Commit Graph
13 Commits
Author SHA1 Message Date
gramps 279eb08dea feat(preview): right-click is the menu, zoom is the single-handed gesture
Creator ruling 2026-11-01, and the reason is live-stream ergonomics: no two-handed
chords while a broadcast or recording is running.

- Edit mode: left selects / drags / resizes, right opens the context menu, Ctrl+right
  toggles the zoom box. Chords are acceptable here because editing is a stopped activity.
- Preview mode: left toggles the zoom box, right opens the context menu, and Ctrl+right
  is swallowed outright — handled rather than left to fall through, so Ctrl+right cannot
  open a menu by accident while one hand is on the mouse.

This also removes the old live behaviour where right-click activated the magnifier at the
cursor point (and dismissed it). Zoom in preview is now a plain toggle; if point-zoom is
wanted back it needs a one-button gesture, not a chord.

Build: Release 0 warnings. Debug is currently blocked by the running app holding the exe
(PID 47252) — close it and the Debug build copies normally.
2026-11-01 08:10:04 -08:00
gramps fdb27f0758 feat(ui): gear to the rail, EDIT on the panel edge, preview undo/redo
Three creator directives (2026-11-01), done ahead of the surge.

**Gear moved to the preview rail** — first tab, orange (Brush.Attention), gear icon
only. Left-click opens the same app menu the top bar gear owned (Settings / Bug /
Feature / About), right-click goes straight to App Settings; both behaviours moved
with it, so nothing lost an entry point. TopBar keeps the wordmark and EDIT.

**EDIT right edge aligned to the layers panel.** The work area is margin 8 + a 360px
column, the top bar is padding 16, so the shared edge is 352 inside the bar. TopBar
column 0 is now a fixed 352 grid with EDIT right-aligned in it — alignment by
arithmetic instead of by eye.

**Preview undo/redo: Ctrl+Z / Ctrl+Shift+Z.** Models/PreviewHistory snapshots element
REFERENCES plus geometry, visibility, order and membership — a deep clone would mirror
every property of a dozen element subclasses and quietly miss the next one added.
One snapshot per gesture (pushed at drag/resize start, never in the move loop), bounded
at 50, redo survives multiple undos, cleared on layout load. Gated on EditingActive:
undo while the preview shows program output would rewrite a scene nobody is looking at.

Honest scope, in the type's doc comment: layout edits only. Colour/opacity/border/font
edits are not captured yet, so Ctrl+Z after one of those restores the last layout change.

6 tests in PreviewHistoryTests; 19 pass across it and the neighbouring UI classes; Debug
and Release both build at 0 warnings.
2026-11-01 07:46:10 -08:00
gramps 16689c0a80 feat(dock): the dock is now the only audio surface (unit 10, final)
Deletes the preview's live-controls strip — mic meter + speaker + volume, the game-audio chip,
the TRAX button and the lip-sync slider — and the three code-behind handlers that served it.

One sound surface instead of two: the same gains in two places was the original duplication, and
two places to set a gain is how a creator ends up with a meter that disagrees with what they hear.
~16.7 KB of XAML and 60 lines of event code gone.

Verified: the preview still loads and its interactions still work (selected-layer hit testing, the
socials preview, the brand-logo preview), plus the theme's resource guard.
2026-10-30 13:19:58 -07:00
gramps 318871033f feat(ui): the capture context menu is always available (Ctrl+right-click); wordmark "ty" is YouTube red
1. The preview's right-click handler swallowed every right-click for the zoom box, so the
   element/backdrop context menu could not open at all. Sources and capture windows must be
   changeable AT ANY TIME — a creator swaps a window mid-stream without entering edit mode.
   Ctrl + right-click now bypasses the zoom path and lets WPF open the menu under the cursor;
   plain right-click keeps the zoom box. No menu markup changed.

2. The wordmark's "ty" is YouTube red (#ff0000), permanently. The token sweep had recoloured it
   to the interactive blue because it was a bare literal; DESIGN.md now records "never re-colour
   the wordmark" beside the token, and UiShellTests pins it.

