2014-05-25 15:01:06 +02:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "bladerunner/scene.h"
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2015-05-02 22:31:07 +02:00
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#include "bladerunner/actor.h"
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2016-10-02 02:47:12 +02:00
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#include "bladerunner/adq.h"
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2017-08-24 23:43:47 +02:00
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#include "bladerunner/bladerunner.h"
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2014-05-25 15:01:06 +02:00
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#include "bladerunner/chapters.h"
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#include "bladerunner/gameinfo.h"
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2016-10-12 23:00:33 +02:00
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#include "bladerunner/items.h"
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2016-09-10 18:16:17 +02:00
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#include "bladerunner/scene_objects.h"
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2017-08-24 23:43:47 +02:00
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#include "bladerunner/set.h"
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#include "bladerunner/settings.h"
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2015-09-13 01:48:13 +02:00
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#include "bladerunner/slice_renderer.h"
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2017-08-24 23:43:47 +02:00
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#include "bladerunner/regions.h"
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#include "bladerunner/vqa_player.h"
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#include "bladerunner/script/scene.h"
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2017-07-31 00:11:00 +02:00
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#include "bladerunner/spinner.h"
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2014-05-25 15:01:06 +02:00
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#include "common/str.h"
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namespace BladeRunner {
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2017-08-24 23:43:47 +02:00
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Scene::Scene(BladeRunnerEngine *vm)
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: _vm(vm),
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_setId(-1),
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_sceneId(-1),
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_vqaPlayer(nullptr),
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_defaultLoop(0),
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_defaultLoopSet(false),
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_specialLoopMode(0),
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_specialLoop(0),
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_specialLoopAtEnd(false),
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_introFinished(false),
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_nextSetId(-1),
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_nextSceneId(-1),
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_frame(0),
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_actorStartFacing(0),
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_playerWalkedIn(false),
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_set(new Set(vm)),
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_regions(new Regions()),
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_exits(new Regions()) {
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}
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Scene::~Scene() {
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delete _set;
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delete _regions;
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delete _exits;
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delete _vqaPlayer;
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}
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2014-05-25 15:01:06 +02:00
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bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
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if (!isLoadingGame) {
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2016-10-02 02:47:12 +02:00
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_vm->_adq->flush(1, false);
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2014-05-25 15:01:06 +02:00
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}
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2016-09-10 18:16:17 +02:00
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2014-05-25 15:01:06 +02:00
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_setId = setId;
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_sceneId = sceneId;
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2016-09-29 21:00:36 +02:00
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const Common::String setName = _vm->_gameInfo->getSceneName(_sceneId);
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2014-05-25 15:01:06 +02:00
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if (isLoadingGame) {
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// TODO: Set up overlays
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} else {
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2015-09-15 20:26:46 +02:00
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_regions->clear();
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_exits->clear();
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2016-09-10 18:16:17 +02:00
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// TODO: Reset aesc
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// TODO: Clear regions
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2014-05-25 15:01:06 +02:00
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// TODO: Destroy all overlays
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2016-10-12 23:00:33 +02:00
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_defaultLoop = 0;
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2016-10-28 22:34:04 +02:00
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_defaultLoopSet = false;
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_specialLoopAtEnd = false;
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2016-10-12 23:00:33 +02:00
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_specialLoopMode = -1;
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_specialLoop = -1;
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_frame = -1;
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2014-05-25 15:01:06 +02:00
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}
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Common::String vqaName;
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int currentResourceId = _vm->_chapters->currentResourceId();
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if (currentResourceId == 1) {
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vqaName = Common::String::format("%s.VQA", setName.c_str());
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} else {
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vqaName = Common::String::format("%s_%d.VQA", setName.c_str(), MIN(currentResourceId, 3));
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}
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2017-08-24 23:43:47 +02:00
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if (_vqaPlayer != nullptr) {
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2016-09-29 21:00:36 +02:00
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delete _vqaPlayer;
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2017-08-24 23:43:47 +02:00
