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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"
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";
/*
* 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;
_subtitlesSystemActive = false;
// Initializing and reseting Subtitles
for (int i = 0; i < kMaxTextResourceEntries; i++) {
_vqaSubsTextResourceEntries[i] = nullptr;
}
_subsFont = nullptr;
reset();
}
/**
* Subtitles Destructor
*/
Subtitles::~Subtitles() {
// delete any resource entries in the _vqaSubsTextResourceEntries table
// and close any open text resource files
for (int i = 0; i != kMaxTextResourceEntries; ++i) {
if (_vqaSubsTextResourceEntries[i] != nullptr) {
delete _vqaSubsTextResourceEntries[i];
_vqaSubsTextResourceEntries[i] = nullptr;
}
}
if (_subsFont != nullptr) {
_subsFont->close();
delete _subsFont;
_subsFont = nullptr;
}
}
//
// Init is kept separated from constructor to allow not loading up resources if subtitles system is disabled
//
void Subtitles::init(void) {
_subtitlesSystemActive = true;
//
// Loading text resources
for (int i = 0; i < kMaxTextResourceEntries; i++) {
_vqaSubsTextResourceEntries[i] = new TextResource(_vm);
Common::String tmpConstructedFileName = "";
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 ( _vqaSubsTextResourceEntries[i]->open(tmpConstructedFileName)) {
_gameSubsResourceEntriesFound[i] = true;
}
}
// Done - Loading text resources
//
// Initializing/Loading Subtitles Fonts
_subsFont = new Font(_vm);
// 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.
if (_subsFont ->open(SUBTITLES_FONT_FILENAME_EXTERNAL, 640, 480, -1, 0, 0)) { // Color setting does not seem to affect the TAHOMA fonts or does it affect the black outline since we give 0 here?
_subsFont->setSpacing(-1, 0);
_subsFontsLoaded = true;
} else {
_subsFontsLoaded = false;
}
//Done - Initializing/Loading Subtitles Fonts
//
// calculate the Screen Y position of the subtitle lines
// getTextHeight("") returns the maxHeight of the font glyphs regardless of the actual text parameter
// debug("Max height %d", _subsFont->getTextHeight(""));
if (_subsFontsLoaded) {
for (int i = 0; i < kMaxNumOfSubtitlesLines; ++i) {
_subtitleLineScreenY[i] = 479 - kSubtitlesBottomYOffsetPx - ((kMaxNumOfSubtitlesLines - i) * (_subsFont->getTextHeight("") + 1));
}
}
}
/**
*
* 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
* Returns the dialogue quote, but also sets the private _currentSubtitleTextFull member
*/
const char *Subtitles::getInGameSubsText(int actorId, int speech_id) {
if (!_subtitlesSystemActive) {
return "";
}
int32 id = 10000 * actorId + speech_id;
if (!_gameSubsResourceEntriesFound[0]) {
if (_currentSubtitleTextFull != "") {
_currentSubtitleTextFull = "";
_subtitlesQuoteChanged = true;
}
return "";
}
// Search in the first TextResource of the _vqaSubsTextResourceEntries table, which is the TextResource for in-game dialogue (i.e. not VQA dialogue)
const Common::String &text = _vqaSubsTextResourceEntries[0]->getText((uint32)id);
_currentSubtitleTextFull = Common::String(text);
_subtitlesQuoteChanged = true;
return _currentSubtitleTextFull.c_str();
}
/**
* Use this method for dialogue during VQA cutscenes
* Returns the dialogue quote, but also sets the private _currentSubtitleTextFull member
*/
const char *Subtitles::getOuttakeSubsText(const Common::String &outtakesName, int frame) {
if (!_subtitlesSystemActive) {
return "";
}
int fileIdx = getIdxForSubsTreName(outtakesName);
if (fileIdx == -1 || !_gameSubsResourceEntriesFound[fileIdx]) {
if (_currentSubtitleTextFull != "") {
_currentSubtitleTextFull = "";
_subtitlesQuoteChanged = true;
}
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 Common::String &text = _vqaSubsTextResourceEntries[fileIdx]->getOuttakeTextByFrame((uint32)frame);
//if(text != "") {
// debug("Text = %s", text.c_str());
//}
if (_currentSubtitleTextFull != Common::String(text)) {
_currentSubtitleTextFull = Common::String(text);
_subtitlesQuoteChanged = true;
}
return _currentSubtitleTextFull.c_str();
}
/**
* Explicitly set the active subtitle text to be displayed
* Used for debug purposes mainly.
