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11 Commits

Author SHA1 Message Date
gramps c41ff7fd0a refactor: split Socials out of MainViewModel — Commit 8/12
MainViewModel.Socials.cs: social-bar state (_socials/_socialBarFrame/
_socialValidator), bar props (HasSocials/SocialBarVisible/SocialBarDotBrush/
SocialBarGlowBrush/Socials/SocialBarTop), OpenSocialDialog + NotifySocialsChanged
+ RenderSocialBarFrame (SocialBarRenderer), fediverse heal
(HealFediverseSoftwareAsync/HealFediverseSoftwareInBackground),
SetSocialBarPosition/ToggleSocialBarPosition, OpenSocialDialogCommand.

BarOnBrush/BarOffBrush/CreateBrush stay in core (shared tokens used by
Audio/Trax partials); core keeps ctor command assignment, LoadLayout,
SaveLayoutNow, and the compositor socialBar seam.

Docs: index.md restructured — each landed partial (Account..Trax) now owns its
own table row, the core row shrinks to only what remains in MainViewModel.cs,
and the split tracker is a compact code<->commit map.

Verify: 0 warnings, 246 passed, 2 known failures only.
2026-08-30 08:34:10 -07:00
gramps 535a50192c refactor: split Trax out of MainViewModel — Commit 7/12
MainViewModel.Trax.cs: music-player state (_musicPlayer/_music/_musicPlaying,
TraxIdleBrush), TRAX UI (IsMusicPlaying/TraxError/TraxDotBrush/TraxToolTip),
interaction (TraxLeftClick/TraxRightClick/PickTraxTrack), playback
(LoadTrax/PlayTrax/PauseTrax/OnTraxPlaybackEnded/RefreshTraxUi), local
loopback ducking (UpdateTraxLocalGain).

Core keeps the ctor event hookup, LoadLayout/Shutdown/SaveLayoutNow call
sites, and Scenes partial's hotkey dispatch.

Verify: 0 warnings, 246 passed, 2 known failures only.
2026-08-30 08:24:22 -07:00
gramps c1126a52b9 refactor: split Audio out of MainViewModel — Commit 6/12
MainViewModel.Audio.cs: mic bar (AudioLevel/MeterFillWidth/MeterBrush,
MicVolume/MicMuted, ToggleMicMute, PickMicrophone), mic status dot
(MicStatus/MicStatusBrush/MicStatusToolTip), game bar
(GameAudioLevel/GameMeterFillWidth/GameMeterBrush, GameAudioVolume,
GameMuted, ToggleGameMute), PushSystemVolume, mixer event handlers
(OnMicLevelChanged/OnLoopbackLevelChanged/OnMicConnected/OnMicFailed),
StartMicCaptureAsync, command properties, 18 fields.

Kept in core: TraxIdleBrush, TRAX code block, ctor wiring
(mixer init + event hookup), timer construction.

Verify: 0 warnings, 246 passed, 2 known failures only.
2026-08-30 08:17:55 -07:00
gramps fc33022006 docs: HANDOFF drill — no per-commit push 2026-08-30 07:49:50 -07:00
gramps 46978b8bc3 docs: record push policy — commit per work unit, push only at milestones 2026-08-30 07:49:35 -07:00
gramps 58e7b3f3d1 docs: refresh HANDOFF — refactor Commits 3-5 landed 2026-08-30 07:36:12 -07:00
gramps e2867198b9 refactor: split Webcam out of MainViewModel — Commit 5/12 (tag refactor-commit-5) 2026-08-30 07:35:21 -07:00
gramps db068abbc7 refactor: split Background out of MainViewModel — Commit 4/12 (tag refactor-commit-4) 2026-08-30 07:30:24 -07:00
gramps dcdfcb9cee refactor: split Scenes out of MainViewModel — Commit 3/12 (tag refactor-commit-3) 2026-08-30 07:20:37 -07:00
gramps 9baae33916 refactor: split License out of MainViewModel — Commit 2/12 (tag refactor-commit-2)
Pure member movement into MainViewModel.License.cs (zero behavior change):
Polar license state (LicenseKey/LicenseMessage/IsLicenseValidating/
IsLicenseEntryOpen/IsHubVisible/IsPremium + OfflineGracePeriod),
ValidateLicenseAtStartupAsync, ActivateLicenseAsync. docs in same commit:
ViewModels/index.md split table (License ✔).