Guard: UiShellTests gains the wordmark rule and the Ctrl+right-click chord.
2026-10-30 11:07:51 -07:00
gramps 8415bb5f37 design: preview pane to tokens (surface 4), and one palette list instead of two
110 hardcoded colours gone from the preview — the biggest surface in the app. Nicknames:
- the webcam selection ring is the interactive accent (was the retired brand red)
- the mute chips are `attention` (a muted mic is a caution, not a live state) with a white play
  glyph; the live badge is `primary`
- YPP progress bars/track, TRAX level zones, the error line, the dim strips and the poster veil
  all resolve from tokens (`positive`, `secondary-container`, `error-container`, `scrim-dark`,
  `scrim-dark-strong`)

Plus the duplication this sweep exposed: the webcam's right-click "Border Color" submenu carried
**seven hand-written colours**, a second source of truth beside the properties drop-down that
TASK 63 had already unified onto `Models/BorderColorPalette.cs` — and the two lists disagreed
(7 vs 14). The submenu is now built from the palette when it opens, so every offered colour is
the same colour everywhere, with the palette's name beside it. The click handler is unchanged;
generated rows inherit the menu's SceneElement DataContext.

Guard list extended: Controls/PreviewPane.xaml.
2026-10-30 08:28:21 -07:00
gramps 769c616706 Preview: promote selected layer for hit testing
Temporarily raise the selected preview item and prioritize it in the custom hit test without changing scene order. Refresh integration-test expectations for Brand logo layers and explicit thumbnail assets.

WPF references: https://learn.microsoft.com/en-us/dotnet/api/system.windows.controls.panel.zindex?view=windowsdesktop-10.0 https://learn.microsoft.com/en-us/dotnet/desktop/wpf/graphics-multimedia/hit-testing-in-the-visual-layer
2026-10-28 13:09:15 -07:00
gramps 7da287244b Transitions in edit mode and on output: program transitions run while recording or streaming; the preview animates the outgoing picture (fade/move fade, wipe shrinks) in every mode
Test: PreviewTransitionTests (with the transition, wipe, and brand logo tests).
2026-10-27 10:20:53 -07:00
gramps 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.
2026-10-21 19:23:29 -07:00
gramps 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.
2026-10-21 08:58:24 -07:00
gramps 6bff21b234 Zoom: anchor the capture, magnify the full composite, draw on top (Unit: zoom rework per creator correction)
Creator corrected the "loupe" zoom on 2026-10-08: the click anchors a fixed
capture region (box/2 centred on the click) and the box is a live 2x view of
that region — dragging the box never changes its content; it magnifies the
fully-composited frame (every layer, incl. webcam) and draws LAST (n+1).
Rectangle shape is 4:3 ("more of a 640x480 aspect").

- MainViewModel.Zoom.cs rewritten: ActivateZoom anchors CaptureX/CaptureY
  (independently clamped); UpdateZoomMove relocates the box only; the per-frame
  BuildZoomFrame/ZoomFrameBuilder path is gone.
- SceneCompositor: skips the active ZoomSceneElement in every layer loop and
  BlitZooms it last via the new pure ZoomMagnifier (2x bilinear, temp snapshot
  via ArrayPool, round clip).
- Preview: ZoomBox hoisted above CanvasGrid as a sibling; its brush samples the
  whole composed preview at the fixed capture (2x).
- Tests: ZoomMagnifierTests (box-over-blue shows green capture at 2x incl. an
  extra red "layer" — the loupe/backdrop-only regressions both fail it) +
  round-clip; ZoomBoxInteractionTests rewritten (anchored capture, move-doesn't-
  change-capture, 4:3/9:16/square). 404 pass, 2 known environment flakes.
2026-10-08 08:26:29 -07:00
gramps 4b3d82ff0f Zoom: compose the box as a real 2x layer above the background (Unit: zoom layer + magnification proof)
Right-click now creates a transient ZoomSceneElement at z-index 1 whose pixels are a
genuine 2x magnified sample of the backdrop (live capture under art), composited into
stream/recording like any layer while the output crop stays the tier. All shapes are
centered on the click and clamped to frame; healed on load/scene-create, never persisted,
hidden from the layers list + element template (IsZoomLayer). BuildCompositorOptions is
now internal = always tier crop (test seam). ZoomFrameBuilder is a pure static sampler
(box/2 window centered on the box center, single-slot cache) proven by a banded-backdrop
test; LayerReorderPersistenceTests drag resolves rows by item since the collapsed zoom
row shifts container indices. Also books TASK 51 (webcam background Remove + Blur) and
syncs memory docs (HANDOFF, MyMistakes, indexes). Full suite: 405 passed, 0 warnings.
2026-10-07 23:39:54 -07:00
gramps 966e718f1e Zoom: fix preview zoom box + shape-aspect anchoring (Unit: zoom box visuals)
Right-click in the live preview now procs a box that is actually visible and
populated with the zoomed region, and each Zoom View Shape sculpts the box per
spec. OBS-style derivative: magnifier box shows the composited region and dims
the surroundings (same pattern as OBS "zoom" / preview region highlights).

