feat(ui): Show Desktop toggle, avatar login, chat preview, backdrop seeding, border animations
- Source.ShowDesktop bool persisted in DB (schema migration + LayoutStore) - ClearBackdropCaptureAsync clears CaptureKey + VideoImageSource for static fallback - Top bar: red/green/pulsing status light, avatar via BitmapImage, Log In button - ShowStartStream now requires IsConnected - RunMockChatPreviewAsync: simple async loop, ChatPreviewEnabled property on Source - EnsureDefaultBackdrop called on every scene switch, seeds all 5 scenes - SeedEndingBackdrop replaces existing, SeedChatBackdrop added - SceneCatalog: Chat scene display name corrected (layer = 'YouTube Chat') - Left panel spacing consistency, context menu reordered - Border animation rendering via code-behind Storyboard approach - 3 new backdrop assets (ending-backdrop.jpg, chat-backdrop.jpg, live-backdrop.jpg) - Build 0 warnings, 178 tests passing
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# HANDOFF — Session State
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## Branch
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`main` — dirty (BRB backdrop + Polar org ID + doc updates, uncommitted)
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`main` — dirty (all changes uncommitted, builds clean)
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## What shipped this session
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- **BRB backdrop seeded on every load** — `Assets/brb-backdrop.jpg` (user-provided image, Gemini-generated),
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added as `<Resource>` in csproj; `SeedBrbBackdrop()` in MainViewModel mirrors the Starting pattern
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(idempotent, skips if Background already exists). Runs on every startup outside the
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`Scenes.Count == 0` guard.
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- **UI rename: Screens → Layers → Properties** — 16 UI text changes across MainWindow.xaml + MainViewModel.cs
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(section headers, tooltips, context menus, empty hints, onboarding text, fallback display name).
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Code identifiers unchanged.
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- **Polar org ID obtained** — `c05fb364-b967-4f6c-adf2-8a144e46d085` (Llama Chile Shop, slug: llamacasty).
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Organization Access Token (OAT) stored in `Downloads/llamacasty-polar-code.txt`.
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OATs are org-scoped — `organization_id` can be omitted from API calls.
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- **CREDENTIALS.md updated** — Polar org ID + validate endpoint + key prefix (`LCYT-`) recorded.
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1. **Show Desktop toggle on Live backdrop** — `Source.ShowDesktop` bool persisted in DB (schema migration + read/write in LayoutStore). When checked, the primary monitor captures regardless of fullscreen game state. Toggling off falls back to the running game or releases to the static placeholder. `ClearBackdropCaptureAsync` clears `CaptureKey` + `VideoImageSource` so the static fallback actually renders.
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2. **Top bar — status light + avatar + Log In button** — red/green/pulsing ellipse (disconnected/connected/live). Avatar border visible only when connected, loads via `BitmapImage` in code-behind (not XAML binding). "Log In" button visible when disconnected, calls `StartStreamCommand` which opens GoLiveWindow with the sign-in flow. `ShowStartStream` now requires `IsConnected` too.
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3. **Chat preview — one-at-a-time mock messages** — `RunMockChatPreviewAsync`: simple async loop, displays `MockChatMessages[n]` via `UpdateChatBoxPreview(chatBox, Take(n+1))`, 1000ms between messages, wraps at end. `ChatPreviewEnabled` property on Source (default true). Stops when real messages arrive, restarts on fade timer clear.
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4. **Default backdrop seeds for all scenes** — `SeedEndingBackdrop` replaces existing (not skip-if-exists). `SeedChatBackdrop` added. `EnsureDefaultBackdrop` called on every scene switch — if a scene has no background, seeds the default from `Assets/`. Removed Chat skip from EnsureDefaultBackdrop.
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5. **New backdrop assets** — `ending-backdrop.jpg` and `chat-backdrop.jpg` added to Assets + csproj as `<Resource>`.
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6. **SceneCatalog fix** — Chat scene display name corrected to "Chat" (was "YouTube Chat" — that name belongs to the layer/SourceType.ChatBox, not the scene).
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7. **Left panel spacing + context menu reorder** — HR margins matched, Row 4 changed from `*` to `Auto`, context menu items reordered (Border Thickness first).
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8. **Border animation rendering** — code-behind Storyboard approach via `_activeBorderAnimations` dictionary, `FindBorderShape`, `CreateBorderAnimation` for all 9 types.
