mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
503 lines
14 KiB
C++
503 lines
14 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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 __SWF_H__
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#define __SWF_H__
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#include "SWF_Enums.h"
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#include "SWF_Types.h"
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#include "SWF_Bitstream.h"
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#include "SWF_ScriptVar.h"
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#include "SWF_Sprites.h"
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#include "SWF_ScriptObject.h"
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#include "SWF_ParmList.h"
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#include "SWF_ScriptFunction.h"
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#include "SWF_SpriteInstance.h"
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#include "SWF_ShapeParser.h"
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#include "SWF_TextInstance.h"
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class idSWFDictionaryEntry
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{
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public:
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idSWFDictionaryEntry();
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~idSWFDictionaryEntry();
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idSWFDictionaryEntry& operator=( idSWFDictionaryEntry& other );
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swfDictType_t type;
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const idMaterial* material;
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idSWFShape* shape;
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idSWFSprite* sprite;
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idSWFFont* font;
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idSWFText* text;
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idSWFEditText* edittext;
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idVec2i imageSize;
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idVec2i imageAtlasOffset;
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// the compressed images are normalize to reduce compression artifacts,
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// color must be scaled down by this
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idVec4 channelScale;
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};
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struct purgableSwfImage_t
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{
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purgableSwfImage_t()
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{
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image = NULL;
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swfFrameNum = 0;
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}
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idImage* image;
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unsigned swfFrameNum;
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};
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/*
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================================================
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This class handles loading and rendering SWF files
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================================================
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*/
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class idSWF
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{
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public:
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idSWF( const char* filename, idSoundWorld* soundWorld = NULL );
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~idSWF();
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bool IsLoaded()
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{
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return ( frameRate > 0 );
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}
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bool IsActive()
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{
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return isActive;
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}
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void Activate( bool b );
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const char* GetName()
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{
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return filename;
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}
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void Pause()
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{
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mainspriteInstance->Stop();
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paused = true;
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}
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void Resume()
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{
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mainspriteInstance->Play();
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paused = false;
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}
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bool IsPaused()
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{
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return paused;
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}
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void SetPausedRender( bool valid )
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{
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pausedRender = valid;
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}
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bool GetPausedRender()
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{
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return pausedRender;
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}
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void Render( idRenderSystem* gui, int time = 0, bool isSplitscreen = false );
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bool HandleEvent( const sysEvent_t* event );
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bool InhibitControl();
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void ForceInhibitControl( bool val )
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{
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inhibitControl = val;
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}
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void SetGlobal( const char* name, const idSWFScriptVar& value )
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{
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globals->Set( name, value );
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}
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void SetGlobalNative( const char* name, idSWFScriptNativeVariable* native )
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{
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globals->SetNative( name, native );
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}
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idSWFScriptVar GetGlobal( const char* name )
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{
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return globals->Get( name );
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}
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idSWFScriptObject& GetRootObject()
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{
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assert( mainspriteInstance->GetScriptObject() != NULL );
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return *( mainspriteInstance->GetScriptObject() );
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}
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void Invoke( const char* functionName, const idSWFParmList& parms );
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void Invoke( const char* functionName, const idSWFParmList& parms, idSWFScriptVar& scriptVar );
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void Invoke( const char* functionName, const idSWFParmList& parms, bool& functionExists );
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int PlaySound( const char* sound, int channel = SCHANNEL_ANY, bool blocking = false );
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void StopSound( int channel = SCHANNEL_ANY );
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float GetFrameWidth() const
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{
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return frameWidth;
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}
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float GetFrameHeight() const
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{
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return frameHeight;
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}
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int GetMouseX()
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{
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return mouseX;
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}
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int GetMouseY()
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{
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return mouseY;
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}
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bool UseCircleForAccept();
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void SetSWFScale( float scale )
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{
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swfScale = scale;
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}
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void SetForceNonPCGetPlatform()
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{
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forceNonPCPlatform = true;
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}
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idRandom2& GetRandom()
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{
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return random;
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}
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int GetPlatform();
