scummvm/engines/bladerunner/subtitles.h
2019-05-29 12:08:24 +03:00

115 lines
4.3 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 "graphics/surface.h"
#include "common/file.h"
#include "common/substream.h"
namespace BladeRunner {
class BladeRunnerEngine;
class TextResource;
class Font;
class Subtitles {
friend class Debugger;
//
// 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 int kMaxNumOfSubtitlesLines = 4; // At least one quote in the game requires 4 lines to be displayed correctly
static const int kStartFromSubtitleLineFromTop = 2; // Prefer drawing from this line (the top-most of available subtitle lines index is 0) by default
static const int kSubtitlesBottomYOffsetPx = 12; // In pixels. This is the bottom margin beneath the subtitles space
static const int kMaxWidthPerLineToAutoSplitThresholdPx = 610; // In pixels
static const int kMaxTextResourceEntries = 1 + 25; // Support in-game subs (1) and all possible VQAs (25) with spoken dialogue or translatable text
static const char *SUBTITLES_FILENAME_PREFIXES[kMaxTextResourceEntries];
static const char *SUBTITLES_FONT_FILENAME_EXTERNAL;
static const char *SUBTITLES_VERSION_TRENAME;
BladeRunnerEngine *_vm;
struct SubtitlesInfo {
Common::String versionStr;
Common::String dateOfCompile;
Common::String languageMode;
Common::String credits;
};
SubtitlesInfo _subtitlesInfo;
TextResource *_vqaSubsTextResourceEntries[kMaxTextResourceEntries];
Font *_subsFont;
bool _isVisible;
bool _forceShowWhenNoSpeech;
Common::String _currentSubtitleTextFull;
Common::String _subtitleLineQuote[kMaxNumOfSubtitlesLines];
int _subtitleLineScreenY[kMaxNumOfSubtitlesLines];
int _subtitleLineScreenX[kMaxNumOfSubtitlesLines];
int _subtitleLineSplitAtCharIndex[kMaxNumOfSubtitlesLines];
int _currentSubtitleLines;
bool _subtitlesQuoteChanged;
bool _gameSubsResourceEntriesFound[kMaxTextResourceEntries]; // false if a TRE file did not open successfully
bool _subsFontsLoaded; // false if external fonts did not load
bool _subtitlesSystemActive; // true if the whole subtitles subsystem should be disabled (due to missing required resources)
public:
Subtitles(BladeRunnerEngine *vm);
~Subtitles();
bool isSystemActive() const { return _subtitlesSystemActive; }
bool isSubsFontsLoaded() const { return _subsFontsLoaded; }
void init();
SubtitlesInfo getSubtitlesInfo() const;
const char *getInGameSubsText(int actorId, int speech_id); // get the text for actorId, quoteId (in-game subs)
const char *getOuttakeSubsText(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);
void calculatePosition();
int getIdxForSubsTreName(const Common::String &treName) const;
void clear();
void reset();
};
} // End of namespace BladeRunner
#endif // BLADERUNNER_SUBTITLES_H