/* 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 "common/ustr.h" namespace Graphics { class Font; } namespace BladeRunner { class BladeRunnerEngine; class TextResource; class Subtitles { friend class Debugger; // // Subtitles could be in 6 possible languages are EN_ANY, DE_DEU, FR_FRA, IT_ITA, RU_RUS, ES_ESP // with corresponding _vm->_languageCode values: "E", "G", "F", "I", "E", "S" (Russian version is built on top of English one) static const uint kPreferedLine = 2; // Prefer drawing from this line (the bottom-most of available subtitle lines index is 0) by default static const int kMarginBottom = 12; // In pixels. This is the bottom margin beneath the subtitles space static const int kTextMaxWidth = 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; static const char *SUBTITLES_VERSION_TRENAME; BladeRunnerEngine *_vm; enum SubtitlesFontType { kSubtitlesFontTypeInternal, kSubtitlesFontTypeTTF }; struct SubtitlesInfo { Common::String versionStr; Common::String dateOfCompile; Common::String languageMode; Common::String credits; SubtitlesFontType fontType; Common::String fontName; }; SubtitlesInfo _subtitlesInfo; TextResource *_vqaSubsTextResourceEntries[kMaxTextResourceEntries]; Graphics::Font *_font; bool _useUTF8; bool _isVisible; bool _forceShowWhenNoSpeech; Common::U32String _currentText; bool _gameSubsResourceEntriesFound[kMaxTextResourceEntries]; // false if a TRE file did not open successfully bool _isSystemActive; // true if the whole subtitles subsystem should be disabled (due to missing required resources) public: Subtitles(BladeRunnerEngine *vm); ~Subtitles(); bool isSystemActive() const { return _isSystemActive; } void init(); SubtitlesInfo getSubtitlesInfo() const; void loadInGameSubsText(int actorId, int speech_id); // get the text for actorId, quoteId (in-game subs) void loadOuttakeSubsText(const Common::String &outtakesName, int frame); // get the text for this frame if any void setGameSubsText(Common::String dbgQuote, bool force); // 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); int getIdxForSubsTreName(const Common::String &treName) const; void clear(); void reset(); }; } // End of namespace BladeRunner #endif // BLADERUNNER_SUBTITLES_H