Files
Vocaluxe/PartyModes/PartyModeTeamSurvival/CPartyScreenTeamSurvivalHearts.cs
McSchneidar cf2fa796e2 .NET10 Migration (#946)
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
2026-11-02 08:11:20 +01:00

374 lines
12 KiB
C#

#region license
// This file is part of Vocaluxe.
//
// Vocaluxe 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.
//
// Vocaluxe 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 Vocaluxe. If not, see <http://www.gnu.org/licenses/>.
#endregion
using System;
using System.Collections.Generic;
using VocaluxeLib.Menu;
namespace VocaluxeLib.PartyModes.TeamSurvival
{
class CHeartsRow
{
public Guid ProfileId;
public CStatic Highlight;
public CStatic Avatar;
public CText Name;
public CStatic[] Hearts;
}
public class CPartyScreenTeamSurvivalHearts : CPartyScreenTeamSurvival
{
protected override int _ScreenVersion
{
get { return 1; }
}
private const string _ButtonNext = "ButtonNext";
private const string _ButtonBack = "ButtonBack";
private const string _StaticRowHighlight = "StaticRowHighlight";
private const string _StaticRowAvatar = "StaticRowAvatar";
private const string _StaticHeart = "StaticHeart";
private const string _TextRowName = "TextRowName";
private const float _FirstRowY = 260f;
private const float _RowH = 70f;
private const float _HeartSize = 46f;
private const float _HeartSpace = 10f;
private const float _LostHeartAlpha = 0.2f;
private readonly float[] _ColumnX = new float[] { 160f, 1020f };
private List<CHeartsRow> _Rows;
private int _NumRowsUsed;
private int _SelectedRow;
private bool _OnButtons;
public override void Init()
{
base.Init();
_ThemeButtons = new string[] { _ButtonNext, _ButtonBack };
_ThemeStatics = new string[] { _StaticRowHighlight, _StaticRowAvatar, _StaticHeart };
_ThemeTexts = new string[] { _TextRowName };
}
public override void LoadTheme(string xmlPath)
{
base.LoadTheme(xmlPath);
_Rows = new List<CHeartsRow>();
for (var i = 0; i < CPartyModeTeamSurvival.TeamCount * CPartyModeTeamSurvival.MaxPlayersInTeam; i++)
{
var row = new CHeartsRow
{
Highlight = GetNewStatic(_Statics[_StaticRowHighlight]),
Avatar = GetNewStatic(_Statics[_StaticRowAvatar]),
Name = GetNewText(_Texts[_TextRowName]),
Hearts = new CStatic[CPartyModeTeamSurvival.MaxHearts]
};
row.Avatar.Aspect = EAspect.Crop;
_AddStatic(row.Highlight);
_AddStatic(row.Avatar);
_AddText(row.Name);
for (var h = 0; h < CPartyModeTeamSurvival.MaxHearts; h++)
{
row.Hearts[h] = GetNewStatic(_Statics[_StaticHeart]);
_AddStatic(row.Hearts[h]);
}
_Rows.Add(row);
}
_Statics[_StaticRowHighlight].Visible = false;
_Statics[_StaticRowAvatar].Visible = false;
_Statics[_StaticHeart].Visible = false;
_Texts[_TextRowName].Visible = false;
}
public override void OnShow()
{
base.OnShow();
_NumRowsUsed = 0;
var teams = new List<Guid>[] { _PartyMode.GameData.ProfileIdsTeam1, _PartyMode.GameData.ProfileIdsTeam2 };
for (var team = 0; team < teams.Length; team++)
{
for (var i = 0; i < teams[team].Count && i < CPartyModeTeamSurvival.MaxPlayersInTeam; i++)
{
var row = _Rows[_NumRowsUsed++];
row.ProfileId = teams[team][i];
_PlaceRow(row, _ColumnX[team], _FirstRowY + i * _RowH);
row.Avatar.Texture = CBase.Profiles.GetAvatar(row.ProfileId);
row.Name.Text = CBase.Profiles.GetPlayerName(row.ProfileId);
}
}
for (var i = 0; i < _Rows.Count; i++)
{
var visible = i < _NumRowsUsed;
_Rows[i].Avatar.Visible = visible;
_Rows[i].Name.Visible = visible;
foreach (var heart in _Rows[i].Hearts)
{
heart.Visible = visible;
}
}
_SelectedRow = 0;
_UpdateRows();
_FocusRows();
}
public override bool UpdateGame()
{
return true;
}
public override bool HandleInput(SKeyEvent keyEvent)
{
if (keyEvent.KeyPressed)
{
return true;
}
switch (keyEvent.Key)
{
