Initial commit of Command & Conquer Renegade source code.

This commit is contained in:
LFeenanEA
2025-02-27 16:39:46 +00:00
parent 74ab8fa5e0
commit 58ed459113
4918 changed files with 1366710 additions and 0 deletions

View File

@@ -0,0 +1,358 @@
/*
** 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/>.
*/
#include "binkmovie.h"
#include "dx8wrapper.h"
#include "formconv.h"
#include "render2d.h"
#include "Bink.h"
#include "rect.h"
#include "subtitlemanager.h"
#include "dx8caps.h"
class BINKMovieClass
{
private:
StringClass Filename;
HBINK Bink;
bool FrameChanged;
unsigned TextureCount;
unsigned long TicksPerFrame;
struct TextureInfoStruct {
TextureClass* Texture;
int TextureWidth;
int TextureHeight;
int TextureLocX;
int TextureLocY;
RectClass UV;
RectClass Rect;
};
TextureInfoStruct* TextureInfos;
unsigned char* TempBuffer;
Render2DClass Renderer;
SubTitleManagerClass* SubTitleManager;
public:
BINKMovieClass(const char* filename,const char* subtitlename,FontCharsClass* font);
~BINKMovieClass();
void Update();
void Render();
bool Is_Complete();
};
static BINKMovieClass* CurrentMovie;
void BINKMovie::Play(const char* filename,const char* subtitlename, FontCharsClass* font)
{
if (CurrentMovie) {
delete CurrentMovie;
CurrentMovie = NULL;
}
CurrentMovie = new BINKMovieClass(filename,subtitlename,font);
}
void BINKMovie::Stop()
{
if (CurrentMovie) {
delete CurrentMovie;
CurrentMovie = NULL;
}
}
void BINKMovie::Update()
{
if (CurrentMovie) {
CurrentMovie->Update();
}
}
void BINKMovie::Render()
{
if (CurrentMovie) {
CurrentMovie->Render();
}
}
void BINKMovie::Init()
{
BinkSoundUseDirectSound(0);
}
void BINKMovie::Shutdown()
{
Stop();
}
bool BINKMovie::Is_Complete()
{
if (CurrentMovie) {
return CurrentMovie->Is_Complete();
}
return true;
}
// ----------------------------------------------------------------------------
BINKMovieClass::BINKMovieClass(const char* filename, const char* subtitlename, FontCharsClass* font)
:
Filename(filename),
Bink(0),
FrameChanged(true),
TicksPerFrame(0),
SubTitleManager(NULL)
{
Bink = BinkOpen(Filename, 0);
if (Bink == NULL) {
return;
}
TempBuffer = new unsigned char[Bink->Width * Bink->Height*2];
const D3DCAPS8& dx8caps = DX8Wrapper::Get_Current_Caps()->Get_DX8_Caps();
unsigned poweroftwowidth = 1;
while (poweroftwowidth < Bink->Width) {
poweroftwowidth <<= 1;
}
unsigned poweroftwoheight = 1;
while (poweroftwoheight < Bink->Height) {
poweroftwoheight <<= 1;
}
if (poweroftwowidth > dx8caps.MaxTextureWidth) {
poweroftwowidth = dx8caps.MaxTextureWidth;
}
if (poweroftwoheight > dx8caps.MaxTextureHeight) {
poweroftwoheight = dx8caps.MaxTextureHeight;
}
TextureCount = 0;
unsigned max_width = poweroftwowidth;
unsigned max_height = poweroftwoheight;
unsigned x, y;
for (y = 0; y < Bink->Height; y += max_height-2) { // Two pixels are lost due to duplicated edges to prevent bilinear artifacts
for (x = 0; x < Bink->Width; x += max_width-2) {
++TextureCount;
}
}
TextureInfos = new TextureInfoStruct[TextureCount];
unsigned cnt = 0;
for (y = 0; y < Bink->Height; y += max_height-1) {
for (x = 0; x < Bink->Width; x += max_width-1) {
TextureInfos[cnt].Texture = new TextureClass(
max_width, max_height, D3DFormat_To_WW3DFormat(D3DFMT_R5G6B5),
TextureClass::MIP_LEVELS_1, TextureClass::POOL_MANAGED, false);
TextureInfos[cnt].TextureLocX = x;
TextureInfos[cnt].TextureLocY = y;
TextureInfos[cnt].TextureWidth = max_width;
TextureInfos[cnt].UV.Right = float(max_width) / float(max_width);
if ((TextureInfos[cnt].TextureWidth + x) > Bink->Width) {
TextureInfos[cnt].TextureWidth = Bink->Width - x;
TextureInfos[cnt].UV.Right = float(TextureInfos[cnt].TextureWidth - 1) / float(max_width);
}
TextureInfos[cnt].TextureHeight = max_height;
TextureInfos[cnt].UV.Bottom = float(max_height) / float(max_height);
