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authorThierry Crozat2011-11-08 21:31:59 +0000
committerThierry Crozat2012-01-18 02:44:02 +0000
commitace3bf6187e81c04e05c6b81f7ddf3dd57a72ca1 (patch)
tree37b4055e7643a385da7edd5f0be8b3743b1fcb4b /engines/sword1/animation.cpp
parent78baa27e0ef9abee006327323172a2a009690e44 (diff)
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SWORD1: Use color for subtitles during cutscene
During the game, different colors are used for subtitles depending which character is speaking. This commit tries to use the same colors for the cutscene subtitles. The color to use has to be specified in the subtitle file between the frame end and the start of text using @1, @2, @3 or @4 (for George, George as a narrator, Nicole and Maguire respectively).
Diffstat (limited to 'engines/sword1/animation.cpp')
-rw-r--r--engines/sword1/animation.cpp125
1 files changed, 113 insertions, 12 deletions
diff --git a/engines/sword1/animation.cpp b/engines/sword1/animation.cpp
index d55a08293e..be9e02f64f 100644
--- a/engines/sword1/animation.cpp
+++ b/engines/sword1/animation.cpp
@@ -72,7 +72,7 @@ MoviePlayer::MoviePlayer(SwordEngine *vm, Text *textMan, ResMan *resMan, Audio::
_decoderType = decoderType;
_decoder = decoder;
- _white = 255;
+ _c1Color = _c2Color = _c3Color = _c4Color = 255;
_black = 0;
}
@@ -127,8 +127,16 @@ bool MoviePlayer::load(uint32 id) {
warning("%s:%d startFrame (%d) <= lastEnd (%d)", filename.c_str(), lineNo, startFrame, lastEnd);
continue;
}
-
- _movieTexts.push_back(MovieText(startFrame, endFrame, ptr));
+
+ int color = 0;
+ if (*ptr == '@') {
+ ++ptr;
+ color = strtoul(ptr, const_cast<char **>(&ptr), 10);
+ while (*ptr && isspace(static_cast<unsigned char>(*ptr)))
+ ptr++;
+ }
+
+ _movieTexts.push_back(MovieText(startFrame, endFrame, ptr, color));
lastEnd = endFrame;
}
f.close();
@@ -188,6 +196,7 @@ void MoviePlayer::performPostProcessing(byte *screen) {
_textHeight = _resMan->toUint16(frame->height);
_textX = 320 - _textWidth / 2;
_textY = 420 - _textHeight;
+ _textColor = _movieTexts.front()._color;
}
if (_decoder->getCurFrame() == _movieTexts.front()._endFrame) {
_textMan->releaseText(2, false);
@@ -209,7 +218,7 @@ void MoviePlayer::performPostProcessing(byte *screen) {
dst[x] = findBlackPalIndex();
break;
case LETTER_COL:
- dst[x] = findWhitePalIndex();
+ dst[x] = findTextColorPalIndex();
break;
}
}
@@ -258,12 +267,29 @@ bool MoviePlayer::playVideo() {
if (_decoder->hasDirtyPalette()) {
_decoder->setSystemPalette();
- uint32 maxWeight = 0;
uint32 minWeight = 0xFFFFFFFF;
uint32 weight;
+ float c1Weight = 1e+30;
+ float c2Weight = 1e+30;
+ float c3Weight = 1e+30;
+ float c4Weight = 1e+30;
byte r, g, b;
+ float h, s, v, hd, hsvWeight;
const byte *palette = _decoder->getPalette();
+
+ // Color comparaison for the subtitles colors is done in HSL
+ // C1 color is used for George and is almost white (R = 248, G = 252, B = 248)
+ const float h1 = 0.333333f, s1 = 0.02f, v1 = 0.99f;
+
+ // C2 color is used for George as a narrator and is grey (R = 184, G = 188, B = 184)
+ const float h2 = 0.333333f, s2 = 0.02f, v2 = 0.74f;
+
+ // C3 color is used for Nicole and is rose (R = 200, G = 120, B = 184)
+ const float h3 = 0.866667f, s3 = 0.4f, v3 = 0.78f;
+
+ // C4 color is used for Maguire and is blue (R = 80, G = 152, B = 184)
+ const float h4 = 0.55f, s4 = 0.57f, v4 = 0.72f;
for (int i = 0; i < 256; i++) {
r = *palette++;
@@ -272,15 +298,55 @@ bool MoviePlayer::playVideo() {
weight = 3 * r * r + 6 * g * g + 2 * b * b;
- if (weight >= maxWeight) {
- maxWeight = weight;
- _white = i;
- }
-
if (weight <= minWeight) {
minWeight = weight;
_black = i;
}
+
+ convertColor(r, g, b, h, s, v);
+
+ // C1 color
+ // It is almost achromatic (very low saturation) so the hue as litle impact on the color.
