Creator, plainly: "the entire point of a ticker is to tick… so, tick." The static strip was my reading of an earlier exchange; it is gone. How it ticks without becoming the compositor's most expensive layer: - `ScoreboardRenderer.RenderRun` rasterises the run ONCE per value change at its natural width plus a gap. - `ScoreboardPresenter` crops a 1920-wide window at a moving offset each tick — a row-wise byte copy, no text layout, no re-raster. - `TickScoreboard` runs on the existing 30 Hz meter clock and only while the strip is shown, so a hidden or disabled scoreboard costs nothing. The dev simulation uses the same path, so what is previewed is what ships. Test updated to the real contract: no tick → identical pixels; a tick → different pixels; a value change → re-rasterised run. (The old test asserted frame-instance identity, which a cropped window can never satisfy.)
271 lines
11 KiB
C#
271 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using System.Windows.Media;
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using System.Windows.Media.Imaging;
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using System.Windows.Threading;
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using ytLive.Helpers;
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using ytLive.Models;
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using ytLive.Services;
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using ytLive.Services.Compositor;
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namespace ytLive.ViewModels;
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/// <summary>The scoreboard strip: session tallies rendered as a full-width bar, per scene.
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///
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/// <para>It is a <see cref="SourceType.Scoreboard"/> layer, so a creator gets the same eye toggle,
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/// drag and per-scene presence as every other element — "prominent on BRB, dialled back on Live" is
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/// geometry, not a second mechanism.</para></summary>
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public partial class MainViewModel
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{
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private readonly ScoreboardRecorder _scoreboard = new();
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private ScoreboardTiles _scoreboardTiles = ScoreboardTiles.Default;
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private ScoreboardStyle _scoreboardStyle = new();
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private ScoreboardPresenter? _scoreboardPresenter;
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private WriteableBitmap? _scoreboardPreview;
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/// <summary>Gap between the strip and the frame edge.</summary>
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private const double ScoreboardEdgeMargin = 8;
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private BarEdge _scoreboardPreferredEdge = BarEdge.Bottom;
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/// <summary>The edge the creator asked for. It is only a PREFERENCE: the resolver gives the
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/// scoreboard the edge the social bar does not hold (creator ruling, resolved at render time).</summary>
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public BarEdge ScoreboardEdge
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{
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get => _scoreboardPreferredEdge;
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set
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{
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if (!SetProperty(ref _scoreboardPreferredEdge, value)) return;
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RefreshScoreboardPreviews();
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}
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}
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public IReadOnlyList<BarEdge> ScoreboardEdgeOptions { get; } = new[] { BarEdge.Top, BarEdge.Bottom };
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private Source? _scoreboardPreviewSource;
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internal ScoreboardRecorder ScoreboardRecorder => _scoreboard;
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private bool _scoreboardEnabled = true;
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/// <summary>The scoreboard's master switch. Off hides the strip in EVERY scene (the per-scene
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/// eye stays independent) and — the point of the switch — stops all polling: a scoreboard nobody
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/// can see must not spend quota.</summary>
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public bool ScoreboardEnabled
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{
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get => _scoreboardEnabled;
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set
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{
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if (!SetProperty(ref _scoreboardEnabled, value)) return;
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_layoutStore.SaveScoreboardEnabled(value);
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RefreshScoreboardPreviews();
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OnPropertyChanged(nameof(ScoreboardPollsEnabled));
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}
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}
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#if DEBUG
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private const bool DevelopmentBuild = true;
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#else
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private const bool DevelopmentBuild = false;
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#endif
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/// <summary>Can the scoreboard be configured at all? Signed-in creators yes; in a DEBUG build
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/// always, so the strip can be previewed and judged before there is an account (creator,
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/// 2026-10-30).</summary>
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public bool CanUseScoreboard => IsConnected || IsDevelopmentBuild;
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/// <summary>True in a DEBUG build. Used only to expose development-only controls, never to
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/// change behaviour — the shipped binary differs by their absence, not by a code path.</summary>
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public bool IsDevelopmentBuild => DevelopmentBuild;
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private bool _scoreboardSimulate;
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/// <summary>DEBUG-only: push a representative set of events so the strip is visible in the
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/// preview before any real stream. Off clears back to an empty session.</summary>
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public bool ScoreboardSimulate
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{