2026-08-30 07:15:26 -07:00
gramps 5eecf4536f refactor: split Account out of MainViewModel — Commit 1/12 (tag refactor-commit-1)
Pure member movement into MainViewModel.Account.cs (zero behavior change):
session restore (LoadSavedSessionAsync), sign-in/out/change (SignInAsync,
SignOutYouTubeAsync, ChangeAccountAsync), IsConnected + account avatar/name +
AccountStatusLightToolTip. Partial carries its own usings (ytLive.Services for
the INotificationService default interface methods). docs in same commit:
ViewModels/index.md split table + tagging convention.
2026-08-30 07:13:17 -07:00
12 changed files with 2169 additions and 2031 deletions
+7
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@@ -20,6 +20,13 @@ work lands directly on `main`, committed and pushed per work unit. No
`taskNN-*` branches, no PRs. The scope discipline above is about test focus,
not git mechanics.
**Commit / push policy (2026-08-30, user directive):** commit every work unit —
committing is expected and never needs extra permission. Pushing is different:
push ONLY at sub-milestones and milestones. During a multi-commit refactor,
that means commits land locally every partial; `git push` happens at the
session's agreed checkpoint(s), not per-commit. When a milestone warrants a
push the user will say so (or say "push it").
MUST read the architecture guide before planning or modifying the codebase:
[`ai.md`](ai.md) (+ [`schema.md`](schema.md) for the memory-map conventions).
+26 -8
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@@ -6,11 +6,28 @@
No feature branches pre-1.0: all work lands on `main` per work unit.
**Latest commit:** `6031a56` — gear cleanup + Default Location for Recordings + single Start + socials hover glow.
**Latest commit:** `e286719` — Commit 5/12 of the MainViewModel refactor (Webcam partial, tag `refactor-commit-5`).
## What's In Flight
Nothing — clean tree, ready for next task.
**MainViewModel partial split (Phase 1):** 5 of 12 refactor commits landed and pushed.
Tags `refactor-commit-0…5` = scaffold, Account, License, Scenes, Background, Webcam.
Latest head `e286719`. Working tree clean.
Remaining partials in order: `Audio` (Commit 6), `Trax` (7), `Socials` (8), `Streaming` (9),
`Chat` (10), `Overlays` (11). Each lands the same way: cut → build 0 warnings →
`./scripts/verify.sh` + `./scripts/scope-check.sh "file1" …` → commit titled
`refactor: split <Area> out of MainViewModel — Commit N/12 (tag refactor-commit-N)`
with the `ViewModels/index.md` progress update in the SAME commit → `git tag refactor-commit-N`.
**Do NOT push per commit (policy 2026-08-30):** commits land locally; `git push` only at
a user-agreed sub-milestone/milestone ("push it"). Tags ride along on that push.
Known partial-usings list (grep-verified):
`Scenes` = ObjectModel+Specialized+ComponentModel+`ytLive`+Models+Services;
`Background` = ObjectModel+IO+Windows+Input+Media+Media.Imaging+Helpers+Models+Services;
`Webcam` = Windows+Input+Media.Imaging+`ytLive`+Models+Services.
`INotificationService.Info/Warning/Error/Success` are default interface methods → any
partial calling `_notifications.X` needs `using ytLive.Services;`.
## Landmines
@@ -35,11 +52,12 @@ Nothing — clean tree, ready for next task.
- TASK 22 (Audio sync offset): not started — required for v1.
- TASK 30: gear cleanup + record location + single Start + preview layout restructure — shipped across commits `6031a56` + `61b850f` + `455a409`.
- Monetization: deferred (creator rethinking price/subscription model).
