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author | Thanasis Antoniou | 2019-03-09 20:01:29 +0200 |
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committer | Thanasis Antoniou | 2019-03-09 20:01:29 +0200 |
commit | 90688204d2f7da59c67c9b34a793af43e3fb56fa (patch) | |
tree | 2344a84cedb018ff9c666052457ef82929d401c0 /engines | |
parent | 5102af631d0ee3d22a4fdc079ee78d089f5dcf4a (diff) | |
download | scummvm-rg350-90688204d2f7da59c67c9b34a793af43e3fb56fa.tar.gz scummvm-rg350-90688204d2f7da59c67c9b34a793af43e3fb56fa.tar.bz2 scummvm-rg350-90688204d2f7da59c67c9b34a793af43e3fb56fa.zip |
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')
-rw-r--r-- | engines/bladerunner/actor.cpp | 4 | ||||
-rw-r--r-- | engines/bladerunner/debugger.cpp | 32 | ||||
-rw-r--r-- | engines/bladerunner/debugger.h | 1 | ||||
-rw-r--r-- | engines/bladerunner/subtitles.cpp | 76 | ||||
-rw-r--r-- | engines/bladerunner/subtitles.h | 18 |
5 files changed, 91 insertions, 40 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp index 44dd3a603e..e1a5f98066 100644 --- a/engines/bladerunner/actor.cpp +++ b/engines/bladerunner/actor.cpp @@ -592,10 +592,6 @@ bool Actor::tick(bool forceDraw, Common::Rect *screenRect) { timeLeft = 0; } - if (!isSpeeching()) { - _vm->_subtitles->hide(); - } - if (needsUpdate) { int newAnimation = 0, newFrame = 0; _vm->_aiScripts->updateAnimation(_id, &newAnimation, &newFrame); diff --git a/engines/bladerunner/debugger.cpp b/engines/bladerunner/debugger.cpp index f8101f63ec..08c26e3355 100644 --- a/engines/bladerunner/debugger.cpp +++ b/engines/bladerunner/debugger.cpp @@ -50,6 +50,7 @@ #include "bladerunner/waypoints.h" #include "bladerunner/zbuffer.h" #include "bladerunner/overlays.h" +#include "bladerunner/subtitles.h" #include "common/debug.h" @@ -91,6 +92,7 @@ Debugger::Debugger(BladeRunnerEngine *vm) : GUI::Debugger() { registerCmd("load", WRAP_METHOD(Debugger, cmdLoad)); registerCmd("save", WRAP_METHOD(Debugger, cmdSave)); registerCmd("overlay", WRAP_METHOD(Debugger, cmdOverlay)); + registerCmd("subtitle", WRAP_METHOD(Debugger, cmdSubtitle)); } Debugger::~Debugger() { @@ -800,6 +802,36 @@ bool Debugger::cmdOverlay(int argc, const char **argv) { return true; } +/** +* +* Show an explicitly specified string as a subtitle +*/ +bool Debugger::cmdSubtitle(int argc, const char **argv) { + bool invalidSyntax = false; + + if (argc != 2) { + invalidSyntax = true; + } else { + Common::String subtitleText = argv[1]; + if (subtitleText == "reset") { + _vm->_subtitles->setGameSubsText("", false); + } else { + debugPrintf("Showing text: %s\n", subtitleText.c_str()); + _vm->_subtitles->setGameSubsText(subtitleText, true); + _vm->_subtitles->show(); + } + } + + if (invalidSyntax) { + debugPrintf("Show specified text as subtitle or clear the current subtitle (with the reset option).\n"); + debugPrintf("Use double quotes to encapsulate the text.\n"); + debugPrintf("Usage: %s (\"<text_to_display>\" | reset)\n", argv[0]); + } + return true; + +} + + void Debugger::drawDebuggerOverlay() { if (_viewSceneObjects) drawSceneObjects(); if (_viewScreenEffects) drawScreenEffects(); diff --git a/engines/bladerunner/debugger.h b/engines/bladerunner/debugger.h index f425543bad..5770ad71d9 100644 --- a/engines/bladerunner/debugger.h +++ b/engines/bladerunner/debugger.h @@ -74,6 +74,7 @@ public: bool cmdLoad(int argc, const char **argv); bool cmdSave(int argc, const char **argv); bool cmdOverlay(int argc, const char **argv); + bool cmdSubtitle(int argc, const char **argv); void drawDebuggerOverlay(); diff --git a/engines/bladerunner/subtitles.cpp b/engines/bladerunner/subtitles.cpp index 1ef22cb759..4157d754ef 100644 --- a/engines/bladerunner/subtitles.cpp +++ b/engines/bladerunner/subtitles.cpp @@ -22,25 +22,24 @@ #include "bladerunner/subtitles.h" -#include "bladerunner/bladerunner.h" #include "bladerunner/font.h" #include "bladerunner/text_resource.h" #include "bladerunner/audio_speech.h" -#include "common/debug.h" +//#include "common/debug.h" namespace BladeRunner { /* * Optional support for subtitles + * * CHECK what happens in VQA where the audio plays separately (are the finales such VQAs ?) - * TODO? Catch error for bad symbol in a quote (one that causes the font to crash) - this could happen with the corrupted internal font (TAHOMA18) -> font crash or bad font display / garbage character - * TODO? Use