TASK 47 take four: alert ticker visible in the preview + 3 display methods
The creator confirmed the clip fix ("the video plays now"), then asked where the
scrolling text was — it was invisible, for a structural reason. AlertTickerFrame
existed only as a frame-pump callback blitted into the OUTPUT; PreviewPane.xaml had
no element for it, because the strip is master-width and global, not a Source, so it
cannot ride a per-element Image. Nothing was wrong in the renderer: there was no
consumer in the preview. Same class of defect as the missing IsAlertBox trigger, one
layer up (MyMistakes RULE 5/6).
- tickerPreviewSink on AlertOverlayLayer, published from RefreshAlertPreviews() so it
is always the UI thread; MainViewModel.AlertTicker writes it into one reused
WriteableBitmap bound to a new global AlertTickerElement, mirroring SocialBarElement.
- Source.AlertDisplayMethod + panel "Display" selector: TickerScroll / Flash / Solid.
Flash pulses 0.5s on / 0.5s off for the whole alert; Solid is centred and still.
- The marquee was also unreadable: a fixed 140px/s took ~17s per pass, so a 10s alert
showed the text once, entering from the right and never crossing. Paced in reads per
alert instead (TickerReadsPerAlert = 3 inside the alert's own length, speed derived
from it) — never px/s. Research (websearch: how do OBS/Streamlabs/StreamElements
alert boxes present announcement timing?) settled the unit: Streamlabs exposes "Alert
Duration: choose how long your alert stays on your stream" and "Text Delay", never a
scroll-speed slider (https://support.streamlabs.com/hc/en-us/articles/52499995174299-Setting-up-Your-Streamlabs-Alerts).
Run is phase-started half a frame in so the first frame isn't blank.
- Persistence: AlertDisplayMethod INTEGER NOT NULL DEFAULT 0 via the idempotent
table_info migration, appended LAST in the SELECT because the Source reader is
positional (GetInt32(32..34)) — a mid-list insert would silently shift a neighbour.
Tests: 15 new facts (suite 339/339). RealApp STA host: the pane draws the strip and
collapses at alert end; the layer publishes a real 1920x48 frame for all three methods
and nothing when the ticker is off; three passes counted in 10s by the pill's leading
edge resetting (a seamless marquee never blanks, so an empty frame cannot count a pass);
Solid byte-identical at every moment; Flash on for half of each second; the panel shows
and writes back the choice; the DB round-trips all three alert fields together.
Incidental finding: a bound ItemsSource ComboBox in LeftPanel.xaml broke
LayerReorderPersistenceTests.RealMouseDrag (that test injects PHYSICAL mouse input, so a
load-time re-measure moves the rows out from under the cursor). Rewritten as inline
ComboBoxItems, the shape the chat Font selector already uses in that panel. Recorded as
MyMistakes RULE (8).
This commit is contained in:
@@ -1630,16 +1630,34 @@ published decisions (recorded in `TASKS/task-43-native-alerts.md`):
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EOF → freeze-frame → fade-out → drain (the clip branch of `Advance` **clears
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`_current` before `AdvanceToNext`** — the miss that the TASK 47 test caught). Audio
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forwards to the mixer sink scaled by `volume × fade`.
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- **Alert ticker:** `AlertTickerFrame` (in the layer) composes "Author — Kind · amount"
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and hands it to `Services/Compositor/AlertTickerRenderer.cs` — a 1920×48 marquee strip
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rasterized **on the UI thread once per text** (cached, unpremultiplied straight-alpha
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pill) then scrolled by pure byte-math per call (`140px/s`, repeat-gap wrap), so the
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pump calls it from its own thread with no locking. **It is a dynamic overlay, NEVER
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baked** (the social bar IS baked into `BakeStaticBase`): `SceneCompositor.Render` +
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- **Alert ticker (announcement strip):** `AlertTickerFrame` (in the layer) composes
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"Author — Kind · amount" and hands it to `Services/Compositor/AlertTickerRenderer.cs` —
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a 1920×48 strip rasterized **on the UI thread once per text** (cached, unpremultiplied
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straight-alpha pill) then positioned by pure byte-math per call, so the pump calls it
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from its own thread with no locking. **It is a dynamic overlay, NEVER baked** (the
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social bar IS baked into `BakeStaticBase`): `SceneCompositor.Render` +
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`CompositeLayers` take a trailing `tickerFrame` (blitted last at 0,0) threaded from
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`FramePump._alertTicker` (`Func<VideoFrame?>` ctor seam) through
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`RenderScene`/`RenderFull` and **mixed into `BuildFullRenderSignature`** so a scroll
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changes the cache key. Toggled by `AlertShowTicker`.
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- **Three display methods** (`Source.AlertDisplayMethod`, DB column, panel "Display"
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selector): `TickerScroll` (marquee), `Flash` (0.5s on / 0.5s off), `Solid` (centred,
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still). The marquee is paced in **reads per alert** — `TickerReadsPerAlert = 3`
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passes inside the alert's own length, speed derived from that — **never px/s**; the
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old fixed `140px/s` took ~17s per pass, so a 10s alert showed the message once.
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Same convention as the incumbent (Streamlabs: "Alert Duration" + "Text Delay", not a
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scroll-speed slider). Flash's off half returns null.
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- **A global overlay needs its own preview element, not a `Source`.** The strip is
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master-width, so it can't ride a per-element `Image`; a frame-pump-only producer
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reaches the stream and never the creator's preview. `AlertOverlayLayer` takes a
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`tickerPreviewSink` and publishes from `RefreshAlertPreviews()` (UI thread only —
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the pump thread must never touch a `WriteableBitmap`); the VM writes it into one
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reused `WriteableBitmap` (`AlertTickerImageSource`/`AlertTickerVisible`) bound to a
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global `AlertTickerElement` in `PreviewPane.xaml`, mirroring `SocialBarElement`.
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- **Two measurement traps here:** a seamless marquee never goes blank (a wrapped copy
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enters as the pill clears), so count a pass by the pill's leading edge resetting, not
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by an empty frame; and the run is phase-started half a frame in, or the first
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published frame is blank (the pill sits exactly off the right edge).
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- **Alert audio under the master limiter:** `AudioMixer.EnqueueAlertAudio` writes a
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dedicated 8s stereo-48k ring (`AlertBufferSeconds`), drained in `FillAndMix` before the
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limiter and added at **unity — never ducked** (creator ruling: "don't lower my game
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