- **File refactor (in progress — Commit 0 done):** MainViewModel.cs (3,900 lines) will be split into functional partials (Scenes, Background, Webcam, Audio, Trax, Socials, Streaming, Chat, Overlays, Account, License). `MainViewModel` is now `public partial class` (scaffold commit). Remaining: one commit per partial, each a roll-back point, `verify.sh` + `scope-check.sh` before each, docs in the same commit. MainWindow.xaml (1,681 lines) will be split into UserControls after Phase 1. Zero behavior change, tests stay green.
- **File refactor (in progress — Commit 5/12 done):** MainViewModel.cs (3,900 lines) split into functional partials (Scenes, Background, Webcam ✔; Audio, Trax, Socials, Streaming, Chat, Overlays pending; Account, License ✔). One commit per partial, each a roll-back point (`refactor-commit-N` tags), `verify.sh` + `scope-check.sh` before each, docs in the same commit. MainWindow.xaml (1,681 lines) will be split into UserControls after Phase 1. Zero behavior change, tests stay green.
- Monitoring: partials must re-declare their own `using`s — core file's usings do NOT carry across partial files. Field-initializer order across parts is compiler-ordered but no moved field has interdependent initializers.
## Session summary (2026-08-29)
## Session summary (2026-08-30)
- Corrected task status tracking: TASK 4 → ✅ Done, TASK 3 item15 (Window capture) → ✅ absorbed into Screen picker, TASK 3 status updated to 27/30
- ai.md updated: TASK 4 steps 5-7 added as shipped, stale "frame-pipeline wiring follows" removed
- HANDOFF.md todo state expanded with full statuses for all active tasks
- Discussed file organization: MainViewModel.cs (3,900 lines) is a god-object with 49 commands mixing scenes, camera, audio, streaming, socials, overlays, and auth. Next session: split into functional partials
- Completed refactor Commits 3/12 (Scenes, `dcdfcb9`), 4/12 (Background, `db068ab`), 5/12 (Webcam, `e286719`) — each tagged `refactor-commit-N`, pushed with `--tags`, verified (0-warning clean build, only the 2 known test failures).
- Background partial took the full bucket: background model, screen capture machinery, display picker, preview fns, capture commands. Webcam partial took identity + per-scene configs + capture callbacks + size safeguards.
- Mea culpa: asked the user a bucket-boundary question that the rules already answered — won't repeat; buckets are fixed.
- Test-suite note: full `vstest` run aborted early once (236/237) with only the 2 known failures — accepted by `verify.sh` as a known flake.
+132
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@@ -0,0 +1,132 @@
using ytLive.Helpers;
using ytLive.Models;
using ytLive.Services;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
private bool _isConnected;
private string _accountAvatarUrl = string.Empty;
private string _accountDisplayName = string.Empty;
public bool IsConnected
{
get => _isConnected;
set
{
if (SetProperty(ref _isConnected, value))
{
// ON-AIR requires a sign-in; dropping the session turns the pill
// off so the state can never offer a stream without an account.
if (!value) OnAirPillOn = false;
OnPropertyChanged(nameof(CanToggleOnAir));
OnPropertyChanged(nameof(ShowPrimaryStartButton));
OnPropertyChanged(nameof(AccountStatusLightToolTip));
}
}
}
/// <summary>The connected YouTube account's avatar + name — shown in the top
/// bar so the creator always sees WHICH account is about to go live.</summary>
public string AccountAvatarUrl
{
get => _accountAvatarUrl;
private set => SetProperty(ref _accountAvatarUrl, value);
}
public string AccountDisplayName
{
get => _accountDisplayName;
private set => SetProperty(ref _accountDisplayName, value);
}
/// <summary>Tooltip for the account status light explaining the color.</summary>
public string AccountStatusLightToolTip =>
IsLive ? "Live on YouTube — the top bar is red to show the stream is on the air."
: IsConnected ? "You're signed in to YouTube. The light is green; ON-AIR is available."
: "Signed out — the light is red and the ON-AIR pill is greyed out. You can still record locally.";
// Restores the DPAPI-saved OAuth session so sign-in survives restarts.
