1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "bladerunner/subtitles.h"
24
25 #include "bladerunner/font.h"
26 #include "bladerunner/text_resource.h"
27 #include "bladerunner/audio_speech.h"
28
29 #include "common/debug.h"
30
31 #include "graphics/font.h"
32 #include "graphics/fonts/ttf.h"
33
34 namespace BladeRunner {
35
36 /*
37 * Optional support for subtitles
38 *
39 * CHECK what happens in VQA where the audio plays separately (are the finales such VQAs ?)
40 * 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
41 * - 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.
42 * TODO? A more advanced subtitles system:
43 * TODO: subtitles could be independent from sound playing (but probably should disappear when switching between UI screens)
44 * TODO?: Support for queuing subtitles when more than one subtitle should play for a spoken dialogue (due to a very long quote)
45 * TODO?: Predefine a minimum time for a subtitle to appear, before it is interrupted by the next one. (might need queuing)
46 * TODO?: If the subtitle is the last one then extend its duration to another predefined delay.
47 *
48 * DONE Removed support for internal font TAHOMA18 - this particular font is corrupted!
49 * DONE Create and Support proper external FON for subtitles.
50 * DONE split at new line character (priority over auto-split)
51 * DONE auto-split a long line into two
52 * DONE support the basic 2 line subtitles
53 * 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?
54 * DONE handle missing subtitle files! Gracefully don't show subtitles for VQAs or in-game dialogue if the required respective files are missing!
55 * DONE add subtitle files for the rest of VQAs that have spoken dialogue
56 * DONE A system to auto-split a dialogue after some max total width of character glyphs per line.
57 * DONE - OK - CHECK What happens with skipped dialogue (enter / skip dialogue key pressed)
58 * DONE - OK - CHECK what happens in VQA when no corresponding TRE subs file?
59 */
60
61 const char *Subtitles::SUBTITLES_FONT_FILENAME_EXTERNAL = "SUBTLS_E.FON";
62
63 const char *Subtitles::SUBTITLES_VERSION_TRENAME = "SBTLVERS"; // addon resource file for Subtitles version info - can only be SBTLVERS.TRE
64 /*
65 * All entries need to have the language code appended (after a '_').
66 * And all entries should get the suffix extension ".TRx"; the last letter in extension "TR*" should also be the language code
67 * If/When adding new Text Resources here --> Update kMaxTextResourceEntries and also update method getIdxForSubsTreName()
68 */
69 const char *Subtitles::SUBTITLES_FILENAME_PREFIXES[kMaxTextResourceEntries] = {
70 "INGQUO", // 0 // (in-game subtitles, not VQA subtitles)
71 "WSTLGO", // 1 // all game (language) versions have the English ('E') version of WSTLGO
72 "BRLOGO", // 2 // all game (language) versions have the English ('E') version of BRLOGO
73 "INTRO", // 3
74 "MW_A", // 4
75 "MW_B01", // 5
76 "MW_B02", // 6
77 "MW_B03", // 7
78 "MW_B04", // 8
79 "MW_B05", // 9
80 "INTRGT", // 10
81 "MW_C01", // 11
82 "MW_C02", // 12
83 "MW_C03", // 13
84 "MW_D", // 14
85 "END04A", // 15
86 "END04B", // 16
87 "END04C", // 17
88 "END06", // 18
89 "END01A", // 19
90 "END01B", // 20
91 "END01C", // 21
92 "END01D", // 22
93 "END01E", // 23
94 "END01F", // 24
95 "END03" // 25
96 };
97
98 /**
99 * Subtitles Constructor
100 */
Subtitles(BladeRunnerEngine * vm)101 Subtitles::Subtitles(BladeRunnerEngine *vm) {
102 _vm = vm;
103 _isSystemActive = false;
104 for (int i = 0; i < kMaxTextResourceEntries; ++i) {
105 _vqaSubsTextResourceEntries[i] = nullptr;
