Files
Vocaluxe/Vocaluxe/Lib/Draw/IDraw.cs
T
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

64 lines
2.6 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.Drawing;
using SkiaSharp;
using VocaluxeLib;
using VocaluxeLib.Draw;
namespace Vocaluxe.Lib.Draw
{
interface IDraw
{
bool Init();
void MainLoop();
void Close();
int GetScreenWidth();
int GetScreenHeight();
int GetTextureCount();
CTextureRef CopyScreen();
void CopyScreen(ref CTextureRef texture);
void MakeScreenShot();
CTextureRef AddTexture(string texturePath);
CTextureRef AddTexture(SKBitmap bitmap);
CTextureRef AddTexture(int w, int h, byte[] data);
void UpdateTexture(CTextureRef texture, SKBitmap bmp);
void UpdateTexture(CTextureRef texture, int w, int h, byte[] data);
CTextureRef EnqueueTexture(string texturePath);
CTextureRef EnqueueTexture(SKBitmap bmp);
CTextureRef EnqueueTexture(int w, int h, byte[] data);
void EnqueueTextureUpdate(CTextureRef textureRef, SKBitmap bmp);
CTextureRef CopyTexture(CTextureRef textureRef);
bool SupportsYuvVideo { get; }
void UpdateYuvTexture(ref CTextureRef textureRef, int w, int h, byte[] data, float[] yuvToRgbRows);
void RemoveTexture(ref CTextureRef texture);
// Basic Draw Methods
void DrawRect(SColorF color, SRectF rect, bool allMonitors = true);
void DrawRectReflection(SColorF color, SRectF rect, float space, float height);
void DrawTexture(CTextureRef texture, SRectF rect, SColorF color, bool mirrored = false, bool allMonitors = true);
void DrawTexture(CTextureRef texture, SRectF rect, SColorF color, SRectF bounds, bool mirrored = false, bool allMonitors = true);
void DrawTexture(CTextureRef texture, SRectF rect, SColorF color, float begin, float end, bool allMonitors = true);
void DrawTextureReflection(CTextureRef texture, SRectF rect, SColorF color, SRectF bounds, float space, float height, bool allMonitors = true);
}
}