#ifndef __CVIDEOHANDLER_H__ #define __CVIDEOHANDLER_H__ #include "../global.h" struct SDL_Surface; #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing #include #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); class IVideoPlayer { public: virtual bool open(std::string name)=0; //true - succes virtual void close()=0; virtual void nextFrame()=0; virtual void show(int x, int y, SDL_Surface *dst, bool update = true)=0; virtual void redraw(int x, int y, SDL_Surface *dst, bool update = true)=0; //reblits buffer virtual bool wait()=0; virtual int curFrame() const =0; virtual int frameCount() const =0; }; class CBIKHandler : public DLLHandler, public IVideoPlayer { void allocBuffer(int Bpp = 0); void freeBuffer(); public: HANDLE hBinkFile; HBINK hBink; char * buffer; int bufferSize; BinkSetSoundSystem binkSetSoundSystem; BinkOpen binkOpen; //BinkGetPalette getPalette; BinkNextFrame binkNextFrame; BinkDoFrame binkDoFrame; BinkCopyToBuffer binkCopyToBuffer; BinkWait binkWait; BinkClose binkClose; CBIKHandler(); bool open(std::string name); void close(); void nextFrame(); void show(int x, int y, SDL_Surface *dst, bool update = true); void redraw(int x, int y, SDL_Surface *dst, bool update = true); //reblits buffer bool wait(); int curFrame() const; int frameCount() const; }; //////////SMK Player /////////////////////////////////////////////////////// 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 }; // defines function pointer types typedef SmackStruct* (__stdcall* SmackOpen)(void* , ui32, si32 ); typedef int (__stdcall* SmackDoFrame)( SmackStruct * ); typedef void (__stdcall * SmackGoto )(SmackStruct *, int frameNumber); typedef void (__stdcall* SmackNextFrame)(SmackStruct*); typedef void (__stdcall* SmackClose)(SmackStruct*); typedef void (__stdcall* SmackToBuffer) (SmackStruct*, int, int, int, int, char *, ui32); typedef bool (__stdcall* SmackWait)(SmackStruct*); typedef void (__stdcall* SmackSoundOnOff) (SmackStruct*, bool); typedef int (__stdcall* SmackVolumePan)(SmackStruct *, int SmackTrack, int volume, int pan); class CSmackPlayer: public DLLHandler, public IVideoPlayer { public: SmackOpen ptrSmackOpen; SmackDoFrame ptrSmackDoFrame; SmackToBuffer ptrSmackToBuffer; SmackNextFrame ptrSmackNextFrame; SmackWait ptrSmackWait; SmackSoundOnOff ptrSmackSoundOnOff; SmackClose ptrSmackClose; SmackVolumePan ptrVolumePan; char *buffer, *buf; SmackStruct* data; CSmackPlayer(); ~CSmackPlayer(); bool open(std::string name); void close(); void nextFrame(); void show(int x, int y, SDL_Surface *dst, bool update = true); void redraw(int x, int y, SDL_Surface *dst, bool update = true); //reblits buffer bool wait(); int curFrame() const; int frameCount() const; }; class CVidHandler; class CVideoPlayer : public IVideoPlayer { private: CVidHandler * vidh; //.vid file handling CVidHandler *vidh_ab; // armageddon's blade video file handling 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: std::string fname; //name of current video file (empty if idle) CVideoPlayer(); //c-tor ~CVideoPlayer(); //d-tor bool open(std::string name); 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 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 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 }; #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" #else #include typedef struct AVFormatContext AVFormatContext; typedef struct AVCodecContext AVCodecContext; typedef struct AVCodec AVCodec; typedef struct AVFrame AVFrame; struct SwsContext; class CVidHandler; class CVideoPlayer //: public IVideoPlayer { private: int stream; // stream index in video AVFormatContext *format; AVCodecContext *codecContext; // codec context for stream AVCodec *codec; AVFrame *frame; struct SwsContext *sws; // Destination. Either overlay or dest. SDL_Overlay *overlay; SDL_Surface *dest; SDL_Rect destRect; // valid when dest is used SDL_Rect pos; // destination on screen CVidHandler *vidh; int refreshWait; // Wait several refresh before updating the image int refreshCount; bool doLoop; // loop through video public: CVideoPlayer(); ~CVideoPlayer(); bool init(); bool open(std::string fname, bool loop = false, bool useOverlay = false); void close(); bool nextFrame(); // display next frame 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); const char *data; // video buffer int length; // video size unsigned int offset; // current data offset std::string fname; //name of current video file (empty if idle) }; #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" #endif #endif // __CVIDEOHANDLER_H__