Thanasis Antoniou 02d47a1d45 BLADERUNNER: Scrollable dropdown control for KIA (WIP)
Current purpose is for text language selection

Drop down list for language selection in KIA (early stage)
2020-06-10 12:33:05 +03:00

119 lines
4.0 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef BLADERUNNER_SUBTITLES_H
#define BLADERUNNER_SUBTITLES_H
#include "bladerunner/bladerunner.h"
#include "common/str.h"
#include "common/ustr.h"
namespace Graphics {
class Font;
}
namespace BladeRunner {
class BladeRunnerEngine;
class TextResource;
class Subtitles {
friend class Debugger;
friend class KIASectionSettings;
//
// Subtitles could be in 6 possible languages are EN_ANY, DE_DEU, FR_FRA, IT_ITA, RU_RUS, ES_ESP
// with corresponding _vm->_languageCode values: "E", "G", "F", "I", "E", "S" (Russian version is built on top of English one)
static const uint kPreferedLine = 2; // Prefer drawing from this line (the bottom-most of available subtitle lines index is 0) by default
static const int kMarginBottom = 12; // In pixels. This is the bottom margin beneath the subtitles space
static const int kTextMaxWidth = 610; // In pixels
static const int kMaxTextResourceEntries = 27; // Support in-game subs (1) and all possible VQAs (26) with spoken dialogue or translatable text
static const int kMaxLanguageSelectionNum = 1024; // Max allowed number of languages to select from (should be available in the MIX file)
static const char *SUBTITLES_FILENAME_PREFIXES[kMaxTextResourceEntries];
static const char *SUBTITLES_FONT_FILENAME_EXTERNAL;
static const char *SUBTITLES_VERSION_TRENAME;
BladeRunnerEngine *_vm;
enum SubtitlesFontType {
kSubtitlesFontTypeInternal,
kSubtitlesFontTypeTTF
};
struct SubtitlesInfo {
Common::String versionStr;
Common::String dateOfCompile;
Common::String languageMode;
Common::String credits;
SubtitlesFontType fontType;
Common::String fontName;
};
SubtitlesInfo _subtitlesInfo;
TextResource *_vqaSubsTextResourceEntries[kMaxTextResourceEntries];
Graphics::Font *_font;
bool _useUTF8;
bool _isVisible;
bool _forceShowWhenNoSpeech;
Common::U32String _currentText;
Common::U32String _prevText;
Common::Array<Common::U32String> lines;
bool _gameSubsResourceEntriesFound[kMaxTextResourceEntries]; // false if a TRE file did not open successfully
bool _isSystemActive; // true if the whole subtitles subsystem should be disabled (due to missing required resources)
public:
Subtitles(BladeRunnerEngine *vm);
~Subtitles();
bool isSystemActive() const { return _isSystemActive; }
void init();
SubtitlesInfo getSubtitlesInfo() const;
void loadInGameSubsText(int actorId, int speech_id); // get the text for actorId, quoteId (in-game subs)
void loadOuttakeSubsText(const Common::String &outtakesName, int frame); // get the text for this frame if any
void setGameSubsText(Common::String dbgQuote, bool force); // for debugging - explicit set subs text
bool show();
bool hide();
bool isVisible() const;
void tick(Graphics::Surface &s);
void tickOuttakes(Graphics::Surface &s);
private:
void draw(Graphics::Surface &s);
int getIdxForSubsTreName(const Common::String &treName) const;
void clear();
void reset();
};
} // End of namespace BladeRunner
#endif // BLADERUNNER_SUBTITLES_H