Control Surface UX: pill toggle, background rename, per-scene properties

- Sliding pill toggle (green ON / red OFF) replaces checkbox
- Geometry mismatch error for custom backgrounds
- Backdrop -> Background: C# rename, SQL column rename with migration
- Source.IsBackground: new -> override (fixes WPF binding)
- Legacy 'Backdrop' display name migrated to 'Background'
- Per-scene UseDefaultBackground + CustomBackgroundPath
- Asset files renamed backdrop -> background
- StagedScene/LiveScene split, thumbnail strip, edit gating
- TransitionService (Cut/Fade/Move)
- Context menu: Capture Desktop, Refresh Desktop
- Resolution badge removed, ON-AIR status light added
This commit is contained in:
2026-08-22 18:10:59 -07:00
parent e06bfa42a8
commit 4b9a8e515f
35 changed files with 1406 additions and 717 deletions
+36 -8
View File
@@ -9,14 +9,14 @@ namespace ytLive.Services.Compositor;
/// editing view; this is the output view — see TASKS.md "Ship step 1 — Scene compositor".
///
/// Frame sources are supplied by a <see cref="Func{SceneElement, VideoFrame}"/> resolver
/// (the caller maps webcam → DeviceId, images → AssetId, backdrop → CaptureKey), keeping
/// (the caller maps webcam → DeviceId, images → AssetId, background → CaptureKey), keeping
/// the compositor pure and free of WPF and of the capture managers.
/// </summary>
public sealed class SceneCompositor
{
/// <summary>
/// Composite <paramref name="scene"/> into the tier's output frame. Layer order (back →
/// front): live backdrop (the scene's <c>IsBackdrop</c> source) → background image →
/// front): live background (the scene's <c>IsBackground</c> source) → background image →
/// visible elements (z-order = <c>Elements</c> order, mirroring the XAML DataTemplate) →
/// branding flash → social bar (a global overlay; spans the master width at
/// <paramref name="socialBarTop"/>). Transparent regions read opaque black.
@@ -45,10 +45,10 @@ public sealed class SceneCompositor
var elements = scene.Elements;
var backdrop = elements.OfType<Source>().FirstOrDefault(s => s.IsBackdrop);
var backdropFrame = backdrop != null && backdrop.IsVisible ? frameFor(backdrop) : null;
if (backdropFrame != null)
BlitContent(buffer, cropW, cropH, 0, 0, cropW, cropH, backdropFrame, 1f, false, false);
var liveCapture = elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
var liveCaptureFrame = liveCapture != null && liveCapture.IsVisible ? frameFor(liveCapture) : null;
if (liveCaptureFrame != null)
BlitContent(buffer, cropW, cropH, 0, 0, cropW, cropH, liveCaptureFrame, 1f, false, false);
var background = elements.OfType<Source>().FirstOrDefault(s => s.Type == SourceType.Background);
var backgroundFrame = background != null ? frameFor(background) : null;
@@ -60,10 +60,10 @@ public sealed class SceneCompositor
if (!element.IsVisible) continue;
switch (element)
{
case Source { IsBackdrop: true }:
case Source { IsBackground: true }:
case Source { Type: SourceType.Background }:
case Source { Type: SourceType.TextOverlay }:
continue; // backdrop/background are their own layers; Text isn't shipped
continue; // background/background are their own layers; Text isn't shipped
}
var frame = frameFor(element);
@@ -91,6 +91,34 @@ public sealed class SceneCompositor
new VideoFrame(cropW, cropH, buffer), options.OutputWidth, options.OutputHeight);
}
/// <summary>
/// Render a cross-fade blend between two scenes. Used by <see cref="TransitionService"/>
/// during fade/move transitions: the caller renders each scene individually, then blends
/// the two results at the given alpha (0 = fully from, 1 = fully to).
/// </summary>
public static VideoFrame BlendFrames(VideoFrame from, VideoFrame to, float alpha)
{
if (from.Width != to.Width || from.Height != to.Height)
{
if (alpha <= 0.5f) return from;
return to;
}
var count = from.BgraPixels.Length;
var result = new byte[count];
var inv = 1f - alpha;
for (var i = 0; i < count; i += 4)
{
result[i] = (byte)(from.BgraPixels[i] * inv + to.BgraPixels[i] * alpha);
result[i + 1] = (byte)(from.BgraPixels[i + 1] * inv + to.BgraPixels[i + 1] * alpha);
result[i + 2] = (byte)(from.BgraPixels[i + 2] * inv + to.BgraPixels[i + 2] * alpha);
result[i + 3] = 255;
}
return new VideoFrame(from.Width, from.Height, result);
}
/// <summary>
/// UniformToFill blit of a source frame into element rect (ex, ey, ew, eh), with
/// straight-alpha source-over, optional round clip (true circle, hard edge) and