/* 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. * */ /* * This file is based on Wintermute Engine * http://dead-code.org/redir.php?target=wme * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/video/video_subtitler.h" #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/utils/path_util.h" #include "engines/wintermute/base/font/base_font.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/gfx/base_renderer.h" namespace Wintermute { VideoSubtitler::VideoSubtitler(BaseGame *inGame): BaseClass(inGame) { _lastSample = -1; _currentSubtitle = 0; _showSubtitle = false; } VideoSubtitler::~VideoSubtitler(void) { _subtitles.clear(); } bool VideoSubtitler::loadSubtitles(const Common::String &filename, const Common::String &subtitleFile) { if (filename.size() == 0) { return false; } _subtitles.clear(); _lastSample = -1; _currentSubtitle = 0; _showSubtitle = false; Common::String newFile; /* * Okay, the expected behaviour is this: either we are * provided with a subtitle file to use by the script when * calling PlayTheora(), or we try to autodetect a suitable * one which, for /some/path/movie/ogg is to be called * /some/path/movie.sub */ if (subtitleFile.size() != 0) { newFile = subtitleFile; } else { Common::String path = PathUtil::getDirectoryName(filename); Common::String name = PathUtil::getFileNameWithoutExtension(filename); Common::String ext = ".SUB"; newFile = PathUtil::combine(path, name + ext); } Common::SeekableReadStream *file = BaseFileManager::getEngineInstance()->openFile(newFile, true, false); if (file == nullptr) { return false; // no subtitles } int fileSize = file->size(); char *buffer = new char[fileSize]; file->read(buffer, fileSize); /* This is where we parse .sub files. * Subtitles cards are in the form * {StartFrame}{EndFrame} FirstLine | SecondLine \n */ int pos = 0; while (pos < fileSize) { char *tokenStart = 0; int tokenLength = 0; int tokenPos = -1; int lineLength = 0; int start = -1; int end = -1; bool inToken = false; while (pos + lineLength < fileSize && buffer[pos + lineLength] != '\n' && buffer[pos + lineLength] != '\0') { // Measure the line until we hit EOL, EOS or just hit the boundary lineLength++; } int realLength; if (pos + lineLength >= fileSize) { realLength = lineLength - 0; } else { // If we got here the above loop exited after hitting "\0" "\n" realLength = lineLength - 1; } Common::String cardText; char *fileLine = (char *)&buffer[pos]; for (int i = 0; i < realLength; i++) { if (fileLine[i] == '{') { if (!inToken) { // We've hit the start of a Start/EndFrame token inToken = true; tokenStart = fileLine + i + 1; tokenLength = 0; tokenPos++; } else { // Actually, we were already inside an (invalid) one. tokenLength++; } } else if (fileLine[i] == '}') { if (inToken) { // we were /inside/ a {.*} token, so this is the end of the block inToken = false; char *token = new char[tokenLength + 1]; strncpy(token, tokenStart, tokenLength); token[tokenLength] = '\0'; if (tokenPos == 0) { // Was this StartFrame... start = atoi(token); } else if (tokenPos == 1) { // Or the EndFrame? end = atoi(token); } delete[] token; } else { // This char is part of the plain text, just append it cardText += fileLine[i]; } } else { if (inToken) { tokenLength++; } else { if (fileLine[i] == '|') { // The pipe character signals a linebreak in the text cardText += '\n'; } else { // This char is part of the plain text, just append it cardText += fileLine[i]; } } } } if (start != -1 && cardText.size() > 0 && (start != 1 || end != 1)){ // Add a subtitlecard based on the line we have just parsed _subtitles.push_back(SubtitleCard(_gameRef, cardText, start, end)); } pos += lineLength + 1; } delete[] buffer; // Succeeded loading subtitles! return true; } void VideoSubtitler::display() { if (_showSubtitle) { BaseFont *font; if (_gameRef->getVideoFont() == nullptr) { font = _gameRef->getSystemFont(); } else { font = _gameRef->getVideoFont(); } int textHeight = font->getTextHeight( (const byte *)_subtitles[_currentSubtitle].getText().c_str(), _gameRef->_renderer->getWidth()); font->drawText( (const byte *)_subtitles[_currentSubtitle].getText().c_str(), 0, (_gameRef->_renderer->getHeight() - textHeight - 5), (_gameRef->_renderer->getWidth()), TAL_CENTER); } } void VideoSubtitler::update(uint32 frame) { if (_subtitles.size() == 0) { // Edge case: we have loaded subtitles early on... from a blank file. return; } if ((int32)frame != _lastSample) { /* * If the frame count hasn't advanced the previous state still matches * the current frame (obviously). */ _lastSample = frame; // Otherwise, we update _lastSample; see above. _showSubtitle = false; bool overdue = (frame > _subtitles[_currentSubtitle].getEndFrame()); bool hasNext = (_currentSubtitle + 1 < _subtitles.size()); bool nextStarted = false; if (hasNext) { nextStarted = (_subtitles[_currentSubtitle + 1].getStartFrame() <= frame); } while (_currentSubtitle < _subtitles.size() && overdue && hasNext && nextStarted) { /* * We advance until we get past all overdue subtitles. * We should exit the cycle when we either reach the first * subtitle which is not overdue whose subsequent subtitle * has not started yet (aka the one we must display now or * the one which WILL be displayed when its time comes) * and / or when we reach the last one. */ _currentSubtitle++; overdue = (frame > _subtitles[_currentSubtitle].getEndFrame()); hasNext = (_currentSubtitle + 1 < _subtitles.size()); if (hasNext) { nextStarted = (_subtitles[_currentSubtitle + 1].getStartFrame() <= frame); } else { nextStarted = false; } } bool currentValid = (_subtitles[_currentSubtitle].getEndFrame() != 0); /* * No idea why we do this check, carried over from Mnemonic's code. * Possibly a workaround for buggy subtitles or some kind of sentinel? :-\ */ bool currentStarted = frame >= _subtitles[_currentSubtitle].getStartFrame(); if (currentStarted && !overdue && currentValid) { _showSubtitle = true; } } } } // End of namespace Wintermute