Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/VideoPlayer.h
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GeneralsMD/Code/GameEngine/Include/GameClient/VideoPlayer.h
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program 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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**
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** This program 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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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------
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//
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// Westwood Studios Pacific.
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//
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// Confidential Information
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// Copyright (C) 2001 - All Rights Reserved
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//
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//----------------------------------------------------------------------------
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//
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// Project: Generals
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//
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// File name: GameClient/VideoPlayer.h
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//
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// Created: 10/22/01
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//
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//----------------------------------------------------------------------------
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#pragma once
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#ifndef __GAMECLIENT_VIDEOPLAYER_H_
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#define __GAMECLIENT_VIDEOPLAYER_H_
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//----------------------------------------------------------------------------
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// Includes
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//----------------------------------------------------------------------------
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#include <lib/BaseType.h>
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#include "WWMath/rect.h"
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#include "Common/SubsystemInterface.h"
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#include "Common/AsciiString.h"
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#include "Common/INI.h"
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#include "Common/STLTypedefs.h"
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//----------------------------------------------------------------------------
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// Forward References
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//----------------------------------------------------------------------------
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struct Video;
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class VideoPlayer;
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//----------------------------------------------------------------------------
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// Type Defines
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//----------------------------------------------------------------------------
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typedef std::vector<Video> VecVideo;
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typedef std::vector<Video>::iterator VecVideoIt;
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//----------------------------------------------------------------------------
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// Video (Struct)
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//----------------------------------------------------------------------------
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struct Video
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{
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AsciiString m_filename; ///< should be filled with the filename on disk
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AsciiString m_internalName; ///< should be our internal reference name
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AsciiString m_commentForWB;
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};
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//===============================
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// VideoBuffer
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//===============================
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/**
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* Video buffer interface class. The VideoPlayer uses this buffer abstraction
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* in order to be able to render a video stream.
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*/
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//===============================
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class VideoBuffer
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{
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public:
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// Enumeration of buffer pixel formats
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enum Type
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{
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TYPE_UNKNOWN,
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TYPE_R8G8B8,
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TYPE_X8R8G8B8,
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TYPE_R5G6B5,
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TYPE_X1R5G5B5,
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NUM_TYPES
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};
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protected:
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UnsignedInt m_xPos; ///< X pixel buffer offset
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UnsignedInt m_yPos; ///< Y pixel buffer offset
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UnsignedInt m_width; ///< Buffer visible width
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UnsignedInt m_height; ///< Buffer height
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UnsignedInt m_textureWidth; ///< Buffer visible width
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UnsignedInt m_textureHeight;///< Buffer height
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UnsignedInt m_pitch; ///< buffer pitch
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Type m_format; ///< buffer pixel format
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public:
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VideoBuffer( Type format );
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virtual ~VideoBuffer() {};
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virtual Bool allocate( UnsignedInt width, UnsignedInt Height ) = 0; ///< Allocate buffer
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virtual void free( void ) = 0; ///< Free the buffer
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virtual void* lock( void ) = 0; ///< Returns memory pointer to start of buffer
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virtual void unlock( void ) = 0; ///< Release buffer
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virtual Bool valid( void ) = 0; ///< Is the buffer valid to use
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UnsignedInt xPos( void ) { return m_xPos;};///< X pixel offset to draw into
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UnsignedInt yPos( void ) { return m_yPos;};///< Y pixel offset to draw into
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void setPos( UnsignedInt x, UnsignedInt y ) { m_xPos = x; m_yPos = y;}; ///< Set the x and y buffer offset
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UnsignedInt width( void ) { return m_width;}; ///< Returns pixel width of visible texture
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UnsignedInt height( void ) { return m_height;}; ///< Returns pixel height of visible texture
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UnsignedInt textureWidth( void ) { return m_textureWidth;}; ///< Returns pixel width of texture
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UnsignedInt textureHeight( void ) { return m_textureHeight;}; ///< Returns pixel height of texture
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UnsignedInt pitch( void ) { return m_pitch;}; ///< Returns buffer pitch in bytes
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Type format( void ) { return m_format;}; ///< Returns buffer pixel format
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RectClass Rect( Real x1, Real y1, Real x2, Real y2 );
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};
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//===============================
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// VideoStreamInterface
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//===============================
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/**
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* Video stream interface class.