106 _gameSubsResourceEntriesFound[i] = false;
107 }
108 _font = nullptr;
109 _useUTF8 = false;
110 reset();
111 }
112
113 /**
114 * Subtitles Destructor
115 */
~Subtitles()116 Subtitles::~Subtitles() {
117 reset();
118 }
119
120 //
121 // Init is kept separated from constructor to allow not loading up resources if subtitles system is disabled
122 //
init(void)123 void Subtitles::init(void) {
124 // Loading subtitles versioning info if available
125 TextResource versionTxtResource(_vm);
126 if ( versionTxtResource.open(SUBTITLES_VERSION_TRENAME, false)) {
127 _subtitlesInfo.credits = versionTxtResource.getText((uint32)0);
128 _subtitlesInfo.versionStr = versionTxtResource.getText((uint32)1);
129 _subtitlesInfo.dateOfCompile = versionTxtResource.getText((uint32)2);
130 _subtitlesInfo.languageMode = versionTxtResource.getText((uint32)3);
131 Common::String fontType = versionTxtResource.getText((uint32)4);
132 _subtitlesInfo.fontName = versionTxtResource.getText((uint32)5);
133
134 if (fontType.equalsIgnoreCase("ttf")) {
135 _subtitlesInfo.fontType = Subtitles::kSubtitlesFontTypeTTF;
136 } else {
137 _subtitlesInfo.fontType = Subtitles::kSubtitlesFontTypeInternal;
138 }
139
140 if (_subtitlesInfo.fontName.empty()) {
141 _subtitlesInfo.fontName = SUBTITLES_FONT_FILENAME_EXTERNAL;
142 }
143
144 debug("Subtitles version info: v%s (%s) %s by: %s",
145 _subtitlesInfo.versionStr.c_str(),
146 _subtitlesInfo.dateOfCompile.c_str(),
147 _subtitlesInfo.languageMode.c_str(),
148 _subtitlesInfo.credits.c_str());
149
150 } else {
151 debug("Subtitles version info: N/A");
152 }
153
154 //
155 // Initializing/Loading Subtitles Fonts
156 if (_subtitlesInfo.fontType == Subtitles::kSubtitlesFontTypeInternal) {
157 // Use TAHOMA18.FON (is corrupted in places)
158 // 10PT or TAHOMA24 or KIA6PT have all caps glyphs (and also are too big or too small) so they are not appropriate.
159 _font = Font::load(_vm, _subtitlesInfo.fontName, -1, true);
160 _useUTF8 = false;
161 } else if (_subtitlesInfo.fontType == Subtitles::kSubtitlesFontTypeTTF) {
162 #if defined(USE_FREETYPE2)
163 Common::ScopedPtr<Common::SeekableReadStream> stream(_vm->getResourceStream(_subtitlesInfo.fontName));
164 _font = Graphics::loadTTFFont(*stream, 18);
165 _useUTF8 = true;
166 #else
167 warning("Subtitles require a TTF font but this ScummVM build doesn't support it.");
168 return;
169 #endif
170 }
171
172 if (_font) {
173 debug("Subtitles font '%s' was loaded successfully.", _subtitlesInfo.fontName.c_str());
174 } else {
175 warning("Subtitles font '%s' could not be loaded.", _subtitlesInfo.fontName.c_str());
176 return;
177 }
178 //Done - Initializing/Loading Subtitles Fonts
179 //
180
181 //
182 // Loading text resources
183 for (int i = 0; i < kMaxTextResourceEntries; i++) {
184 _vqaSubsTextResourceEntries[i] = new TextResource(_vm);
185 Common::String tmpConstructedFileName = "";
186 bool localizedResource = true;
187 if (!strcmp(SUBTITLES_FILENAME_PREFIXES[i], "WSTLGO") || !strcmp(SUBTITLES_FILENAME_PREFIXES[i], "BRLOGO")) {
188 tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_E"; // Only English versions of these exist
189 localizedResource = false;
190 }
191 else {
192 tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_" + _vm->_languageCode;
193 }
194
195 if (_vqaSubsTextResourceEntries[i]->open(tmpConstructedFileName, localizedResource)) {
196 _gameSubsResourceEntriesFound[i] = true;
197 }
198 }
199 // Done - Loading text resources
200 //
201
202 _isSystemActive = true;
203 }
204
getSubtitlesInfo() const205 Subtitles::SubtitlesInfo Subtitles::getSubtitlesInfo() const {
