doom3-bfg/neo/renderer/Cinematic.cpp

195 lines
3.7 KiB
C++

/*
===========================================================================
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 <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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
extern idCVar s_noSound;
#include "tr_local.h"
//===========================================
/*
==============
idCinematic::InitCinematic
==============
*/
void idCinematic::InitCinematic( void )
{
}
/*
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idCinematic::ShutdownCinematic
==============
*/
void idCinematic::ShutdownCinematic( void )
{
}
/*
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idCinematic::Alloc
==============
*/
idCinematic* idCinematic::Alloc()
{
return new idCinematic;
}
/*
==============
idCinematic::~idCinematic
==============
*/
idCinematic::~idCinematic( )
{
Close();
}
/*
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idCinematic::InitFromFile
==============
*/
bool idCinematic::InitFromFile( const char* qpath, bool looping )
{
return false;
}
/*
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idCinematic::AnimationLength
==============
*/
int idCinematic::AnimationLength()
{
return 0;
}
/*
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idCinematic::GetStartTime
==============
*/
int idCinematic::GetStartTime()
{
return -1;
}
/*
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idCinematic::ResetTime
==============
*/
void idCinematic::ResetTime( int milliseconds )
{
}
/*
==============
idCinematic::ImageForTime
==============
*/
cinData_t idCinematic::ImageForTime( int milliseconds )
{
cinData_t c;
memset( &c, 0, sizeof( c ) );
return c;
}
/*
==============
idCinematic::ExportToTGA
==============
*/
void idCinematic::ExportToTGA( bool skipExisting )
{
}
/*
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idCinematic::GetFrameRate
==============
*/
float idCinematic::GetFrameRate() const
{
return 30.0f;
}
/*
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idCinematic::Close
==============
*/
void idCinematic::Close()
{
}
/*
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idSndWindow::InitFromFile
==============
*/
bool idSndWindow::InitFromFile( const char* qpath, bool looping )
{
idStr fname = qpath;
fname.ToLower();
if( !fname.Icmp( "waveform" ) )
{
showWaveform = true;
}
else
{
showWaveform = false;
}
return true;
}
/*
==============
idSndWindow::ImageForTime
==============
*/
cinData_t idSndWindow::ImageForTime( int milliseconds )
{
return soundSystem->ImageForTime( milliseconds, showWaveform );
}
/*
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idSndWindow::AnimationLength
==============
*/
int idSndWindow::AnimationLength()
{
return -1;
}