// Best-effort: refresh a near-expiry access token; a session that can no
// longer refresh is discarded and the user signs in again.
private async Task LoadSavedSessionAsync()
{
try
{
var saved = TokenStore.Load();
if (saved == null) return;
_youtubeAuth.SetSession(saved);
if (saved.TokenExpiry <= DateTime.UtcNow.AddMinutes(5))
{
var refreshed = await Task.Run(() => _youtubeAuth.RefreshToken());
if (!refreshed)
{
TokenStore.Clear();
AppLog.Write("Saved session could not be refreshed; signed out");
_notifications.Info("Signed out of YouTube",
"The saved session expired — sign in again when you next go live.");
return;
}
}
IsConnected = true;
SyncConnectedAccount();
}
catch (Exception ex)
{
AppLog.Write($"LoadSavedSessionAsync failed: {ex}");
}
}
private void SyncConnectedAccount()
{
var channel = _youtubeAuth.CurrentChannel;
AccountAvatarUrl = channel?.ProfileImageUrl ?? string.Empty;
AccountDisplayName = channel?.DisplayName ?? string.Empty;
}
// Runs the OAuth flow (browser + loopback callback) on a background thread.
// The resulting channel is returned to the caller and persisted via the
// auth service's sessionChanged hook.
private async Task<YouTubeChannel?> SignInAsync()
{
try
{
var channel = await Task.Run(() => _youtubeAuth.AuthenticateAsync());
if (channel == null)
{
_notifications.Warning("Sign-in was unsuccessful", "Please try again.");
return null;
}
IsConnected = true;
SyncConnectedAccount();
return channel;
}
catch (Exception ex)
{
_notifications.Error("Sign-in failed", ex.Message);
return null;
}
}
/// <summary>Signs out of YouTube (the delete-the-YouTube-slot action in the dialog).</summary>
private async Task SignOutYouTubeAsync()
{
_youtubeAuth.ClearSession();
TokenStore.Clear();
IsConnected = false;
SyncConnectedAccount();
NotifySocialsChanged();
AppLog.Write("Socials: signed out of YouTube");
await Task.CompletedTask;
}
private async Task ChangeAccountAsync()
{
await SignOutYouTubeAsync();
await SignInAsync();
}
}
+408
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@@ -0,0 +1,408 @@
using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Threading;
using NAudio.CoreAudioApi;
using ytLive;
using ytLive.Helpers;
using ytLive.Models;
using ytLive.Services;
using ytLive.Services.Audio;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
private readonly DispatcherTimer _volumeFlashTimer;
private readonly DispatcherTimer _gameVolumeFlashTimer;
private double _audioLevel;
private bool _volumeAdjusting;
private bool _volumeFlash;
private double _micVolume = 0.8;
private bool _micMuted;
private double? _volumeBeforeMute;
private string? _micSourceName;
private MicStatus _micStatus = MicStatus.NotConnected;
private double _gameAudioLevel;
private bool _gameVolumeAdjusting;
private bool _gameVolumeFlash;
private double _gameVolume = 1.0;
private bool _gameMuted;
private double? _gameVolumeBeforeMute;
private AudioGainProvider? _gainProvider;
private readonly IMicrophoneEnumerator _microphoneEnumerator;
private readonly AudioMixer _audioMixer;
public ICommand ToggleMicMuteCommand { get; }
public ICommand ToggleGameMuteCommand { get; }
public ICommand OpenMicPickerCommand { get; }
// ─── Audio: the mic bar (meter + volume + mute + status dot) is always
// ─── visible; the game bar (meter + volume + mute) appears only while a
// ─── full-screen game is producing sound. Both meters preview live. ───
/// <summary>Live mic input level (0..1) — fed by the audio mixer once capture
/// lands; 0 with no input. Read by the meter, scaled by MicVolume.</summary>
public double AudioLevel
{
get => _audioLevel;
set
{
if (SetProperty(ref _audioLevel, Math.Clamp(value, 0, 1)))
{
OnPropertyChanged(nameof(MeterFillWidth));
OnPropertyChanged(nameof(MeterBrush));
}
}
}
/// <summary>Displayed meter level: 0 while muted; the volume position while
/// the slider is being dragged (or briefly after an unmute, so the restored
/// level flashes on the bar) so the creator sees where they're setting it;
/// otherwise the realtime live level scaled by volume (raising the volume
/// moves ambient noise up the bar). Read-only meter.</summary>
private double MeterLevel => MicMuted ? 0 : _volumeAdjusting || _volumeFlash ? MicVolume : Math.Min(1, AudioLevelMeter.ToDisplay((float)AudioLevel) * 1.2 * MicVolume);
public double MeterFillWidth => MeterLevel * 288;
public string MeterBrush => MeterLevel switch
{
< 0.6 => "#22c55e",
< 0.8 => "#eab308",
_ => "#ef4444",
};
/// <summary>Previewes the volume position while the slider is dragged; the
/// bar returns to the live level on release (empty when there is no input).