206 return _subtitlesInfo;
207 }
208
209 /**
210 * Returns the index of the specified Text Resource filename in the SUBTITLES_FILENAME_PREFIXES table
211 */
getIdxForSubsTreName(const Common::String & treName) const212 int Subtitles::getIdxForSubsTreName(const Common::String &treName) const {
213 Common::String tmpConstructedFileName = "";
214 for (int i = 0; i < kMaxTextResourceEntries; ++i) {
215 if (!strcmp(SUBTITLES_FILENAME_PREFIXES[i], "WSTLGO") || !strcmp(SUBTITLES_FILENAME_PREFIXES[i], "BRLOGO")) {
216 tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_E"; // Only English versions of these exist
217 } else {
218 tmpConstructedFileName = Common::String(SUBTITLES_FILENAME_PREFIXES[i]) + "_" + _vm->_languageCode;
219 }
220 if (tmpConstructedFileName == treName) {
221 return i;
222 }
223 }
224 // error case
225 return -1;
226 }
227
228 /**
229 * Get the active subtitle text by searching with actor ID and speech ID
230 * Use this method for in-game dialogue - Not dialogue during a VQA cutscene
231 */
loadInGameSubsText(int actorId,int speech_id)232 void Subtitles::loadInGameSubsText(int actorId, int speech_id) {
233 if (!_isSystemActive) {
234 return;
235 }
236
237 int32 id = 10000 * actorId + speech_id;
238 if (!_gameSubsResourceEntriesFound[0]) {
239 _currentText.clear();
240 return;
241 }
242
243 // Search in the first TextResource of the _vqaSubsTextResourceEntries table, which is the TextResource for in-game dialogue (i.e. not VQA dialogue)
244 const char *text = _vqaSubsTextResourceEntries[0]->getText((uint32)id);
245 _currentText = _useUTF8 ? Common::convertUtf8ToUtf32(text) : Common::U32String(text);
246 }
247
248 /**
249 * Use this method for dialogue during VQA cutscenes
250 */
loadOuttakeSubsText(const Common::String & outtakesName,int frame)251 void Subtitles::loadOuttakeSubsText(const Common::String &outtakesName, int frame) {
252 if (!_isSystemActive) {
253 return;
254 }
255
256 int fileIdx = getIdxForSubsTreName(outtakesName);
257 if (fileIdx == -1 || !_gameSubsResourceEntriesFound[fileIdx]) {
258 _currentText.clear();
259 return;
260 }
261
262 // Search in the requested TextResource at the fileIdx index of the _vqaSubsTextResourceEntries table for a quote that corresponds to the specified video frame
263 // debug("Number of resource quotes to search: %d, requested frame: %u", _vqaSubsTextResourceEntries[fileIdx]->getCount(), (uint32)frame );
264 const char *text = _vqaSubsTextResourceEntries[fileIdx]->getOuttakeTextByFrame((uint32)frame);
265 _currentText = _useUTF8 ? Common::convertUtf8ToUtf32(text) : Common::U32String(text);
266 }
267
268 /**
269 * Explicitly set the active subtitle text to be displayed
270 * Used for debug purposes mainly.
271 */
setGameSubsText(Common::String dbgQuote,bool forceShowWhenNoSpeech)272 void Subtitles::setGameSubsText(Common::String dbgQuote, bool forceShowWhenNoSpeech) {
273 _currentText = _useUTF8 ? Common::convertUtf8ToUtf32(dbgQuote) : dbgQuote;
274 _forceShowWhenNoSpeech = forceShowWhenNoSpeech; // overrides not showing subtitles when no one is speaking
275 }
276
277 /**
278 * Sets the _isVisible member var to true if it's not already set
279 * @return true if the member was set now, false if the member was already set
280 */
show()281 bool Subtitles::show() {
282 if (!_isSystemActive) {
283 return false;
284 }
285
286 if (_isVisible) {
287 return false;
288 }
289
290 _isVisible = true;
291 return true;
292 }
293
294 /**
295 * Clears the _isVisible member var if not already clear.
296 * @return true if the member was cleared, false if it was already clear.
