mirror of
https://github.com/libretro/scummvm.git
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433 lines
15 KiB
C++
433 lines
15 KiB
C++
/* 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/subtitles.h"
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#include "bladerunner/font.h"
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#include "bladerunner/text_resource.h"
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#include "bladerunner/audio_speech.h"
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#include "common/debug.h"
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#include "graphics/font.h"
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#include "graphics/fonts/ttf.h"
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namespace BladeRunner {
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/*
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* Optional support for subtitles
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*
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* CHECK what happens in VQA where the audio plays separately (are the finales such VQAs ?)
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* TODO? Use another escape sequence to progressively display text in a line (like in SCUMM games) <-- this could be very useful with very long lines
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* - might also need an extra manual time or ticks parameter to determine when during the display of the first segment we should switch to the second.
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* TODO? A more advanced subtitles system:
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* TODO: subtitles could be independent from sound playing (but probably should disappear when switching between UI screens)
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* TODO?: Support for queuing subtitles when more than one subtitle should play for a spoken dialogue (due to a very long quote)
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* TODO?: Predefine a minimum time for a subtitle to appear, before it is interrupted by the next one. (might need queuing)
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* TODO?: If the subtitle is the last one then extend its duration to another predefined delay.
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*
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* DONE Removed support for internal font TAHOMA18 - this particular font is corrupted!
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* DONE Create and Support proper external FON for subtitles.
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* DONE split at new line character (priority over auto-split)
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* DONE auto-split a long line into two
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* DONE support the basic 2 line subtitles
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* DONE support a third line for subtitles (some quotes are too long for 2 lines). Are there quotes that are too long for 3 lines?
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* DONE handle missing subtitle files! Gracefully don't show subtitles for VQAs or in-game dialogue if the required respective files are missing!
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* DONE add subtitle files for the rest of VQAs that have spoken dialogue
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* DONE A system to auto-split a dialogue after some max total width of character glyphs per line.
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* DONE - OK - CHECK What happens with skipped dialogue (enter / skip dialogue key pressed)
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* DONE - OK - CHECK what happens in VQA when no corresponding TRE subs file?
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*/
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const char *Subtitles::SUBTITLES_FONT_FILENAME_EXTERNAL = "SUBTLS_E.FON";
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const char *Subtitles::SUBTITLES_VERSION_TRENAME = "SBTLVERS"; // addon resource file for Subtitles version info - can only be SBTLVERS.TRE
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/*
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* All entries need to have the language code appended (after a '_').
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* And all entries should get the suffix extension ".TRx"; the last letter in extension "TR*" should also be the language code
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* If/When adding new Text Resources here --> Update kMaxTextResourceEntries and also update method getIdxForSubsTreName()
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*/
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const char *Subtitles::SUBTITLES_FILENAME_PREFIXES[kMaxTextResourceEntries] = {
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"INGQUO", // 0 // (in-game subtitles, not VQA subtitles)
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"WSTLGO", // 1 // all game (language) versions have the English ('E') version of WSTLGO
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"BRLOGO", // 2 // all game (language) versions have the English ('E') version of BRLOGO
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"INTRO", // 3
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"MW_A", // 4
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"MW_B01", // 5
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"MW_B02", // 6
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"MW_B03", // 7
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"MW_B04", // 8
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"MW_B05", // 9
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"INTRGT", // 10
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"MW_C01", // 11
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"MW_C02", // 12
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"MW_C03", // 13
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"MW_D", // 14
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"END04A", // 15
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"END04B", // 16
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"END04C", // 17
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"END06", // 18
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"END01A", // 19
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"END01B", // 20
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"END01C", // 21
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"END01D", // 22
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"END01E", // 23
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"END01F", // 24
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"END03", // 25
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"TB_FLY" // 26
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};
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/**
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* Subtitles Constructor
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*/
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Subtitles::Subtitles(BladeRunnerEngine *vm) {
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_vm = vm;
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_isSystemActive = false;