another escape sequence to progressively display text in a line (like in SCUMM games) <-- this could be very useful with very long lines - might also need an extra manual time or ticks parameter to determine when during the display of the first segment we should switch to the second. - * TODO? A more advanced subtitles system - * TODO: subtitles could be independent from sound playing (but should disappear when switching between UI screens) + * TODO? Use another escape sequence to progressively display text in a line (like in SCUMM games) <-- this could be very useful with very long lines + * - might also need an extra manual time or ticks parameter to determine when during the display of the first segment we should switch to the second. + * TODO? A more advanced subtitles system: + * TODO: subtitles could be independent from sound playing (but probably should disappear when switching between UI screens) * TODO?: Support for queuing subtitles when more than one subtitle should play for a spoken dialogue (due to a very long quote) * TODO?: Predefine a minimum time for a subtitle to appear, before it is interrupted by the next one. (might need queuing) * TODO?: If the subtitle is the last one then extend its duration to another predefined delay. - * TODO?: A system to auto-split a dialogue after some max characters per both lines to a new dialogue set (delete previous 2 lines, start a new one(s) with the rest of the quote). * * DONE Removed support for internal font TAHOMA18 - this particular font is corrupted! * DONE Create and Support proper external FON for subtitles. @@ -150,7 +149,7 @@ void Subtitles::init(void) { } // Done - Loading text resources // - // Initializing/Loading Subtitles' Fonts + // Initializing/Loading Subtitles Fonts _subsFont = new Font(_vm); // Use TAHOMA18.FON (is corrupted in places) // 10PT or TAHOMA24 or KIA6PT have all caps glyphs (and also are too big or too small) so they are not appropriate. @@ -168,7 +167,7 @@ void Subtitles::init(void) { // debug("Max height %d", _subsFont->getTextHeight("")); if (_subsFontsLoaded) { for (int i = 0; i < kMaxNumOfSubtitlesLines; ++i) { - _subtitleLineScreenY[i] = 479 - ((kMaxNumOfSubtitlesLines - i) * (_subsFont->getTextHeight("") + 1)); + _subtitleLineScreenY[i] = 479 - kSubtitlesBottomYOffsetPx - ((kMaxNumOfSubtitlesLines - i) * (_subsFont->getTextHeight("") + 1)); } } } @@ -257,10 +256,11 @@ const char *Subtitles::getOuttakeSubsText(const Common::String &outtakesName, in * Explicitly set the active subtitle text to be displayed * Used for debug purposes mainly. */ -void Subtitles::setGameSubsText(Common::String dbgQuote) { +void Subtitles::setGameSubsText(Common::String dbgQuote, bool forceShowWhenNoSpeech) { if (_currentSubtitleTextFull != dbgQuote) { _currentSubtitleTextFull = dbgQuote; _subtitlesQuoteChanged = true; + _forceShowWhenNoSpeech = forceShowWhenNoSpeech; // overrides not showing subtitles when no one is speaking } } @@ -309,14 +309,16 @@ bool Subtitles::isVisible() const { * Tick method specific for outtakes (VQA videos) */ void Subtitles::tickOuttakes(Graphics::Surface &s) { + if (_subtitlesSystemInactive || !_vm->isSubtitlesEnabled()) { + return; + } + if (_currentSubtitleTextFull.empty()) { _vm->_subtitles->hide(); } else { _vm->_subtitles->show(); } - if (_subtitlesSystemInactive || !_vm->isSubtitlesEnabled()) { - return; - } + if (!_isVisible) { // keep it as a separate if return; } @@ -327,12 +329,14 @@ void Subtitles::tickOuttakes(Graphics::Surface &s) { * Tick method for in-game subtitles -- Not for outtake cutscenes (VQA videos) */ void Subtitles::tick(Graphics::Surface &s) { - if (!_vm->_audioSpeech->isPlaying()) { - _vm->_subtitles->hide(); // TODO might need a better system. Don't call it always. - } if (_subtitlesSystemInactive || !_vm->isSubtitlesEnabled()) { return; } + + if (!_vm->_audioSpeech->isPlaying() && !_forceShowWhenNoSpeech && _isVisible) { + _vm->_subtitles->hide(); // TODO might need a better system. Don't call it always. + } + if (!