mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-22 12:21:04 +00:00
177 lines
3.7 KiB
C++
177 lines
3.7 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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#pragma hdrstop
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#include "../idlib/precompiled.h"
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extern idCVar s_noSound;
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#include "tr_local.h"
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//===========================================
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/*
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==============
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idCinematic::InitCinematic
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==============
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*/
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void idCinematic::InitCinematic( void ) {
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}
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/*
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==============
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idCinematic::ShutdownCinematic
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==============
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*/
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void idCinematic::ShutdownCinematic( void ) {
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}
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/*
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==============
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idCinematic::Alloc
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==============
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*/
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idCinematic * idCinematic::Alloc() {
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return new idCinematic;
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}
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/*
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==============
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idCinematic::~idCinematic
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==============
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*/
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idCinematic::~idCinematic( ) {
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Close();
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}
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/*
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==============
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idCinematic::InitFromFile
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==============
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*/
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bool idCinematic::InitFromFile( const char *qpath, bool looping ) {
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return false;
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}
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/*
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==============
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idCinematic::AnimationLength
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==============
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*/
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int idCinematic::AnimationLength() {
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return 0;
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}
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/*
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==============
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idCinematic::GetStartTime
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==============
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*/
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int idCinematic::GetStartTime() {
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return -1;
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}
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/*
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==============
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idCinematic::ResetTime
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==============
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*/
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void idCinematic::ResetTime(int milliseconds) {
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}
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/*
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==============
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idCinematic::ImageForTime
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==============
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*/
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cinData_t idCinematic::ImageForTime( int milliseconds ) {
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cinData_t c;
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memset( &c, 0, sizeof( c ) );
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return c;
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}
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/*
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==============
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idCinematic::ExportToTGA
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==============
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*/
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void idCinematic::ExportToTGA( bool skipExisting ) {
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}
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/*
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==============
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idCinematic::GetFrameRate
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==============
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*/
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float idCinematic::GetFrameRate() const {
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return 30.0f;
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}
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/*
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==============
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idCinematic::Close
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==============
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*/
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void idCinematic::Close() {
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}
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/*
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==============
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idSndWindow::InitFromFile
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==============
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*/
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bool idSndWindow::InitFromFile( const char *qpath, bool looping ) {
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idStr fname = qpath;
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fname.ToLower();
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if ( !fname.Icmp( "waveform" ) ) {
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showWaveform = true;
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} else {
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showWaveform = false;
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}
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return true;
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}
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/*
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==============
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idSndWindow::ImageForTime
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==============
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*/
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cinData_t idSndWindow::ImageForTime( int milliseconds ) {
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return soundSystem->ImageForTime( milliseconds, showWaveform );
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}
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/*
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==============
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idSndWindow::AnimationLength
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==============
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*/
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int idSndWindow::AnimationLength() {
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return -1;
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}
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