if ((TextureInfos[cnt].TextureHeight + y) > Bink->Height) {
TextureInfos[cnt].TextureHeight = Bink->Height - y;
TextureInfos[cnt].UV.Bottom = float(TextureInfos[cnt].TextureHeight + 1) / float(max_height);
}
TextureInfos[cnt].UV.Left = 1.0f / float(max_width);
TextureInfos[cnt].UV.Top = 1.0f / float(max_height);
TextureInfos[cnt].Rect.Left = float(TextureInfos[cnt].TextureLocX) / float(Bink->Width);
TextureInfos[cnt].Rect.Top = float(TextureInfos[cnt].TextureLocY) / float(Bink->Height);
TextureInfos[cnt].Rect.Right = float(TextureInfos[cnt].TextureLocX + TextureInfos[cnt].TextureWidth) / float(Bink->Width);
TextureInfos[cnt].Rect.Bottom = float(TextureInfos[cnt].TextureLocY + TextureInfos[cnt].TextureHeight) / float(Bink->Height);
++cnt;
}
}
Renderer.Reset();
// Calculate the time per frame of video
unsigned int rate = (Bink->FrameRate / Bink->FrameRateDiv);
TicksPerFrame = (60 / rate);
if (subtitlename && font) {
SubTitleManager = SubTitleManagerClass::Create(filename, subtitlename, font);
}
}
BINKMovieClass::~BINKMovieClass()
{
if (Bink == NULL) {
return;
}
if (Bink) {
BinkClose(Bink);
}
delete[] TempBuffer;
if (TextureInfos) {
for (unsigned t = 0; t < TextureCount; ++t) {
REF_PTR_RELEASE(TextureInfos[t].Texture);
}
delete[] TextureInfos;
}
if (SubTitleManager) {
delete SubTitleManager;
}
}
void BINKMovieClass::Update()
{
if (!Bink) {
return;
}
FrameChanged |= !BinkWait(Bink);
}
static unsigned char* Get_Tex_Address(unsigned char* buffer, int x, int y, int w, int h)
{
if (x < 0) {
x = 0;
} else if (x >= w) {
x = w - 1;
}
if (y < 0) {
y = 0;
} else if (y >= h) {
y = h - 1;
}
return buffer + x * 2 + y * 2 * w;
}
void BINKMovieClass::Render()
{
if (!Bink) {
return;
}
// decompress a frame
if (FrameChanged) {
BinkDoFrame(Bink);
FrameChanged = false;
BinkCopyToBuffer(Bink, TempBuffer, Bink->Width * 2, Bink->Height, 0, 0, BINKSURFACE565|BINKCOPYNOSCALING);
for (unsigned t = 0; t < TextureCount; ++t) {
IDirect3DTexture8* d3d_texture = TextureInfos[t].Texture->Peek_DX8_Texture();
if (d3d_texture) {
unsigned char* cur_tex_ptr = Get_Tex_Address(TempBuffer, TextureInfos[t].TextureLocX,
TextureInfos[t].TextureLocY, Bink->Width, Bink->Height);
unsigned w = TextureInfos[t].TextureWidth;
unsigned h = TextureInfos[t].TextureHeight;
if (w > Bink->Width-TextureInfos[t].TextureLocX) {
w = Bink->Width-TextureInfos[t].TextureLocX;
}
if (h > Bink->Height-TextureInfos[t].TextureLocY) {
h = Bink->Height-TextureInfos[t].TextureLocY;
}
D3DSURFACE_DESC d3d_surf_desc;
D3DLOCKED_RECT locked_rect;
DX8_ErrorCode(d3d_texture->GetLevelDesc(0, &d3d_surf_desc));
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = w;
rect.bottom = h;
DX8_ErrorCode(d3d_texture->LockRect(0,&locked_rect,&rect,0));
for (unsigned y = 0; y < h; ++y) {
unsigned char* dest = (unsigned char*)locked_rect.pBits + y * locked_rect.Pitch;
memcpy(dest, cur_tex_ptr, w * 2);
cur_tex_ptr += Bink->Width * 2;
}
DX8_ErrorCode(d3d_texture->UnlockRect(0));
}
}
if (Bink->FrameNum < Bink->Frames) // goto the next if not on the last
BinkNextFrame(Bink);
}
for (unsigned t = 0; t < TextureCount; ++t) {
Renderer.Reset();
Renderer.Set_Texture(TextureInfos[t].Texture);
Renderer.Set_Coordinate_Range(RectClass(0.0f, 0.0f, 1.0f, 1.0f));//Bink->Width,Bink->Height));
RectClass rect(TextureInfos[t].TextureLocX, TextureInfos[t].TextureLocY, TextureInfos[t].TextureWidth, TextureInfos[t].TextureHeight);
Renderer.Add_Quad(TextureInfos[t].Rect, TextureInfos[t].UV, 0xffffffff);
Renderer.Render();
}
if (SubTitleManager) {
unsigned long movieTime = (Bink->FrameNum * TicksPerFrame);
SubTitleManager->Process(movieTime);
SubTitleManager->Render();
}
}
bool BINKMovieClass::Is_Complete()
{
if (!Bink) return true;
return (Bink->FrameNum>=Bink->Frames);
}