Root causes of the invisible box (two WPF traps, recorded in MyMistakes.md):
- Empty <VisualBrush Stretch="None"/> used as an OpacityMask paints nothing,
  so the mask alpha is 0 and the WHOLE box (border included) went transparent.
- ZoomBox lived inside CanvasGrid while its VisualBrush sampled CanvasGrid — a
  circular reference WPF renders as nothing. Hoisted ZoomBox to a sibling of
  CanvasGrid inside a new PreviewCanvas wrapper (same 1920x1080 space).

Shape semantics (MainViewModel.ActivateZoom):
- Circle: square, click point = center.
- VerticalRectangle (phone): tall 9:16, click point = top-left corner.
- HorizontalRectangle (tablet): wide 16:9, click point = top-left corner.
- Boxes stay fully inside 1920x1080 via Math.Clamp.

UI: ZoomRectOutline/ZoomCircleOutline shapes replace the square Border;
circle clips the box to an EllipseGeometry; brush Visual released when inactive.
Zoom View Shape dropdown now uses the standard YtComboBox style.

Test (Good Dog rule, one integration test): ZoomBoxInteractionTests verifies
aspect/anchoring/clamp per shape and the matching outline+clip in the real
MainWindow. Full suite 404 passed, 0 warnings.

Memory: HANDOFF.md zoom state updated; WPF VisualBrush traps appended to
MyMistakes.md.
2026-10-07 20:46:45 -07:00
gramps c5e3466df0 refactor: extract PreviewPane out of MainWindow.xaml — Phase 2, Commit 15
PreviewPane.xaml(.cs) takes the center preview (Row 1 Col 1): the 1920x1080
canvas (OverlayCanvas/SelectionOverlay/BrandFlashLayer/SocialBarElement),
the text pull-out drawer, and the live-controls row (TRAX / game / mic meters,
volume sliders, speaker toggles, socials button) inside the preserved
glow/background Border.

Code-behind moved into the control (drive by DataContext==MainViewModel):
preview drag/select/resize/hit-test (Preview_Mouse{Down,Move,Up},
EndPreviewDrag, HitHandle, HitElement), webcam context-menu handlers
(WebcamMenu_ChangeWebcam/SetBorderAnimation/StopBorderAnimation/
FindBorderShape/CreateBorderAnimation/AddDoubleAnimation/SetBorderColor/
HideInScene/Remove), social-bar glow (SocialBar_MouseLeftButtonDown,
SocialsButton_Mouse{Enter,Leave}, SocialGlowTick), audio controls
(VolumeSlider_*, GameVolumeSlider_*, MicSpeaker_*, GameSpeaker_*,
SetSliderValueFromClick, FindParent), and TraxButton_*.

Window keeps the left source/property/chat panel + thumbnail strip + overlay
host, and routes the selection overlay and preview hit-testing through the
control's public surface (_previewPane.UpdateSelectionOverlay(bool),
IsClickInsidePreview/Drawer, PreviewPane.IsDraggableElement). BackgroundMenu_*
stayed in the window because the left-panel source context menu uses them
(the preview's own desktop/refresh menu binds RefreshCaptureCommand instead).

Preserved the outer preview Border (background/glow/margin) that was initially
dropped in the cut — caught and restored before commit. Pruned now-unused usings
(System.Net.Http, Media.Effects, Media.Animation, Media.Imaging, Shapes,
Threading) from MainWindow.xaml.cs.

Zero behavior change; build 0 warnings; 246 pass, only the 2 known failures.
Docs: ViewModels/index.md Phase 2 tracker updated in the same commit.
2026-08-30 19:38:22 -07:00