/// Starting a drag cancels any pending unmute flash.</summary>
public void SetVolumeAdjusting(bool adjusting)
{
if (adjusting)
CancelVolumeFlash();
if (SetProperty(ref _volumeAdjusting, adjusting))
{
OnPropertyChanged(nameof(MeterFillWidth));
OnPropertyChanged(nameof(MeterBrush));
}
}
private void BeginVolumeFlash()
{
_volumeFlash = true;
OnPropertyChanged(nameof(MeterFillWidth));
OnPropertyChanged(nameof(MeterBrush));
_volumeFlashTimer.Stop();
_volumeFlashTimer.Start();
}
private void EndVolumeFlash()
{
_volumeFlashTimer.Stop();
if (_volumeFlash)
{
_volumeFlash = false;
OnPropertyChanged(nameof(MeterFillWidth));
OnPropertyChanged(nameof(MeterBrush));
}
}
private void CancelVolumeFlash()
{
_volumeFlashTimer.Stop();
_volumeFlash = false;
}
/// <summary>Mic gain (0..1). Running to 0 mutes (the speaker flips to muted);
/// moving up from 0 unmutes (the mute indicator clears). The level being left
/// is remembered so the speaker button can restore it.</summary>
public double MicVolume
{
get => _micVolume;
set
{
var clamped = Math.Clamp(value, 0, 1);
if (clamped == 0 && !_micMuted)
_volumeBeforeMute ??= _micVolume;
if (SetProperty(ref _micVolume, clamped))
{
var muted = clamped == 0;
if (_micMuted != muted)
{
_micMuted = muted;
OnPropertyChanged(nameof(MicMuted));
OnPropertyChanged(nameof(MicMuteText));
}
if (!muted)
_volumeBeforeMute = null;
OnPropertyChanged(nameof(MeterFillWidth));
OnPropertyChanged(nameof(MeterBrush));
}
}
}
/// <summary>Read-only: true whenever the volume is 0. Only MicVolume may
/// change it, so the slider and the speaker can never disagree.</summary>
public bool MicMuted => _micMuted;
public string MicMuteText => MicMuted ? "Unmute" : "Mute";
/// <summary>Name of the picked voice source, shown left-justified INSIDE the meter
/// bar (FontSize 10, ellipsized to the bar) — ai.md is the authority here.</summary>
public string? MicSourceName
{
get => _micSourceName;
private set => SetProperty(ref _micSourceName, value);
}
private void ToggleMicMute()
{
if (MicMuted)
{
MicVolume = _volumeBeforeMute ?? 0.8;
BeginVolumeFlash();
}
else
{
_volumeBeforeMute = MicVolume;
MicVolume = 0;
}
}
private void PickMicrophone()
{
var dialog = new MicPickerDialog(new MicPickerViewModel(_microphoneEnumerator))
{
Owner = System.Windows.Application.Current?.MainWindow
};
if (dialog.ShowDialog() == true && dialog.PickedDevice != null)
{
MicSourceName = dialog.PickedDevice.DisplayName;
_layoutStore.SaveMicSourceName(MicSourceName); // persist across restarts
_audioMixer.RestartMic(); // swap the live device immediately
}
}
// ─── Mic status dot (the MIC button) ───
private static readonly SolidColorBrush MicProblemBrush = CreateBrush("#f1c40f");
/// <summary>Mic connection state, driven by the mixer's MicConnected/MicFailed
/// events and the startup device check (see StartMicCaptureAsync).</summary>
public MicStatus MicStatus
{
get => _micStatus;
private set
{
if (SetProperty(ref _micStatus, value))
{
OnPropertyChanged(nameof(MicStatusBrush));
OnPropertyChanged(nameof(MicStatusToolTip));
}
}
}
/// <summary>Status dot: green = connected, yellow = problem with the requested