case Keys.Back:
case Keys.Escape:
_PartyMode.Back();
break;
case Keys.Enter:
if (_OnButtons && _Buttons[_ButtonBack].Selected)
{
_PartyMode.Back();
}
else
{
_PartyMode.Next();
}
break;
case Keys.Up:
if (_OnButtons)
{
_FocusRows();
}
else
{
_SelectRow(_SelectedRow - 1);
}
break;
case Keys.Down:
if (_OnButtons)
{
break;
}
if (_SelectedRow + 1 < _NumRowsUsed)
{
_SelectRow(_SelectedRow + 1);
}
else
{
_FocusButtons();
}
break;
case Keys.Left:
case Keys.Right:
if (_OnButtons)
{
_SwitchButton();
}
else
{
_ChangeHearts(_SelectedRow, _GetHearts(_SelectedRow) + (keyEvent.Key == Keys.Left ? -1 : 1));
}
break;
case Keys.Tab:
if (_OnButtons)
{
_SwitchButton();
}
else
{
_FocusButtons();
}
break;
}
return true;
}
public override bool HandleMouse(SMouseEvent mouseEvent)
{
base.HandleMouse(mouseEvent);
if (_Buttons[_ButtonBack].Selected || _Buttons[_ButtonNext].Selected)
{
_OnButtons = true;
}
if (mouseEvent.LB)
{
for (var r = 0; r < _NumRowsUsed; r++)
{
for (var h = 0; h < CPartyModeTeamSurvival.MaxHearts; h++)
{
if (CHelper.IsInBounds(_Rows[r].Hearts[h].Rect, mouseEvent))
{
_SelectRow(r);
_ChangeHearts(r, h + 1);
return true;
}
}
if (CHelper.IsInBounds(_Rows[r].Highlight.Rect, mouseEvent))
{
_SelectRow(r);
return true;
}
}
if (_IsMouseOverCurSelection(mouseEvent))
{
if (_Buttons[_ButtonBack].Selected)
{
_PartyMode.Back();
}
if (_Buttons[_ButtonNext].Selected)
{
_PartyMode.Next();
}
}
}
if (mouseEvent.RB)
{
_PartyMode.Back();
}
return true;
}
private void _PlaceRow(CHeartsRow row, float x, float y)
{
var highlight = _Statics[_StaticRowHighlight].Rect;
row.Highlight.MaxRect = new SRectF(x, y, highlight.W, highlight.H, highlight.Z);
var avatar = _Statics[_StaticRowAvatar].Rect;
row.Avatar.MaxRect = new SRectF(x + 8f, y + (highlight.H - avatar.H) / 2, avatar.W, avatar.H, avatar.Z);
row.Name.X = x + avatar.W + 24f;
row.Name.Y = y + (highlight.H - row.Name.H) / 2;
var heartsX = x + highlight.W - CPartyModeTeamSurvival.MaxHearts * (_HeartSize + _HeartSpace);
for (var h = 0; h < row.Hearts.Length; h++)
{
row.Hearts[h].MaxRect = new SRectF(heartsX + h * (_HeartSize + _HeartSpace), y + (highlight.H - _HeartSize) / 2, _HeartSize, _HeartSize,
_Statics[_StaticHeart].Rect.Z);
}
}
private int _GetHearts(int row)
{
if (row < 0 || row >= _NumRowsUsed)
{
return 0;
}
return _PartyMode.GetStartHearts(_Rows[row].ProfileId);
}
private void _ChangeHearts(int row, int hearts)
{
if (row < 0 || row >= _NumRowsUsed)
{
return;
}
hearts = Math.Max(1, Math.Min(CPartyModeTeamSurvival.MaxHearts, hearts));
_PartyMode.GameData.PlayerHearts[_Rows[row].ProfileId] = hearts;
_UpdateRows();
}
private void _FocusRows()
{
_OnButtons = false;
_Buttons[_ButtonBack].Selected = false;
_Buttons[_ButtonNext].Selected = false;
_UpdateRows();
}
private void _FocusButtons()
{
_OnButtons = true;
_SelectElement(_Buttons[_ButtonNext]);
_UpdateRows();
}
private void _SwitchButton()
{
_SelectElement(_Buttons[_ButtonNext].Selected ? _Buttons[_ButtonBack] : _Buttons[_ButtonNext]);
}
private void _SelectRow(int row)
{
_OnButtons = false;
_Buttons[_ButtonBack].Selected = false;
_Buttons[_ButtonNext].Selected = false;
if (_NumRowsUsed == 0)
{
return;
}
_SelectedRow = Math.Max(0, Math.Min(_NumRowsUsed - 1, row));
_UpdateRows();
}
private void _UpdateRows()
{
for (var r = 0; r < _NumRowsUsed; r++)
{
var row = _Rows[r];
row.Highlight.Visible = r == _SelectedRow && !_OnButtons;
var hearts = _GetHearts(r);
var color = _Statics[_StaticHeart].Color;
for (var h = 0; h < row.Hearts.Length; h++)
{
row.Hearts[h].Color = new SColorF(color.R, color.G, color.B, h < hearts ? color.A : color.A * _LostHeartAlpha);
}
}
for (var r = _NumRowsUsed; r < _Rows.Count; r++)
{
_Rows[r].Highlight.Visible = false;
}
}
}
}