/* 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. * */ #ifndef BLADERUNNER_SUBTITLES_H #define BLADERUNNER_SUBTITLES_H #include "bladerunner/bladerunner.h" #include "common/str.h" #include "graphics/surface.h" #include "common/file.h" #include "common/substream.h" namespace BladeRunner { class BladeRunnerEngine; //class SaveFileReadStream; //class SaveFileWriteStream; class TextResource; class Font; class Subtitles { // // 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 char *SUBTITLES_FILENAME_PREFIXES[kMaxTextResourceEntries]; static const char *SUBTITLES_FONT_FILENAME_EXTERNAL; BladeRunnerEngine *_vm; TextResource *_vqaSubsTextResourceEntries[kMaxTextResourceEntries]; Font *_subsFont; bool _isVisible; Common::String _currentSubtitleTextFull; Common::String _subtitleLineQuote[kMaxNumOfSubtitlesLines]; int _subtitleLineScreenY[kMaxNumOfSubtitlesLines]; int _subtitleLineScreenX[kMaxNumOfSubtitlesLines]; int _subtitleLineSplitAtCharIndex[kMaxNumOfSubtitlesLines]; int _currentSubtitleLines; bool _subtitlesQuoteChanged; bool _gameSubsResourceEntriesFound[kMaxTextResourceEntries]; // false if a TRE file did not open successfully bool _subsFontsLoaded; // false if external fonts did not load bool _subtitlesSystemInactive; // true if the whole subtitles subsystem should be disabled (due to missing required resources) public: Subtitles(BladeRunnerEngine *vm); ~Subtitles(); void init(); 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 bool show(); bool hide(); bool isVisible() const; void tick(Graphics::Surface &s); void tickOuttakes(Graphics::Surface &s); 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; void clear(); void reset(); }; } // End of namespace BladeRunner #endif // BLADERUNNER_SUBTITLES_H