View File

@@ -0,0 +1,58 @@
/*
** 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/>.
*/
#if defined(_MSV_VER)
#pragma once
#endif
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef BINKMOVIE_H
#define BINKMOVIE_H
#include "always.h"
#include "wwstring.h"
class FontCharsClass;
// ----------------------------------------------------------------------------
//
// BINK movie player. You'll need to have binkw32.dll in the run directory!
//
// To start a movie call Play("movie.bik","subtitle_name");
// To end movie playing call Stop();
//
// In order to change the subtitle properties see SubTitleManagerClass.
//
// ----------------------------------------------------------------------------
class BINKMovie
{
public:
static void Play(const char* filename,const char* subtitlename=NULL, FontCharsClass* font = NULL);
static void Stop();
static void Update();
static void Render();
static void Init();
static void Shutdown();
static bool Is_Complete();
};
#endif

View File

@@ -0,0 +1,157 @@
# Microsoft Developer Studio Project File - Name="BinkMovie" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BinkMovie - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BinkMovie.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BinkMovie.mak" CFG="BinkMovie - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BinkMovie - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BinkMovie - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BinkMovie - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""$/Commando/Code/BinkMovie", XPFEAAAA"
# PROP Scc_LocalPath "."
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BinkMovie - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX- /Zi /O2 /Ob2 /I "..\wwmath" /I "..\\" /I "..\ww3d2" /I "..\wwdebug" /I "..\wwlib" /I "..\DirectX\Include" /D "NDEBUG" /D WINVER=0x400 /D "_WINDOWS" /D "WIN32" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\Libs\Release\BinkMovie.lib"
!ELSEIF "$(CFG)" == "BinkMovie - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR- /GX- /ZI /Od /I "..\wwmath" /I "..\\" /I "..\ww3d2" /I "..\wwdebug" /I "..\wwlib" /I "..\DirectX\Include" /D "_DEBUG" /D "WWDEBUG" /D WINVER=0x400 /D "_WINDOWS" /D "WIN32" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\Libs\Debug\BinkMovie.lib"
!ELSEIF "$(CFG)" == "BinkMovie - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Profile"
# PROP BASE Intermediate_Dir "Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Profile"
# PROP Intermediate_Dir "Profile"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MT /W4 /GX- /Zi /O2 /Ob2 /I "..\wwmath" /I "..\\" /I "..\ww3d2" /I "..\wwdebug" /I "..\wwlib" /I "..\DirectX\Include" /D "NDEBUG" /D "WWDEBUG" /D WINVER=0x400 /D "_WINDOWS" /D "WIN32" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"Debug\BinkMovieD.lib"
# ADD LIB32 /nologo /out:"..\Libs\Profile\BinkMovie.lib"
!ENDIF
# Begin Target
# Name "BinkMovie - Win32 Release"
# Name "BinkMovie - Win32 Debug"
# Name "BinkMovie - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=.\BINKMovie.cpp
# End Source File
# Begin Source File
SOURCE=.\subtitle.cpp
# End Source File
# Begin Source File
SOURCE=.\subtitlemanager.cpp
# End Source File
# Begin Source File
SOURCE=.\subtitleparser.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=.\BINK.H
# End Source File
# Begin Source File
SOURCE=.\BINKMovie.h
# End Source File
# Begin Source File
SOURCE=.\RAD.H
# End Source File
# Begin Source File
SOURCE=.\subtitle.h
# End Source File
# Begin Source File
SOURCE=.\subtitlemanager.h
# End Source File
# Begin Source File
SOURCE=.\subtitleparser.h
# End Source File
# End Group
# End Target
# End Project

Binary file not shown.