*/
void Subtitles::setGameSubsText(Common::String dbgQuote, bool forceShowWhenNoSpeech) {
if (_currentSubtitleTextFull != dbgQuote) {
_currentSubtitleTextFull = dbgQuote;
_subtitlesQuoteChanged = true;
_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 (!_subtitlesSystemActive) {
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 (!_subtitlesSystemActive) {
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 !_subtitlesSystemActive || _isVisible;
}
/**
* Tick method specific for outtakes (VQA videos)
*/
void Subtitles::tickOuttakes(Graphics::Surface &s) {
if (!_subtitlesSystemActive || !_vm->isSubtitlesEnabled()) {
return;
}
if (_currentSubtitleTextFull.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 (!_subtitlesSystemActive || !_vm->isSubtitlesEnabled()) {
return;
}
if (!_vm->_audioSpeech->isPlaying() && !_forceShowWhenNoSpeech && _isVisible) {
_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 (!_isVisible || _currentSubtitleTextFull.empty() || !_subsFontsLoaded) {
return;
}
if (_subtitlesQuoteChanged) {
calculatePosition(); // Don't always call calc position, only when quote has changed
_subtitlesQuoteChanged = false;
}
// multi-line quotes appear from top to bottom
// ie. _subtitleLineQuote[0] is the top-most line
// The default available lines for drawing are:
// (kMaxNumOfSubtitlesLines - kStartFromSubtitleLineFromTop)
// And by default we prefer drawing starting from line: kStartFromSubtitleLineFromTop.
// However, if we have to draw more lines than the default available
// we should then override the default starting line and start from further up instead
int startingLineFromTop = kStartFromSubtitleLineFromTop;
if (_currentSubtitleLines > kMaxNumOfSubtitlesLines - kStartFromSubtitleLineFromTop) {
startingLineFromTop = kMaxNumOfSubtitlesLines - _currentSubtitleLines;
}
for (int i = 0, j = startingLineFromTop; i < _currentSubtitleLines; ++i, ++j) {
_subsFont->draw(_subtitleLineQuote[i], s, _subtitleLineScreenX[i], _subtitleLineScreenY[j]);
}
}
/**
* Calculate the position (X axis - horizontal) where the current active subtitle text should be displayed/drawn
* This also determines if more than one lines should be drawn and what text goes into each line; splitting into multiple lines is done here
*
* The code first prioritizes splitting on the "new line" character.
* That is, if the string contains at least one new line character, then line splitting occurs on new line characters exclusively.
* The idea is that new line characters are put in the string explicitly by someone who wants specific control over line splitting
* and thus they assume the responsibility for the resulting line segment widths (the code won't bother with them in this case).
*
* If there are NO "new line" characters, then the code will split lines on a space character (auto-split case).
* For this case we only split if the full original line width exceeds a preset width threshold.
* If the threshold is exceeded, then we parse the line and calculate how many lines we can split it into (starting from 2 lines)
* to get segments smaller than the width threshold and also while maintaining (close to) even width across the resulting line segments.
* What's happening here is that we loop dividing the original quote's character total by an increasing target number of line segments,
* in order to get an "ideal" length for each segment (for evenness). Then we seek for split points (space character)
* past the characters of the "ideal" length points.
*
* For the second case (auto-split), we don't account for the special case of a single word larger than max line length
* (no spaces), as practically this won't ever happen.
*
* TODO: simplify this code
* TODO: maybe calculate auto-split points taking into account on quote pixel width per character and not simply the character count
* TODO: somehow merge with graphics/font.cpp -> wordWrapTextImpl ?
