/* 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 . * */ #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 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 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 _subtitlesEXC; Common::Array _subtitlesDataActive; Common::Array _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