Binary file not shown.

Binary file not shown.

156
Code/BinkMovie/subtitle.cpp Normal file
View File

@@ -0,0 +1,156 @@
/*
** 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/subtitle.cpp $
*
* DESCRIPTION
* Subtitling support.
*
* PROGRAMMER
* Denzil E. Long, Jr.
*
* VERSION INFO
* $Author: Denzil_l $
* $Modtime: 1/15/02 8:48p $
* $Revision: 2 $
*
****************************************************************************/
#include "always.h"
#include "subtitle.h"
/******************************************************************************
*
* NAME
* SubTitleClass::SubTitleClass
*
* DESCRIPTION
*
* INPUTS
* NONE
*
* RESULTS
* NONE
*
******************************************************************************/
SubTitleClass::SubTitleClass()
:
mTimeStamp(0),
mDuration(20 * 60),
mRGBColor(0x00FFFFFF),
mLinePosition(15),
mAlignment(Center),
mCaption(NULL)
{
}
/******************************************************************************
*
* NAME
* SubTitleClass::~SubTitleClass
*
* DESCRIPTION
*
* INPUTS
* NONE
*
* RESULTS
* NONE
*
******************************************************************************/
SubTitleClass::~SubTitleClass()
{
if (mCaption != NULL) {
delete[] mCaption;
}
}
/******************************************************************************
*
* NAME
* SubTitleClass::SetRGBColor
*
* DESCRIPTION
* Set the color the subtitle caption should be displayed in.
*
* INPUTS
* unsigned char red
* unsigned char green
* unsigned char blue
*
* RESULTS
* NONE
*
******************************************************************************/
void SubTitleClass::Set_RGB_Color(
unsigned char red,
unsigned char green,
unsigned char blue)
{
// Combine components as 8:8:8
mRGBColor = (
((unsigned long)red << 16) |
((unsigned long)green << 8) |
(unsigned long)blue);
}
/******************************************************************************
*
* NAME
* SubTitleClass::SetCaption
*
* DESCRIPTION
* Set the caption text
*
* INPUTS
* Caption - Caption string
*
* RESULTS
* NONE
*
******************************************************************************/
void SubTitleClass::Set_Caption(wchar_t* string)
{
// Release existing caption
if (mCaption != NULL) {
delete[] mCaption;
mCaption = NULL;
}
// Make a copy of caption
if (string != NULL) {
unsigned int length = wcslen(string);
mCaption = new wchar_t[length + 1];
WWASSERT(mCaption != NULL);
if (mCaption != NULL) {
wcscpy(mCaption, string);
}
}
}

112
Code/BinkMovie/subtitle.h Normal file
View File

@@ -0,0 +1,112 @@
/*
** 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/subtitle.h $
*
* DESCRIPTION
* Subtitling support.
*
* PROGRAMMER
* Denzil E. Long, Jr.
*
* VERSION INFO
* $Author: Denzil_l $
* $Modtime: 1/15/02 8:48p $
* $Revision: 2 $
*
****************************************************************************/
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef _SUBTITLE_H_
#define _SUBTITLE_H_
#include "always.h"
#include "wwdebug.h"
#include <wchar.h>
class SubTitleClass
{
public:
SubTitleClass();
~SubTitleClass();
// Set the time (in milliseconds) at which the subtitle is to be displayed.
void Set_Display_Time(unsigned long time) { mTimeStamp = time; }
// Retrieve the time in ticks (1/60 seconds) this subtitle is to be displayed.
unsigned long Get_Display_Time(void) const { return mTimeStamp; }
// Set the time duration in ticks (1/60 seconds) for the subtitle to remain displayed.
void Set_Display_Duration(unsigned long duration) { mDuration = duration; }
// Retrieve the duration time in ticks (1/60 seconds) for the subtitle.
unsigned long Get_Display_Duration(void) const { return mDuration; }
// Set the color the subtitle caption should be displayed in.
void Set_RGB_Color(unsigned char red, unsigned char green, unsigned char blue);
// Retrieve the color of the subtitle
unsigned long Get_RGB_Color(void) const { return mRGBColor; }
// Set the line position the subtitle should be displayed at.
void Set_Line_Position(int linePos)
{
WWASSERT((linePos >= 1) && (linePos <= 15));
mLinePosition = linePos;
}
// Retrieve the line position to display the subtitle at.
int Get_Line_Position(void) const { return mLinePosition; }
// Caption justifications
typedef enum
{
Left,
Right,
Center,
} Alignment;
// Set the alignment of the subtitle caption
void Set_Alignment(Alignment align)
{mAlignment = align;}
// Retrieve the caption justification
Alignment Get_Alignment(void) const { return mAlignment; }
// Set the caption text
void Set_Caption(wchar_t* string);
// Retrieve the caption text
const wchar_t* Get_Caption(void) const { return mCaption; }
private:
unsigned long mTimeStamp;
unsigned long mDuration;
unsigned long mRGBColor;
int mLinePosition;
Alignment mAlignment;
wchar_t* mCaption;
};
#endif // _SUBTITLE_H_