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for (int i = 0; i < kMaxTextResourceEntries; ++i) {
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_vqaSubsTextResourceEntries[i] = nullptr;
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_gameSubsResourceEntriesFound[i] = false;
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}
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_font = nullptr;
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_useUTF8 = false;
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reset();
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}
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/**
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* Subtitles Destructor
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*/
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Subtitles::~Subtitles() {
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reset();
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}
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//
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// Init is kept separated from constructor to allow not loading up resources if subtitles system is disabled
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//
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void Subtitles::init(void) {
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// Loading subtitles versioning info if available
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TextResource versionTxtResource(_vm);
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if ( versionTxtResource.open(SUBTITLES_VERSION_TRENAME, false)) {
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_subtitlesInfo.credits = versionTxtResource.getText((uint32)0);
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_subtitlesInfo.versionStr = versionTxtResource.getText((uint32)1);
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_subtitlesInfo.dateOfCompile = versionTxtResource.getText((uint32)2);
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_subtitlesInfo.languageMode = versionTxtResource.getText((uint32)3);
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Common::String fontType = versionTxtResource.getText((uint32)4);
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_subtitlesInfo.fontName = versionTxtResource.getText((uint32)5);
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if (fontType.equalsIgnoreCase("ttf")) {
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_subtitlesInfo.fontType = Subtitles::kSubtitlesFontTypeTTF;
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} else {
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_subtitlesInfo.fontType = Subtitles::kSubtitlesFontTypeInternal;
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}
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if (_subtitlesInfo.fontName.empty()) {
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_subtitlesInfo.fontName = SUBTITLES_FONT_FILENAME_EXTERNAL;
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}
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debug("Subtitles version info: v%s (%s) %s",
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_subtitlesInfo.versionStr.c_str(),
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_subtitlesInfo.dateOfCompile.c_str(),
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_subtitlesInfo.languageMode.c_str());
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} else {
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debug("Subtitles version info: N/A");
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}
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//
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// Initializing/Loading Subtitles Fonts
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if (_subtitlesInfo.fontType == Subtitles::kSubtitlesFontTypeInternal) {
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// Use TAHOMA18.FON (is corrupted in places)
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// 10PT or TAHOMA24 or KIA6PT have all caps glyphs (and also are too big or too small) so they are not appropriate.
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_font = Font::load(_vm, _subtitlesInfo.fontName, -1, true);
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_useUTF8 = false;
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} else if (_subtitlesInfo.fontType == Subtitles::kSubtitlesFontTypeTTF) {
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#if defined(USE_FREETYPE2)
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Common::ScopedPtr<Common::SeekableReadStream> stream(_vm->getResourceStream(_subtitlesInfo.fontName));
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_font = Graphics::loadTTFFont(*stream, 18);
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_useUTF8 = true;
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#else
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warning("Subtitles require a TTF font but this ScummVM build doesn't support it.");
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return;
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#endif
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}
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if (_font) {
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debug("Subtitles font '%s' was loaded successfully.", _subtitlesInfo.fontName.c_str());
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} else {
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warning("Subtitles font '%s' could not be loaded.", _subtitlesInfo.fontName.c_str());
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return;
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}
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//Done - Initializing/Loading Subtitles Fonts
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//
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//
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// Loading text resources
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for (int i = 0; i < kMaxTextResourceEntries; ++i) {
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_vqaSubsTextResourceEntries[i] = new TextResource(_vm);
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Common::String tmpConstructedFileName = "";
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bool localizedResource = true;
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if (!strcmp(SUBTITLES_FILENAME_PREFIXES[i], "WSTLGO") || !strcmp(SUBTITLES_FILENAME_PREFIXES[i], "BRLOGO")) {
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tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_E"; // Only English versions of these exist
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localizedResource = false;
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}
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else {
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tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_" + _vm->_languageCode;
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}
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if (_vqaSubsTextResourceEntries[i]->open(tmpConstructedFileName, localizedResource)) {
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_gameSubsResourceEntriesFound[i] = true;
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}
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}
