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/* 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<Common::SeekableReadStream> 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
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