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get => _scoreboardSimulate;
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set
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{
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if (!SetProperty(ref _scoreboardSimulate, value)) return;
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if (value)
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{
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ScoreboardSample.Inject(_scoreboard);
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}
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else
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{
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_scoreboard.StartSession(); // empty session: "nothing yet"
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}
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RefreshScoreboardPreviews();
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OnPropertyChanged(nameof(ScoreboardFrame));
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}
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}
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/// <summary>What the cadence policy asks: the master switch AND at least one scene showing it.</summary>
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internal bool ScoreboardPollsEnabled =>
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!_scoreboardSimulate // dev data is made up: never poll for it
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&& _scoreboardEnabled && Scenes.Any(scene =>
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scene.Elements.OfType<Source>().Any(s => s.IsScoreboard && s.IsVisible && s.IsEnabled));
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internal ScoreboardTiles ScoreboardTilesState => _scoreboardTiles;
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/// <summary>Composited strip frame for the output path (cached by the presenter).</summary>
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internal VideoFrame? ScoreboardFrame => _scoreboardPresenter?.Frame;
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internal void StartScoreboardSession()
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{
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_scoreboard.StartSession();
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RefreshScoreboardPreviews();
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}
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internal void EndScoreboardSession()
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{
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_scoreboard.EndSession();
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RefreshScoreboardPreviews();
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}
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/// <summary>One Scoreboard layer in every scene, healed on load — "available to all scenes"
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/// (creator ruling 2026-10-30). Per-scene visibility is the ordinary eye toggle.</summary>
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internal void EnsureScoreboards()
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{
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if (ScoreboardHealer.Ensure(Scenes))
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{
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foreach (var scene in Scenes) _sceneGraph.InvalidateBake(scene);
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RefreshScoreboardPreviews();
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OnPropertyChanged(nameof(LayerCount));
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}
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}
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private void InitScoreboard()
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{
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_scoreboardPresenter = new ScoreboardPresenter(_scoreboard, _scoreboardStyle)
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{
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// placeholder so SetTiles below drives the first render
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};
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_scoreboardPresenter.SetTiles(_scoreboardTiles);
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_scoreboardPresenter.SetStyle(_scoreboardStyle);
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_scoreboard.Changed += RefreshScoreboardPreviews;
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}
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/// <summary>Snapshot of the strip presenters as themed properties, for the properties panel
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/// (unit 7) — kept here so the panel binds one object instead of six primitives.</summary>
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internal ScoreboardStyle ScoreboardStyleState => _scoreboardStyle;
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// ─── Properties panel surface (per layout: one scoreboard look) ────────────
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public string ScoreboardTextColor
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{
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get => _scoreboardStyle.TextColor;
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set { _scoreboardStyle = _scoreboardStyle with { TextColor = value }; PushStyle(); }
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}
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public bool ScoreboardBackgroundEnabled
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{
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get => _scoreboardStyle.BackgroundEnabled;
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set { _scoreboardStyle = _scoreboardStyle with { BackgroundEnabled = value }; PushStyle(); }
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}
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public string ScoreboardBackgroundColor
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{
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get => _scoreboardStyle.BackgroundColor;
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set { _scoreboardStyle = _scoreboardStyle with { BackgroundColor = value }; PushStyle(); }
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}
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public double ScoreboardBackgroundOpacity
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{
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get => _scoreboardStyle.BackgroundOpacity;
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set
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{
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_scoreboardStyle = _scoreboardStyle with { BackgroundOpacity = Math.Clamp(value, 0, 1) };
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PushStyle();
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}
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}
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public double ScoreboardFontSize
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{
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get => _scoreboardStyle.FontSize;
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set
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{
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_scoreboardStyle = _scoreboardStyle with