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// Done - Loading text resources
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//
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_isSystemActive = true;
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}
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Subtitles::SubtitlesInfo Subtitles::getSubtitlesInfo() const {
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return _subtitlesInfo;
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}
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/**
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* Returns the index of the specified Text Resource filename in the SUBTITLES_FILENAME_PREFIXES table
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*/
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int Subtitles::getIdxForSubsTreName(const Common::String &treName) const {
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Common::String tmpConstructedFileName = "";
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for (int i = 0; i < kMaxTextResourceEntries; ++i) {
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if (!strcmp(SUBTITLES_FILENAME_PREFIXES[i], "WSTLGO") || !strcmp(SUBTITLES_FILENAME_PREFIXES[i], "BRLOGO")) {
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tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_E"; // Only English versions of these exist
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} else {
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tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_" + _vm->_languageCode;
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}
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if (tmpConstructedFileName == treName) {
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return i;
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}
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}
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// error case
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return -1;
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}
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/**
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* Get the active subtitle text by searching with actor ID and speech ID
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* Use this method for in-game dialogue - Not dialogue during a VQA cutscene
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*/
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void Subtitles::loadInGameSubsText(int actorId, int speech_id) {
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if (!_isSystemActive) {
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return;
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}
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int32 id = 10000 * actorId + speech_id;
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if (!_gameSubsResourceEntriesFound[0]) {
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_currentText.clear();
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return;
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}
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// Search in the first TextResource of the _vqaSubsTextResourceEntries table, which is the TextResource for in-game dialogue (i.e. not VQA dialogue)
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const char *text = _vqaSubsTextResourceEntries[0]->getText((uint32)id);
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_currentText = _useUTF8 ? Common::convertUtf8ToUtf32(text) : Common::U32String(text);
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}
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/**
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* Use this method for dialogue during VQA cutscenes
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*/
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void Subtitles::loadOuttakeSubsText(const Common::String &outtakesName, int frame) {
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if (!_isSystemActive) {
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return;
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}
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int fileIdx = getIdxForSubsTreName(outtakesName);
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if (fileIdx == -1 || !_gameSubsResourceEntriesFound[fileIdx]) {
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_currentText.clear();
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return;
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}
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// Search in the requested TextResource at the fileIdx index of the _vqaSubsTextResourceEntries table for a quote that corresponds to the specified video frame
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// debug("Number of resource quotes to search: %d, requested frame: %u", _vqaSubsTextResourceEntries[fileIdx]->getCount(), (uint32)frame );
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const char *text = _vqaSubsTextResourceEntries[fileIdx]->getOuttakeTextByFrame((uint32)frame);
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_currentText = _useUTF8 ? Common::convertUtf8ToUtf32(text) : Common::U32String(text);
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}
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/**
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* Explicitly set the active subtitle text to be displayed
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* Used for debug purposes mainly.
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*/
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void Subtitles::setGameSubsText(Common::String dbgQuote, bool forceShowWhenNoSpeech) {
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_currentText = _useUTF8 ? Common::convertUtf8ToUtf32(dbgQuote) : Common::U32String(dbgQuote);
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_forceShowWhenNoSpeech = forceShowWhenNoSpeech; // overrides not showing subtitles when no one is speaking
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}
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/**
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* Sets the _isVisible member var to true if it's not already set
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* @return true if the member was set now, false if the member was already set
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*/
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bool Subtitles::show() {
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if (!_isSystemActive) {
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return false;
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}
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if (_isVisible) {
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return false;
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}
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_isVisible = true;
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return true;
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}
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/**
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* Clears the _isVisible member var if not already clear.
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* @return true if the member was cleared, false if it was already clear.