*/
void Subtitles::calculatePosition() {
// wOrig is in pixels, origQuoteNumOfChars is num of chars in string
int wOrig = _subsFont->getTextWidth(_currentSubtitleTextFull) + 2; // +2 to account for left/ right shadow pixels (or for good measure)
int origQuoteNumOfChars = _currentSubtitleTextFull.size();
int tmpCharIndex = 0;
bool drawSingleLineQuote = false;
const uint8 *textCharacters = (const uint8 *)_currentSubtitleTextFull.c_str();
int tmpLineWidth[kMaxNumOfSubtitlesLines];
// initialization of aux variables
_currentSubtitleLines = 1;
for (int j = 0; j < kMaxNumOfSubtitlesLines; ++j) {
_subtitleLineSplitAtCharIndex[j] = 0;
_subtitleLineQuote[j] = "";
_subtitleLineScreenX[j] = 0;
tmpLineWidth[j] = 0;
}
while (*textCharacters != 0) {
// check for new line explicit split case
if (_currentSubtitleLines < kMaxNumOfSubtitlesLines
&& *textCharacters == '\n'
&& tmpCharIndex != 0
&& _subtitleLineSplitAtCharIndex[_currentSubtitleLines - 1] == 0) {
_subtitleLineSplitAtCharIndex[_currentSubtitleLines - 1] = tmpCharIndex;
_currentSubtitleLines += 1;
}
tmpCharIndex += 1;
textCharacters += 1;
}
_subtitleLineSplitAtCharIndex[_currentSubtitleLines - 1] = tmpCharIndex;
if (_currentSubtitleLines > 1) { // This means that splitting on new line characters is possible
//
int j = 0; // j iterates over the subtitle line segments
textCharacters = (const uint8 *)_currentSubtitleTextFull.c_str(); // reset pointer to the start of the subtitle quote
for (int i = 0; i < origQuoteNumOfChars ; ++i) { // i iterates over characters in the quote
if (j < _currentSubtitleLines && i < _subtitleLineSplitAtCharIndex[j]) {
_subtitleLineQuote[j] += textCharacters[i];
} else { // i is now at a split point of the quote
_subtitleLineQuote[j] += '\0';
j += 1; // start next line
}
}
_subtitleLineQuote[j] += '\0'; // the last line should also be NULL terminated
//
// Check widths and set starting X positions per line
for (int k = 0; k < _currentSubtitleLines; ++k) {
tmpLineWidth[k] = _subsFont->getTextWidth(_subtitleLineQuote[k]) + 2;
_subtitleLineScreenX[k] = (639 - tmpLineWidth[k]) / 2;
_subtitleLineScreenX[k] = CLIP(_subtitleLineScreenX[k], 0, 639 - tmpLineWidth[k]);
}
} else {
// Here we initially have _currentSubtitleLines == 1
// We check quote for auto-splitting
// Auto splitting requires space characters in the quote string (which should be ok for the typical cases)
if (wOrig > kMaxWidthPerLineToAutoSplitThresholdPx) { // kMaxWidthPerLineToAutoSplitThresholdPx is a practical chosen width threshold for auto-splitting quotes purposes
// Start by splitting in two lines. If the new parts are still too lengthy, re-try by splitting in three lines, etc.
for (int linesToSplitInto = 2; linesToSplitInto <= kMaxNumOfSubtitlesLines; ++linesToSplitInto) {
// find the first space after the middle
_subtitleLineQuote[0] = "";
_currentSubtitleLines = 1;
textCharacters = (const uint8 *)_currentSubtitleTextFull.c_str(); // reset pointer to the start of subtitle quote
textCharacters += (origQuoteNumOfChars / linesToSplitInto);
_subtitleLineSplitAtCharIndex[0] = (origQuoteNumOfChars / linesToSplitInto);
while (*textCharacters != 0 && !Common::isSpace(*textCharacters)) { // seek for a space character
_subtitleLineSplitAtCharIndex[0] += 1;
textCharacters += 1;
}
// debug("space character at: %d", _subtitleLineSplitAtCharIndex[0]);
if (Common::isSpace(*textCharacters)) { // if we found a space, we store the segment up to this point in the first _subtitleLineQuote entry
textCharacters = (const uint8 *)_currentSubtitleTextFull.c_str();
for (int i = 0; i < _subtitleLineSplitAtCharIndex[0] ; ++i) {
_subtitleLineQuote[0] += textCharacters[i];
}