View File

@@ -0,0 +1,351 @@
/*
** 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();
}

View File

@@ -0,0 +1,87 @@
/*
** 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.h $
*
* DESCRIPTION
* Subtitling manager
*
* PROGRAMMER
* Denzil E. Long, Jr.
*
* VERSION INFO
* $Author: Denzil_l $
* $Modtime: 1/15/02 9:13p $
* $Revision: 2 $
*
****************************************************************************/
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef _SUBTITLEMANAGER_H_
#define _SUBTITLEMANAGER_H_
#include "always.h"
#include <wwlib\vector.h>
#include "wwstring.h"
#include <windows.h>
#include "render2dsentence.h"
class SubTitleClass;
class Surface;
class SubTitleManagerClass
{
public:
// Instantiate a subtitle manager
static SubTitleManagerClass* Create(const char* filename, const char* subtitlefilename, FontCharsClass* font);
// Destroy subtitle manager
~SubTitleManagerClass();
// Check if there are subtitles.
bool Has_Sub_Titles(void) const { return (mSubTitles != NULL); }
// Reset subtitles to start
void Reset(void);
// Process subtitles
bool Process(unsigned long movieTime);
void Render();
private:
// Prevent direct creation
SubTitleManagerClass();
void Set_Font(FontCharsClass* font);
bool Load_Sub_Titles(const char* moviename, const char* subtitlefilename);
void Draw_Sub_Title(const SubTitleClass* subtitle);
DynamicVectorClass<class SubTitleClass*>* mSubTitles;
int mSubTitleIndex;
SubTitleClass* mActiveSubTitle;
Render2DSentenceClass Renderer;
};
#endif // _SUBTITLEMANAGER_H_