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}
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2016-09-29 21:00:36 +02:00
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2017-07-30 22:34:21 +02:00
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_vqaPlayer = new VQAPlayer(_vm, &_vm->_surfaceInterface);
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2016-09-29 21:00:36 +02:00
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Common::String sceneName = _vm->_gameInfo->getSceneName(sceneId);
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2017-08-24 23:43:47 +02:00
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if (!_vm->_sceneScript->Open(sceneName)) {
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2014-05-25 15:01:06 +02:00
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return false;
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2017-08-24 23:43:47 +02:00
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}
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2014-05-25 15:01:06 +02:00
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2017-08-24 23:43:47 +02:00
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if (!isLoadingGame) {
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2017-03-23 16:20:10 +01:00
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_vm->_sceneScript->InitializeScene();
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2017-08-24 23:43:47 +02:00
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}
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2014-05-25 15:01:06 +02:00
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Common::String setResourceName = Common::String::format("%s-MIN.SET", sceneName.c_str());
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2017-08-24 23:43:47 +02:00
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if (!_set->open(setResourceName)) {
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2015-02-06 17:14:52 +01:00
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return false;
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2017-08-24 23:43:47 +02:00
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}
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2014-05-25 15:01:06 +02:00
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2016-09-10 18:16:17 +02:00
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_vm->_sliceRenderer->setView(*_vm->_view);
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2015-09-13 01:48:13 +02:00
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2014-05-25 15:01:06 +02:00
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if (isLoadingGame) {
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2016-09-10 18:16:17 +02:00
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// TODO: Advance VQA frame
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if (sceneId >= 73 && sceneId <= 76)
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2017-03-23 16:20:10 +01:00
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_vm->_sceneScript->SceneLoaded();
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2016-09-10 18:16:17 +02:00
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return true;
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2014-05-25 15:01:06 +02:00
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}
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2017-08-24 23:43:47 +02:00
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if (!_vqaPlayer->open(vqaName)) {
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2016-10-28 22:34:04 +02:00
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return false;
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2017-08-24 23:43:47 +02:00
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}
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2016-10-28 22:34:04 +02:00
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if (_specialLoop == -1) {
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2017-08-24 23:43:47 +02:00
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_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeImmediate, nullptr, nullptr);
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2016-10-28 22:34:04 +02:00
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_defaultLoopSet = true;
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_specialLoopAtEnd = false;
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}
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2017-07-30 22:34:21 +02:00
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_vm->_scene->advanceFrame();
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2015-05-02 22:31:07 +02:00
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2016-09-10 18:16:17 +02:00
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_vm->_playerActor->setAtXYZ(_actorStartPosition, _actorStartFacing);
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2017-03-20 00:28:51 +01:00
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_vm->_playerActor->setSetId(setId);
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2016-09-10 18:16:17 +02:00
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2017-03-23 16:20:10 +01:00
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_vm->_sceneScript->SceneLoaded();
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2014-05-25 15:01:06 +02:00
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2015-09-15 20:26:46 +02:00
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_vm->_sceneObjects->clear();
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2016-09-10 18:16:17 +02:00
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2014-05-25 15:01:06 +02:00
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// Init click map
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int actorCount = _vm->_gameInfo->getActorCount();
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for (int i = 0; i != actorCount; ++i) {
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Actor *actor = _vm->_actors[i];
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2015-09-15 20:26:46 +02:00
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if (actor->getSetId() == setId) {
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2015-09-13 01:48:13 +02:00
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_vm->_sceneObjects->addActor(
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2017-03-20 00:28:51 +01:00
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i + SCENE_OBJECTS_ACTORS_OFFSET,
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2016-10-12 23:00:33 +02:00
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actor->getBoundingBox(),
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actor->getScreenRectangle(),
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1,
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0,
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actor->isTargetable(),
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actor->isRetired());
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2014-05-25 15:01:06 +02:00
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}
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}
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2016-09-10 18:16:17 +02:00
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2015-09-15 20:26:46 +02:00
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_set->addObjectsToScene(_vm->_sceneObjects);
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2016-10-12 23:00:33 +02:00
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_vm->_items->addToSet(setId);
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_vm->_sceneObjects->updateObstacles();
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2016-09-10 18:16:17 +02:00
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// TODO: add all items to scene
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// TODO: calculate walking obstacles??
