mirror of
https://github.com/microsoft/Microsoft-3D-Movie-Maker.git
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350 lines
10 KiB
C++
350 lines
10 KiB
C++
/* Copyright (c) Microsoft Corporation.
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Licensed under the MIT License. */
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/***************************************************************************
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THIS IS A CODE REVIEWED FILE
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Basic scene classes:
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Scene (SCEN)
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BASE ---> SCEN
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Scene Actor Undo Object (SUNA)
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BASE ---> UNDB ---> MUNB ---> SUNA
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***************************************************************************/
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#ifndef SCEN_H
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#define SCEN_H
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//
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// Undo object for actor operations
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//
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typedef class SUNA *PSUNA;
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#define SUNA_PAR MUNB
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// Undo types
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enum
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{
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utAdd = 0x1,
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utDel,
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utRep,
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};
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#define kclsSUNA 'SUNA'
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class SUNA : public SUNA_PAR
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{
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RTCLASS_DEC
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MARKMEM
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ASSERT
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protected:
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PACTR _pactr;
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long _ut; // Tells which type of undo this is.
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SUNA(void) { }
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public:
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static PSUNA PsunaNew(void);
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~SUNA(void);
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void SetActr(PACTR pactr) { _pactr = pactr; }
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void SetType(long ut) { _ut = ut; }
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virtual bool FDo(PDOCB pdocb);
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virtual bool FUndo(PDOCB pdocb);
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};
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//
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// Different reasons for pausing in a scene
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//
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enum WIT
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{
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witNil,
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witUntilClick,
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witUntilSnd,
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witForTime,
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witLim
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};
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//
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// Functionality that can be turned off and on. If the bit
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// is set, it is disabled.
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//
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enum
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{
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fscenSounds = 0x1,
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fscenPauses = 0x2,
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fscenTboxes = 0x4,
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fscenActrs = 0x8,
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fscenPosition = 0x10,
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fscenAction = 0x20,
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fscenCams = 0x40,
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fscenAll = 0xFFFF
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};
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typedef struct SSE *PSSE;
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typedef struct TAGC *PTAGC;
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typedef class SCEN *PSCEN;
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//
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// Notes:
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//
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// This assumes that struct SND contains at least,
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// - Everything necessary to play the sound.
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//
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// This assumes that struct TBOX contains at least,
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// - Everything necessary to display the text.
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// - Enumerating through text boxes in a scene is not necessary.
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//
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#define SCEN_PAR BASE
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#define kclsSCEN 'SCEN'
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class SCEN : public SCEN_PAR
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{
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RTCLASS_DEC
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MARKMEM
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ASSERT
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protected:
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typedef struct SEV *PSEV;
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//
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// These variables keep track of the internal frame numbers.
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//
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long _nfrmCur; // Current frame number
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long _nfrmLast; // Last frame number in scene.
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long _nfrmFirst; // First frame number in scene.
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//
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// Frames with events in them. This stuff works as follows.
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// _isevFrmLim is the index into the GG of a sev with nfrm > nCurFrm.
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//
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PGG _pggsevFrm; // List of events that occur in frames.
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long _isevFrmLim; // Next event to process.
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//
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// Global information
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//
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STN _stnName; // Name of this scene
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PGL _pglpactr; // List of actors in the scene.
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PGL _pglptbox; // List of text boxes in the scene.
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PGG _pggsevStart; // List of frame independent events.
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PMVIE _pmvie; // Movie this scene is a part of.
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PBKGD _pbkgd; // Background for this scene.
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ulong _grfscen; // Disabled functionality.
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PACTR _pactrSelected; // Currently selected actor, if any
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PTBOX _ptboxSelected; // Currently selected tbox, if any
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TRANS _trans; // Transition at the end of the scene.
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PMBMP _pmbmp; // The thumbnail for this scene.
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PSSE _psseBkgd; // Background scene sound (starts playing
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// at start time even if snd event is
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// earlier)
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long _nfrmSseBkgd; // Frame at which _psseBkgd starts
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TAG _tagBkgd; // Tag to current BKGD
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protected:
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SCEN(PMVIE pmvie);
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~SCEN(void);
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//
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// Event stuff
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//
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bool _FPlaySev(PSEV psev, void *qvVar, ulong grfscen);// Plays a single scene event.