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*/
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bool Subtitles::hide() {
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if (!_isSystemActive) {
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return false;
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}
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if (!_isVisible) {
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return false;
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}
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_isVisible = false;
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return true;
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}
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/**
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* Checks whether the subtitles should be visible or not
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* @return the value of the _isVisible member boolean var
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*/
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bool Subtitles::isVisible() const {
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return !_isSystemActive || _isVisible;
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}
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/**
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* Tick method specific for outtakes (VQA videos)
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*/
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void Subtitles::tickOuttakes(Graphics::Surface &s) {
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if (!_isSystemActive || !_vm->isSubtitlesEnabled()) {
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return;
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}
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if (_currentText.empty()) {
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_vm->_subtitles->hide();
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} else {
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_vm->_subtitles->show();
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}
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if (!_isVisible) { // keep it as a separate if
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return;
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}
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draw(s);
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}
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/**
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* Tick method for in-game subtitles -- Not for outtake cutscenes (VQA videos)
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*/
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void Subtitles::tick(Graphics::Surface &s) {
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if (!_isSystemActive || !_vm->isSubtitlesEnabled()) {
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return;
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}
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if (_isVisible && !_forceShowWhenNoSpeech && !_vm->_audioSpeech->isPlaying()) {
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_vm->_subtitles->hide(); // TODO might need a better system. Don't call it always.
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}
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if (!_isVisible) { // keep it as a separate if
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return;
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}
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draw(s);
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}
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/**
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* Draw method for drawing the subtitles on the display surface
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*/
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void Subtitles::draw(Graphics::Surface &s) {
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if (!_isSystemActive || !_isVisible || _currentText.empty()) {
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return;
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}
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// This check is done so that lines won't be re-calculated multiple times for the same text
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if (_currentText != _prevText) {
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lines.clear();
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_prevText = _currentText;
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_font->wordWrapText(_currentText, kTextMaxWidth, lines, 0, Graphics::kWordWrapEvenWidthLines | Graphics::kWordWrapOnExplicitNewLines);
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}
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int y = s.h - (kMarginBottom + MAX(kPreferedLine, lines.size()) * _font->getFontHeight());
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for (uint i = 0; i < lines.size(); ++i, y += _font->getFontHeight()) {
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switch (_subtitlesInfo.fontType) {
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case Subtitles::kSubtitlesFontTypeInternal:
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// shadow/outline is part of the font color data
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_font->drawString(&s, lines[i], 0, y, s.w, 0, Graphics::kTextAlignCenter);
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break;
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case Subtitles::kSubtitlesFontTypeTTF:
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_font->drawString(&s, lines[i], -1, y , s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter);
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_font->drawString(&s, lines[i], 0, y - 1, s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter);
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_font->drawString(&s, lines[i], 1, y , s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter);
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_font->drawString(&s, lines[i], 0, y + 1, s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter);
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_font->drawString(&s, lines[i], 0, y , s.w, s.format.RGBToColor(255, 255, 255), Graphics::kTextAlignCenter);
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break;
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}
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}
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}
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/**
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* Initialize a few basic member vars
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*/
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void Subtitles::clear() {
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_isVisible = false;
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_forceShowWhenNoSpeech = false;
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_currentText.clear();
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}
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/**
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* Initialize/reset member vars, close open file descriptors and garbage collect subtitle fonts and text resource
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*/
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void Subtitles::reset() {
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clear();
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_subtitlesInfo.credits = "N/A";
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_subtitlesInfo.versionStr = "N/A";
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_subtitlesInfo.dateOfCompile = "N/A";
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_subtitlesInfo.languageMode = "N/A";
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_subtitlesInfo.fontType = kSubtitlesFontTypeInternal;
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_subtitlesInfo.fontName = "N/A";
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for (int i = 0; i < kMaxTextResourceEntries; ++i) {
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if (_vqaSubsTextResourceEntries[i] != nullptr) {
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delete _vqaSubsTextResourceEntries[i];
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_vqaSubsTextResourceEntries[i] = nullptr;
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}
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_gameSubsResourceEntriesFound[i] = false;
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}
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if (_font != nullptr) {
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delete _font;
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_font = nullptr;
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}
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_useUTF8 = false;
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}
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} // End of namespace BladeRunner
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