mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 12:22:23 +00:00
325 lines
9.7 KiB
C++
325 lines
9.7 KiB
C++
// Filename:- win_video.cpp
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//
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// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#include "../client/client.h"
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#include "win_local.h"
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/*
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#include "bink.h"
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static HANDLE hBinkFile = NULL;
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static HBINK hBink = NULL;
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*/
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extern unsigned int SNDDMA_GetDSHandle(void);
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extern int s_soundStarted; // if 0, game is running in silent mode
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// ret qtrue if success...
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//
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qboolean VIDEO_GetDims(int *piWidth, int *piHeight)
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{
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/*
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if (hBink)
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{
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if (piWidth && piHeight)
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{
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// *piWidth = hBink->Width; // Width (1 based, 640 for example)
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if (hBink->decompwidth == hBink->Width/2)
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{
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*piWidth = hBink->decompwidth;
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}
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else
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{
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*piWidth = hBink->Width;
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}
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if (hBink->decompheight == hBink->Height/2)
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{
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*piHeight = hBink->decompheight;
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}
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else
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{
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*piHeight = hBink->Height;
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}
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return qtrue;
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}
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}
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*/
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return qfalse;
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}
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// ret qtrue if no reason to delay...
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//
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qboolean VIDEO_NextFrameReady(void)
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{
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/* if (hBink && BinkWait(hBink))
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{
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return qfalse;
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}
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*/
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return qtrue;
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}
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void VIDEO_Pause(qboolean bPaused)
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{
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/*
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if (hBink)
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{
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BinkPause(hBink, bPaused);
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}
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*/
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}
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void VIDEO_Mute(qboolean bMute)
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{
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/*
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if (!s_soundStarted)
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bMute = qtrue; // <g>
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if (hBink)
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{
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// BinkSetSoundOnOff(hBink, !bMute); // this has a bug, and freezes video playback
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BinkSetVolume(hBink,bMute?0:32768); // effectively the same, and instant, not just to next audio packet
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}
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*/
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}
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// advance to the next Bink Frame, qtrue if not finished playback
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//
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//qboolean VIDEO_NextFrame( byte *pbDestBuffer ) // pbDestBuffer will be sizeof Vid dims *4
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qboolean VIDEO_NextFrame( byte *pbDestBuffer, int iBytesPerLine, qboolean &bFrameSkipped)
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{
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/*
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if (hBink)
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{
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bFrameSkipped = BinkDoFrame(hBink);
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if (!bFrameSkipped)
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{
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//extern cvar_t *r_speeds;
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//int start,end;
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//if ( r_speeds->integer )
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//{
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// start = Sys_Milliseconds();
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//}
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BinkCopyToBuffer( hBink, // HBINK bnk,
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pbDestBuffer, // void* dest,
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iBytesPerLine,//hBink->Width*4, // u32 destpitch (bytes, not pixels)
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hBink->Height, // u32 destheight
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0, // u32 destx
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0, // u32 desty,
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BINKSURFACE32R
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//|BINKCOPYALL
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|BINKCOPYNOSCALING // important, or you'll crash on half-height compressed videos now!
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);
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//if ( r_speeds->integer )
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//{
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// end = Sys_Milliseconds();
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// Com_Printf( "BinkCopyToBuffer(): %i msec\n", end - start );
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//}
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}
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// finished?
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//
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qboolean bStillPlaying = qtrue;
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if (hBink->FrameNum == hBink->Frames)
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{
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bStillPlaying = qfalse; // finished
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}
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else
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{
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BinkNextFrame(hBink);
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}
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return bStillPlaying;
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}
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*/
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return qfalse; // will only get here if some sort of error in Q3 logic (which does happen) so that this is called
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// at the wrong time.
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}
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// called even if not fully opened, so check everything...