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bool _FUnPlaySev(PSEV psev, void *qvVar); // Undoes a single scene event.
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bool _FAddSev(PSEV psev, long cbVar, void *pvVar); // Adds scene event to the current frame.
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void _MoveBackFirstFrame(long nfrm);
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//
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// Dirtying stuff
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//
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void _MarkMovieDirty(void);
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void _DoPrerenderingWork(bool fStartNow); // Does any prerendering for _nfrmCur
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void _EndPrerendering(void); // Stops prerendering
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//
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// Make actors go to a specific frame
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//
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bool _FForceActorsToFrm(long nfrm, bool *pfSoundInFrame = pvNil);
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bool _FForceTboxesToFrm(long nfrm);
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//
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// Thumbnail routines
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//
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void _UpdateThumbnail(void);
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public:
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//
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// Create and destroy
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//
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static SCEN *PscenNew(PMVIE pmvie); // Returns pvNil if it fails.
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static SCEN *PscenRead(PMVIE pmvie, PCRF pcrf, CNO cno); // Returns pvNil if it fails.
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bool FWrite(PCRF pcrf, CNO *pcno); // Returns fFalse if it fails, else the cno written.
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static void Close(PSCEN *ppscen); // Public destructor
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void RemActrsFromRollCall(bool fDelIfOnlyRef = fFalse); // Removes actors from movie roll call.
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bool FAddActrsToRollCall(void); // Adds actors from movie roll call.
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//
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// Tag collection
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//
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static bool FAddTagsToTagl(PCFL pcfl, CNO cno, PTAGL ptagl);
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//
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// Frame functions
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//
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bool FPlayStartEvents(bool fActorsOnly = fFalse); // Play all one-time starting scene events.
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void InvalFrmRange(void); // Mark the frame count dirty
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bool FGotoFrm(long nfrm); // Jumps to an arbitrary frame.
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long Nfrm(void) // Returns the current frame number
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{ return (_nfrmCur); }
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long NfrmFirst(void) // Returns the number of the first frame in the scene.
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{ return (_nfrmFirst); }
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long NfrmLast(void) // Returns the number of the last frame in the scene.
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{ return (_nfrmLast); }
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bool FReplayFrm(ulong grfscen); // Replay events in this scene.
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//
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// Undo accessor functions
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//
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void SetNfrmCur(long nfrm)
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{ _nfrmCur = nfrm; }
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//
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// Edit functions
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//
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void SetMvie(PMVIE pmvie); // Sets the associated movie.
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void GetName(PSTN pstn) // Gets name of current scene.
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{ *pstn = _stnName; }
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void SetNameCore(PSTN pstn) // Sets name of current scene.
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{ _stnName = *pstn; }
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bool FSetName(PSTN pstn); // Sets name of current scene, and undo
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bool FChopCore(void); // Chops off the rest of the scene.
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bool FChop(void); // Chops off the rest of the scene and undo
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bool FChopBackCore(void); // Chops off the rest of the scene, backwards.
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bool FChopBack(void); // Chops off the rest of the scene, backwards, and undo.
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//
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// Transition functions
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//
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void SetTransitionCore(TRANS trans) // Set the final transition to be.
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{ _trans = trans; }
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bool FSetTransition(TRANS trans); // Set the final transition to be and undo.
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TRANS Trans(void) { return _trans; }// Returns the transition setting.
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// These two operate a specific SCEN chunk rather than a SCEN in memory
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static FTransOnFile(PCRF pcrf, CNO cno, TRANS *ptrans);
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static FSetTransOnFile(PCRF pcrf, CNO cno, TRANS trans);
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//
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// State functions
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//
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void Disable(ulong grfscen) // Disables functionality.
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{ _grfscen |= grfscen; }
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void Enable(ulong grfscen) // Enables functionality.
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{ _grfscen &= ~grfscen;}
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long GrfScen(void) // Currently disabled functionality.
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{ return _grfscen; }
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bool FIsEmpty(void); // Is the scene empty?
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//
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// Actor functions
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//
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bool FAddActrCore(ACTR *pactr); // Adds an actor to the scene at current frame.
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bool FAddActr(ACTR *pactr); // Adds an actor to the scene at current frame, and undo
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void RemActrCore(long arid); // Removes an actor from the scene.