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*/
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//===============================
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class VideoStreamInterface
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{
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friend class VideoPlayerInterface;
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protected:
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virtual ~VideoStreamInterface(){}; ///< only VideoPlayerInterfaces can create these
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public:
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virtual VideoStreamInterface* next( void ) = 0; ///< Returns next open stream
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virtual void update( void ) = 0; ///< Update stream
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virtual void close( void ) = 0; ///< Close and free stream
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virtual Bool isFrameReady( void ) = 0; ///< Is the frame ready to be displayed
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virtual void frameDecompress( void ) = 0; ///< Render current frame in to buffer
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virtual void frameRender( VideoBuffer *buffer ) = 0; ///< Render current frame in to buffer
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virtual void frameNext( void ) = 0; ///< Advance to next frame
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virtual Int frameIndex( void ) = 0; ///< Returns zero based index of current frame
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virtual Int frameCount( void ) = 0; ///< Returns the total number of frames in the stream
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virtual void frameGoto( Int index ) = 0; ///< Go to the spcified frame index
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virtual Int height( void ) = 0; ///< Return the height of the video
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virtual Int width( void ) = 0; ///< Return the width of the video
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};
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//===============================
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// VideoStream
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//===============================
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class VideoStream : public VideoStreamInterface
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{
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friend class VideoPlayer;
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protected:
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VideoPlayer *m_player; ///< Video player we were created with
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VideoStream *m_next; ///< Next open stream
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VideoStream(); ///< only VideoPlayer can create these
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virtual ~VideoStream();
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public:
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virtual VideoStreamInterface* next( void ); ///< Returns next open stream
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virtual void update( void ); ///< Update stream
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virtual void close( void ); ///< Close and free stream
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virtual Bool isFrameReady( void ); ///< Is the frame ready to be displayed
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virtual void frameDecompress( void ); ///< Render current frame in to buffer
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virtual void frameRender( VideoBuffer *buffer ); ///< Render current frame in to buffer
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virtual void frameNext( void ); ///< Advance to next frame
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virtual Int frameIndex( void ); ///< Returns zero based index of current frame
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virtual Int frameCount( void ); ///< Returns the total number of frames in the stream
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virtual void frameGoto( Int index ); ///< Go to the spcified frame index
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virtual Int height( void ); ///< Return the height of the video
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virtual Int width( void ); ///< Return the width of the video
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};
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//===============================
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// VideoPlayerInterface
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//===============================
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/**
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* Interface for video playback.
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*/
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//===============================
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class VideoPlayerInterface : public SubsystemInterface
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{
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public:
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virtual void init( void ) = 0; ///< Initialize video playback
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virtual void reset( void ) = 0; ///< Reset video playback
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virtual void update( void ) = 0; ///< Services all video tasks. Should be called frequently
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virtual void deinit( void ) = 0; ///< Close down player
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virtual ~VideoPlayerInterface() {};
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// service
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virtual void loseFocus( void ) = 0; ///< Should be called when application loses focus
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virtual void regainFocus( void ) = 0; ///< Should be called when application regains focus
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virtual VideoStreamInterface* open( AsciiString movieTitle ) = 0; ///< Open video file for playback
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virtual VideoStreamInterface* load( AsciiString movieTitle ) = 0; ///< Load video file in to memory for playback
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virtual VideoStreamInterface* firstStream( void ) = 0; ///< Return the first open/loaded video stream
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virtual void closeAllStreams( void ) = 0; ///< Close all open streams
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virtual void addVideo( Video* videoToAdd ) = 0; ///< Add a video to the list of videos we can play
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virtual void removeVideo( Video* videoToRemove ) = 0; ///< Remove a video to the list of videos we can play
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virtual Int getNumVideos( void ) = 0; ///< Retrieve info about the number of videos currently listed
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virtual const Video* getVideo( AsciiString movieTitle ) = 0; ///< Retrieve info about a movie based on internal name
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virtual const Video* getVideo( Int index ) = 0; ///< Retrieve info about a movie based on index
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virtual const FieldParse *getFieldParse( void ) const = 0; ///< Return the field parse info
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virtual void notifyVideoPlayerOfNewProvider( Bool nowHasValid ) = 0; ///< Notify the video player that they can now ask for an audio handle, or they need to give theirs up.
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};
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//===============================
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// VideoPlayer
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//===============================
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/**
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* Common video playback code.
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*/
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//===============================
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class VideoPlayer : public VideoPlayerInterface
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{
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protected:
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VecVideo mVideosAvailableForPlay;
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VideoStream *m_firstStream;
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static const FieldParse m_videoFieldParseTable[];
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public:
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// subsytem requirements
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virtual void init( void ); ///< Initialize video playback code
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virtual void reset( void ); ///< Reset video playback
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virtual void update( void ); ///< Services all audio tasks. Should be called frequently
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virtual void deinit( void ); ///< Close down player
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VideoPlayer();
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~VideoPlayer();
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// service
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virtual void loseFocus( void ); ///< Should be called when application loses focus
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virtual void regainFocus( void ); ///< Should be called when application regains focus
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virtual VideoStreamInterface* open( AsciiString movieTitle ); ///< Open video file for playback
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virtual VideoStreamInterface* load( AsciiString movieTitle ); ///< Load video file in to memory for playback
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virtual VideoStreamInterface* firstStream( void ); ///< Return the first open/loaded video stream
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virtual void closeAllStreams( void ); ///< Close all open streams
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virtual void addVideo( Video* videoToAdd ); ///< Add a video to the list of videos we can play
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virtual void removeVideo( Video* videoToRemove ); ///< Remove a video to the list of videos we can play
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virtual Int getNumVideos( void ); ///< Retrieve info about the number of videos currently listed
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virtual const Video* getVideo( AsciiString movieTitle ); ///< Retrieve info about a movie based on internal name
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virtual const Video* getVideo( Int index ); ///< Retrieve info about a movie based on index
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virtual const FieldParse *getFieldParse( void ) const { return m_videoFieldParseTable; } ///< Return the field parse info
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virtual void notifyVideoPlayerOfNewProvider( Bool nowHasValid ) { }
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// Implementation specific
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void remove( VideoStream *stream ); ///< remove stream from active list
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};
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extern VideoPlayerInterface *TheVideoPlayer;
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//----------------------------------------------------------------------------
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// Inlining
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//----------------------------------------------------------------------------
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#endif // __GAMECLIENT_VIDEOPLAYER_H_
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