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//----------------------------------
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// SWF_Dictionary.cpp
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//----------------------------------
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idSWFDictionaryEntry* AddDictionaryEntry( int characterID, swfDictType_t type );
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idSWFDictionaryEntry* FindDictionaryEntry( int characterID, swfDictType_t type );
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idSWFDictionaryEntry* FindDictionaryEntry( int characterID );
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idSWFDictionaryEntry* GetDictionaryEntry( int index )
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{
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return &dictionary[ index ];
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}
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int GetNumDictionaryEntry()
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{
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return dictionary.Num();
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}
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idSWFScriptObject* HitTest( idSWFSpriteInstance* spriteInstance, const swfRenderState_t& renderState, int x, int y, idSWFScriptObject* parentObject );
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private:
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idStr filename;
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ID_TIME_T timestamp;
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float frameWidth;
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float frameHeight;
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uint16 frameRate;
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float renderBorder;
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float swfScale;
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idVec2 scaleToVirtual;
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int lastRenderTime;
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bool isActive;
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bool inhibitControl;
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bool useInhibtControl;
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// certain screens need to be rendered when the pause menu is up so if this flag is
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// set on the gui we will allow it to render at a paused state;
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bool pausedRender;
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bool mouseEnabled;
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bool useMouse;
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bool blackbars;
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bool crop;
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bool paused;
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bool hasHitObject;
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bool forceNonPCPlatform;
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idRandom2 random;
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static int mouseX; // mouse x coord for all flash files
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static int mouseY; // mouse y coord for all flash files
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static bool isMouseInClientArea;
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idSWFScriptObject* mouseObject;
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idSWFScriptObject* hoverObject;
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idSWFSprite* mainsprite;
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idSWFSpriteInstance* mainspriteInstance;
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idSWFScriptObject* globals;
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idSWFScriptObject* shortcutKeys;
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idSoundWorld* soundWorld;
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const idMaterial* atlasMaterial;
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idBlockAlloc< idSWFSpriteInstance, 16 > spriteInstanceAllocator;
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idBlockAlloc< idSWFTextInstance, 16 > textInstanceAllocator;
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#define SWF_NATIVE_FUNCTION_SWF_DECLARE( x ) \
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class idSWFScriptFunction_##x : public idSWFScriptFunction_Nested< idSWF > { \
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public: \
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idSWFScriptVar Call( idSWFScriptObject * thisObject, const idSWFParmList & parms ); \
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} scriptFunction_##x;
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SWF_NATIVE_FUNCTION_SWF_DECLARE( shortcutKeys_clear );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( deactivate );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( inhibitControl );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( useInhibit );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( precacheSound );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( playSound );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( stopSounds );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( getPlatform );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( getTruePlatform );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( getLocalString );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( swapPS3Buttons );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( getCVarInteger );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( setCVarInteger );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( strReplace );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( acos );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( cos );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( sin );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( round );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( pow );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( sqrt );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( abs );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( rand );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( floor );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( ceil );
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SWF_NATIVE_FUNCTION_SWF_DECLARE( toUpper );
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SWF_NATIVE_VAR_DECLARE_NESTED_READONLY( platform, idSWFScriptFunction_getPlatform, Call( object, idSWFParmList() ) );
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SWF_NATIVE_VAR_DECLARE_NESTED( blackbars, idSWF );
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SWF_NATIVE_VAR_DECLARE_NESTED( crop, idSWF );
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class idSWFScriptFunction_Object : public idSWFScriptFunction
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{
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public:
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idSWFScriptVar Call( idSWFScriptObject* thisObject, const idSWFParmList& parms )
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{
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return idSWFScriptVar();
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}
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void AddRef() { }
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void Release() { }
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idSWFScriptObject* GetPrototype()
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{
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return &object;
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}
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void SetPrototype( idSWFScriptObject* _object )
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{
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assert( false );
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}
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idSWFScriptObject object;
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} scriptFunction_Object;
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idList< idSWFDictionaryEntry, TAG_SWF > dictionary;
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struct keyButtonImages_t
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{
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keyButtonImages_t()
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{
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key = "";
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xbImage = "";
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psImage = "";
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width = 0;
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height = 0;
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baseline = 0;
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}
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keyButtonImages_t( const char* _key, const char* _xbImage, const char* _psImage, int w, int h, int _baseline )
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{
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key = _key;
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xbImage = _xbImage;
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psImage = _psImage;
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width = w;
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height = h;
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baseline = _baseline;
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}
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const char* key;
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const char* xbImage;
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const char* psImage;
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int width;
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int height;
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int baseline;
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};
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idList< keyButtonImages_t, TAG_SWF > tooltipButtonImage;
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struct tooltipIcon_t
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{
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tooltipIcon_t()
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{
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startIndex = -1;