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bool FRemActr(long arid); // Removes an actor from the scene, and undo
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PACTR PactrSelected(void) // Returns selected actor
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{ return _pactrSelected; }
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void SelectActr(ACTR *pactr); // Sets the selected actor
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PACTR PactrFromPt(long xp, long yp, long *pibset);// Gets actor pointed at by the mouse.
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PGL PglRollCall(void) // Return a list of all actors in scene.
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{ return (_pglpactr); } // Only to be used by the movie-class
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void HideActors(void);
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void ShowActors(void);
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PACTR PactrFromArid(long arid); // Finds a current actor in this scene.
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long Cactr(void) { return (_pglpactr == pvNil ? 0 : _pglpactr->IvMac()); }
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//
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// Sound functions
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//
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bool FAddSndCore(bool fLoop, bool fQueue, long vlm, long sty, long ctag, PTAG prgtag); // Adds a sound to the current frame.
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bool FAddSndCoreTagc(bool fLoop, bool fQueue, long vlm, long sty, long ctagc, PTAGC prgtagc);
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bool FAddSnd(PTAG ptag, bool fLoop, bool fQueue, long vlm, long sty); // Adds a sound to the current frame, and undo
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void RemSndCore(long sty); // Removes the sound from current frame.
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bool FRemSnd(long sty); // Removes the sound from current frame, and undo
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bool FGetSnd(long sty, bool *pfFound, PSSE *ppsse); // Allows for retrieval of sounds.
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void PlayBkgdSnd(void);
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bool FQuerySnd(long sty, PGL *pgltagSnd, long *pvlm, bool *pfLoop);
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void SetSndVlmCore(long sty, long vlmNew);
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void UpdateSndFrame(void);
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bool FResolveAllSndTags(CNO cnoScen);
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//
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// Text box functions
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//
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bool FAddTboxCore(PTBOX ptbox); // Adds a text box to the current frame.
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bool FAddTbox(PTBOX ptbox); // Adds a text box to the current frame.
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bool FRemTboxCore(PTBOX ptbox); // Removes a text box from the scene.
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bool FRemTbox(PTBOX ptbox); // Removes a text box from the scene.
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PTBOX PtboxFromItbox(long itbox); // Returns the ith tbox in this frame.
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PTBOX PtboxSelected(void) // Returns the tbox currently selected.
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{ return _ptboxSelected; }
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void SelectTbox(PTBOX ptbox); // Selects this tbox.
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void HideTboxes(void); // Hides all text boxes.
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long Ctbox(void) { return (_pglptbox == pvNil ? 0 : _pglptbox->IvMac()); }
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//
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// Pause functions
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//
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bool FPauseCore(WIT *pwit, long *pdts); // Adds\Removes a pause to the current frame.
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bool FPause(WIT wit, long dts); // Adds\Removes a pause to the current frame, and undo
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//
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// Background functions
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//
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bool FSetBkgdCore(PTAG ptag, PTAG ptagOld); // Sets the background for this scene.
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bool FSetBkgd(PTAG ptag); // Sets the background for this scene, and undo
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BKGD *Pbkgd(void) { return _pbkgd; }// Gets the background for this scene.
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bool FChangeCamCore(long icam, long *picamOld); // Changes camera viewpoint at current frame.
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bool FChangeCam(long icam); // Changes camera viewpoint at current frame, and undo
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PMBMP PmbmpThumbnail(void); // Returns the thumbnail.
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bool FGetTagBkgd(PTAG ptag); // Returns the tag for the background for this scene
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//
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// Movie functions
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//
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PMVIE Pmvie() { return (_pmvie); } // Get the parent movie
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//
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// Mark scene as dirty
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//
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void MarkDirty(bool fDirty = fTrue);// Mark the scene as changed.
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//
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// Clipboard type functions
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//
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bool FPasteActrCore(PACTR pactr); // Pastes actor into current frame
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bool FPasteActr(PACTR pactr); // Pastes actor into current frame and undo
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//
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// Playing functions
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//
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bool FStartPlaying(void); // For special behavior when playback starts
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void StopPlaying(void); // Used to clean up after playback has stopped.
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};
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#endif //!SCEN_H
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