2273d20160f5d9bc529a1ba7b3986698459e58ab
7
Commits
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2273d20160 |
TASK 58: the properties panel wears the theme (no more light-system chrome)
The creator asked why the Stream Alerts "Display" drop-down was not in the same
style as the other drop-downs. It was never given the theme's YtComboBox style -
only a hand-painted Background/Foreground. Setting colours changes the paint, not
the template, so WPF still drew the light system ComboBox (grey border, system
arrow, white popup list) on top of the dark panel. The chat Font drop-down was a
copy of the same mistake, and every check box was the light system one.
The sweep of the whole properties panel (then the app):
- ComboBox x2 (chat Font, alert Display) -> YtComboBox, hand-painted colours gone
- TextBox x16 in the properties panel -> YtTextBoxCompact (new, BasedOn YtTextBox:
11px / padding 4,2 - the panel is dense, the full 13px box would double it)
- CheckBox x2 (chat) + x3 (preview broadcast) + x1 (socials dialog) -> YtCheckBox
(new: a 14x14 rounded box + tick path, accent fill when checked)
- the layer-rename field -> YtTextBoxCompact via BasedOn, still borderless
- buttons, pills, sliders: already themed, untouched
The sweep also killed a typo'd foreground (#e0d0e0 for #e0e0e0) and the only
remaining hand-painted colour is the deliberate dimming of the two read-only path
fields.
Guard: ytLive.Tests/PropertiesStyleTests.cs (the ONE Good Dog test) parses the app
XAML and fails if an unstyled drop-down, check box or properties field comes back.
431/431 green, 0 warnings.
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3a77662a95 |
vv webcam Unit 2: the Chat scene in the vertical tier - rect only, tile or one whole 607x540 area
The creator's locked table (2026-10-17) gives the Chat scene its own rules in the 9:16 tier: RECT ONLY - the circle option is not offered - and a size that is either the normal small tile or ENLARGED to fill one whole 607x540 area (top or bottom). Unit 1 shipped the per-scene placement; this unit is the Chat scene's own variant of it. The rule lives on the MODEL, not on the button: - Models/SceneElement.cs: ClipShape and ToggleClipShape() are now virtual. - Models/WebcamSceneConfig.cs: VerticalShapeLocked (set per scene by the VM) OVERRIDES the ClipShape property, so no writer can slip a circle in - the toggle, the Shape button and the placement swap all go through it. The lock is cleared BEFORE the 16:9 layout comes back, so the desktop shape returns. - ViewModels/MainViewModel.Webcam.cs: CanToggleClipShape (the circle is NOT offered in the vertical Chat layout - the Shape button disappears, it is not merely greyed out), IsChatSceneCamera, ResizeWebcamInVerticalTier. - Models/VerticalCameraLayout.cs: FillsArea (the "enlarged" state, derived - no new column) and SizeFor - the Chat camera's TWO sizes, the tile or the whole area, whichever is nearer the requested width, so the resize handle has two detents instead of any size in between. - An enlarged camera FILLS the area its centre is in (top or bottom), so dragging it up/down swaps the areas. - The Chat camera is auto-tiled like the Live one when the vertical tier is picked - otherwise the vertical chat stream has no camera at all. - Controls/PreviewPane.xaml.cs: the resize routes through the VM; the drag assigns, lets the model clamp into the band, then snaps (so the enlarged camera can be dragged from the top area to the bottom one). Test: ytLive.Tests/VerticalChatCameraLayoutTests.cs - the ONE Good Dog test for the unit: the vertical tier is picked -> the Chat camera comes into the band as a small RECT tile -> the circle option is not offered and cannot be set even on the model -> dragged up and enlarged it fills the TOP area exactly -> back to 16:9 the desktop layout is restored exactly and the circle option is offered again. 430/430 tests pass, 0 warnings. Research (the creator's table is the established practice, not our invention): - Streamlabs' vertical guide: "splitting the screen in half horizontally, placing the camera feed in the top half and the main content on the bottom (or vice versa) may be the bet", and a just-chatting vertical wants the camera "to take up most of the screen" (streamlabs.com/content-hub/post/overlays-vertical-and-horizontal-streaming) - Bloopbot's vertical overlay docs describe the same per-layer model we use at scene granularity: "move or resize a layer on Vertical and it stops being Auto-placed. It keeps the place you gave it, and the horizontal layout is not touched" (bloopbot.com/docs/vertical-overlays-twitch-dual-format) - our swap-at-tier-change, stored per scene. - Landmine recorded: "about the bottom 560 px of the vertical video can be covered by Twitch's chat and player controls on phones" (Bloopbot) - the Chat camera's enlarged BOTTOM area may be half-hidden by the platform chrome; TASK 53's safe-zone work decides that. Memory in the same commit: ai.md (the Chat rules, the shape lock, the tests), TASKS.md + TASKS/task-57-vertical-camera-layout.md (TASK 57 complete), HANDOFF.md, MyMistakes.md (3 recipes: lock the model property not the UI button; two detents for a discrete size set; the edit tool cannot match an oldString with an em dash), Models/ViewModels/Controls index rows. |
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6be062c45f |
vv webcam Unit 1: the vertical (9:16) tier keeps its OWN camera placement per scene
The vertical tier is a centred band crop of the SAME 1920x1080 master (band x
656.25, w 607.5, h 1080), so the 16:9 camera placement (x~1408) falls outside the
cropped window and the creator is simply not in the vertical stream. Each scene
now keeps its own vertical position, size and shape; switching back to 16:9
restores the desktop layout exactly (the creator's locked table, 2026-10-17).
