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CnC_Renegade/Code/BinkMovie/subtitlemanager.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 3 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, see <http://www.gnu.org/licenses/>.
*/
/****************************************************************************
*
* FILE
* $Archive: /Commando/Code/BinkMovie/subtitlemanager.cpp $
*
* DESCRIPTION
* Subtitling manager
*
* PROGRAMMER
* Denzil E. Long, Jr.
*
* VERSION INFO
* $Author: Denzil_l $
* $Modtime: 1/24/02 10:11a $
* $Revision: 3 $
*
****************************************************************************/
#include "always.h"
#include "subtitlemanager.h"
#include "subtitleparser.h"
#include "subtitle.h"
#include "xstraw.h"
#include "rawfile.h"
#include "assetmgr.h"
#include "ww3d.h"
#include <stdlib.h>
/******************************************************************************
*
* NAME
* SubTitleManagerClass::Create
*
* DESCRIPTION
* Instantiate a subtitle manager for the specified movie.
*
* INPUTS
* Filename - Name of movie file to create subtitle manager for.
*
* RESULTS
* NONE
*
******************************************************************************/
SubTitleManagerClass* SubTitleManagerClass::Create(const char* filename, const char* subtitlefilename, FontCharsClass* font)
{
if ((filename == NULL) || (strlen(filename) == 0)) {
return NULL;
}
if (subtitlefilename && !font) {
return NULL;
}
// Create subtitle manager for the vqa
SubTitleManagerClass* instance = new SubTitleManagerClass();
WWASSERT(instance != NULL);
if (instance != NULL) {
instance->Set_Font(font);
// Retrieve moviename
char fname[_MAX_FNAME];
_splitpath(filename, NULL, NULL, fname, NULL);
bool loaded = instance->Load_Sub_Titles(fname, subtitlefilename);
if (loaded == false) {
delete instance;
return NULL;
}
}
return instance;
}
/******************************************************************************
*
* NAME
* SubTitleManagerClass::SubTitleManagerClass
*
* DESCRIPTION
*
* INPUTS
*
* RESULTS
* NONE
*
******************************************************************************/
SubTitleManagerClass::SubTitleManagerClass()
:
mSubTitles(NULL),
mSubTitleIndex(0),
mActiveSubTitle(NULL)
{
}
/******************************************************************************
*
* NAME
* SubTitleManagerClass::~SubTitleManagerClass
*
* DESCRIPTION
*
* INPUTS
* NONE
*
* RESULTS
* NONE
*
******************************************************************************/
SubTitleManagerClass::~SubTitleManagerClass()
{
// Release subtitle entries
if (mSubTitles != NULL) {
for (int index = 0; index < mSubTitles->Count(); index++) {
delete (*mSubTitles)[index];
}
delete mSubTitles;
}
}
void SubTitleManagerClass::Set_Font(FontCharsClass* font)
{
if (font) {
Renderer.Set_Font(font);
}
}
/******************************************************************************
*
* NAME
* SubTitleManagerClass::LoadSubTitles
*
* DESCRIPTION
*
* INPUTS
* Moviename - Pointer to movie name
*
* RESULTS
* Success -
*
******************************************************************************/
bool SubTitleManagerClass::Load_Sub_Titles(const char* moviename, const char* subtitlefilename)
{
if ((moviename == NULL) || (strlen(moviename) == 0)) {
return false;
}
if ((subtitlefilename == NULL) || (strlen(subtitlefilename) == 0)) {
return false;
}
RawFileClass file(subtitlefilename);
if (!file.Is_Available()) {
return false;
}
FileStraw input(file);
SubTitleParserClass parser(input);
mSubTitles = parser.Get_Sub_Titles(moviename);
if (mSubTitles == NULL) {
return false;
}
// TODO: Make sure entries are sorted by time.
return true;
}
/******************************************************************************
*
* NAME
* SubTitleManagerClass::Process
*
* DESCRIPTION
* Handle subtitle processing. This must be called each frame advance.
*
* INPUTS
* NONE
*
* RESULTS
* NONE
*
******************************************************************************/
bool SubTitleManagerClass::Process(unsigned long movieTime)
{
if (mSubTitles == NULL) {
return false;
}
bool update = false;
for (;;) {
// Terminate if there aren't more subtitles
if (mSubTitleIndex >= mSubTitles->Count()) {
break;
}
// Get the next subtitle
SubTitleClass* subtitle = (*mSubTitles)[mSubTitleIndex];
WWASSERT(subtitle != NULL);
// Check the display time against the current movie time. If it is time
// to display the subtitle then send a subtitle event to the client.
unsigned long displayTime = subtitle->Get_Display_Time();
// If its not time then we are done.
if (displayTime > movieTime) {
break;
} else {
// Make this subtitle the active one
mActiveSubTitle = subtitle;
// Advance to the next subtitle entry
mSubTitleIndex++;
Draw_Sub_Title(subtitle);
update = true;
// WWDEBUG_SAY(("SubTitle: %04d @ %u\n", mSubTitleIndex, movieTime));
}
}
// If the active subtitles duration has expired then remove it as being active.
if (mActiveSubTitle != NULL) {
SubTitleClass* subtitle = mActiveSubTitle;
unsigned long expireTime = subtitle->Get_Display_Time() + subtitle->Get_Display_Duration();
if (movieTime >= expireTime) {
mActiveSubTitle = NULL;
// Erase subtitle
Renderer.Reset();
update = true;
}
}
return update;
}
/******************************************************************************
*
* NAME
* SubTitleManagerClass::Reset
*
* DESCRIPTION
*
* INPUTS
* NONE
*
* RESULTS
* NONE
*
******************************************************************************/
void SubTitleManagerClass::Reset(void)
{
mSubTitleIndex = 0;
mActiveSubTitle = NULL;
}
/******************************************************************************
*
* NAME
* SubTitleManagerClass::DrawSubTitle
*
* DESCRIPTION
*
* INPUTS
* const SubTitleClass* subtitle
*
* RESULTS
* NONE
*
******************************************************************************/
void SubTitleManagerClass::Draw_Sub_Title(const SubTitleClass* subtitle)
{
WWASSERT(subtitle != NULL);
Renderer.Reset();
unsigned short* string = (unsigned short*)subtitle->Get_Caption();
int w,h,bits;
bool windowed;
WW3D::Get_Device_Resolution(w,h,bits,windowed);
Vector2 extents=Renderer.Get_Text_Extents( string );
// Assume left justification
int xPos = 0;
int yPos = subtitle->Get_Line_Position() * (h/16);
int xSize=extents[0];
SubTitleClass::Alignment align = subtitle->Get_Alignment();
if (align == SubTitleClass::Center) {
xPos = ((w - xSize) / 2);
}
else if (align == SubTitleClass::Right) {
xPos = (w - xSize);
}
Renderer.Set_Location(Vector2(xPos,yPos));
Renderer.Build_Sentence(string);
// Set font color
unsigned long rgbColor = subtitle->Get_RGB_Color()|0xff000000;
Renderer.Draw_Sentence(rgbColor);
}
void SubTitleManagerClass::Render()
{
Renderer.Render();
}