297 */
hide()298 bool Subtitles::hide() {
299 if (!_isSystemActive) {
300 return false;
301 }
302
303 if (!_isVisible) {
304 return false;
305 }
306
307 _isVisible = false;
308 return true;
309 }
310
311 /**
312 * Checks whether the subtitles should be visible or not
313 * @return the value of the _isVisible member boolean var
314 */
isVisible() const315 bool Subtitles::isVisible() const {
316 return !_isSystemActive || _isVisible;
317 }
318
319 /**
320 * Tick method specific for outtakes (VQA videos)
321 */
tickOuttakes(Graphics::Surface & s)322 void Subtitles::tickOuttakes(Graphics::Surface &s) {
323 if (!_isSystemActive || !_vm->isSubtitlesEnabled()) {
324 return;
325 }
326
327 if (_currentText.empty()) {
328 _vm->_subtitles->hide();
329 } else {
330 _vm->_subtitles->show();
331 }
332
333 if (!_isVisible) { // keep it as a separate if
334 return;
335 }
336
337 draw(s);
338 }
339
340 /**
341 * Tick method for in-game subtitles -- Not for outtake cutscenes (VQA videos)
342 */
tick(Graphics::Surface & s)343 void Subtitles::tick(Graphics::Surface &s) {
344 if (!_isSystemActive || !_vm->isSubtitlesEnabled()) {
345 return;
346 }
347
348 if (_isVisible && !_forceShowWhenNoSpeech && !_vm->_audioSpeech->isPlaying()) {
349 _vm->_subtitles->hide(); // TODO might need a better system. Don't call it always.
350 }
351
352 if (!_isVisible) { // keep it as a separate if
353 return;
354 }
355
356 draw(s);
357 }
358
359 /**
360 * Draw method for drawing the subtitles on the display surface
361 */
draw(Graphics::Surface & s)362 void Subtitles::draw(Graphics::Surface &s) {
363 if (!_isSystemActive || !_isVisible || _currentText.empty()) {
364 return;
365 }
366
367 // This check is done so that lines won't be re-calculated multiple times for the same text
368 if (_currentText != _prevText) {
369 lines.clear();
370 _prevText = _currentText;
371 _font->wordWrapText(_currentText, kTextMaxWidth, lines, 0, true, true);
372 }
373
374 int y = s.h - (kMarginBottom + MAX(kPreferedLine, lines.size()) * _font->getFontHeight());
375
376 for (uint i = 0; i < lines.size(); i++, y += _font->getFontHeight()) {
377 switch (_subtitlesInfo.fontType) {
378 case Subtitles::kSubtitlesFontTypeInternal:
379 // shadow/outline is part of the font color data
380 _font->drawString(&s, lines[i], 0, y, s.w, 0, Graphics::kTextAlignCenter);
381 break;
382 case Subtitles::kSubtitlesFontTypeTTF:
383 _font->drawString(&s, lines[i], -1, y , s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter);
384 _font->drawString(&s, lines[i], 0, y - 1, s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter);
385 _font->drawString(&s, lines[i], 1, y , s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter);
386 _font->drawString(&s, lines[i], 0, y + 1, s.w, s.format.RGBToColor( 0, 0, 0), Graphics::kTextAlignCenter);
387
388 _font->drawString(&s, lines[i], 0, y , s.w, s.format.RGBToColor(255, 255, 255), Graphics::kTextAlignCenter);
389 break;
390 }
391 }
392 }
393
394 /**
395 * Initialize a few basic member vars
396 */
clear()397 void Subtitles::clear() {
398 _isVisible = false;
399 _forceShowWhenNoSpeech = false;
400 _currentText.clear();
401 }
402
403 /**
404 * Initialize/reset member vars, close open file descriptors and garbage collect subtitle fonts and text resource
405 */
reset()406 void Subtitles::reset() {
407 clear();
408
409 _subtitlesInfo.credits = "N/A";
410 _subtitlesInfo.versionStr = "N/A";
411 _subtitlesInfo.dateOfCompile = "N/A";
412 _subtitlesInfo.languageMode = "N/A";
413 _subtitlesInfo.fontType = kSubtitlesFontTypeInternal;
414 _subtitlesInfo.fontName = "N/A";
415
416 for (int i = 0; i < kMaxTextResourceEntries; ++i) {
417 if (_vqaSubsTextResourceEntries[i] != nullptr) {
418 delete _vqaSubsTextResourceEntries[i];
419 _vqaSubsTextResourceEntries[i] = nullptr;
420 }
421 _gameSubsResourceEntriesFound[i] = false;
422 }
423
424 if (_font != nullptr) {
425 delete _font;
426 _font = nullptr;
427 }
428
429 _useUTF8 = false;
430 }
431
432 } // End of namespace BladeRunner
433