Geometry only - NO render-path change. The preview and the compositor both read
the element's own X/Y/W/H + ClipShape, so the tier switch swaps the LIVE geometry:
- Models/VerticalCameraLayout.cs (new): the pure math - the band, its two 607x540
areas, the six spots (top/bottom x left/centre/right), the 32px inset and the
270x152 default tile (480x270 in the 1080x1920 output) in the bottom-right spot,
the corner the 16:9 default webcam uses.
- Models/WebcamSceneConfig.cs: the vertical placement lives in seven additive
columns (VerticalX/Y/Width/Height/ClipShape/RectWidth/RectHeight; NULL = "this
scene has no vertical placement yet"). The 16:9 layout stays in the old columns
and is parked in the transient Landscape* fields while the vertical tier is
live; Begin/EndVerticalLayout + CommitLiveLayoutToVertical do the swap. The
X/Y/W/H overrides clamp every write into the band - outside it the camera is
invisible in the vertical output.
- Models/SceneElement.cs: X/Y/Width/Height became virtual so the derived element
constrains every writer (drag, resize handle, typed fields) in ONE choke point
instead of three writers each re-implementing the rule.
- ViewModels/MainViewModel.Webcam.cs + .Streaming.cs: IsVerticalTier/VerticalBand,
ResolveVerticalCameraLayout(s) (the tier swap), MoveWebcamInVerticalTier /
SnapWebcamInVerticalTier (the six-spot snap, by the tile's centre),
EnsureVerticalCameraLayout; ApplyStreamQuality is the tier-change hook. The
Live scene gets its small tile automatically on the first vertical switch (the
vertical stream would otherwise have no camera at all); the other scenes keep
their 16:9 placement until the creator drags them into the band.
- Controls/PreviewPane.xaml.cs: the drag/resize route through the VM snap under
the vertical tier instead of free-floating over the master.
Controls/LeftPanel.xaml: the webcam properties gained a Geometry section
(X/Y/W/H) for the manual entry the creator asked for, bound to the LIVE
placement, gated on the VM's IsWebcamSelected (NOT SelectedElement.IsWebcam -
the TASK 51 test finds that panel by binding text and would match twice).
- The store: seven guarded ADD COLUMNs, the INSERT/SELECT extended, and the
X/Y/W/H/ClipShape columns stay the 16:9 layout - while the vertical tier is
live the save writes the parked values there and the live ones into Vertical*.
Test: ytLive.Tests/VerticalWebcamLayoutTests.cs - the ONE Good Dog test. The
vertical tier brings the Live camera INTO the band as a small tile; dragging it to
the top-right lands it top-right inside the band; back to 16:9 the desktop layout
is restored exactly (1408/778/480x270); both placements survive a save + reload.
Full suite 429/429, 0 warnings. LayerReorderPersistenceTests.RealMouseDrag fails
ALONE on a clean tree in this environment - pre-existing flake, proven by stashing
this work, not a regression.
Derivative work: OBS has no built-in per-aspect-ratio layout storage - the
maintainers' answer is "create a second scene and add the scene you want to send
as source" (obsproject.com/forum/threads/161307) - and Streamyard's dual-aspect
guide says the same ("no built-in way to store separate layouts per aspect ratio",
so you rely on manual workarounds and plugins):
https://streamyard.com/blog/dual-aspect-ratio-streaming-tool
Our per-scene, per-tier stored placement, resolved on the tier change, is the
step past both.
Memory in the same commit: ai.md (new section), TASKS.md + TASKS/task-57-*.md
(Unit 1 shipped, Unit 2 = the Chat scene still open), HANDOFF.md, MyMistakes.md
(the per-tier geometry-swap recipe, the binding-text panel trap, the store's
webcam-identity rule) and the Models/Services/ViewModels/Controls index rows.