/// connection, red = not connected (no device / not started).</summary>
public SolidColorBrush MicStatusBrush => MicStatus switch
{
MicStatus.Connected => BarOnBrush,
MicStatus.Problem => MicProblemBrush,
_ => BarOffBrush,
};
public string MicStatusToolTip => MicStatus switch
{
MicStatus.Connected => "Mic connected — click to change",
MicStatus.Problem => "Mic problem — the requested microphone is unavailable (in use or unplugged). Click to change",
_ => "No mic connected — click to choose a microphone",
};
// ─── Game audio bar (desktop/game): always visible — a mirror of the mic bar
// ─── (meter + mute + volume). Desktop/game audio is automatic (WASAPI loopback). ───
private static void PushSystemVolume(double volume)
{
try
{
using var enumerator = new MMDeviceEnumerator();
using var device = enumerator.GetDefaultAudioEndpoint(DataFlow.Render, Role.Multimedia);
device.AudioEndpointVolume.MasterVolumeLevelScalar = (float)volume;
}
catch { }
}
/// <summary>Live desktop/game input level (0..1), fed by the mixer's loopback
/// capture. Read by the game meter, scaled by GameAudioVolume.</summary>
public double GameAudioLevel
{
get => _gameAudioLevel;
set
{
if (SetProperty(ref _gameAudioLevel, Math.Clamp(value, 0, 1)))
{
OnPropertyChanged(nameof(GameMeterFillWidth));
OnPropertyChanged(nameof(GameMeterBrush));
}
}
}
/// <summary>Displayed game meter level: 0 while muted; the volume position
/// while the slider is dragged (or briefly after an unmute flash); otherwise
/// the realtime live level scaled by volume.</summary>
private double GameMeterLevel => GameMuted ? 0 : _gameVolumeAdjusting || _gameVolumeFlash ? GameAudioVolume : Math.Min(1, AudioLevelMeter.ToDisplay((float)GameAudioLevel));
public double GameMeterFillWidth => GameMeterLevel * 288;
public string GameMeterBrush => GameMeterLevel switch
{
< 0.6 => "#22c55e",
< 0.8 => "#eab308",
_ => "#ef4444",
};
public void SetGameVolumeAdjusting(bool adjusting)
{
if (adjusting)
CancelGameVolumeFlash();
if (SetProperty(ref _gameVolumeAdjusting, adjusting))
{
OnPropertyChanged(nameof(GameMeterFillWidth));
OnPropertyChanged(nameof(GameMeterBrush));
}
}
private void BeginGameVolumeFlash()
{
_gameVolumeFlash = true;
OnPropertyChanged(nameof(GameMeterFillWidth));
OnPropertyChanged(nameof(GameMeterBrush));
_gameVolumeFlashTimer.Stop();
_gameVolumeFlashTimer.Start();
}
private void EndGameVolumeFlash()
{
_gameVolumeFlashTimer.Stop();
if (_gameVolumeFlash)
{
_gameVolumeFlash = false;
OnPropertyChanged(nameof(GameMeterFillWidth));
OnPropertyChanged(nameof(GameMeterBrush));
}
}
private void CancelGameVolumeFlash()
{
_gameVolumeFlashTimer.Stop();
_gameVolumeFlash = false;
}
/// <summary>Game audio gain (0..1, unity default). Running to 0 mutes; the
/// prior level is remembered so the speaker button can restore it.</summary>
public double GameAudioVolume
{
get => _gameVolume;
set
{
var clamped = Math.Clamp(value, 0, 1);
if (clamped == 0 && !_gameMuted)
_gameVolumeBeforeMute ??= _gameVolume;
if (SetProperty(ref _gameVolume, clamped))
{
var muted = clamped == 0;
if (_gameMuted != muted)
{
