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engines/bladerunner/subtitles.h
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183
engines/bladerunner/subtitles.h
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_SUBTITLES_H
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#define BLADERUNNER_SUBTITLES_H
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#include "bladerunner/bladerunner.h"
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#include "bladerunner/color.h"
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#include "common/str.h"
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#include "common/ustr.h"
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namespace Graphics {
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class Font;
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}
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namespace BladeRunner {
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class BladeRunnerEngine;
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class TextResource;
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class Subtitles {
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friend class Debugger;
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friend class KIASectionSettings;
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//
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// Subtitles could be in 6 possible languages are EN_ANY, DE_DEU, FR_FRA, IT_ITA, RU_RUS, ES_ESP
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// with corresponding _vm->_languageCode values: "E", "G", "F", "I", "E", "S" (Russian version is built on top of English one)
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static const uint kPreferedLine = 2; // Prefer drawing from this line (the bottom-most of available subtitle lines index is 0) by default
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static const int kMarginBottom = 12; // In pixels. This is the bottom margin beneath the subtitles space
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static const int kMarginTop = 12; // In pixels. This is the top margin before secondary subtitles
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static const int kTextMaxWidth = 610; // In pixels
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static const int kMaxTextResourceEntries = 27; // Support in-game subs (1) and all possible VQAs (26) with spoken dialogue or translatable text
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static const int kMaxLanguageSelectionNum = 1024; // Max allowed number of languages to select from (should be available in the MIX file)
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static const uint32 kMinDuration = 1000; // Min allowed duration for a queued subtitle
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static const char *SUBTITLES_FILENAME_PREFIXES[kMaxTextResourceEntries];
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static const char *SUBTITLES_FONT_FILENAME_EXTERNAL;
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static const char *SUBTITLES_VERSION_TRENAME;
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static const char *EXTRA_TRENAME;
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static const Color256 kTextColors[];
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static const int kNumOfSubtitleRoles = 2;
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static const int kxcLineCount = 22;
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static const int kxcStringCount = 14; // 15 - 1
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Common::String _xcStrings[kxcStringCount];
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int _xcStringIndex;
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Common::String _xcLineTexts[kxcLineCount];
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int _xcLineTimeouts[kxcLineCount];
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int _xcLineOffsets[kxcLineCount];
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uint32 _xcTimeLast;
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BladeRunnerEngine *_vm;
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enum SubtitlesFontType {
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kSubtitlesFontTypeInternal,
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kSubtitlesFontTypeTTF
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};
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struct SubtitlesInfo {
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Common::String versionStr;
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Common::String dateOfCompile;
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Common::String languageMode;
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Common::String credits;
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SubtitlesFontType fontType;
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Common::String fontName;
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SubtitlesInfo() : versionStr(""), dateOfCompile(""), languageMode(""), credits(""), fontName("") { fontType = kSubtitlesFontTypeInternal; };
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};
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struct SubtitlesData {
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bool isVisible;
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bool forceShowWhenNoSpeech;
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// U32String for when we use an external font that supports UTF-32 encoding
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Common::U32String currentText32;
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Common::U32String prevText32;
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Common::Array<Common::U32String> lines32;
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// For now, we're using the original game's FON format for native font
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// and the original MIX for file for text resources.
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// This means that when not explicitly using an external font,
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// the text resources are in extended ASCII format that index the native font FON.
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// FUTURE On a next revision we should support UTF-8 text in the MIX files which
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// would work with external font.
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Common::String currentText;
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Common::String prevText;
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Common::Array<Common::String> lines;
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SubtitlesData() : isVisible(false), forceShowWhenNoSpeech(false) { };
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};
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struct SubtitlesQueueEntry {
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Common::String quote;
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uint32 timeStarted;
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uint32 duration;
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//uint8 subsRole; // only support secondary subtitles to be queued
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bool started;
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SubtitlesQueueEntry() : timeStarted(0), duration(kMinDuration), started(false) { };
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};
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SubtitlesInfo _subtitlesInfo;
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TextResource *_vqaSubsTextResourceEntries[kMaxTextResourceEntries];
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Graphics::Font *_font;
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bool _useUTF8;
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bool _useHDC;
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Common::Array<Common::String> _subtitlesEXC;
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Common::Array<SubtitlesData> _subtitlesDataActive;
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Common::Array<SubtitlesQueueEntry> _subtitlesDataQueue;
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Common::String _loadAvgStr;
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Common::String _excTitlStr;
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Common::String _goVib;
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bool _gameSubsResourceEntriesFound[kMaxTextResourceEntries]; // false if a TRE file did not open successfully
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bool _isSystemActive; // true if the whole subtitles subsystem should be disabled (due to missing required resources)
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public:
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Subtitles(BladeRunnerEngine *vm);
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~Subtitles();
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bool isSystemActive() const { return _isSystemActive; }
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void init();
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SubtitlesInfo getSubtitlesInfo() const;
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void loadInGameSubsText(int actorId, int speech_id); // get the text for actorId, quoteId (in-game subs)
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void loadOuttakeSubsText(const Common::String &outtakesName, int frame); // get the text for this frame if any
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void setGameSubsText(int subsRole, Common::String dbgQuote, bool force); // for debugging - explicit set subs text
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void addGameSubsTextToQueue(Common::String dbgQuote, uint32 duration);
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void clearQueue();
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bool show(int subsRole);
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bool hide(int subsRole);
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void clear();
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bool isHDCPresent();
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void xcReload();
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Common::String getLoadAvgStr() const { return _loadAvgStr; }
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const char *getGoVib() const { return _goVib.c_str(); }
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bool isVisible(int subsRole) const;
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void tick(Graphics::Surface &s);
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void tickOuttakes(Graphics::Surface &s);
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enum SubtitlesRole {
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kSubtitlesPrimary,
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kSubtitlesSecondary
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};
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private:
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void draw(Graphics::Surface &s);
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int getIdxForSubsTreName(const Common::String &treName) const;
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void reset();
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bool isNotEmptyCurrentSubsText(int subsRole);
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void mergeSubtitleQuotes(int actorId, int quoteFirst, int quoteSecond);
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};
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} // End of namespace BladeRunner
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#endif // BLADERUNNER_SUBTITLES_H
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