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//
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void VIDEO_Close(void)
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{
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/*
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if (hBink)
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{
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#ifdef _DEBUG
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BINKSUMMARY Summary;
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BinkGetSummary(hBink, &Summary);
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Com_DPrintf("\nBINK Playback Summary:\n\n");
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Com_DPrintf("TotalTime: %d\n",Summary.TotalTime); //
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Com_DPrintf("FileFrameRate: %d\n",Summary.FileFrameRate); // frame rate
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Com_DPrintf("FileFrameRateDiv: %d\n",Summary.FileFrameRateDiv); // frame rate divisor
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Com_DPrintf("FrameRate: %d\n",Summary.FrameRate); // frame rate
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Com_DPrintf("FrameRateDiv: %d\n",Summary.FrameRateDiv); // frame rate divisor
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Com_DPrintf("TotalOpenTime: %d\n",Summary.TotalOpenTime); // Time to open and prepare for decompression
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Com_DPrintf("TotalFrames: %d\n",Summary.TotalFrames); // Total Frames
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Com_DPrintf("TotalPlayedFrames: %d\n",Summary.TotalPlayedFrames); // Total Frames played
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Com_DPrintf("SkippedFrames: %d\n",Summary.SkippedFrames); // Total number of skipped frames
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Com_DPrintf("SkippedBlits: %d\n",Summary.SkippedBlits); // Total number of skipped blits
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Com_DPrintf("SoundSkips: %d\n",Summary.SoundSkips); // Total number of sound skips
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Com_DPrintf("TotalBlitTime: %d\n",Summary.TotalBlitTime); // Total time spent blitting
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Com_DPrintf("TotalReadTime: %d\n",Summary.TotalReadTime); // Total time spent reading
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Com_DPrintf("TotalVideoDecompTime: %d\n",Summary.TotalVideoDecompTime); // Total time spent decompressing video
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Com_DPrintf("TotalAudioDecompTime: %d\n",Summary.TotalAudioDecompTime); // Total time spent decompressing audio
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Com_DPrintf("TotalBackReadTime: %d\n",Summary.TotalBackReadTime); // Total time spent reading in background
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Com_DPrintf("TotalReadSpeed: %d\n",Summary.TotalReadSpeed); // Total io speed (bytes/second)
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Com_DPrintf("SlowestFrameTime: %d\n",Summary.SlowestFrameTime); // Slowest single frame time (ms)
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Com_DPrintf("Slowest2FrameTime: %d\n",Summary.Slowest2FrameTime); // Second slowest single frame time (ms)
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Com_DPrintf("SlowestFrameNum: %d\n",Summary.SlowestFrameNum); // Slowest single frame number
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Com_DPrintf("Slowest2FrameNum: %d\n",Summary.Slowest2FrameNum); // Second slowest single frame number
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Com_DPrintf("AverageDataRate: %d\n",Summary.AverageDataRate); // Average data rate of the movie
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Com_DPrintf("AverageFrameSize: %d\n",Summary.AverageFrameSize); // Average size of the frame
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Com_DPrintf("HighestMemAmount: %d\n",Summary.HighestMemAmount); // Highest amount of memory allocated
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Com_DPrintf("TotalIOMemory: %d\n",Summary.TotalIOMemory); // Total extra memory allocated
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Com_DPrintf("HighestIOUsed: %d\n",Summary.HighestIOUsed); // Highest extra memory actually used
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Com_DPrintf("Highest1SecRate: %d\n",Summary.Highest1SecRate); // Highest 1 second rate
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Com_DPrintf("Highest1SecFrame: %d\n",Summary.Highest1SecFrame); // Highest 1 second start frame
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Com_DPrintf("\n");
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#endif
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BinkClose(hBink);
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hBink = NULL;
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SNDDMA_Activate();
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}
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if (hBinkFile)
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{
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CloseHandle(hBinkFile);
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hBinkFile = NULL;
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}
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*/
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}
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/*
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static qboolean VIDEO_Open2(char *psPathlessBaseName, qboolean qbInGame, qboolean qbTestOpenOnly, int iLanguageNumber)
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{
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char sLocalFilename[MAX_OSPATH];
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// Get the Quake filesystem to see if it exists, and fill in some internal structs as to where it really is,
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// and what offset (if PAK) etc...