View File

@@ -0,0 +1,583 @@
/*
** 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/subtitleparser.cpp $
*
* DESCRIPTION
* Subtitling control file parser
*
* PROGRAMMER
* Denzil E. Long, Jr.
*
* VERSION INFO
* $Author: Denzil_l $
* $Modtime: 1/12/02 9:27p $
* $Revision: 2 $
*
****************************************************************************/
#include "subtitleparser.h"
#include "subtitle.h"
#include "straw.h"
#include "readline.h"
#include "trim.h"
#include <wchar.h>
#include <stdlib.h>
// Subtitle control file parsing tokens
#define BEGINMOVIE_TOKEN L"BeginMovie"
#define ENDMOVIE_TOKEN L"EndMovie"
#define TIMEBIAS_TOKEN L"TimeBias"
#define TIME_TOKEN L"Time"
#define DURATION_TOKEN L"Duration"
#define POSITION_TOKEN L"Position"
#define COLOR_TOKEN L"Color"
#define TEXT_TOKEN L"Text"
unsigned long DecodeTimeString(wchar_t* string);
void Parse_Time(wchar_t* string, SubTitleClass* subTitle);
void Parse_Duration(wchar_t* string, SubTitleClass* subTitle);
void Parse_Position(wchar_t* string, SubTitleClass* subTitle);
void Parse_Color(wchar_t* string, SubTitleClass* subTitle);
void Parse_Text(wchar_t* string, SubTitleClass* subTitle);
SubTitleParserClass::TokenHook SubTitleParserClass::mTokenHooks[] =
{
{TIME_TOKEN, Parse_Time},
{DURATION_TOKEN, Parse_Duration},
{POSITION_TOKEN, Parse_Position},
{COLOR_TOKEN, Parse_Color},
{TEXT_TOKEN, Parse_Text},
{NULL, NULL}
};
/******************************************************************************
*
* NAME
* SubTitleParserClass::SubTitleParserClass
*
* DESCRIPTION
*
* INPUTS
* Input - Control file input stream.
*
* RESULTS
* NONE
*
******************************************************************************/
SubTitleParserClass::SubTitleParserClass(Straw& input)
:
mInput(input),
mLineNumber(0)
{
// Check for Unicode byte-order mark.
// All Unicode plaintext files are prefixed with the byte-order mark U+FEFF
// or its mirror U+FFFE. This mark is used to indicate the byte order of a
// text stream.
wchar_t byteOrderMark = 0;
mInput.Get(&byteOrderMark, sizeof(wchar_t));
WWASSERT(byteOrderMark == 0xFEFF);
if (byteOrderMark != 0xFEFF) {
WWDEBUG_SAY(("Error: Subtitle control file is not unicode!\n"));
}
}
/******************************************************************************
*
* NAME
* SubTitleParserClass::~SubTitleParserClass
*
* DESCRIPTION
*
* INPUTS
* NONE
*
* RESULTS
* NONE
*
******************************************************************************/
SubTitleParserClass::~SubTitleParserClass()
{
}
/******************************************************************************
*
* NAME
* SubTitleParserClass::GetSubTitles
*
* DESCRIPTION
*
* INPUTS
* NONE
*
* RESULTS
*
******************************************************************************/
DynamicVectorClass<SubTitleClass*>* SubTitleParserClass::Get_Sub_Titles(const char* moviename)
{
DynamicVectorClass<SubTitleClass*>* subTitleCollection = NULL;
// Find the movie marker
if (Find_Movie_Entry(moviename) == true) {
// Allocate container to hold subtitles
subTitleCollection = new DynamicVectorClass<SubTitleClass*>;
WWASSERT(subTitleCollection != NULL);
if (subTitleCollection != NULL) {
for (;;) {
// Retrieve a line from the control file
wchar_t* string = Get_Next_Line();
if ((string != NULL) && (wcslen(string) > 0)) {
// Check for subtitle entry markers
if ((string[0] == L'<') && (string[wcslen(string) - 1] == L'>')) {
// Trim off markers
string++;
string[wcslen(string) - 1] = 0;
wcstrim(string);
// Ignore empty caption
if (wcslen(string) == 0) {
continue;
}
// Create a new SubTitleClass
SubTitleClass* subTitle = new SubTitleClass();
WWASSERT(subTitle != NULL);
if (subTitle == NULL) {
WWDEBUG_SAY(("***** Failed to create SubTitleClass!\n"));
break;
}
if (Parse_Sub_Title(string, subTitle) == true) {
subTitleCollection->Add(subTitle);
}
else {
delete subTitle;
}
continue;
}
// Terminate if end movie token encountered.
if (wcsnicmp(string, ENDMOVIE_TOKEN, wcslen(ENDMOVIE_TOKEN)) == 0) {
break;
}
}
}
if (subTitleCollection->Count() == 0) {
delete subTitleCollection;
subTitleCollection = NULL;
}
}
}
return subTitleCollection;
}
/******************************************************************************
*
* NAME
* SubTitleParserClass::FindMovieEntry
*
* DESCRIPTION
* No description provided,
*
* INPUTS
* Moviename - Pointer to name of movie to find subtitles for.
*
* RESULTS
* Success - True if movie entry found; False if unable to find movie entry.
*
******************************************************************************/
bool SubTitleParserClass::Find_Movie_Entry(const char* moviename)
{
// Convert the moviename into Unicode
WWASSERT(moviename != NULL);
wchar_t wideName[32];
mbstowcs(wideName, moviename, 32);
do {
// Retrieve line of text
wchar_t* string = Get_Next_Line();
// Terminate if no string read.
if (string == NULL) {
break;
}
// Look for begin movie token
if (wcsnicmp(string, BEGINMOVIE_TOKEN, wcslen(BEGINMOVIE_TOKEN)) == 0) {
// Get moviename following the token
wchar_t* ptr = wcschr(string, L' ');
// Check for matching moviename
if (ptr != NULL) {
wcstrim(ptr);
if (wcsicmp(ptr, wideName) == 0) {
WWDEBUG_SAY(("Found movie entry %s\n", moviename));
return true;
}
}
}
} while (true);
return false;
}
/******************************************************************************
*
* NAME
* SubTitleParserClass::ParseSubTitle
*
* DESCRIPTION
*
* INPUTS
* wchar_t* string
* SubTitleClass* subTitle
*
* RESULTS
* bool
*
******************************************************************************/
bool SubTitleParserClass::Parse_Sub_Title(wchar_t* string, SubTitleClass* subTitle)
{
// Parameter check
WWASSERT(string != NULL);
WWASSERT(subTitle != NULL);
for (;;) {
// Find token separator
wchar_t* separator = wcschr(string, L'=');
if (separator == NULL) {
