实现提供了完整的弹幕功能,包括多行显示、不同颜色、头像支持、防重叠、椭圆形边框、透明度渐变、点击事件、字体样式设置、暂停/继续功能、过滤功能等。还包含了批处理队列处理逻辑、速率限制、错误处理和性能监控等功能。

This commit is contained in:
yangwx01
2025-03-29 17:19:12 +08:00
parent d347357448
commit 4e178cb724
119 changed files with 2578 additions and 0 deletions

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using System.Windows;
using System.Windows.Controls;
using System.Windows.Media.Animation;
using System.Windows.Threading;
using YwxAppWpfDanMu.Models;
namespace YwxAppWpfDanMu.Controls
{
internal class DanMuPool
{
private readonly DanMuControl _parent;
private readonly Queue<DanMuMessage> _messageQueue = new Queue<DanMuMessage>();
private readonly DispatcherTimer _timer;
private readonly Random _random = new Random();
public DanMuPool(DanMuControl parent)
{
_parent = parent ?? throw new ArgumentNullException(nameof(parent));
_timer = new DispatcherTimer
{
Interval = TimeSpan.FromMilliseconds(50)
};
_timer.Tick += OnTimerTick;
}
public void Start()
{
_timer.Start();
}
public void Stop()
{
_timer.Stop();
}
public void AddDanMu(DanMuMessage message)
{
lock (_messageQueue)
{
_messageQueue.Enqueue(message);
}
}
public void ClearAll()
{
lock (_messageQueue)
{
_messageQueue.Clear();
}
_parent.DanMuCanvas.Children.Clear();
foreach (var track in _parent._tracks)
{
track.ActiveItems.Clear();
track.AvailablePosition = 0;
}
}
private void OnTimerTick(object sender, EventArgs e)
{
if (_parent.IsPaused)
return;
lock (_messageQueue)
{
while (_messageQueue.Count > 0)
{
var message = _messageQueue.Dequeue();
DispatchDanMu(message);
}
}
}
private void DispatchDanMu(DanMuMessage message)
{
// 找到最适合的轨道
var track = FindBestTrack(message);
if (track == null)
return;
var danMuItem = new DanMuItem(message);
danMuItem.Click += (s, args) => _parent.OnDanMuItemClick(danMuItem);
// 测量弹幕宽度
danMuItem.Measure(new Size(double.PositiveInfinity, double.PositiveInfinity));
var itemWidth = danMuItem.DesiredSize.Width;
// 设置初始位置
Canvas.SetLeft(danMuItem, _parent.ActualWidth);
Canvas.SetTop(danMuItem, track.Top + (track.Height - danMuItem.DesiredSize.Height) / 2);
_parent.DanMuCanvas.Children.Add(danMuItem);
track.ActiveItems.Add(danMuItem);
// 创建动画
var animation = new DoubleAnimation
{
From = _parent.ActualWidth,
To = -itemWidth,
Duration = TimeSpan.FromSeconds(5 + _random.NextDouble() * 3),
FillBehavior = FillBehavior.Stop
};
animation.Completed += (s, args) =>
{
_parent.DanMuCanvas.Children.Remove(danMuItem);
track.ActiveItems.Remove(danMuItem);
_parent.OnDanMuItemRemoved(danMuItem);
};
// 添加透明度渐变效果
var opacityAnimation = new DoubleAnimation
{
From = 1.0,
To = 0.2,
Duration = animation.Duration,
BeginTime = TimeSpan.FromSeconds(animation.Duration.TimeSpan.TotalSeconds * 0.7)
};
danMuItem.BeginAnimation(Canvas.LeftProperty, animation);
danMuItem.BeginAnimation(UIElement.OpacityProperty, opacityAnimation);
// 更新轨道可用位置
track.AvailablePosition = _parent.ActualWidth + itemWidth + 10; // 10为间距
}
private DanMuControl.DanMuTrack FindBestTrack(DanMuMessage message)
{
if (_parent._tracks.Count == 0)
return null;
// 随机选择一个轨道,检查是否有足够空间
int startIndex = _random.Next(_parent._tracks.Count);
for (int i = 0; i < _parent._tracks.Count; i++)
{
int index = (startIndex + i) % _parent._tracks.Count;
var track = _parent._tracks[index];
// 如果轨道上没有弹幕,或者最后一个弹幕已经移动足够远
if (track.ActiveItems.Count == 0 ||
track.AvailablePosition < _parent.ActualWidth * 0.7)
{
return track;
}
}
// 所有轨道都满了,选择最不拥挤的轨道
return _parent._tracks.OrderBy(t => t.ActiveItems.Count).First();
}
}
}