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# ifndef __CVIDEOHANDLER_H__
# define __CVIDEOHANDLER_H__
# include "../global.h"
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struct SDL_Surface ;
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# ifdef _WIN32
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# define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
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# include <windows.h>
# pragma pack(push,1)
struct BINK_STRUCT
{
si32 width ;
si32 height ;
si32 frameCount ;
si32 currentFrame ;
si32 lastFrame ;
si32 FPSMul ;
si32 FPSDiv ;
si32 unknown0 ;
ui8 flags ;
ui8 unknown1 [ 260 ] ;
si32 CurPlane ; // current plane
void * plane0 ; // posi32er to plane 0
void * plane1 ; // posi32er to plane 1
si32 unknown2 ;
si32 unknown3 ;
si32 yWidth ; // Y plane width
si32 yHeight ; // Y plane height
si32 uvWidth ; // U&V plane width
si32 uvHeight ; // U&V plane height
} ;
# pragma pack(pop)
typedef BINK_STRUCT * HBINK ;
class DLLHandler
{
public :
std : : string name ;
HINSTANCE dll ;
void Instantiate ( const char * filename ) ;
const char * GetLibExtension ( ) ;
void * FindAddress ( const char * symbol ) ;
DLLHandler ( ) ;
virtual ~ DLLHandler ( ) ; //d-tor
} ;
typedef void * ( __stdcall * BinkSetSoundSystem ) ( void * soundfun , void * ) ;
typedef HBINK ( __stdcall * BinkOpen ) ( HANDLE bikfile , int flags ) ;
typedef void ( __stdcall * BinkClose ) ( HBINK ) ;
//typedef si32(__stdcall* BinkGetPalette)(HBINK);
typedef void ( __stdcall * BinkNextFrame ) ( HBINK ) ;
typedef void ( __stdcall * BinkDoFrame ) ( HBINK ) ;
typedef ui8 ( __stdcall * BinkWait ) ( HBINK ) ;
typedef si32 ( __stdcall * BinkCopyToBuffer ) ( HBINK , void * buffer , int stride , int height , int x , int y , int mode ) ;
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class IVideoPlayer
{
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public :
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virtual bool open ( std : : string name ) = 0 ; //true - succes
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virtual void close ( ) = 0 ;
virtual void nextFrame ( ) = 0 ;
virtual void show ( int x , int y , SDL_Surface * dst , bool update = true ) = 0 ;
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virtual void redraw ( int x , int y , SDL_Surface * dst , bool update = true ) = 0 ; //reblits buffer
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virtual bool wait ( ) = 0 ;
virtual int curFrame ( ) const = 0 ;
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virtual int frameCount ( ) const = 0 ;
} ;
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class CBIKHandler : public DLLHandler , public IVideoPlayer
{
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void allocBuffer ( int Bpp = 0 ) ;
void freeBuffer ( ) ;
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public :
HANDLE hBinkFile ;
HBINK hBink ;
char * buffer ;
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int bufferSize ;
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BinkSetSoundSystem binkSetSoundSystem ;
BinkOpen binkOpen ;
//BinkGetPalette getPalette;
BinkNextFrame binkNextFrame ;
BinkDoFrame binkDoFrame ;
BinkCopyToBuffer binkCopyToBuffer ;
BinkWait binkWait ;
BinkClose binkClose ;
CBIKHandler ( ) ;
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bool open ( std : : string name ) ;
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void close ( ) ;
void nextFrame ( ) ;
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void show ( int x , int y , SDL_Surface * dst , bool update = true ) ;
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void redraw ( int x , int y , SDL_Surface * dst , bool update = true ) ; //reblits buffer
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bool wait ( ) ;
int curFrame ( ) const ;
int frameCount ( ) const ;
} ;
//////////SMK Player ///////////////////////////////////////////////////////
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struct SmackStruct
{
si32 version ;
si32 width ;
si32 height ;
si32 frameCount ;
si32 mspf ;
ui8 unk1 [ 88 ] ;
ui8 palette [ 776 ] ;
si32 currentFrame ; // Starting with 0
ui8 unk [ 56 ] ;
ui32 fileHandle ; // exact type is HANDLE in windows.h
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} ;
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// defines function pointer types
typedef SmackStruct * ( __stdcall * SmackOpen ) ( void * , ui32 , si32 ) ;
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typedef int ( __stdcall * SmackDoFrame ) ( SmackStruct * ) ;
typedef void ( __stdcall * SmackGoto ) ( SmackStruct * , int frameNumber ) ;
typedef void ( __stdcall * SmackNextFrame ) ( SmackStruct * ) ;
typedef void ( __stdcall * SmackClose ) ( SmackStruct * ) ;
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typedef void ( __stdcall * SmackToBuffer ) ( SmackStruct * , int , int , int , int , char * , ui32 ) ;
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typedef bool ( __stdcall * SmackWait ) ( SmackStruct * ) ;
typedef void ( __stdcall * SmackSoundOnOff ) ( SmackStruct * , bool ) ;
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typedef int ( __stdcall * SmackVolumePan ) ( SmackStruct * , int SmackTrack , int volume , int pan ) ;
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class CSmackPlayer : public DLLHandler , public IVideoPlayer
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{
public :
SmackOpen ptrSmackOpen ;
SmackDoFrame ptrSmackDoFrame ;
SmackToBuffer ptrSmackToBuffer ;
SmackNextFrame ptrSmackNextFrame ;
SmackWait ptrSmackWait ;
SmackSoundOnOff ptrSmackSoundOnOff ;
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SmackClose ptrSmackClose ;
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SmackVolumePan ptrVolumePan ;
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char * buffer , * buf ;
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SmackStruct * data ;
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CSmackPlayer ( ) ;
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~ CSmackPlayer ( ) ;