WWDEBUG_SAY(("Error on line %d: syntax error\n", Get_Line_Number()));
return false;
}
// NULL terminate token part
*separator++ = 0;
// Tokens are to the left of the separator
wchar_t* token = string;
wcstrim(token);
// Parameters are to the right of the separator
wchar_t* param = separator;
wcstrim(param);
// Quoted parameters are treated as literals (ignore contents)
if (param[0] == L'"') {
// Skip leading quote
param++;
// Use next quote to mark end of parameter
separator = wcschr(param, L'"');
if (separator == NULL) {
WWDEBUG_SAY(("Error on line %d: mismatched quotes\n", Get_Line_Number()));
return false;
}
// NULL terminate parameter
*separator++ = 0;
// Skip any comma following a literal string since we used the trailing
// quote to terminate the tokens parameters
wcstrim(separator);
if (*separator == L',') {
separator++;
}
// Advance string past quoted parameter
string = separator;
}
else {
// Look for separator to next token
separator = wcspbrk(param, L", ");
if (separator != NULL) {
*separator++ = 0;
string = separator;
}
else {
string = L"";
}
}
// Error on empty tokens
if (wcslen(token) == 0) {
WWDEBUG_SAY(("Error on line %d: missing token\n", Get_Line_Number()));
return false;
}
// Parse current token
Parse_Token(token, param, subTitle);
// Prepare for next token
wcstrim(string);
if (wcslen(string) == 0) {
break;
}
}
return true;
}
/******************************************************************************
*
* NAME
* SubTitleParserClass::ParseToken
*
* DESCRIPTION
*
* INPUTS
* wchar_t* token
* wchar_t* param
* SubTitleClass* subTitle
*
* RESULTS
* NONE
*
******************************************************************************/
void SubTitleParserClass::Parse_Token(wchar_t* token, wchar_t* param, SubTitleClass* subTitle)
{
// Parameter check
WWASSERT(token != NULL);
WWASSERT(subTitle != NULL);
if (token != NULL) {
int index = 0;
while (mTokenHooks[index].Token != NULL) {
TokenHook& hook = mTokenHooks[index];
if (wcsicmp(hook.Token, token) == 0) {
WWASSERT(subTitle != NULL);
hook.Handler(param, subTitle);
return;
}
index++;
}
}
}
/******************************************************************************
*
* NAME
* SubTitleParserClass::GetNextLine
*
* DESCRIPTION
* Retrieve the next line of text from the control file.
*
* INPUTS
* NONE
*
* RESULTS
* String - Pointer to next line of text. NULL if error or EOF.
*
******************************************************************************/
wchar_t* SubTitleParserClass::Get_Next_Line(void)
{
bool eof = false;
while (eof == false) {
// Read in a line of text
Read_Line(mInput, mBuffer, LINE_MAX, eof);
mLineNumber++;
// Remove whitespace
wchar_t* string = wcstrim(mBuffer);
// Skip comments and blank lines
if ((wcslen(string) > 0) && (string[0] != L';')) {
return string;
}
}
return NULL;
}
// Convert a time string in the format hh:mm:ss:tt into 1/60 second ticks.
unsigned long Decode_Time_String(wchar_t* string)
{
#define TICKS_PER_SECOND 60
#define TICKS_PER_MINUTE (60 * TICKS_PER_SECOND)
#define TICKS_PER_HOUR (60 * TICKS_PER_MINUTE)
WWASSERT(string != NULL);
wchar_t buffer[12];
wcsncpy(buffer, string, 12);
buffer[11] = 0;
wchar_t* ptr = &buffer[0];
// Isolate hours part
wchar_t* separator = wcschr(ptr, L':');
WWASSERT(separator != NULL);
*separator++ = 0;
unsigned long hours = wcstoul(ptr, NULL, 10);
// Isolate minutes part
ptr = separator;
separator = wcschr(ptr, L':');
WWASSERT(separator != NULL);
*separator++ = 0;
unsigned long minutes = wcstoul(ptr, NULL, 10);
// Isolate seconds part
ptr = separator;
separator = wcschr(ptr, L':');
WWASSERT(separator != NULL);
*separator++ = 0;
unsigned long seconds = wcstoul(ptr, NULL, 10);
// Isolate hundredth part (1/100th of a second)
ptr = separator;
unsigned long hundredth = wcstoul(ptr, NULL, 10);
unsigned long time = (hours * TICKS_PER_HOUR);
time += (minutes * TICKS_PER_MINUTE);
time += (seconds * TICKS_PER_SECOND);
time += ((hundredth * TICKS_PER_SECOND) / 100);
return time;
}
void Parse_Time(wchar_t* param, SubTitleClass* subTitle)
{
WWASSERT(param != NULL);
WWASSERT(subTitle != NULL);
unsigned long time = Decode_Time_String(param);
subTitle->Set_Display_Time(time);
}
void Parse_Duration(wchar_t* param, SubTitleClass* subTitle)
{
WWASSERT(param != NULL);
WWASSERT(subTitle != NULL);
unsigned long time = Decode_Time_String(param);
if (time > 0) {
subTitle->Set_Display_Duration(time);
}
}
void Parse_Position(wchar_t* param, SubTitleClass* subTitle)
{
static struct
{
const wchar_t* Name;
SubTitleClass::Alignment Align;
} _alignLookup[] = {
{L"Left", SubTitleClass::Left},
{L"Right", SubTitleClass::Right},
{L"Center", SubTitleClass::Center},
{NULL, SubTitleClass::Center}
};
WWASSERT(subTitle != NULL);
WWASSERT(param != NULL);
wchar_t* ptr = param;
// Line position
wchar_t* separator = wcschr(ptr, L':');
if (separator != NULL) {
*separator++ = 0;
int linePos = wcstol(ptr, NULL, 0);
subTitle->Set_Line_Position(linePos);
ptr = separator;
}
// Justification
SubTitleClass::Alignment align = SubTitleClass::Center;
int index = 0;
while (_alignLookup[index].Name != NULL) {
if (wcsicmp(ptr, _alignLookup[index].Name) == 0) {
align = _alignLookup[index].Align;
break;
}
index++;
}
subTitle->Set_Alignment(align);
}
void Parse_Color(wchar_t* param, SubTitleClass* subTitle)
{
WWASSERT(param != NULL);
WWASSERT(subTitle != NULL);
wchar_t* ptr = param;
wchar_t* separator = wcschr(ptr, L':');
*separator++ = 0;
unsigned char red = (unsigned char)wcstoul(ptr, NULL, 10);
ptr = separator;
separator = wcschr(ptr, L':');
*separator++ = 0;
unsigned char green = (unsigned char)wcstoul(ptr, NULL, 10);
ptr = separator;
unsigned char blue = (unsigned char)wcstoul(ptr, NULL, 10);
subTitle->Set_RGB_Color(red, green, blue);
}
void Parse_Text(wchar_t* param, SubTitleClass* subTitle)
{
WWASSERT(param != NULL);
WWASSERT(subTitle != NULL);
subTitle->Set_Caption(param);
}