_gameMuted = muted;
OnPropertyChanged(nameof(GameMuted));
OnPropertyChanged(nameof(GameMuteText));
}
if (!muted)
_gameVolumeBeforeMute = null;
OnPropertyChanged(nameof(GameMeterFillWidth));
OnPropertyChanged(nameof(GameMeterBrush));
UpdateTraxLocalGain();
PushSystemVolume(clamped);
}
}
}
/// <summary>Read-only: true whenever the volume is 0 (the slider and the
/// speaker can never disagree).</summary>
public bool GameMuted => _gameMuted;
public string GameMuteText => GameMuted ? "Unmute" : "Mute";
private void ToggleGameMute()
{
if (GameMuted)
{
GameAudioVolume = _gameVolumeBeforeMute ?? 1.0;
BeginGameVolumeFlash();
}
else
{
_gameVolumeBeforeMute = GameAudioVolume;
GameAudioVolume = 0;
}
}
private void OnMicLevelChanged(float level)
{
// NAudio raises on its capture thread; marshal to the UI thread so the
// meter binding updates safely.
var dispatcher = System.Windows.Application.Current?.Dispatcher;
if (dispatcher != null && !dispatcher.CheckAccess())
dispatcher.BeginInvoke(() => AudioLevel = level);
else
AudioLevel = level;
}
private void OnLoopbackLevelChanged(float level)
{
var dispatcher = System.Windows.Application.Current?.Dispatcher;
if (dispatcher != null && !dispatcher.CheckAccess())
dispatcher.BeginInvoke(() => GameAudioLevel = level);
else
GameAudioLevel = level;
}
private void OnMicConnected()
{
var dispatcher = System.Windows.Application.Current?.Dispatcher;
if (dispatcher != null && !dispatcher.CheckAccess())
dispatcher.BeginInvoke(() => MicStatus = MicStatus.Connected);
else
MicStatus = MicStatus.Connected;
}
private void OnMicFailed(Exception ex)
{
// The mixer logs the failure detail; here we only flip the dot to yellow.
var dispatcher = System.Windows.Application.Current?.Dispatcher;
if (dispatcher != null && !dispatcher.CheckAccess())
dispatcher.BeginInvoke(() => MicStatus = MicStatus.Problem);
else
MicStatus = MicStatus.Problem;
}
/// <summary>Starts capture once at startup: with no mic device present the
/// dot stays red and capture never starts; otherwise the mixer starts and
/// raises MicConnected (green) or MicFailed (yellow).</summary>
private async Task StartMicCaptureAsync()
{
try
{
var mics = await _microphoneEnumerator.GetMicrophonesAsync();
if (mics.Count == 0)
{
MicStatus = MicStatus.NotConnected;
AppLog.Write("Mic: no capture devices found — mic capture not started");
_notifications.Warning("No microphone found",
"Mic capture wasn't started — plug one in and pick it from the mixer.");
return;
}
_audioMixer.Start();
}
catch (Exception ex)
{
AppLog.Write($"Mic: device check failed: {ex.Message}");
}
}
}
+568
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@@ -0,0 +1,568 @@
using System.Collections.ObjectModel;
using System.IO;
using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using ytLive.Helpers;
using ytLive.Models;
using ytLive.Services;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
// Screen background: a permanent live capture (desktop/game) that every scene
// shows at the bottom layer. One shared capture session per key — the
// ScreenCaptureManager refcounts by key, mirroring CameraManager.