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{
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FontSize = Math.Clamp(value, ScoreboardLayout.FloorFontSize, ScoreboardLayout.MaxFontSize),
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};
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PushStyle();
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}
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}
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/// <summary>The colours offered for text and plate: the app's one palette.</summary>
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public IReadOnlyList<NamedColor> ScoreboardColorOptions => BorderColorPalette.All;
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public bool ScoreboardShowSubscribers { get => _scoreboardTiles.Subscribers; set => SetTile(t => t.Subscribers = value); }
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public bool ScoreboardShowWatchHours { get => _scoreboardTiles.WatchHours; set => SetTile(t => t.WatchHours = value); }
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public bool ScoreboardShowSuperChats { get => _scoreboardTiles.SuperChats; set => SetTile(t => t.SuperChats = value); }
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public bool ScoreboardShowNewMembers { get => _scoreboardTiles.NewMembers; set => SetTile(t => t.NewMembers = value); }
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public bool ScoreboardShowMilestones { get => _scoreboardTiles.Milestones; set => SetTile(t => t.Milestones = value); }
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public bool ScoreboardShowLastMember { get => _scoreboardTiles.LastMember; set => SetTile(t => t.LastMember = value); }
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public bool ScoreboardShowLastSuperChat { get => _scoreboardTiles.LastSuperChat; set => SetTile(t => t.LastSuperChat = value); }
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public bool ScoreboardShowLastGift { get => _scoreboardTiles.LastGift; set => SetTile(t => t.LastGift = value); }
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private void SetTile(Action<ScoreboardTiles> change)
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{
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change(_scoreboardTiles);
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_scoreboardPresenter?.SetTiles(_scoreboardTiles);
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RefreshScoreboardPreviews();
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OnPropertyChanged(nameof(ScoreboardTilesState));
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}
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private void PushStyle()
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{
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_scoreboardPresenter?.SetStyle(_scoreboardStyle);
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RefreshScoreboardPreviews();
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OnPropertyChanged(nameof(ScoreboardStyleState));
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}
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/// <summary>One tick of the marquee: advance the window and republish. Runs only while the strip
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/// is actually shown, so an idle/hidden scoreboard costs nothing.</summary>
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private void TickScoreboard()
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{
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if (_scoreboardPresenter is null) return;
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if (!_scoreboardEnabled && !_scoreboardSimulate) return;
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_scoreboardPresenter.Advance(0.033);
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RefreshScoreboardPreviews();
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}
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/// <summary>Publishes the strip to every scoreboard layer's preview element. The pump thread
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/// must never touch a WriteableBitmap, so this runs on the UI thread only.</summary>
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private void RefreshScoreboardPreviews()
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{
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// Dev simulation OVERRIDES the master switch (creator ruling): the whole point of the dev
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// toggle is to prove the strip without touching product settings.
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var frame = (_scoreboardEnabled || _scoreboardSimulate) ? _scoreboardPresenter?.Frame : null;
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foreach (var scene in Scenes)
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foreach (var source in scene.Elements.OfType<Source>().Where(s => s.IsScoreboard))
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{
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if (frame is null) { source.VideoImageSource = null; continue; }
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if (_scoreboardPreview is null || _scoreboardPreview.PixelWidth != frame.Width ||
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_scoreboardPreview.PixelHeight != frame.Height)
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{
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_scoreboardPreview = new WriteableBitmap(frame.Width, frame.Height, 96, 96, PixelFormats.Bgra32, null);
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}
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_scoreboardPreview.WritePixels(new System.Windows.Int32Rect(0, 0, frame.Width, frame.Height),
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frame.BgraPixels, frame.Width * 4, 0);
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source.VideoImageSource = _scoreboardPreview;
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// The strip's box follows what was RENDERED (one or two lines), and its edge comes
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// from the SHARED rule: the social bar keeps its side, the scoreboard takes the other.
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var socialEdge = _socials?.BarPosition == SocialBarPosition.Top ? BarEdge.Top : BarEdge.Bottom;
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var (_, resolved) = ScoreboardLayout.ResolveEdges(
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socialVisible: SocialBarVisible, socialPreferred: socialEdge,
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scoreboardVisible: true, scoreboardPreferred: _scoreboardPreferredEdge);
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source.Width = frame.Width;
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source.Height = frame.Height;
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source.Y = resolved == BarEdge.Top
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? ScoreboardEdgeMargin
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: 1080 - frame.Height - ScoreboardEdgeMargin;
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_scoreboardPreviewSource = source;
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}
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}
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}
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