Runtime and build - Move all projects to .NET 10 with SDK-style project files and a shared Directory.Build.props (WIN/LINUX, x86/x64 defines) - Load managed and unmanaged dependencies from libs/managed and libs/unmanaged through assembly and native library resolvers - Compile party modes with Roslyn instead of CodeDom - Update AppVeyor to the .NET 10 SDK and dotnet test - Download the FFmpeg and gstreamer runtimes from the dependencies repository during the build - Remove the VC++ 2015-2022 runtime check, no dependency needs it anymore Graphics and windowing - Replace the Direct3D 9 renderer with Direct3D 11 (Vortice) - Pace Direct3D 11 frames with a frame latency waitable swap chain - Move window, input and message boxes to SDL3 - Replace System.Drawing with SkiaSharp and WinForms with SDL3 and a software renderer Video and audio - Replace Acinerella with FFmpeg 8.1.3 (FFmpeg.AutoGen) - Add hardware accelerated video decoding (D3D11VA, DXVA2, VideoToolbox, VAAPI, VDPAU) with software fallback - Convert YUV video frames to RGB on the GPU in Direct3D 11 and OpenGL - Add the video options HardwareDecoding, GpuColorConversion, DecoderThreads and VideoDownscaleResolution - Update OpenAL to OpenTK 4 and NAudio recording to WasapiRecorder Fixes - Fix the song preview start and shorten the reporter buttons - Fix a crash when opening the highscore without a selected song - Use the options slide highlight in the party mode screens to avoid brightness flicker on VRR displays - Disable GameInput in the x86 build, SDL3 crashes in GameInputCreate on 32-bit systems with the GameInput runtime installed - Fix a truncation warning in PitchTracker
145 lines
4.7 KiB
C#
145 lines
4.7 KiB
C#
#region license
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// This file is part of Vocaluxe.
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//
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// Vocaluxe 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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// Vocaluxe 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 Vocaluxe. If not, see <http://www.gnu.org/licenses/>.
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#endregion
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namespace VocaluxeLib.PartyModes.TeamSurvival
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{
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public class CPartyScreenTeamSurvivalConfig : CPartyScreenTeamSurvival
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{
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protected override int _ScreenVersion
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{
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get { return 1; }
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}
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private const string _SelectSlideHeartsMode = "SelectSlideHeartsMode";
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private const string _SelectSlideNumHearts = "SelectSlideNumHearts";
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private const string _SelectSlideNumJokers = "SelectSlideNumJokers";
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private const string _ButtonNext = "ButtonNext";
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private const string _ButtonBack = "ButtonBack";
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public override void Init()
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{
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base.Init();
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_ThemeSelectSlides = new string[] { _SelectSlideHeartsMode, _SelectSlideNumHearts, _SelectSlideNumJokers };
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_ThemeButtons = new string[] { _ButtonNext, _ButtonBack };
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}
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public override bool HandleInput(SKeyEvent keyEvent)
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{
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base.HandleInput(keyEvent);
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if (!keyEvent.KeyPressed)
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{
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switch (keyEvent.Key)
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{
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case Keys.Back:
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case Keys.Escape:
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_PartyMode.Back();
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break;
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case Keys.Enter:
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_UpdateSlides();
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if (_Buttons[_ButtonBack].Selected)
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{
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_PartyMode.Back();
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}
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if (_Buttons[_ButtonNext].Selected)
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{
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_PartyMode.Next();
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}
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break;
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case Keys.Left:
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case Keys.Right:
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_UpdateSlides();
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break;
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}
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}
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return true;
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}
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public override bool HandleMouse(SMouseEvent mouseEvent)
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{
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base.HandleMouse(mouseEvent);
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if (mouseEvent.LB && _IsMouseOverCurSelection(mouseEvent))
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{
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_UpdateSlides();
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if (_Buttons[_ButtonBack].Selected)
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{
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_PartyMode.Back();
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}
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if (_Buttons[_ButtonNext].Selected)
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{
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_PartyMode.Next();
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}
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}
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if (mouseEvent.RB)
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{
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_PartyMode.Back();
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}
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return true;
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}
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public override void OnShow()
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{
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base.OnShow();
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_SelectSlides[_SelectSlideHeartsMode].Clear();
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_SelectSlides[_SelectSlideHeartsMode].AddValue(CBase.Language.Translate("TR_SCREENCONFIG_HEARTS_EQUAL", PartyModeId));
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_SelectSlides[_SelectSlideHeartsMode].AddValue(CBase.Language.Translate("TR_SCREENCONFIG_HEARTS_PERPLAYER", PartyModeId));
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_SelectSlides[_SelectSlideHeartsMode].Selection = _PartyMode.GameData.HeartsPerPlayer ? 1 : 0;
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_SelectSlides[_SelectSlideNumHearts].Clear();
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for (var i = 1; i <= CPartyModeTeamSurvival.MaxHearts; i++)
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{
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_SelectSlides[_SelectSlideNumHearts].AddValue(i.ToString());
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}
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_SelectSlides[_SelectSlideNumHearts].SelectedValue = _PartyMode.GameData.NumHearts.ToString();
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_SelectSlides[_SelectSlideNumJokers].Clear();
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for (var i = 0; i <= CPartyModeTeamSurvival.MaxJokers; i++)
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{
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_SelectSlides[_SelectSlideNumJokers].AddValue(i.ToString());
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}
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_SelectSlides[_SelectSlideNumJokers].SelectedValue = _PartyMode.GameData.NumJokers.ToString();
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}
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public override bool UpdateGame()
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{
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return true;
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}
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private void _UpdateSlides()
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{
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_PartyMode.GameData.HeartsPerPlayer = _SelectSlides[_SelectSlideHeartsMode].Selection == 1;
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_PartyMode.GameData.NumHearts = _SelectSlides[_SelectSlideNumHearts].Selection + 1;
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_PartyMode.GameData.NumJokers = _SelectSlides[_SelectSlideNumJokers].Selection;
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}
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}
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}
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