antoniou79 be583aaa8b BLADERUNNER: Early subtitles queuing system
To be used for secondary subtitles, for displaying developer commentary
2022-07-06 17:19:59 +03:00

184 lines
6.5 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef BLADERUNNER_SUBTITLES_H
#define BLADERUNNER_SUBTITLES_H
#include "bladerunner/bladerunner.h"
#include "bladerunner/color.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 kMarginTop = 12; // In pixels. This is the top margin before secondary subtitles
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 uint32 kMinDuration = 1000; // Min allowed duration for a queued subtitle
static const char *SUBTITLES_FILENAME_PREFIXES[kMaxTextResourceEntries];
static const char *SUBTITLES_FONT_FILENAME_EXTERNAL;
static const char *SUBTITLES_VERSION_TRENAME;
static const char *EXTRA_TRENAME;
static const Color256 kTextColors[];
static const int kNumOfSubtitleRoles = 2;
static const int kxcLineCount = 22;
static const int kxcStringCount = 14; // 15 - 1
Common::String _xcStrings[kxcStringCount];
int _xcStringIndex;
Common::String _xcLineTexts[kxcLineCount];
int _xcLineTimeouts[kxcLineCount];
int _xcLineOffsets[kxcLineCount];
uint32 _xcTimeLast;
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() : versionStr(""), dateOfCompile(""), languageMode(""), credits(""), fontName("") { fontType = kSubtitlesFontTypeInternal; };
};
struct SubtitlesData {
bool isVisible;
bool forceShowWhenNoSpeech;
// U32String for when we use an external font that supports UTF-32 encoding
Common::U32String currentText32;
Common::U32String prevText32;
Common::Array<Common::U32String> lines32;
// For now, we're using the original game's FON format for native font
// and the original MIX for file for text resources.
// This means that when not explicitly using an external font,
// the text resources are in extended ASCII format that index the native font FON.
// FUTURE On a next revision we should support UTF-8 text in the MIX files which
// would work with external font.
Common::String currentText;
Common::String prevText;
Common::Array<Common::String> lines;
SubtitlesData() : isVisible(false), forceShowWhenNoSpeech(false) { };
};
struct SubtitlesQueueEntry {
Common::String quote;
uint32 timeStarted;
uint32 duration;
//uint8 subsRole; // only support secondary subtitles to be queued
bool started;
SubtitlesQueueEntry() : timeStarted(0), duration(kMinDuration), started(false) { };
};
SubtitlesInfo _subtitlesInfo;
TextResource *_vqaSubsTextResourceEntries[kMaxTextResourceEntries];
Graphics::Font *_font;
bool _useUTF8;
bool _useHDC;
Common::Array<Common::String> _subtitlesEXC;
Common::Array<SubtitlesData> _subtitlesDataActive;
Common::Array<SubtitlesQueueEntry> _subtitlesDataQueue;
Common::String _loadAvgStr;
Common::String _excTitlStr;
Common::String _goVib;
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(int subsRole, Common::String dbgQuote, bool force); // for debugging - explicit set subs text
void addGameSubsTextToQueue(Common::String dbgQuote, uint32 duration);
void clearQueue();
bool show(int subsRole);
bool hide(int subsRole);
void clear();
bool isHDCPresent();
void xcReload();
Common::String getLoadAvgStr() const { return _loadAvgStr; }
const char *getGoVib() const { return _goVib.c_str(); }
bool isVisible(int subsRole) const;
void tick(Graphics::Surface &s);
void tickOuttakes(Graphics::Surface &s);
enum SubtitlesRole {
kSubtitlesPrimary,
kSubtitlesSecondary
};
private:
void draw(Graphics::Surface &s);
int getIdxForSubsTreName(const Common::String &treName) const;
void reset();
bool isNotEmptyCurrentSubsText(int subsRole);
void mergeSubtitleQuotes(int actorId, int quoteFirst, int quoteSecond);
};
} // End of namespace BladeRunner
#endif // BLADERUNNER_SUBTITLES_H