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115 lines
4.3 KiB
C++
115 lines
4.3 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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#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 "common/str.h"
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#include "graphics/surface.h"
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#include "common/file.h"
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#include "common/substream.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class TextResource;
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class Font;
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class Subtitles {
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friend class Debugger;
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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 int kMaxNumOfSubtitlesLines = 4; // At least one quote in the game requires 4 lines to be displayed correctly
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static const int kStartFromSubtitleLineFromTop = 2; // Prefer drawing from this line (the top-most of available subtitle lines index is 0) by default
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static const int kSubtitlesBottomYOffsetPx = 12; // In pixels. This is the bottom margin beneath the subtitles space
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static const int kMaxWidthPerLineToAutoSplitThresholdPx = 610; // In pixels
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static const int kMaxTextResourceEntries = 1 + 25; // Support in-game subs (1) and all possible VQAs (25) with spoken dialogue or translatable text
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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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BladeRunnerEngine *_vm;
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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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};
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SubtitlesInfo _subtitlesInfo;
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TextResource *_vqaSubsTextResourceEntries[kMaxTextResourceEntries];
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Font *_subsFont;
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bool _isVisible;
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bool _forceShowWhenNoSpeech;
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Common::String _currentSubtitleTextFull;
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Common::String _subtitleLineQuote[kMaxNumOfSubtitlesLines];
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int _subtitleLineScreenY[kMaxNumOfSubtitlesLines];
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int _subtitleLineScreenX[kMaxNumOfSubtitlesLines];
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int _subtitleLineSplitAtCharIndex[kMaxNumOfSubtitlesLines];
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int _currentSubtitleLines;
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bool _subtitlesQuoteChanged;
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bool _gameSubsResourceEntriesFound[kMaxTextResourceEntries]; // false if a TRE file did not open successfully
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bool _subsFontsLoaded; // false if external fonts did not load
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bool _subtitlesSystemActive; // 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 _subtitlesSystemActive; }
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bool isSubsFontsLoaded() const { return _subsFontsLoaded; }
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void init();
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SubtitlesInfo getSubtitlesInfo() const;
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const char *getInGameSubsText(int actorId, int speech_id); // get the text for actorId, quoteId (in-game subs)
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const char *getOuttakeSubsText(const Common::String &outtakesName, int frame); // get the text for this frame if any
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void setGameSubsText(Common::String dbgQuote, bool force); // for debugging - explicit set subs text
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bool show();
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bool hide();
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bool isVisible() const;
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void tick(Graphics::Surface &s);
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void tickOuttakes(Graphics::Surface &s);
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private:
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void draw(Graphics::Surface &s);
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void calculatePosition();
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int getIdxForSubsTreName(const Common::String &treName) const;
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void clear();
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void reset();
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};
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} // End of namespace BladeRunner
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#endif // BLADERUNNER_SUBTITLES_H
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