
idStr filename;
ID_TIME_T timestamp;
float frameWidth;
float frameHeight;
uint16 frameRate;
float renderBorder;
float swfScale;
idVec2 scaleToVirtual;
int lastRenderTime;
bool isActive;
bool inhibitControl;
bool useInhibtControl;
// certain screens need to be rendered when the pause menu is up so if this flag is
// set on the gui we will allow it to render at a paused state;
bool pausedRender;
bool mouseEnabled;
bool useMouse;
bool blackbars;
bool crop;
bool paused;
bool hasHitObject;
bool forceNonPCPlatform;
idRandom2 random;
static int mouseX; // mouse x coord for all flash files
static int mouseY; // mouse y coord for all flash files
static bool isMouseInClientArea;
idSWFScriptObject * mouseObject;
idSWFScriptObject * hoverObject;
idSWFSprite * mainsprite;
idSWFSpriteInstance * mainspriteInstance;
idSWFScriptObject * globals;
idSWFScriptObject * shortcutKeys;
idSoundWorld * soundWorld;
const idMaterial * atlasMaterial;
idBlockAlloc< idSWFSpriteInstance, 16 > spriteInstanceAllocator;
idBlockAlloc< idSWFTextInstance, 16 > textInstanceAllocator;
#define SWF_NATIVE_FUNCTION_SWF_DECLARE( x ) \
class idSWFScriptFunction_##x : public idSWFScriptFunction_Nested< idSWF > { \
public: \
idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms ); \
} scriptFunction_##x;
SWF_NATIVE_FUNCTION_SWF_DECLARE( shortcutKeys_clear );
SWF_NATIVE_FUNCTION_SWF_DECLARE( deactivate );
SWF_NATIVE_FUNCTION_SWF_DECLARE( inhibitControl );
SWF_NATIVE_FUNCTION_SWF_DECLARE( useInhibit );
SWF_NATIVE_FUNCTION_SWF_DECLARE( precacheSound );
SWF_NATIVE_FUNCTION_SWF_DECLARE( playSound );
SWF_NATIVE_FUNCTION_SWF_DECLARE( stopSounds );
SWF_NATIVE_FUNCTION_SWF_DECLARE( getPlatform );
SWF_NATIVE_FUNCTION_SWF_DECLARE( getTruePlatform );
SWF_NATIVE_FUNCTION_SWF_DECLARE( getLocalString );
SWF_NATIVE_FUNCTION_SWF_DECLARE( swapPS3Buttons );
SWF_NATIVE_FUNCTION_SWF_DECLARE( getCVarInteger );
SWF_NATIVE_FUNCTION_SWF_DECLARE( setCVarInteger );
SWF_NATIVE_FUNCTION_SWF_DECLARE( strReplace );
SWF_NATIVE_FUNCTION_SWF_DECLARE( acos );
SWF_NATIVE_FUNCTION_SWF_DECLARE( cos );
SWF_NATIVE_FUNCTION_SWF_DECLARE( sin );
SWF_NATIVE_FUNCTION_SWF_DECLARE( round );
SWF_NATIVE_FUNCTION_SWF_DECLARE( pow );
SWF_NATIVE_FUNCTION_SWF_DECLARE( sqrt );
SWF_NATIVE_FUNCTION_SWF_DECLARE( abs );
SWF_NATIVE_FUNCTION_SWF_DECLARE( rand );
SWF_NATIVE_FUNCTION_SWF_DECLARE( floor );
SWF_NATIVE_FUNCTION_SWF_DECLARE( ceil );
SWF_NATIVE_FUNCTION_SWF_DECLARE( toUpper );
SWF_NATIVE_VAR_DECLARE_NESTED_READONLY( platform, idSWFScriptFunction_getPlatform, Call( object, idSWFParmList() ) );
SWF_NATIVE_VAR_DECLARE_NESTED( blackbars, idSWF );
SWF_NATIVE_VAR_DECLARE_NESTED( crop, idSWF );
class idSWFScriptFunction_Object : public idSWFScriptFunction {
public:
idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms ) { return idSWFScriptVar(); }
void AddRef() { }
void Release() { }
idSWFScriptObject * GetPrototype() { return &object; }
void SetPrototype( idSWFScriptObject * _object ) { assert( false ); }
idSWFScriptObject object;
} scriptFunction_Object;
idList< idSWFDictionaryEntry, TAG_SWF > dictionary;
struct keyButtonImages_t {
keyButtonImages_t() {
key = "";
xbImage = "";
psImage = "";
width = 0;
height = 0;
baseline = 0;
}
keyButtonImages_t( const char* _key, const char* _xbImage, const char* _psImage, int w, int h, int _baseline ) {
key = _key;
xbImage = _xbImage;
psImage = _psImage;
width = w;
height = h;
baseline = _baseline;
}
const char * key;
const char * xbImage;
const char * psImage;
int width;
int height;
int baseline;
};
idList< keyButtonImages_t, TAG_SWF > tooltipButtonImage;
struct tooltipIcon_t {
tooltipIcon_t() {
startIndex = -1;
endIndex = -1;
material = NULL;
imageWidth = 0;
imageHeight = 0;
baseline = 0;
};
int startIndex;
int endIndex;
const idMaterial * material;
short imageWidth;
short imageHeight;
int baseline;
};
idList< tooltipIcon_t, TAG_SWF > tooltipIconList;
const idMaterial * guiSolid;
const idMaterial * guiCursor_arrow;
const idMaterial * guiCursor_hand;
const idMaterial * white;
private:
friend class idSWFSprite;
friend class idSWFSpriteInstance;
bool LoadSWF( const char * fullpath );
