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authorThanasis Antoniou2019-03-09 20:01:29 +0200
committerThanasis Antoniou2019-03-09 20:01:29 +0200
commit90688204d2f7da59c67c9b34a793af43e3fb56fa (patch)
tree2344a84cedb018ff9c666052457ef82929d401c0 /engines/bladerunner/subtitles.h
parent5102af631d0ee3d22a4fdc079ee78d089f5dcf4a (diff)
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BLADERUNNER: Subtitles code improvements
Allow for 4 lines of subtitles, but start from using 2 lines by default Also added debugger command to allow for immediate text testing for subtitles
Diffstat (limited to 'engines/bladerunner/subtitles.h')
-rw-r--r--engines/bladerunner/subtitles.h18
1 files changed, 10 insertions, 8 deletions
diff --git a/engines/bladerunner/subtitles.h b/engines/bladerunner/subtitles.h
index 208a8f39e2..2947ab5645 100644
--- a/engines/bladerunner/subtitles.h
+++ b/engines/bladerunner/subtitles.h
@@ -41,14 +41,16 @@ 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, ES_ESP
// with corresponding _vm->_languageCode values: "E", "G", "F", "I", "R", "S"
- // TODO Maybe support 1 + 6 * 26 entries to support multiple language subtitles? Would that be useful?
- // TODO Or just support the current _vm->_languageCode ? [current implementation]
- static const int kMaxNumOfSubtitlesLines = 3;
- static const int kMaxWidthPerLineToAutoSplitThresholdPx = 610;
- static const int kMaxTextResourceEntries = 1 + 25; // Support in-game subs (1) and all possible VQAs (25) with spoken dialogue or translatable text!
+
+ 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;
@@ -59,6 +61,7 @@ class Subtitles {
Font *_subsFont;
bool _isVisible;
+ bool _forceShowWhenNoSpeech;
Common::String _currentSubtitleTextFull;
Common::String _subtitleLineQuote[kMaxNumOfSubtitlesLines];
int _subtitleLineScreenY[kMaxNumOfSubtitlesLines];
@@ -76,11 +79,11 @@ public:
~Subtitles();
void init();
- void setSubtitlesSystemInactive(bool flag); // disable subtitles system (possibly due to missing important resources like SUBTITLES.MIX file)
+ void setSubtitlesSystemInactive(bool flag); // disable subtitles system (possibly due to missing important resources like SUBTITLES.MIX file)
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); // for debugging - explicit set subs text
+ void setGameSubsText(Common::String dbgQuote, bool force); // for debugging - explicit set subs text
bool show();
bool hide();
bool isVisible() const;
@@ -89,7 +92,6 @@ public:
private:
void draw(Graphics::Surface &s);
- // bool showAt(int x, int y); // TODO maybe future use (?)
void calculatePosition();
int getIdxForSubsTreName(const Common::String &treName) const;