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//
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Com_sprintf (sLocalFilename, sizeof(sLocalFilename), "video/%s.bik", psPathlessBaseName);
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char *psActualFilename;
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int iSeekOffset;
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qboolean bResult = FS_GetExtendedInfo_FOpenFileRead(sLocalFilename, &psActualFilename, &iSeekOffset);
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if (!bResult)
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{
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if (!qbTestOpenOnly)
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{
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Com_Printf(S_COLOR_RED"Couldn't open %s\n", sLocalFilename);
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}
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return qfalse;
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}
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if (qbTestOpenOnly)
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return qtrue;
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// Now re-open as a Windoze HANDLE, because Bink doesn't use FILE * types...
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//
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hBinkFile = CreateFile( psActualFilename, // LPCTSTR lpFileName, // pointer to name of the file
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GENERIC_READ, // DWORD dwDesiredAccess, // access (read-write) mode
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FILE_SHARE_READ, // DWORD dwShareMode, // share mode
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NULL, // LPSECURITY_ATTRIBUTES lpSecurityAttributes, // pointer to security attributes
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OPEN_EXISTING, // DWORD dwCreationDisposition, // how to create
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FILE_FLAG_SEQUENTIAL_SCAN,// DWORD dwFlagsAndAttributes, // file attributes
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NULL // HANDLE hTemplateFile // handle to file with attributes to
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);
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if (hBinkFile == INVALID_HANDLE_VALUE)
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{
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Com_Printf(S_COLOR_RED"Error converting FILE* to HANDLE for Bink, file: %s\n", psActualFilename);
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return qfalse;
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}
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// Opened ok, now seek the handle to the correct position for starting (ie if inside a PAK file etc)
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//
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DWORD dwFileOffset = SetFilePointer(hBinkFile, // HANDLE hFile, // handle of file
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iSeekOffset,// LONG lDistanceToMove, // number of bytes to move file pointer
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NULL, // PLONG lpDistanceToMoveHigh, // pointer to high-order DWORD of distance to move
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FILE_BEGIN // DWORD dwMoveMethod // how to move
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);
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if (dwFileOffset != iSeekOffset)
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{
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VIDEO_Close();
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Com_Printf( S_COLOR_RED"Error seeking to Bink video start (offset %d), file: %s\n", iSeekOffset,psActualFilename);
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return qfalse;
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}
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// ok, I think we're ready...
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//
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if (!cls.soundStarted || s_soundStarted) // sound system not started (occurs in very first video), or sound desired
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{
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BinkSoundUseDirectSound(SNDDMA_GetDSHandle());
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BinkSetSoundTrack(iLanguageNumber); // select the language anyway here, regardless of multi-lingual file or not
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}
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else
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{
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BinkSetSoundTrack(BINKNOSOUND);
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}
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// hBink = BinkOpen("d:\\kiss.bik",0);
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hBink = BinkOpen((char *)hBinkFile,BINKFILEHANDLE | BINKSNDTRACK);
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if (!hBink)
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{
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VIDEO_Close();
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Com_Printf( S_COLOR_RED"Unrecognised video file: %s\n", psActualFilename);
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return qfalse;
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}
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if (!s_soundStarted) // game running in silent mode?
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{
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VIDEO_Mute(qtrue);
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}
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return qtrue;
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}
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*/
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// now modified to take different languages into account...
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//
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qboolean VIDEO_Open(char *psPathlessBaseName, qboolean qbInGame, qboolean qbTestOpenOnly, int iLanguageNumber)
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{
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/*
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qboolean qbReturn = VIDEO_Open2(psPathlessBaseName, qbInGame, qbTestOpenOnly, iLanguageNumber);
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if (qbReturn)
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{
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if (!qbTestOpenOnly && hBink)
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{
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// check we didn't try to (eg) select German audio on a file with 1 track (eg just music)
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//
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if (iLanguageNumber+1 > hBink->NumTracks)
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{
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VIDEO_Close();
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return VIDEO_Open2(psPathlessBaseName, qbInGame, qbTestOpenOnly, 0);
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}
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}
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}
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return qbReturn;
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*/
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return qfalse;
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}
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//////////////// eof //////////////////
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