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ryzom-core/code/ryzom/client/src/movie_shooter.h

123 lines
3.3 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_MOVIE_SHOOTER_H
#define CL_MOVIE_SHOOTER_H
/////////////
// INCLUDE //
/////////////
#include "nel/misc/types_nl.h"
#include "nel/misc/rgba.h"
#include "nel/misc/bitmap.h"
#include "nel/3d/u_driver.h"
#include "nel/3d/u_text_context.h"
///////////
// USING //
///////////
using NLMISC::CRGBA;
using NL3D::UDriver;
using NL3D::UTextContext;
// ***************************************************************************
/** Shoot frames into RAM, then write them to disc.
*
*/
class CMovieShooter
{
public:
CMovieShooter();
~CMovieShooter();
/// Fail if can't allocate Movie Memory, or if maxMemory==0
bool init(uint maxMemory);
/// Clear the container.
void clearMemory();
bool enabled() const {return _MemorySize>0;}
/// Add a frame from driver shoot.
bool addFrame(double time, UDriver *pDriver);
/// Add a frame. return false if error. NB: if the movie has looped, erase some images from begin, but still return true
bool addFrame(double time, CRGBA *pImage, uint w, uint h);
/// return the number of frames currenty added.
uint getNumFrames();
/** replay the movie in a driver, until end of movie
* NB: stop if ESC is pressed.
*/
void replayMovie(UDriver *drv, UTextContext *textContext);
/** Save the movie to a directory: shoot_00000.tga, .... Throw Exception if error.
* Frames are saved at a constant rate. if linearInterp is true, frames are interpolated to give
* the best view result.
* NB: stop if ESC is pressed
*/
void saveMovie(UDriver *drv, UTextContext *textContext, const char *path, float framePeriod, bool allowLinearInterp= true, const char *prefix = "shot_");
/// Reset all frames. ready to addFrame() from 0.
void resetMovie();
/// Set the frame skipping (in nb frame) set to 0 to not skip frames
void setFrameSkip (uint32 nNbFrameToSkip);
// **************
private:
struct CFrameHeader
{
double Time;
uint32 Width, Height;
uint8 *Data;
// NULL if end of list.
CFrameHeader *Next;
};
uint8 *_MemoryBlock;
uint32 _MemorySize;
uint32 _CurrentIndex;
uint _NumFrames;
// The first frame of the movie. != from _MemoryBlock if looped
CFrameHeader *_FirstFrame;
CFrameHeader *_LastFrame;
uint32 _FrameSkip;
uint32 _CurrentFrameSkip;
// Resize and Fill a bitmap with a frame.
void getFrameData(CFrameHeader *frame, NLMISC::CBitmap &bmp);
};
// ***************************************************************************
// The default movie_shooter
extern CMovieShooter MovieShooter;
#endif // CL_DEMO_H
/* End of demo.h */