doom3-bfg/neo/renderer/Cinematic.h

139 lines
4 KiB
C++

/*
===========================================================================
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 <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;
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__ */