#ifndef _CINEMATICS_H_ #define _CINEMATICS_H_ #include "SMACK.H" struct SMKFLIC { const CHAR8 *cFilename; // HFILE hFileHandle; HWFILE hFileHandle; Smack *SmackHandle; SmackBuf *SmackBuffer; UINT32 uiFlags; LPDIRECTDRAWSURFACE2 lpDDS; HWND hWindow; UINT32 uiFrame; UINT32 uiLeft, uiTop; // LPDIRECTDRAW2 lpDD; // UINT32 uiNumFrames; // UINT8 *pAudioData; // UINT8 *pCueData; }; void SmkInitialize(HWND hWindow, UINT32 uiWidth, UINT32 uiHeight); void SmkShutdown(void); SMKFLIC *SmkPlayFlic(const CHAR8 *cFilename, UINT32 uiLeft, UINT32 uiTop, BOOLEAN fAutoClose); BOOLEAN SmkPollFlics(void); SMKFLIC *SmkOpenFlic(const CHAR8 *cFilename); void SmkSetBlitPosition(SMKFLIC *pSmack, UINT32 uiLeft, UINT32 uiTop); void SmkCloseFlic(SMKFLIC *pSmack); SMKFLIC *SmkGetFreeFlic(void); /* //-------------------------------------------------------------------------- // Prototypes etc. for our functions that make use of the Smacker library. // // Written by Derek Beland, Jan 11, 1995 #define FLICSOUNDID "BLAH" // ID for smack flic w/ sound :) typedef struct { unsigned long offset; unsigned long length; } SMPLARRAY; extern SmackBuf *sbuf; extern Smack *smk; extern int smktag; extern HANDLE smkhandle; extern int SmackFlicIsOpened; extern int SmackFlicIsPlaying; HANDLE OpenSmackFlic(char *fname,Smack **s,u32); int GetNextCue(void); void PlayCueSamples(void); void InitFlicSamples(HANDLE fhandle); void FreeFlicSamples(void); int SmackPlayFlic(char *,u32); void SmackShowNextFrame(void); void CloseSmackFlic(void); void InitPal(HWND wh); */ #endif