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352f117cb2 | TASK 51 slice 5: webcam Background section in the Layers properties — Remove/Blur PillToggles (radio-exclusive) + Strength slider; strength changes never blank the webcam (new variant inherits the same-effect frame + bitmap). TASK 51 built (Unit: bg-effects UI) | ||
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e69db4d26c |
feat(ui): TASK 42 top bar redesign — one Record-or-Stream surface (2026-09-22)
The bar now renders ONE surface from the FIRST decision the creator makes — Record or Stream — with each world being the whole bar. Creator directive: "I wrote the fucking thing and I still can't figure-out how to do stuff", "forget this one dog plan bullshit". OBS/streaming-tool reference for the one-surface paradigm: https://obsproject.com (single mode toggle + context actions) — cited per spin-guard habit; the go-live/test pattern follows CEV (https://cev-desktop.aSean.xyz) precedent. - Mode: single segmented REC|ON-AIR switch (SegmentToggle/SegmentLabel in Themes/Controls.xaml); radio-exclusive world selection, one tap to flip. - Record world: switch + Start Recording, zero YouTube identity. - Stream world: switch + Go Live + Test + account zone right (Sign In until connected, then avatar with Change Account/Logout context menu). - Test is a child of Stream: procs only stream-armed AND signed-in. - Running: one reality line "dot word elapsed" (REC/LIVE/TEST; green/red/ gold) + End; worlds + switch retire. - Gear moved up from bottom bar, ~3 wordmark letters past the brand, single click opens Settings/Bug/Feature/About menu (TASK 40 Unit B shipped early). - Fix folded in: BeginTestStream now arms OnAirPillOn explicitly (unarmed pump booted with zero encoder outputs -> "At least one output is required" forced-stop cascade from TASK 41's pipeline). - VM: world/reality props + RaiseTopBarModes() wired into StreamStatus, pill, IsRecording, IsTestStream, IsConnected setters. Doc: ai.md top-bar model, ViewModels/index.md, Controls/index.md, TASKS.md, HANDOFF.md, new TASKS/task-42-top-bar-redesign.md; task-40 note. Tests: TopBarModeTests.cs (new Good Dog), PillRadioTests + TestStreamTests gates updated. Build 0 warnings; full suite 314/315 — single abort is the pre-existing env-dependent RealMouseDrag test (Path of Exile 2 running) |
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c01206fb8a |
feat: web sources frame-captured via composition (CoreWebView2CompositionController → Windows.Graphics.Capture); PNG poll + CaptureScheduler deleted
The ~30Hz CapturePreviewAsync PNG poll capped real cadence at ~20Hz (35–165ms full-HD encode+decode), so a 60fps widget still juddered at ~1/6 speed. Replaced polling with frame-driven capture of the composition controller's root visual — the mechanism WebView2CompositionControl and Flutter's webview_windows use (graphics_context.cc captures the root surface_ visual via CreateGraphicsCaptureItemFromVisual; reference: github.com/microsoft/Windows.UI.Composition.WinUI / flutter-internal webview_windows). Frames now arrive at the renderer's own pace; capture memory is epoch'd ring reuse + one crop-sized shared WriteableBitmap. New Services/WebCaptureFrameSource.cs owns GraphicsCaptureItem + free- threaded Direct3D11CaptureFramePool + session (Straight alpha readback, per-frame FindContentBounds → CropBounds). WebView2Manager reworked around per-session composition controllers + one UI-thread Compositor created via the CoreMessaging CreateDispatcherQueueController P/Invoke (the 19041 projection lacks CreateOnCurrentThread); internal seam ctor (Dispatcher, Func<string,IScreenCaptureSource>?) for hermetic tests. CaptureScheduler.cs deleted; the three SetCaptureInterval cadence hooks removed; InitWebView2() moved from MainWindow ctor to Loaded (a parent HWND must exist for the composition controller); the hidden WebViewHostPanel overlay deleted. TransparentBackgroundScript unchanged. Tests: WebView2ManagerTests reworked — 4 control-size + scheduler tests dropped, FindContentBounds tests moved to WebCaptureFrameSource, ONE integration test (Frames_PublishCroppedPreview_And_CoalesceToLatest_CarryingCropBounds) drives the seam with a FakeWebSource + background-STA DispatcherPump. Suite 293/293, 0 warnings. NOTE: composition path NOT yet verified on a device — the take is the next step. Web work committed locally only (no push per standing rule). Docs same-commit: ai.md Slice 14 + supersede marker on Slice 11, HANDOFF, MyMistakes (CoreMessaging DQ + namespace-landmine recipe), TASK 17, Controls/ViewModels/Services indexes. |
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cb54637e9f |
docs: add Controls/index.md — the missing per-directory map for Phase-2 UserControls
Phase 2 (refactor-commit-12..18) created Controls/ with 6 UserControls that split MainWindow.xaml, but no index.md existed — a gap against the schema.md rule (one index.md per code directory). Documents each control, the window↔ control contract, and the Phase-2 landmines (window-resources converter rule, control xmlns, name-looked-up host stubs, dropped-Border). |