/* 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. * */ #include "bladerunner/subtitles.h" #include "bladerunner/font.h" #include "bladerunner/text_resource.h" #include "bladerunner/audio_speech.h" #include "common/debug.h" #include "graphics/font.h" #include "graphics/fonts/ttf.h" namespace BladeRunner { /* * Optional support for subtitles * * CHECK what happens in VQA where the audio plays separately (are the finales such VQAs ?) * 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. * * DONE Removed support for internal font TAHOMA18 - this particular font is corrupted! * DONE Create and Support proper external FON for subtitles. * DONE split at new line character (priority over auto-split) * DONE auto-split a long line into two * DONE support the basic 2 line subtitles * DONE support a third line for subtitles (some quotes are too long for 2 lines). Are there quotes that are too long for 3 lines? * DONE handle missing subtitle files! Gracefully don't show subtitles for VQAs or in-game dialogue if the required respective files are missing! * DONE add subtitle files for the rest of VQAs that have spoken dialogue * DONE A system to auto-split a dialogue after some max total width of character glyphs per line. * DONE - OK - CHECK What happens with skipped dialogue (enter / skip dialogue key pressed) * DONE - OK - CHECK what happens in VQA when no corresponding TRE subs file? */ const char *Subtitles::SUBTITLES_FONT_FILENAME_EXTERNAL = "SUBTLS_E.FON"; const char *Subtitles::SUBTITLES_VERSION_TRENAME = "SBTLVERS"; // addon resource file for Subtitles version info - can only be SBTLVERS.TRE /* * All entries need to have the language code appended (after a '_'). * And all entries should get the suffix extension ".TRx"; the last letter in extension "TR*" should also be the language code * If/When adding new Text Resources here --> Update kMaxTextResourceEntries and also update method getIdxForSubsTreName() */ const char *Subtitles::SUBTITLES_FILENAME_PREFIXES[kMaxTextResourceEntries] = { "INGQUO", // 0 // (in-game subtitles, not VQA subtitles) "WSTLGO", // 1 // all game (language) versions have the English ('E') version of WSTLGO "BRLOGO", // 2 // all game (language) versions have the English ('E') version of BRLOGO "INTRO", // 3 "MW_A", // 4 "MW_B01", // 5 "MW_B02", // 6 "MW_B03", // 7 "MW_B04", // 8 "MW_B05", // 9 "INTRGT", // 10 "MW_C01", // 11 "MW_C02", // 12 "MW_C03", // 13 "MW_D", // 14 "END04A", // 15 "END04B", // 16 "END04C", // 17 "END06", // 18 "END01A", // 19 "END01B", // 20 "END01C", // 21 "END01D", // 22 "END01E", // 23 "END01F", // 24 "END03" // 25 }; /** * Subtitles Constructor */ Subtitles::Subtitles(BladeRunnerEngine *vm) { _vm = vm; _isSystemActive = false; for (int i = 0; i < kMaxTextResourceEntries; ++i) { _vqaSubsTextResourceEntries[i] = nullptr; _gameSubsResourceEntriesFound[i] = false; } _font = nullptr; _useUTF8 = false; reset(); } /** * Subtitles Destructor */ Subtitles::~Subtitles() { reset(); } // // Init is kept separated from constructor to allow not loading up resources if subtitles system is disabled // void Subtitles::init(void) { // Loading subtitles versioning info if available TextResource versionTxtResource(_vm); if ( versionTxtResource.open(SUBTITLES_VERSION_TRENAME, false)) { _subtitlesInfo.credits = versionTxtResource.getText((uint32)0); _subtitlesInfo.versionStr = versionTxtResource.getText((uint32)1); _subtitlesInfo.dateOfCompile = versionTxtResource.getText((uint32)2); _subtitlesInfo.languageMode = versionTxtResource.getText((uint32)3); Common::String fontType = versionTxtResource.getText((uint32)4); _subtitlesInfo.fontName = versionTxtResource.getText((uint32)5); if (fontType.equalsIgnoreCase("ttf")) { _subtitlesInfo.fontType = Subtitles::kSubtitlesFontTypeTTF; } else { _subtitlesInfo.fontType = Subtitles::kSubtitlesFontTypeInternal; } if (_subtitlesInfo.fontName.empty()) { _subtitlesInfo.fontName = SUBTITLES_FONT_FILENAME_EXTERNAL; } debug("Subtitles version info: v%s (%s) %s by: %s", _subtitlesInfo.versionStr.c_str(), _subtitlesInfo.dateOfCompile.c_str(), _subtitlesInfo.languageMode.c_str(), _subtitlesInfo.credits.c_str()); } else { debug("Subtitles version info: N/A"); } // // Initializing/Loading Subtitles Fonts if (_subtitlesInfo.fontType == Subtitles::kSubtitlesFontTypeInternal) { // 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. _font = Font::load(_vm, _subtitlesInfo.fontName, -1, true); _useUTF8 = false; } else if (_subtitlesInfo.fontType == Subtitles::kSubtitlesFontTypeTTF) { #if defined(USE_FREETYPE2) Common::ScopedPtr stream(_vm->getResourceStream(_subtitlesInfo.fontName)); _font = Graphics::loadTTFFont(*stream, 18); _useUTF8 = true; #else warning("Subtitles require a TTF font but this ScummVM build doesn't support it."); return; #endif } if (_font) { debug("Subtitles font '%s' was loaded successfully.", _subtitlesInfo.fontName.c_str()); } else { warning("Subtitles font '%s' could not be loaded.", _subtitlesInfo.fontName.c_str()); return; } //Done - Initializing/Loading Subtitles Fonts // // // Loading text resources for (int i = 0; i < kMaxTextResourceEntries; i++) { _vqaSubsTextResourceEntries[i] = new TextResource(_vm); Common::String tmpConstructedFileName = ""; bool localizedResource = true; if (!strcmp(SUBTITLES_FILENAME_PREFIXES[i], "WSTLGO") || !strcmp(SUBTITLES_FILENAME_PREFIXES[i], "BRLOGO")) { tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_E"; // Only English versions of these exist localizedResource = false; } else { tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_" + _vm->_languageCode; } if (_vqaSubsTextResourceEntries[i]->open(tmpConstructedFileName, localizedResource)) { _gameSubsResourceEntriesFound[i] = true; } } // Done - Loading text resources // _isSystemActive = true; } Subtitles::SubtitlesInfo Subtitles::getSubtitlesInfo() const { return _subtitlesInfo; } /** * Returns the index of the specified Text Resource filename in the SUBTITLES_FILENAME_PREFIXES table */ int Subtitles::getIdxForSubsTreName(const Common::String &treName) const { Common::String tmpConstructedFileName = ""; for (int i = 0; i < kMaxTextResourceEntries; ++i) { if (!strcmp(SUBTITLES_FILENAME_PREFIXES[i], "WSTLGO") || !strcmp(SUBTITLES_FILENAME_PREFIXES[i], "BRLOGO")) { tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_E"; // Only English versions of these exist } else { tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_" + _vm->_languageCode; } if (tmpConstructedFileName == treName) { return i; } } // error case return -1; } /** * Get the active subtitle text by searching with actor ID and speech ID * Use this method for in-game dialogue - Not dialogue during a VQA cutscene */ void Subtitles::loadInGameSubsText(int actorId, int speech_id) { if (!_isSystemActive) { return; } int32 id = 10000 * actorId + speech_id; if (!_gameSubsResourceEntriesFound[0]) { _currentText.clear(); return; } // Search in the first TextResource of the _vqaSubsTextResourceEntries table, which is the TextResource for in-game dialogue (i.e. not VQA dialogue) const char *text = _vqaSubsTextResourceEntries[0]->getText((uint32)id); _currentText = _useUTF8 ? Common::convertUtf8ToUtf32(text) : Common::U32String(text); } /** * Use this method for dialogue during VQA cutscenes */ void Subtitles::loadOuttakeSubsText(const Common::String &outtakesName, int frame) { if (!_isSystemActive) { return; } int fileIdx = getIdxForSubsTreName(outtakesName); if (fileIdx == -1 || !_gameSubsResourceEntriesFound[fileIdx]) { _currentText.clear(); return; } // Search in the requested TextResource at the fileIdx index of the _vqaSubsTextResourceEntries table for a quote that corresponds to the specified video frame // debug("Number of resource quotes to search: %d, requested frame: %u", _vqaSubsTextResourceEntries[fileIdx]->getCount(), (uint32)frame ); const char *text = _vqaSubsTextResourceEntries[fileIdx]->getOuttakeTextByFrame((uint32)frame); _currentText = _useUTF8 ? Common::convertUtf8ToUtf32(text) : Common::U32String(text); } /** * Explicitly set the active subtitle text to be displayed * Used for debug purposes mainly. */ void Subtitles::setGameSubsText(Common::String dbgQuote, bool forceShowWhenNoSpeech) { _currentText = _useUTF8 ? Common::convertUtf8ToUtf32(dbgQuote) : dbgQuote; _forceShowWhenNoSpeech = forceShowWhenNoSpeech; // overrides not showing subtitles when no one is speaking } /** * Sets the _isVisible member var to true if it's not already set * @return true if the member was set now, false if the member was already set */ bool Subtitles::show() { if (!