sqwarmed/sdk_src/public/avi/ibik.h

140 lines
4.6 KiB
C++

//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
//=============================================================================
#ifndef IBIK_H
#define IBIK_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/iappsystem.h"
#define BIK_LOOP 0x00000001 // play endlessly
#define BIK_PRELOAD 0x00000002 // causes the entire move to load into memory
#define BIK_NO_AUDIO 0x00000004 // video doesn't have audio
#define ENABLE_BIK_PERF_SPEW 0
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct BGR888_t;
class IMaterial;
//-----------------------------------------------------------------------------
// Parameters for creating a new BINK
//-----------------------------------------------------------------------------
struct BIKParams_t
{
BIKParams_t() :
m_nFrameRate( 0 ), m_nFrameScale( 1 ), m_nWidth( 0 ), m_nHeight( 0 ),
m_nSampleRate( 0 ), m_nSampleBits( 0 ), m_nNumChannels( 0 )
{
m_pFileName[ 0 ] = 0;
}
char m_pFileName[ 256 ];
char m_pPathID[ 256 ];
// fps = m_nFrameRate / m_nFrameScale
// for integer framerates, set framerate to the fps, and framescale to 1
// for ntsc-style framerates like 29.97 (or 23.976 or 59.94),
// set framerate to 30,000 (or 24,000 or 60,000) and framescale to 1001
// yes, framescale is an odd naming choice, but it matching MS's AVI api
int m_nFrameRate;
int m_nFrameScale;
int m_nWidth;
int m_nHeight;
// Sound/.wav info
int m_nSampleRate;
int m_nSampleBits;
int m_nNumChannels;
};
//-----------------------------------------------------------------------------
// Handle to an BINK
//-----------------------------------------------------------------------------
typedef unsigned short BIKHandle_t;
enum
{
BIKHANDLE_INVALID = (BIKHandle_t)~0
};
//-----------------------------------------------------------------------------
// Handle to an BINK material
//-----------------------------------------------------------------------------
typedef unsigned short BIKMaterial_t;
enum
{
BIKMATERIAL_INVALID = (BIKMaterial_t)~0
};
//-----------------------------------------------------------------------------
// Main AVI interface
//-----------------------------------------------------------------------------
class IBik : public IAppSystem
{
public:
// Create/destroy a BINK material (a materialsystem IMaterial)
virtual BIKMaterial_t CreateMaterial( const char *pMaterialName, const char *pFileName, const char *pPathID, int flags = 0 ) = 0;
virtual void DestroyMaterial( BIKMaterial_t hMaterial ) = 0;
// Update the frame (if necessary)
virtual bool Update( BIKMaterial_t hMaterial ) = 0;
virtual bool ReadyForSwap( BIKMaterial_t hMaterial ) = 0;
// Gets the IMaterial associated with an BINK material
virtual IMaterial* GetMaterial( BIKMaterial_t hMaterial ) = 0;
// Returns the max texture coordinate of the BINK
virtual void GetTexCoordRange( BIKMaterial_t hMaterial, float *pMaxU, float *pMaxV ) = 0;
// Returns the frame size of the BINK (stored in a subrect of the material itself)
virtual void GetFrameSize( BIKMaterial_t hMaterial, int *pWidth, int *pHeight ) = 0;
// Returns the frame rate of the BINK
virtual int GetFrameRate( BIKMaterial_t hMaterial ) = 0;
// Returns the total frame count of the BINK
virtual int GetFrameCount( BIKMaterial_t hMaterial ) = 0;
// Get our current frame
virtual int GetFrame( BIKMaterial_t hMaterial ) = 0;
// Sets the frame for an BINK material (use instead of SetTime)
virtual void SetFrame( BIKMaterial_t hMaterial, float flFrame ) = 0;
#ifdef WIN32
#if !defined( _X360 )
// Sets the direct sound device that Bink will decode to
virtual bool SetDirectSoundDevice( void *pDevice ) = 0;
virtual bool SetMilesSoundDevice( void *pDevice ) = 0;
#else
//needs to be called after xaudio is initialized
virtual bool HookXAudio( void ) = 0;
#endif
#endif
// Pause and unpause the movie playback
virtual void Pause( BIKMaterial_t hMaterial ) = 0;
virtual void Unpause( BIKMaterial_t hMaterial ) = 0;
// Number for appending the current material name
virtual int GetGlobalMaterialAllocationNumber( void ) = 0;
};
extern IBik *g_pBIK;
#endif // IBIK_H