bool LoadBinary( const char * bfilename, ID_TIME_T sourceTime );
void WriteBinary( const char * bfilename );
//----------------------------------
// SWF_Shapes.cpp
//----------------------------------
void DefineShape( idSWFBitStream & bitstream );
void DefineShape2( idSWFBitStream & bitstream );
void DefineShape3( idSWFBitStream & bitstream );
void DefineShape4( idSWFBitStream & bitstream );
void DefineMorphShape( idSWFBitStream & bitstream );
//----------------------------------
// SWF_Sprites.cpp
//----------------------------------
void DefineSprite( idSWFBitStream & bitstream );
//----------------------------------
// SWF_Sounds.cpp
//----------------------------------
void DefineSound( idSWFBitStream & bitstream );
//----------------------------------
// SWF_Render.cpp
//----------------------------------
void DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial *material );
void DrawStretchPic( const idVec4 & topLeft, const idVec4 & topRight, const idVec4 & bottomRight, const idVec4 & bottomLeft, const idMaterial * material );
void RenderSprite( idRenderSystem * gui, idSWFSpriteInstance * sprite, const swfRenderState_t & renderState, int time, bool isSplitscreen = false );
void RenderMask( idRenderSystem * gui, const swfDisplayEntry_t * mask, const swfRenderState_t & renderState, const int stencilMode );
void RenderShape( idRenderSystem * gui, const idSWFShape * shape, const swfRenderState_t & renderState );
void RenderMorphShape( idRenderSystem * gui, const idSWFShape* shape, const swfRenderState_t & renderState );
void DrawEditCursor( idRenderSystem * gui, float x, float y, float w, float h, const swfMatrix_t & matrix );
void DrawLine( idRenderSystem * gui, const idVec2 & p1, const idVec2 & p2, float width, const swfMatrix_t & matrix );
void RenderEditText( idRenderSystem * gui, idSWFTextInstance * textInstance, const swfRenderState_t & renderState, int time, bool isSplitscreen = false );
uint64 GLStateForRenderState( const swfRenderState_t & renderState );
void FindTooltipIcons( idStr * text );
//----------------------------------
// SWF_Image.cpp
//----------------------------------
class idDecompressJPEG {
public:
idDecompressJPEG();
~idDecompressJPEG();
byte * Load( const byte * input, int inputSize, int & width, int & height );
private:
void * vinfo;
};
idDecompressJPEG jpeg;
void LoadImage( int characterID, const byte * imageData, int width, int height );
void JPEGTables( idSWFBitStream & bitstream );
void DefineBits( idSWFBitStream & bitstream );
void DefineBitsJPEG2( idSWFBitStream & bitstream );
void DefineBitsJPEG3( idSWFBitStream & bitstream );
void DefineBitsLossless( idSWFBitStream & bitstream );
void DefineBitsLossless2( idSWFBitStream & bitstream );
// per-swf image atlas
struct imageToPack_t {
int characterID;
idVec2i trueSize; // in texels
byte * imageData; // trueSize.x * trueSize.y * 4
idVec2i allocSize; // in DXT tiles, includes a border texel and rounding up to DXT blocks
};
class idSortBlocks : public idSort_Quick< imageToPack_t, idSortBlocks > {
public:
int Compare( const imageToPack_t & a, const imageToPack_t & b ) const {
return ( b.allocSize.x * b.allocSize.y ) - ( a.allocSize.x * a.allocSize.y );
}
};
idList packImages; // only used during creation
void WriteSwfImageAtlas( const char *filename );
//----------------------------------
// SWF_Text.cpp
//----------------------------------
void DefineFont2( idSWFBitStream & bitstream );
void DefineFont3( idSWFBitStream & bitstream );
void DefineTextX( idSWFBitStream & bitstream, bool rgba );
void DefineText( idSWFBitStream & bitstream );
void DefineText2( idSWFBitStream & bitstream );
void DefineEditText( idSWFBitStream & bitstream );
//----------------------------------
// SWF_Zlib.cpp
//----------------------------------
bool Inflate( const byte * input, int inputSize, byte * output, int outputSize );
public:
//----------------------------------
// SWF_Names.cpp
//----------------------------------
static const char * GetTagName( swfTag_t tag );
static const char * GetActionName( swfAction_t action );
};
#endif // !__SWF_H__