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