View File

@@ -0,0 +1,84 @@
/*
** 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/subtitleparser.h $
*
* DESCRIPTION
* Subtitling control file parser
*
* PROGRAMMER
* Denzil E. Long, Jr.
*
* VERSION INFO
* $Author: Ian_l $
* $Modtime: 8/24/01 2:36p $
* $Revision: 1 $
*
****************************************************************************/
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef _SUBTITLEPARSER_H_
#define _SUBTITLEPARSER_H_
#include "always.h"
#include <wwlib\vector.h>
#include <stddef.h>
class Straw;
class SubTitleClass;
class SubTitleParserClass
{
public:
SubTitleParserClass(Straw& input);
~SubTitleParserClass();
DynamicVectorClass<SubTitleClass*>* Get_Sub_Titles(const char* moviename);
private:
enum {LINE_MAX = 1024};
typedef struct tagTokenHook
{
const wchar_t* Token;
void (*Handler)(wchar_t* param, SubTitleClass* subTitle);
} TokenHook;
// Prevent copy construction
SubTitleParserClass(const SubTitleParserClass&);
const SubTitleParserClass operator=(const SubTitleParserClass&);
bool Find_Movie_Entry(const char* moviename);
bool Parse_Sub_Title(wchar_t* string, SubTitleClass* subTitle);
void Parse_Token(wchar_t* token, wchar_t* param, SubTitleClass* subTitle);
wchar_t* Get_Next_Line(void);
unsigned int Get_Line_Number(void) const {return mLineNumber;}
static TokenHook mTokenHooks[];
Straw& mInput;
wchar_t mBuffer[LINE_MAX];
unsigned int mLineNumber;
};
#endif // _SUBTITLEPARSER_H_