/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2014 Carl Kenner 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 __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; idImage* image; 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(); // RB: let us know wether this video went EOF or is still active virtual bool IsPlaying() const; // RB end // 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__ */