Creator's defaults: white text, Background ON (black, 20%), speed capped at 200 px/s, text size shown
in real pixels, and "plate" dropped from the label.
The important find is underneath those: `ScoreboardStyle` is a record STRUCT, and `new
ScoreboardStyle()` zero-initialises — it does NOT run the constructor's parameter defaults. So the
shipped strip had null text colour, NO background and zero opacity, whatever the source said. That is
why the Background checkbox and the opacity slider looked like they had no code behind them: the
renderer was faithfully drawing the zeros it was handed.
An explicit parameterless constructor now carries the real defaults, and the renderer test asserts
them (white / on / black / 0.20 / max speed 200) so this class of silent-zero cannot return.
Readouts fixed too: the opacity and text-size setters never raised their own property, so the numbers
never moved while the render did. Text size now reads "24 px" instead of a bare slider value, and
snaps to whole pixels.
Reported: the ticker was painting OVER the socials. The coupling rule existed and was tested
(ScoreboardLayout.ResolveEdges) but nothing ever CALLED it — the strip's Y still came from its own
preference, so both bars landed on the south edge.
Now the resolution runs at publish time: the social bar keeps its side, the scoreboard takes the
other one, and its Y follows from that edge. The pair re-sorts whenever the social bar moves (the
preview click-toggle) or shows/hides, because the rule is "resolve from what is visible", not a
stored pairing.
The layer also gains an Edge preference (Top/Bottom) in its properties, labelled "socials take the
other" — a preference, never a claim on an occupied edge.
Also stabilised the opacity assertion: it samples a plate-only pixel 5px from the left edge instead
of the first semi-transparent pixel it finds (which could be anti-aliased text).
Four reports, three causes:
1. "Background plate has no code behind it" — the plate COLOUR and OPACITY controls were disabled
until the plate switch was on, which reads as dead controls. They are always settable now; the
switch is what decides whether a plate is drawn.
2. "Opacity doesn't work" — proven in the renderer test: 20% and 80% produce alphas of ~51 and ~204,
so the slider reaches the pixels. What was actually wrong was the box.
3. The strip's BOX was fixed at 56px while a wrapped strip renders taller — the frame was scaled
into the box and looked squashed/clipped. The source's width/height now follow the rendered
frame, and its Y follows from the edge.
4. "Simulate (dev) should override Show the scoreboard" — it does: the preview gate is
(_scoreboardEnabled || _scoreboardSimulate), so the dev toggle works even with the product
setting off.
Not changed: the strip is STATIC by design (all enabled facts always visible, wrap rather than
scroll). If scrolling is wanted after all, that is a presentation mode to add, not a fix.
Rasterises enabled tiles into one straight-alpha BGRA frame: measured widths -> FitLine (shrink,
then wrap, never scroll) -> centred lines with dim separators, over an optional rounded plate whose
colour and opacity are the creator's knobs. Uses OutputPalette.Sans (bundled Inter) because on-stream
text wears the app's typefaces.
Static by design: it takes plain strings, so the caller caches the frame and only re-rasterises when
a value changes — a strip that re-rendered every tick would be the compositor's most expensive layer
for no benefit.
Guard: ScoreboardRendererTests paints real frames and inspects pixels — plate colour AND opacity,
text colour reaching glyphs, plate-off leaves the area transparent, and an empty tile set returns no
frame at all.