_isVisible) { // keep it as a separate if return; } @@ -351,8 +355,20 @@ void Subtitles::draw(Graphics::Surface &s) { _subtitlesQuoteChanged = false; } - for (int i = 0; i < _currentSubtitleLines; ++i) { - _subsFont->draw(_subtitleLineQuote[i], s, _subtitleLineScreenX[i], _subtitleLineScreenY[i]); + // multi-line quotes appear from top to bottom + // ie. _subtitleLineQuote[0] is the top-most line + // The default available lines for drawing are: + // (kMaxNumOfSubtitlesLines - kStartFromSubtitleLineFromTop) + // And by default we prefer drawing starting from line: kStartFromSubtitleLineFromTop. + // However, if we have to draw more lines than the default available + // we should then override the default starting line and start from further up instead + int startingLineFromTop = kStartFromSubtitleLineFromTop; + if (_currentSubtitleLines > kMaxNumOfSubtitlesLines - kStartFromSubtitleLineFromTop) { + startingLineFromTop = kMaxNumOfSubtitlesLines - _currentSubtitleLines; + } + + for (int i = 0, j = startingLineFromTop; i < _currentSubtitleLines; ++i, ++j) { + _subsFont->draw(_subtitleLineQuote[i], s, _subtitleLineScreenX[i], _subtitleLineScreenY[j]); } } @@ -376,8 +392,8 @@ void Subtitles::draw(Graphics::Surface &s) { * For the second case (auto-split), we don't account for the special case of a single word larger than max line length * (no spaces), as practically this won't ever happen. * -* TODO; simplify this code -* TODO: maybe calculate auto-split points based on quote pixel width and not character count +* TODO: simplify this code +* TODO: maybe calculate auto-split points taking into account on quote pixel width per character and not simply the character count * TODO: somehow merge with graphics/font.cpp -> wordWrapTextImpl ? */ void Subtitles::calculatePosition() { @@ -402,7 +418,10 @@ void Subtitles::calculatePosition() { while (*textCharacters != 0) { // check for new line explicit split case - if (_currentSubtitleLines < kMaxNumOfSubtitlesLines && *textCharacters == '\n' && tmpCharIndex != 0 && _subtitleLineSplitAtCharIndex[_currentSubtitleLines - 1] == 0) { + if (_currentSubtitleLines < kMaxNumOfSubtitlesLines + && *textCharacters == '\n' + && tmpCharIndex != 0 + && _subtitleLineSplitAtCharIndex[_currentSubtitleLines - 1] == 0) { _subtitleLineSplitAtCharIndex[_currentSubtitleLines - 1] = tmpCharIndex; _currentSubtitleLines += 1; } @@ -410,14 +429,14 @@ void Subtitles::calculatePosition() { textCharacters += 1; } _subtitleLineSplitAtCharIndex[_currentSubtitleLines - 1] = tmpCharIndex; - if (_currentSubtitleLines > 1) { // This means that split on new line characters is possible + if (_currentSubtitleLines > 1) { // This means that splitting on new line characters is possible // - int j = 0; // j iterates over subtitle lines. - textCharacters = (const uint8 *)_currentSubtitleTextFull.c_str(); // reset pointer to the start of subtitle quote - for (int i = 0; i < origQuoteNumOfChars ; ++i) { // i iterates over line characters + int j = 0; // j iterates over the subtitle line segments + textCharacters = (const uint8 *)_currentSubtitleTextFull.c_str(); // reset pointer to the start of the subtitle quote + for (int i = 0; i < origQuoteNumOfChars ; ++i) { // i iterates over characters in the quote if (j < _currentSubtitleLines && i < _subtitleLineSplitAtCharIndex[j]) { _subtitleLineQuote[j] += textCharacters[i]; - } else { // i is at split point + } else { // i is now at a split point of the quote _subtitleLineQuote[j] += '\0'; j += 1; // start next line } @@ -432,9 +451,9 @@ void Subtitles::calculatePosition() { } } else { // Here we initially have _currentSubtitleLines == 1 - // Check quote for auto-splitting + // We check quote for auto-splitting // Auto splitting requires space characters in the quote string (which should be ok for the typical cases) - if (wOrig > kMaxWidthPerLineToAutoSplitThresholdPx) { // kMaxWidthPerLineToAutoSplitThresholdPx is a practical chosen threshold for width for auto-splitting quotes purposes + if (wOrig > kMaxWidthPerLineToAutoSplitThresholdPx) { // kMaxWidthPerLineToAutoSplitThresholdPx is a practical chosen width threshold for auto-splitting quotes purposes // Start by splitting in two lines. If the new parts are still too lengthy, re-try by splitting in three lines, etc. for (int linesToSplitInto = 2; linesToSplitInto <= kMaxNumOfSubtitlesLines; ++linesToSplitInto) { // find the first space after the middle @@ -511,6 +530,7 @@ void Subtitles::calculatePosition() { */ void Subtitles::clear() { _isVisible = false; + _forceShowWhenNoSpeech = false; _currentSubtitleTextFull = ""; for (int i = 0; i < kMaxNumOfSubtitlesLines; ++i) { _subtitleLineQuote[i] = ""; 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; |