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2016-10-12 23:00:33 +02:00
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if (_specialLoopMode) {
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2017-03-23 16:20:10 +01:00
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_vm->_sceneScript->PlayerWalkedIn();
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2016-10-12 23:00:33 +02:00
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}
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2015-09-13 01:48:13 +02:00
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2014-05-25 15:01:06 +02:00
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return true;
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}
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2016-09-29 21:00:36 +02:00
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bool Scene::close(bool isLoadingGame) {
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bool result = true;
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if (getSetId() == -1) {
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return true;
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}
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//_vm->_policeMaze->clear(!isLoadingGame);
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if (isLoadingGame) {
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2017-03-23 16:20:10 +01:00
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_vm->_sceneScript->PlayerWalkedOut();
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2016-10-12 23:00:33 +02:00
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}
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2016-10-28 22:34:04 +02:00
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2016-10-12 23:00:33 +02:00
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// if (SceneScript_isLoaded() && !SceneScript_unload()) {
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// result = false;
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// }
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2016-09-29 21:00:36 +02:00
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if (_vqaPlayer != nullptr) {
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//_vqaPlayer->stop();
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delete _vqaPlayer;
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_vqaPlayer = nullptr;
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}
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_sceneId = -1;
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_setId = -1;
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return result;
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}
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2017-07-30 22:34:21 +02:00
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int Scene::advanceFrame() {
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2016-09-29 21:00:36 +02:00
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int frame = _vqaPlayer->update();
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2014-05-25 15:01:06 +02:00
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if (frame >= 0) {
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2017-08-04 21:40:09 +02:00
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blit(_vm->_surfaceInterface, _vm->_surfaceGame);
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2017-03-28 17:50:04 +02:00
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_vqaPlayer->updateZBuffer(_vm->_zbuffer);
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2016-09-29 21:00:36 +02:00
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_vqaPlayer->updateView(_vm->_view);
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2017-08-26 21:27:54 +02:00
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_vqaPlayer->updateAESC(_vm->_aesc);
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2016-09-29 21:00:36 +02:00
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_vqaPlayer->updateLights(_vm->_lights);
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2016-09-10 18:16:17 +02:00
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}
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2017-08-24 23:43:47 +02:00
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if (_specialLoopMode && _specialLoopMode != kSceneLoopMode2 && _specialLoopMode != kSceneLoopModeSpinner) {
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if (_specialLoopMode == kSceneLoopModeChangeSet) {
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2016-10-28 22:34:04 +02:00
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if (frame == -3) { // TODO: when will this happen? bad data in/eof of vqa
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_vm->_settings->setNewSetAndScene(_nextSetId, _nextSceneId);
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_vm->playerGainsControl();
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}
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} else if (!_specialLoopAtEnd) {