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bool open ( std : : string name ) ;
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void close ( ) ;
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void nextFrame ( ) ;
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void show ( int x , int y , SDL_Surface * dst , bool update = true ) ;
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void redraw ( int x , int y , SDL_Surface * dst , bool update = true ) ; //reblits buffer
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bool wait ( ) ;
int curFrame ( ) const ;
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int frameCount ( ) const ;
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} ;
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class CVidHandler ;
class CVideoPlayer : public IVideoPlayer
{
private :
CVidHandler * vidh ; //.vid file handling
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CVidHandler * vidh_ab ; // armageddon's blade video file handling
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CSmackPlayer smkPlayer ; //for .SMK
CBIKHandler bikPlayer ; //for .BIK
IVideoPlayer * current ; //points to bik or smk player, appropriate to type of currently played video
bool first ; //are we about to display the first frame (blocks update)
public :
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std : : string fname ; //name of current video file (empty if idle)
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CVideoPlayer ( ) ; //c-tor
~ CVideoPlayer ( ) ; //d-tor
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bool open ( std : : string name ) ;
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void close ( ) ;
void nextFrame ( ) ; //move animation to the next frame
void show ( int x , int y , SDL_Surface * dst , bool update = true ) ; //blit current frame
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void redraw ( int x , int y , SDL_Surface * dst , bool update = true ) ; //reblits buffer
void update ( int x , int y , SDL_Surface * dst , bool forceRedraw , bool update = true ) ; //moves to next frame if appropriate, and blits it or blits only if redraw paremeter is set true
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bool wait ( ) ; //true if we should wait before displaying next frame (for keeping FPS)
int curFrame ( ) const ; //current frame number <1, framecount>
int frameCount ( ) const ;
bool openAndPlayVideo ( std : : string name , int x , int y , SDL_Surface * dst , bool stopOnKey = false ) ; //opens video, calls playVideo, closes video; returns playVideo result (if whole video has been played)
bool playVideo ( int x , int y , SDL_Surface * dst , bool stopOnKey = false ) ; //plays whole opened video; returns: true when whole video has been shown, false when it has been interrupted
} ;
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# define VIDEO_WIN "WIN3.BIK"
# define VIDEO_LOSE_BATTLE_START "LBSTART.BIK"
# define VIDEO_LOSE_BATTLE_LOOP "LBLOOP.BIK"
# define VIDEO_RETREAT_START "RTSTART.BIK"
# define VIDEO_RETREAT_LOOP "RTLOOP.BIK"
# define VIDEO_SURRENDER "SURRENDER.BIK"
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# else
# include <SDL_video.h>
typedef struct AVFormatContext AVFormatContext ;
typedef struct AVCodecContext AVCodecContext ;
typedef struct AVCodec AVCodec ;
typedef struct AVFrame AVFrame ;
struct SwsContext ;
class CVidHandler ;
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class CVideoPlayer //: public IVideoPlayer
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{
private :
int stream ; // stream index in video
AVFormatContext * format ;
AVCodecContext * codecContext ; // codec context for stream
AVCodec * codec ;
AVFrame * frame ;
struct SwsContext * sws ;
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// Destination. Either overlay or dest.
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SDL_Overlay * overlay ;
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SDL_Surface * dest ;
SDL_Rect destRect ; // valid when dest is used
SDL_Rect pos ; // destination on screen
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CVidHandler * vidh ;
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int refreshWait ; // Wait several refresh before updating the image
int refreshCount ;
bool doLoop ; // loop through video
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public :
CVideoPlayer ( ) ;
~ CVideoPlayer ( ) ;
bool init ( ) ;
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bool open ( std : : string fname , bool loop = false , bool useOverlay = false ) ;
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void close ( ) ;
bool nextFrame ( ) ; // display next frame
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void show ( int x , int y , SDL_Surface * dst , bool update = true ) ; //blit current frame
void redraw ( int x , int y , SDL_Surface * dst , bool update = true ) ; //reblits buffer
void update ( int x , int y , SDL_Surface * dst , bool forceRedraw , bool update = true ) ; //moves to next frame if appropriate, and blits it or blits only if redraw parameter is set true
// Opens video, calls playVideo, closes video; returns playVideo result (if whole video has been played)
bool playVideo ( int x , int y , SDL_Surface * dst , bool stopOnKey ) ;
bool openAndPlayVideo ( std : : string name , int x , int y , SDL_Surface * dst , bool stopOnKey = false ) ;
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const char * data ; // video buffer
int length ; // video size
unsigned int offset ; // current data offset
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std : : string fname ; //name of current video file (empty if idle)
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} ;
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# define VIDEO_WIN "win3.mjpg"
# define VIDEO_LOSE_BATTLE_START "lbstart.mjpg"
# define VIDEO_LOSE_BATTLE_LOOP "lbloop.mjpg"
# define VIDEO_RETREAT_START "rtstart.mjpg"
# define VIDEO_RETREAT_LOOP "rtloop.mjpg"
# define VIDEO_SURRENDER "surrender.mjpg"
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# endif
# endif // __CVIDEOHANDLER_H__