mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-11-30 23:24:18 +01:00
971b5bdb52
to be divisible with 4 anymore, you can use what you want -moved sound buffers back in mem2, idk but for wiiflow it gives a better result -added mem2 memalign placeholder for new memory manager (after a week still everything but finished) -updated other small things, cleaned up source structure a bit
62 lines
1.3 KiB
C++
62 lines
1.3 KiB
C++
#ifndef WII_MOVIE_H_
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#define WII_MOVIE_H_
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#include "gcvid.h"
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#include "Timer.h"
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#include "texture.hpp"
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#include "music/BufferCircle.hpp"
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using namespace std;
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class WiiMovie
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{
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public:
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WiiMovie(const char * filepath);
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~WiiMovie();
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bool Play(bool loop = false);
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void Stop();
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void SetVolume(int vol);
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void SetScreenSize(int width, int height, int top, int left);
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void SetFullscreen();
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void SetFrameSize(int w, int h);
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void SetAspectRatio(float Aspect);
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bool GetNextFrame(STexture *tex);
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protected:
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static void * UpdateThread(void *arg);
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static void * PlayingThread(void *arg);
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void FrameLoadLoop();
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void ReadNextFrame();
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void LoadNextFrame();
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u8 * ThreadStack;
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u8 * PlayThreadStack;
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lwp_t ReadThread;
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lwp_t PlayThread;
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mutex_t mutex;
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VideoFile * Video;
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BufferCircle SoundBuffer;
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float fps;
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Timer PlayTime;
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u32 VideoFrameCount;
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vector<STexture> Frames;
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bool Playing;
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bool ExitRequested;
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bool fullScreen;
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int maxSoundSize;
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int SndChannels;
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int SndFrequence;
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int volume;
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int screentop;
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int screenleft;
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int screenwidth;
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int screenheight;
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float scaleX;
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float scaleY;
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int width;
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int height;
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};
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#endif
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