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122 lines
3.3 KiB
C++
122 lines
3.3 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_MOVIE_SHOOTER_H
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#define CL_MOVIE_SHOOTER_H
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/////////////
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// INCLUDE //
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/////////////
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#include "nel/misc/types_nl.h"
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#include "nel/misc/rgba.h"
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#include "nel/misc/bitmap.h"
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#include "nel/3d/u_driver.h"
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#include "nel/3d/u_text_context.h"
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///////////
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// USING //
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///////////
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using NLMISC::CRGBA;
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using NL3D::UDriver;
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using NL3D::UTextContext;
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// ***************************************************************************
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/** Shoot frames into RAM, then write them to disc.
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*
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*/
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class CMovieShooter
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{
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public:
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CMovieShooter();
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~CMovieShooter();
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/// Fail if can't allocate Movie Memory, or if maxMemory==0
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bool init(uint maxMemory);
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/// Clear the container.
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void clearMemory();
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bool enabled() const {return _MemorySize>0;}
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/// Add a frame from driver shoot.
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bool addFrame(double time, UDriver *pDriver);
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/// Add a frame. return false if error. NB: if the movie has looped, erase some images from begin, but still return true
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bool addFrame(double time, CRGBA *pImage, uint w, uint h);
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/// return the number of frames currenty added.
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uint getNumFrames();
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/** replay the movie in a driver, until end of movie
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* NB: stop if ESC is pressed.
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*/
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void replayMovie(UDriver *drv, UTextContext *textContext);
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/** Save the movie to a directory: shoot_00000.tga, .... Throw Exception if error.
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* Frames are saved at a constant rate. if linearInterp is true, frames are interpolated to give
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* the best view result.
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* NB: stop if ESC is pressed
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*/
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void saveMovie(UDriver *drv, UTextContext *textContext, const char *path, float framePeriod, bool allowLinearInterp= true, const char *prefix = "shot_");
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/// Reset all frames. ready to addFrame() from 0.
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void resetMovie();
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/// Set the frame skipping (in nb frame) set to 0 to not skip frames
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void setFrameSkip (uint32 nNbFrameToSkip);
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// **************
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private:
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struct CFrameHeader
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{
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double Time;
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uint32 Width, Height;
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uint8 *Data;
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// NULL if end of list.
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CFrameHeader *Next;
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};
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uint8 *_MemoryBlock;
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uint32 _MemorySize;
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uint32 _CurrentIndex;
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uint _NumFrames;
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// The first frame of the movie. != from _MemoryBlock if looped
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CFrameHeader *_FirstFrame;
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CFrameHeader *_LastFrame;
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uint32 _FrameSkip;
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uint32 _CurrentFrameSkip;
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// Resize and Fill a bitmap with a frame.
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void getFrameData(CFrameHeader *frame, NLMISC::CBitmap &bmp);
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};
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// ***************************************************************************
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// The default movie_shooter
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extern CMovieShooter MovieShooter;
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#endif // CL_DEMO_H
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/* End of demo.h */
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