_subtitleLineQuote[0] += '\0';
// debug(" Line 0 quote %s", _subtitleLineQuote[0].c_str());
tmpLineWidth[0] = _subsFont->getTextWidth(_subtitleLineQuote[0]) + 2; // check the width of the first segment of the quote
if (tmpLineWidth[0] > kMaxWidthPerLineToAutoSplitThresholdPx && linesToSplitInto < kMaxNumOfSubtitlesLines) {
// we exceed max width so we reset process by trying to split into more lines
continue; // re-try the For-loop with increased linesToSplitInto by 1
} else {
// keep current split, proceed with splitting the quote for the rest of the subtitle lines (linesToSplitInto)
for (int j = 2; j <= linesToSplitInto; ++j) {
textCharacters = (const uint8 *)_currentSubtitleTextFull.c_str(); // reset pointer to the start of subtitle quote
textCharacters += ((j * origQuoteNumOfChars) / linesToSplitInto); // move pointer to start of split-seek point for this line segment
_subtitleLineSplitAtCharIndex[_currentSubtitleLines] = ((j * origQuoteNumOfChars) / linesToSplitInto);
while (*textCharacters != 0 && !Common::isSpace(*textCharacters)) {
_subtitleLineSplitAtCharIndex[_currentSubtitleLines] += 1;
textCharacters += 1;
}
textCharacters = (const uint8 *)_currentSubtitleTextFull.c_str(); // reset pointer to the start of subtitle quote
for (int i = _subtitleLineSplitAtCharIndex[_currentSubtitleLines - 1] + 1; i < _subtitleLineSplitAtCharIndex[_currentSubtitleLines]; ++i) {
_subtitleLineQuote[_currentSubtitleLines] += textCharacters[i];
}
_subtitleLineQuote[_currentSubtitleLines] += '\0';
// debug(" Line %d, space blank at: %d, quote %s", _currentSubtitleLines, _subtitleLineSplitAtCharIndex[_currentSubtitleLines], _subtitleLineQuote[_currentSubtitleLines].c_str());
_currentSubtitleLines += 1;
}
//
// Check widths and set starting X positions per line
for (int j = 0; j < _currentSubtitleLines; ++j) {
tmpLineWidth[j] = _subsFont->getTextWidth(_subtitleLineQuote[j]) + 2;
_subtitleLineScreenX[j] = (639 - tmpLineWidth[j]) / 2;
_subtitleLineScreenX[j] = CLIP(_subtitleLineScreenX[j], 0, 639 - tmpLineWidth[j]);
}
break; // end the for-loop on linesToSplitInto
}
} else {
// the line exceeds max width but has no space characters
// we treat it as single line quote (it will appear clipped). This won't happen practically though.
drawSingleLineQuote = true;
break; // end the for-loop on linesToSplitInto
}
}
} else { // the width of the line is smaller than the max width
drawSingleLineQuote = true;
}
if (drawSingleLineQuote) {
_subtitleLineQuote[0] = _currentSubtitleTextFull;
_subtitleLineScreenX[0] = (639 - wOrig) / 2;
_subtitleLineScreenX[0] = CLIP(_subtitleLineScreenX[0], 0, 639 - wOrig);
}
}
//debug("calculatePosition: %d %d", w, _screenFirstLineX);
}
/**
* Initialize a few basic member vars
*/
void Subtitles::clear() {
_isVisible = false;
_forceShowWhenNoSpeech = false;
_currentSubtitleTextFull = "";
for (int i = 0; i < kMaxNumOfSubtitlesLines; ++i) {
_subtitleLineQuote[i] = "";
_subtitleLineScreenY[i] = 0;
_subtitleLineScreenX[i] = 0;
_subtitleLineSplitAtCharIndex[i] = 0;
}
_subtitlesQuoteChanged = true;
_currentSubtitleLines = 0;
}
/**
* Initialize/ reset member vars, close open file descriptors and garbage collect subtitle fonts and text resource
*/
void Subtitles::reset() {
clear();
for (int i = 0; i != kMaxTextResourceEntries; ++i) {
if (_vqaSubsTextResourceEntries[i] != nullptr) {
delete _vqaSubsTextResourceEntries[i];
_vqaSubsTextResourceEntries[i] = nullptr;
}
_gameSubsResourceEntriesFound[i] = false;
}
if (_subsFont != nullptr) {
_subsFont->close();
delete _subsFont;
_subsFont = nullptr;
}
_subsFontsLoaded = false;
}
} // End of namespace BladeRunner
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