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