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## Files changed
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- `ViewModels/MainViewModel.cs` — `ShowDesktop`, `ClearBackdropCaptureAsync`, `BackdropShowDesktop`, top bar avatar/login/status light, `RunMockChatPreviewAsync`, `StartMockChatPreview`/`StopMockChatPreview`, `SeedEndingBackdrop`/`SeedChatBackdrop`/`EnsureDefaultBackdrop`, `ShowStartStream` requires `IsConnected`
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- `Models/Source.cs` — `ShowDesktop`, `ChatPreviewEnabled`
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- `Models/SceneCatalog.cs` — removed Chat → "YouTube Chat" display name override
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- `Services/LayoutStore.cs` — ShowDesktop column migration + read/write
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- `MainWindow.xaml` — top bar status light + avatar + Log In button, Show Desktop context menu toggle
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- `MainWindow.xaml.cs` — `LoadAvatarImage`, `OnViewModelPropertyChanged` handles avatar
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- `Assets/ending-backdrop.jpg` — new Ending scene default backdrop
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- `Assets/chat-backdrop.jpg` — new Chat scene default backdrop
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- `ytLive.csproj` — new asset resources
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- `Themes/Controls.xaml` — slider fix (Background="{x:Null}")
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## Build
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```bash
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taskkill.exe /F /IM ytLive.exe # if running
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"/mnt/c/Program Files/dotnet/dotnet.exe" build "C:\Users\gramp\Documents\Code\projects\ytLive\ytLive.csproj" --no-restore
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```
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## Known issues
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- YouTube session expired at 11:45 — need to re-sign-in via the new "Log In" button
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- Build often fails when ytLive.exe is running — `taskkill.exe /F /IM ytLive.exe` first
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- `Mix_HonorsProviderGains_AndGameMute_KillsTheLoopback` integration test is flaky in headless CI
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## Next steps
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1. **TASK 10 + Velopack** — license validation + auto-updates (1 full session)
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2. **TASK 20** — hotkeys (global keyboard shortcuts)
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3. **TASK 19** — scene transitions (Cut/Fade/Move/Custom)
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4. **TASK 21** — media source (video file playback)
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5. **TASK 22** — audio sync offset
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6. **TASK 23** — studio mode
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## Polar.sh resources
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| Resource | ID |
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@@ -30,39 +66,6 @@
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| Customer-portal validate | `POST https://api.polar.sh/v1/customer-portal/license-keys/validate` |
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| Key prefix | `LCYT-` |
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## Build
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```bash
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taskkill.exe /F /IM ytLive.exe # if running
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"/mnt/c/Program Files/dotnet/dotnet.exe" build "C:\Users\gramp\Documents\Code\projects\ytLive\ytLive.csproj"
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"/mnt/c/Program Files/dotnet/dotnet.exe" vstest "C:\Users\gramp\Documents\Code\projects\ytLive\ytLive.Tests\bin\Debug\net8.0-windows10.0.19041.0\ytLive.Tests.dll"
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```
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## Known issues
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- `Mix_HonorsProviderGains_AndGameMute_KillsTheLoopback` integration test is flaky — hangs when
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run via `vstest` (likely tries to acquire WASAPI devices in headless CI). Exclude with
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`--TestCaseFilter:"FullyQualifiedName!~Mix_HonorsProviderGains"` if needed.
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- Build often fails when ytLive.exe is running — `taskkill.exe /F /IM ytLive.exe` first.
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## Next steps
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1. **TASK 10 + Velopack** — license validation + auto-updates (1 full session). Polar org ID + OAT
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now available; all infra ready. Phases: LicenseService, license key UI, brand flash gating,
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Velopack integration, tests.
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2. **TASK 20** — hotkeys (global keyboard shortcuts) — small scope, huge UX impact
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3. **TASK 19** — scene transitions (Cut/Fade/Move/Custom) — already scoped
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4. **TASK 17** — web source WebView2 (enables alert ecosystem)
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5. **TASK 18** — local recording (independent)
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6. **TASK 21** — media source (video file playback) — pairs with TRAX for non-Live scenes
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7. **TASK 22** — audio sync offset — small, quality-of-life
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8. **TASK 23** — studio mode (lightweight preview)
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9. **TASK 15** — stock bg images — Starting and BRB seeded; Live, Chat, Ending still waiting on user images
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10. **TASK 16** — kill infinity display (depends on TASK 15 for Live/Chat/Ending images)
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## v1 vision
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> A streaming tool that's intuitive and ready to go out-the-gate with nothing held back.
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> Minimal configuration — they're ready to go live or record. Eliminate the OBS pain-point completely.
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## Open items
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- Polar checkout page ~80% configured — needs logo upload via dashboard
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- Logo upload API was broken (Polar server 500 on `/v1/files/{id}/uploaded`) — upload via dashboard instead
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- Full codebase rename (ytLlive → LlamaCasty) still pending
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- BRB backdrop image is user-provided (Gemini-generated) — may need replacement with branded image
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