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endIndex = -1;
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material = NULL;
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imageWidth = 0;
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imageHeight = 0;
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baseline = 0;
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};
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int startIndex;
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int endIndex;
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const idMaterial* material;
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short imageWidth;
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short imageHeight;
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int baseline;
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};
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idList< tooltipIcon_t, TAG_SWF > tooltipIconList;
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const idMaterial* guiSolid;
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const idMaterial* guiCursor_arrow;
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const idMaterial* guiCursor_hand;
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const idMaterial* white;
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private:
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friend class idSWFSprite;
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friend class idSWFSpriteInstance;
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bool LoadSWF( const char* fullpath );
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bool LoadBinary( const char* bfilename, ID_TIME_T sourceTime );
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void WriteBinary( const char* bfilename );
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void FileAttributes( idSWFBitStream& bitstream );
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void Metadata( idSWFBitStream& bitstream );
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void SetBackgroundColor( idSWFBitStream& bitstream );
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//----------------------------------
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// SWF_Shapes.cpp
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//----------------------------------
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void DefineShape( idSWFBitStream& bitstream );
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void DefineShape2( idSWFBitStream& bitstream );
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void DefineShape3( idSWFBitStream& bitstream );
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void DefineShape4( idSWFBitStream& bitstream );
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void DefineMorphShape( idSWFBitStream& bitstream );
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//----------------------------------
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// SWF_Sprites.cpp
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//----------------------------------
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void DefineSprite( idSWFBitStream& bitstream );
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//----------------------------------
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// SWF_Sounds.cpp
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//----------------------------------
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void DefineSound( idSWFBitStream& bitstream );
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//----------------------------------
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// SWF_Render.cpp
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//----------------------------------
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void DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, const idMaterial* material );
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void DrawStretchPic( const idVec4& topLeft, const idVec4& topRight, const idVec4& bottomRight, const idVec4& bottomLeft, const idMaterial* material );
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void RenderSprite( idRenderSystem* gui, idSWFSpriteInstance* sprite, const swfRenderState_t& renderState, int time, bool isSplitscreen = false );
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void RenderMask( idRenderSystem* gui, const swfDisplayEntry_t* mask, const swfRenderState_t& renderState, const int stencilMode );
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void RenderShape( idRenderSystem* gui, const idSWFShape* shape, const swfRenderState_t& renderState );
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void RenderMorphShape( idRenderSystem* gui, const idSWFShape* shape, const swfRenderState_t& renderState );
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void DrawEditCursor( idRenderSystem* gui, float x, float y, float w, float h, const swfMatrix_t& matrix );
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void DrawLine( idRenderSystem* gui, const idVec2& p1, const idVec2& p2, float width, const swfMatrix_t& matrix );
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void RenderEditText( idRenderSystem* gui, idSWFTextInstance* textInstance, const swfRenderState_t& renderState, int time, bool isSplitscreen = false );
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uint64 GLStateForRenderState( const swfRenderState_t& renderState );
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void FindTooltipIcons( idStr* text );
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//----------------------------------
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// SWF_Image.cpp
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//----------------------------------
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class idDecompressJPEG
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{
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public:
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idDecompressJPEG();
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~idDecompressJPEG();
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byte* Load( const byte* input, int inputSize, int& width, int& height );
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private:
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void* vinfo;
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};
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idDecompressJPEG jpeg;
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void LoadImage( int characterID, const byte* imageData, int width, int height );
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void JPEGTables( idSWFBitStream& bitstream );
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void DefineBits( idSWFBitStream& bitstream );
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void DefineBitsJPEG2( idSWFBitStream& bitstream );
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void DefineBitsJPEG3( idSWFBitStream& bitstream );
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void DefineBitsLossless( idSWFBitStream& bitstream );
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void DefineBitsLossless2( idSWFBitStream& bitstream );
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// per-swf image atlas
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struct imageToPack_t
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{
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int characterID;
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idVec2i trueSize; // in texels
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byte* imageData; // trueSize.x * trueSize.y * 4
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idVec2i allocSize; // in DXT tiles, includes a border texel and rounding up to DXT blocks
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};
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class idSortBlocks : public idSort_Quick< imageToPack_t, idSortBlocks >
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{
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public:
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int Compare( const imageToPack_t& a, const imageToPack_t& b ) const
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{
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return ( b.allocSize.x * b.allocSize.y ) - ( a.allocSize.x * a.allocSize.y );
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}
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};
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idList<imageToPack_t, TAG_SWF> packImages; // only used during creation
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void WriteSwfImageAtlas( const char* filename );
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//----------------------------------
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// SWF_Text.cpp
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//----------------------------------
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void DefineFont2( idSWFBitStream& bitstream );
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void DefineFont3( idSWFBitStream& bitstream );
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void DefineTextX( idSWFBitStream& bitstream, bool rgba );
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void DefineText( idSWFBitStream& bitstream );
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void DefineText2( idSWFBitStream& bitstream );
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void DefineEditText( idSWFBitStream& bitstream );
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//----------------------------------
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// SWF_Zlib.cpp
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//----------------------------------
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bool Inflate( const byte* input, int inputSize, byte* output, int outputSize );
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public:
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//----------------------------------
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// SWF_Names.cpp
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//----------------------------------
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static const char* GetTagName( swfTag_t tag );
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static const char* GetActionName( swfAction_t action );
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};
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#endif // !__SWF_H__
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