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2017-08-24 23:43:47 +02:00
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_vqaPlayer->setLoop(_defaultLoop + 1, -1, kLoopSetModeJustStart, &Scene::loopEndedStatic, this);
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2016-10-28 22:34:04 +02:00
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_specialLoopAtEnd = true;
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}
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2017-08-24 23:43:47 +02:00
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} else if (!_defaultLoopSet) {
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_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeEnqueue, &Scene::loopEndedStatic, this);
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2016-10-28 22:34:04 +02:00
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_defaultLoopSet = true;
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2017-08-24 23:43:47 +02:00
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if (_specialLoopMode == kSceneLoopModeLoseControl) {
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2016-10-28 22:34:04 +02:00
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_vm->playerLosesControl();
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}
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2014-05-25 15:01:06 +02:00
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}
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2016-09-10 18:16:17 +02:00
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2016-10-28 22:34:04 +02:00
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if (frame >= 0) {
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_frame = frame;
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2016-09-10 18:16:17 +02:00
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}
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2014-05-25 15:01:06 +02:00
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return frame;
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}
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2015-02-06 15:31:43 +01:00
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void Scene::setActorStart(Vector3 position, int facing) {
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_actorStartPosition = position;
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_actorStartFacing = facing;
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}
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2016-10-28 22:34:04 +02:00
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void Scene::loopSetDefault(int loopId) {
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_defaultLoop = loopId;
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2015-09-15 20:26:46 +02:00
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}
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2017-08-24 23:43:47 +02:00
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void Scene::loopStartSpecial(int specialLoopMode, int loopId, bool immediately) {
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2016-10-28 22:34:04 +02:00
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_specialLoopMode = specialLoopMode;
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_specialLoop = loopId;
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2015-09-19 01:43:38 +02:00
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2017-08-24 23:43:47 +02:00
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int repeats = -1;
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if (_specialLoopMode == kSceneLoopModeChangeSet) {
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repeats = 0;
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2016-09-10 18:16:17 +02:00
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}
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2017-08-24 23:43:47 +02:00
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int loopMode = kLoopSetModeEnqueue;
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if (immediately) {
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loopMode = kLoopSetModeImmediate;
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2016-10-28 22:34:04 +02:00
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}
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2017-08-24 23:43:47 +02:00
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_vqaPlayer->setLoop(_specialLoop, repeats, loopMode, &Scene::loopEndedStatic, this);
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if (_specialLoopMode == kSceneLoopModeChangeSet) {
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_nextSetId = _vm->_settings->getNewSet();
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_nextSceneId = _vm->_settings->getNewScene();
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2016-10-28 22:34:04 +02:00
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}
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2017-08-24 23:43:47 +02:00
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if (immediately) {
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_specialLoopAtEnd = true;
