TASK 4 ship step 5.5: social bar bug fixes + bar on the live output — direction-snap drag (SocialBarSnap.Decide + ClearValue, local Canvas.Top was overriding the binding), fediverse nodeinfo subdomain probing + load-time heal (settable FediverseSoftware), SocialBarRenderer strip blitted above the flash via a re-read FramePump socialBar seam — 155 tests passing, 0 warnings
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using System.Collections.Generic;
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using System.Linq;
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using System.Windows;
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using System.Windows.Controls;
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using System.Windows.Media;
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using System.Windows.Media.Effects;
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using System.Windows.Media.Imaging;
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using System.Windows.Shapes;
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using ytLive.Models;
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namespace ytLive.Services.Compositor;
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/// <summary>
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/// Rasterizes the global social bar into a transparent BGRA8 strip the output
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/// compositor overlays onto the master frame (top or bottom edge). Replicates the
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/// preview's bar DataTemplate in code — one Path (logo) + one TextBlock (handle)
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/// per entry, white on transparent, green glow — then software-renders it via
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/// <c>RenderTargetBitmap</c> and converts Pbgra32 (premultiplied) to straight-alpha
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/// BGRA for the compositor. WPF glue like <see cref="StaticPixelCache"/>: the
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/// compositor core itself stays pure byte-math. Renders on the UI thread only;
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/// the returned frame is immutable afterwards, so the frame pump may read it from
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/// any thread.
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/// </summary>
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public static class SocialBarRenderer
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{
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/// <summary>Icon size + the preview's 8px top/bottom margins.</summary>
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private const int ContentHeight = 40;
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/// <summary>Room for the green DropShadowEffect blur to bleed past the content.</summary>
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private const int GlowPad = 24;
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/// <summary>Master-frame width — the bar spans the full 1920px output.</summary>
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public const int Width = 1920;
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/// <summary>Returns the strip frame, or null when there is nothing to render.</summary>
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public static VideoFrame? Render(IEnumerable<SocialEntry>? entries)
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{
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var list = entries?.Where(e => e != null).ToList();
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if (list == null || list.Count == 0) return null;
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var height = ContentHeight + GlowPad * 2;
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var row = new StackPanel { Orientation = Orientation.Horizontal };
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foreach (var entry in list)
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{
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var item = new StackPanel
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{
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Orientation = Orientation.Horizontal,
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Margin = new Thickness(0, 0, 20, 0),
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};
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item.Children.Add(new Path
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{
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Data = Geometry.Parse(entry.LogoData),
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Fill = Brushes.White,
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Width = 24,
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Height = 24,
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Stretch = Stretch.Uniform,
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VerticalAlignment = VerticalAlignment.Center,
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});
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item.Children.Add(new TextBlock
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{
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Text = entry.Handle,
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Foreground = Brushes.White,
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FontSize = 14,
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VerticalAlignment = VerticalAlignment.Center,
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Margin = new Thickness(8, 0, 0, 0),
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MaxWidth = 200,
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TextTrimming = TextTrimming.CharacterEllipsis,
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});
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row.Children.Add(item);
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}
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// The glow is baked in so the output bar matches the preview's green halo.
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var container = new Grid
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{
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Width = Width,
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Height = height,
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Background = Brushes.Transparent,
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Effect = new DropShadowEffect { Color = Color.FromRgb(0x2e, 0xcc, 0x71), BlurRadius = 18, ShadowDepth = 0, Opacity = 0.9 },
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};
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var centered = new Grid { HorizontalAlignment = HorizontalAlignment.Center, Margin = new Thickness(0, GlowPad, 0, 0) };
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centered.Children.Add(row);
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container.Children.Add(centered);
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container.Measure(new Size(Width, height));
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container.Arrange(new Rect(0, 0, Width, height));
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var bitmap = new RenderTargetBitmap(Width, height, 96, 96, PixelFormats.Pbgra32);
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bitmap.Render(container);
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var pixels = new byte[Width * height * 4];
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bitmap.CopyPixels(pixels, Width * 4, 0);
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// Pbgra32 is premultiplied — unpremultiply so the compositor's straight-alpha
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// source-over blend doesn't darken the logo edges with a halo.
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for (var i = 0; i < pixels.Length; i += 4)
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{
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var a = pixels[i + 3];
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if (a == 0 || a == 255) continue;
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pixels[i] = (byte)(pixels[i] * 255 / a);
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pixels[i + 1] = (byte)(pixels[i + 1] * 255 / a);
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pixels[i + 2] = (byte)(pixels[i + 2] * 255 / a);
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}
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return new VideoFrame(Width, height, pixels);
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}
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}
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