+ // Therefore use a low weight on hue and high weight on saturation.
+ hd = h - h1;
+ hd += hd < -0.5f ? 1.0f : hd > 0.5f ? -1.0f : 0.0f;
+ hsvWeight = 1.0f * hd * hd + 4.0f * (s - s1) * (s - s1) + 3.0f * (v - v1) * (v - v1);
+ if (hsvWeight <= c1Weight) {
+ c1Weight = hsvWeight;
+ _c1Color = i;
+ }
+
+ // C2 color
+ // Also an almost achromatic color so use the same weights as for C1 color.
+ hd = h - h2;
+ hd += hd < -0.5f ? 1.0f : hd > 0.5f ? -1.0f : 0.0f;
+ hsvWeight = 1.0f * hd * hd + 4.0f * (s - s2) * (s - s2) + 3.0f * (v - v2) * (v - v2);
+ if (hsvWeight <= c2Weight) {
+ c2Weight = hsvWeight;
+ _c2Color = i;
+ }
+
+ // C3 color
+ // A light rose. Use a high weight on the hue to get a rose.
+ // The color is a bit gray and the saturation has not much impact so use a low weight.
+ hd = h - h3;
+ hd += hd < -0.5f ? 1.0f : hd > 0.5f ? -1.0f : 0.0f;
+ hsvWeight = 4.0f * hd * hd + 1.0f * (s - s3) * (s - s3) + 2.0f * (v - v3) * (v - v3);
+ if (hsvWeight <= c3Weight) {
+ c3Weight = hsvWeight;
+ _c3Color = i;
+ }
+
+ // C4 color
+ // Blue. Use a hight weight on the hue to get a blue.
+ // The color is darker and more saturated than C3 and the saturation has more impact.
+ hd = h - h4;
+ hd += hd < -0.5f ? 1.0f : hd > 0.5f ? -1.0f : 0.0f;
+ hsvWeight = 5.0f * hd * hd + 3.0f * (s - s4) * (s - s4) + 2.0f * (v - v4) * (v - v4);
+ if (hsvWeight <= c4Weight) {
+ c4Weight = hsvWeight;
+ _c4Color = i;
+ }
}
}
@@ -304,9 +370,44 @@ bool MoviePlayer::playVideo() {
byte MoviePlayer::findBlackPalIndex() {
return _black;
}
+
+byte MoviePlayer::findTextColorPalIndex() {
+ switch (_textColor) {
+ case 1:
+ return _c1Color;
+ case 2:
+ return _c2Color;
+ case 3:
+ return _c3Color;
+ case 4:
+ return _c4Color;
+ }
+ return _c1Color;
+}
-byte MoviePlayer::findWhitePalIndex() {
- return _white;
+void MoviePlayer::convertColor(byte r, byte g, byte b, float &h, float &s, float &v) {
+ float varR = r / 255.0f;
+ float varG = g / 255.0f;
+ float varB = b / 255.0f;
+
+ float min = MIN(varR, MIN(varG, varB));
+ float max = MAX(varR, MAX(varG, varB));
+
+ v = max;
+ float d = max - min;
+ s = max == 0.0f ? 0.0f : d / max;
+
+ if (min == max) {
+ h = 0.0f; // achromatic
+ } else {
+ if (max == varR)
+ h = (varG - varB) / d + (varG < varB ? 6.0f : 0.0f);
+ else if (max == varG)
+ h = (varB - varR) / d + 2.0f;
+ else
+ h = (varR - varG) / d + 4.0f;
+ h /= 6.0f;
+ }
}
DXADecoderWithSound::DXADecoderWithSound(Audio::Mixer *mixer, Audio::SoundHandle *bgSoundHandle)