_isSystemActive) { return false; } if (_isVisible) { return false; } _isVisible = true; return true; } /** * Clears the _isVisible member var if not already clear. * @return true if the member was cleared, false if it was already clear. */ bool Subtitles::hide() { if (!_isSystemActive) { return false; } if (!_isVisible) { return false; } _isVisible = false; return true; } /** * Checks whether the subtitles should be visible or not * @return the value of the _isVisible member boolean var */ bool Subtitles::isVisible() const { return !_isSystemActive || _isVisible; } /** * Tick method specific for outtakes (VQA videos) */ void Subtitles::tickOuttakes(Graphics::Surface &s) { if (!_isSystemActive || !_vm->isSubtitlesEnabled()) { return; } if (_currentText.empty()) { _vm->_subtitles->hide(); } else { _vm->_subtitles->show(); } if (!_isVisible) { // keep it as a separate if return; } draw(s); } /** * Tick method for in-game subtitles -- Not for outtake cutscenes (VQA videos) */ void Subtitles::tick(Graphics::Surface &s) { if (!_isSystemActive || !_vm->isSubtitlesEnabled()) { return; } if (_isVisible && !_forceShowWhenNoSpeech && !_vm->_audioSpeech->isPlaying()) { _vm->_subtitles->hide(); // TODO might need a better system. Don't call it always. } if (!_isVisible) { // keep it as a separate if return; } draw(s); } /** * Draw method for drawing the subtitles on the display surface */ void Subtitles::draw(Graphics::Surface &s) { if (!_isSystemActive || !_isVisible || _currentText.empty()) { return; } // This check is done so that lines won't be re-calculated multiple times for the same text if (_currentText != _prevText) { lines.clear(); _prevText = _currentText; _font->wordWrapText(_currentText, kTextMaxWidth, lines, 0, true, true); } int y = s.h - (kMarginBottom + MAX(kPreferedLine, lines.size()) * _font->getFontHeight()); for (uint i = 0; i < lines.size(); i++, y += _font->getFontHeight()) { switch (_subtitlesInfo.fontType) { case Subtitles::kSubtitlesFontTypeInternal: // shadow/outline is part of the font color data _font->drawString(&s, lines[i], 0, y, s.w, 0, Graphics::kTextAlignCenter); break; case Subtitles::kSubtitlesFontTypeTTF: _font->drawString(&s, lines[i], -1, y , s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter); _font->drawString(&s, lines[i], 0, y - 1, s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter); _font->drawString(&s, lines[i], 1, y , s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter); _font->drawString(&s, lines[i], 0, y + 1, s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter); _font->drawString(&s, lines[i], 0, y , s.w, s.format.RGBToColor(255, 255, 255), Graphics::kTextAlignCenter); break; } } } /** * Initialize a few basic member vars */ void Subtitles::clear() { _isVisible = false; _forceShowWhenNoSpeech = false; _currentText.clear(); } /** * Initialize/reset member vars, close open file descriptors and garbage collect subtitle fonts and text resource */ void Subtitles::reset() { clear(); _subtitlesInfo.credits = "N/A"; _subtitlesInfo.versionStr = "N/A"; _subtitlesInfo.dateOfCompile = "N/A"; _subtitlesInfo.languageMode = "N/A"; _subtitlesInfo.fontType = kSubtitlesFontTypeInternal; _subtitlesInfo.fontName = "N/A"; for (int i = 0; i < kMaxTextResourceEntries; ++i) { if (_vqaSubsTextResourceEntries[i] != nullptr) { delete _vqaSubsTextResourceEntries[i]; _vqaSubsTextResourceEntries[i] = nullptr; } _gameSubsResourceEntriesFound[i] = false; } if (_font != nullptr) { delete _font; _font = nullptr; } _useUTF8 = false; } } // End of namespace BladeRunner