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2016-10-28 22:34:04 +02:00
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loopEnded(0, _specialLoop);
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2016-09-10 18:16:17 +02:00
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}
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2015-09-19 01:43:38 +02:00
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}
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2016-09-10 18:16:17 +02:00
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int Scene::findObject(const char *objectName) {
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2015-09-15 20:26:46 +02:00
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return _set->findObject(objectName);
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}
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bool Scene::objectSetHotMouse(int objectId) {
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return _set->objectSetHotMouse(objectId);
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}
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2016-10-12 23:00:33 +02:00
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bool Scene::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) {
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2015-09-15 20:26:46 +02:00
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return _set->objectGetBoundingBox(objectId, boundingBox);
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}
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2015-09-19 01:43:38 +02:00
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void Scene::objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded) {
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_set->objectSetIsClickable(objectId, isClickable);
|
|
|
|
if (sceneLoaded) {
|
2017-03-20 00:28:51 +01:00
|
|
|
_vm->_sceneObjects->setIsClickable(objectId + SCENE_OBJECTS_OBJECTS_OFFSET, isClickable);
|
2015-09-19 01:43:38 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath) {
|
|
|
|
_set->objectSetIsObstacle(objectId, isObstacle);
|
|
|
|
if (sceneLoaded) {
|
2017-03-20 00:28:51 +01:00
|
|
|
_vm->_sceneObjects->setIsObstacle(objectId + SCENE_OBJECTS_OBJECTS_OFFSET, isObstacle);
|
2016-10-12 23:00:33 +02:00
|
|
|
if (updateWalkpath) {
|
2016-10-04 02:21:08 +02:00
|
|
|
_vm->_sceneObjects->updateObstacles();
|
2015-09-19 01:43:38 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded) {
|
|
|
|
int i;
|
2016-09-10 18:16:17 +02:00
|
|
|
for (i = 0; i < (int)_set->getObjectCount(); i++) {
|
2015-09-19 01:43:38 +02:00
|
|
|
_set->objectSetIsObstacle(i, isObstacle);
|
|
|
|
if (sceneLoaded) {
|
2017-03-20 00:28:51 +01:00
|
|
|
_vm->_sceneObjects->setIsObstacle(i + SCENE_OBJECTS_OBJECTS_OFFSET, isObstacle);
|
2015-09-19 01:43:38 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-09-10 18:16:17 +02:00
|
|
|
void Scene::objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded) {
|
|
|
|
_set->objectSetIsTarget(objectId, isTarget);
|
2015-09-19 01:43:38 +02:00
|
|
|
if (sceneLoaded) {
|
2017-03-20 00:28:51 +01:00
|
|
|
_vm->_sceneObjects->setIsTarget(objectId + SCENE_OBJECTS_OBJECTS_OFFSET, isTarget);
|
2015-09-19 01:43:38 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-09-10 18:16:17 +02:00
|
|
|
const char *Scene::objectGetName(int objectId) {
|
|
|
|
return _set->objectGetName(objectId);
|
|
|
|
}
|
|
|
|
|
2016-10-28 22:34:04 +02:00
|
|
|
void Scene::loopEnded(int frame, int loopId) {
|
2017-08-24 23:43:47 +02:00
|
|
|
if (_specialLoopMode && _specialLoopMode != kSceneLoopMode2 && _specialLoopMode != kSceneLoopModeSpinner) {
|
|
|
|
if (_specialLoopMode == kSceneLoopModeChangeSet) {
|
2016-10-28 22:34:04 +02:00
|
|
|
_defaultLoopSet = true;
|
|
|
|
_specialLoopAtEnd = false;
|
|
|
|
_vm->playerLosesControl();
|
|
|
|
}
|
|
|
|
} else if (_specialLoopAtEnd) {
|
2017-08-24 23:43:47 +02:00
|
|
|
_vqaPlayer->setLoop(_defaultLoop, -1, kLoopSetModeEnqueue, &Scene::loopEndedStatic, this);
|
2016-10-28 22:34:04 +02:00
|
|
|
_defaultLoopSet = true;
|
|
|
|
_specialLoopAtEnd = false;
|
2017-08-24 23:43:47 +02:00
|
|
|
if (_specialLoopMode == kSceneLoopModeLoseControl) {
|
2016-10-28 22:34:04 +02:00
|
|
|
_vm->playerLosesControl();
|
|
|
|
}
|
|
|
|
} else {
|
2017-08-24 23:43:47 +02:00
|
|
|
if (_specialLoopMode == kSceneLoopModeLoseControl) {
|
2016-10-28 22:34:04 +02:00
|
|
|
_vm->playerGainsControl();
|
|
|
|
_playerWalkedIn = true;
|
|
|
|
}
|
2017-08-24 23:43:47 +02:00
|
|
|
if (_specialLoopMode == kSceneLoopModeSpinner) {
|
|
|
|
_vm->_spinner->open();
|
2016-10-28 22:34:04 +02:00
|
|
|
}
|
|
|
|
_specialLoopMode = -1;
|
|
|
|
_specialLoop = -1;
|
2017-08-24 23:43:47 +02:00
|
|
|
_vqaPlayer->setLoop(_defaultLoop + 1, -1, kLoopSetModeJustStart, nullptr, nullptr);
|
2016-10-28 22:34:04 +02:00
|
|
|
_specialLoopAtEnd = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scene::loopEndedStatic(void *data, int frame, int loopId) {
|
|
|
|
((Scene*)data)->loopEnded(frame, loopId);
|
|
|
|
}
|
2014-05-25 15:01:06 +02:00
|
|
|
} // End of namespace BladeRunner
|