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