private readonly IFullScreenDetector _fullScreenDetector;
private readonly ScreenCaptureManager _screenCaptureManager;
private readonly ScreenCaptureSourceFactory _screenCaptureFactory;
private ImageSource? _activeBackgroundImage;
private ImageSource? _backgroundImage;
private bool _backgroundSizeMismatch;
private string _backgroundSizeMismatchText = "";
private HashSet<string> _liveCaptureKeys = new();
public ObservableCollection<DisplayInfo> Displays { get; } = new();
public ImageSource? ActiveBackgroundImage
{
get => _activeBackgroundImage;
private set => SetProperty(ref _activeBackgroundImage, value);
}
/// <summary>The active scene's live-capture background frame (rendered below the
/// static background). Set from the shared capture bitmap as it arrives.</summary>
public ImageSource? BackgroundImage
{
get => _backgroundImage;
private set
{
if (SetProperty(ref _backgroundImage, value))
{
OnPropertyChanged(nameof(ShowPreviewPlaceholder));
OnPropertyChanged(nameof(BackgroundVisible));
}
}
}
public bool BackgroundVisible => StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground)?.IsVisible == true;
public bool BackgroundSizeMismatch
{
get => _backgroundSizeMismatch;
private set => SetProperty(ref _backgroundSizeMismatch, value);
}
public string BackgroundSizeMismatchText
{
get => _backgroundSizeMismatchText;
private set => SetProperty(ref _backgroundSizeMismatchText, value);
}
public ICommand ChangeCaptureCommand { get; }
public ICommand RefreshCaptureCommand { get; }
public ICommand SetBackgroundDisplayCommand { get; }
public ICommand ToggleShowDesktopCommand { get; }
public ICommand BrowseBackgroundCommand { get; }
private void UpdateActiveBackground()
{
// Static-art rows only. Capture-flavored rows (Live) must NEVER feed
// ActiveBackgroundImage — it renders above BackgroundImage, so it would
// permanently cover the desktop/game capture. Live's canvas shows
// DisplaySource instead (capture, falling back to live-background.jpg).
var background = StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.Type == SourceType.Background);
ActiveBackgroundImage = background != null && !string.IsNullOrWhiteSpace(background.AssetId)
? ImageCache.Get(background.AssetId)
: null;
OnPropertyChanged(nameof(ShowPreviewPlaceholder));
}
private void UpdateBackgroundImage()
{
var scene = StagedScene;
var background = scene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
BackgroundImage = background?.DisplaySource;
if (background != null && !background.UseDefaultBackground
&& !string.IsNullOrWhiteSpace(background.CustomBackgroundPath)
&& System.IO.File.Exists(background.CustomBackgroundPath))
{
try
{
var bmi = new System.Windows.Media.Imaging.BitmapImage();
bmi.BeginInit();
bmi.UriSource = new System.Uri(background.CustomBackgroundPath);
bmi.CacheOption = System.Windows.Media.Imaging.BitmapCacheOption.OnLoad;
bmi.EndInit();
bmi.Freeze();
double expectedRatio = 1920.0 / 1080.0;
double imageRatio = (double)bmi.PixelWidth / bmi.PixelHeight;
double ratioDiff = Math.Abs(imageRatio - expectedRatio) / expectedRatio;
if (ratioDiff > 0.05)
{
BackgroundSizeMismatch = true;
BackgroundSizeMismatchText =
$"Image is {bmi.PixelWidth}\u00d7{bmi.PixelHeight} \u2014 stream expects 1920\u00d71080 (16:9)";
}
else
{
BackgroundSizeMismatch = false;
BackgroundSizeMismatchText = "";
}
}
catch
{
BackgroundSizeMismatch = false;
BackgroundSizeMismatchText = "";
}
}
else
{
BackgroundSizeMismatch = false;
BackgroundSizeMismatchText = "";
}
}
private void RefreshSnapshotsAsync()
{
foreach (var scene in Scenes)
{
// Minis never render live captures. While the Live screen is staged
// (being previewed) its mini shows the green placeholder; unstaged,
// it shows the stored default art. Real-time surface = center only.
var stagedLive = ReferenceEquals(scene, StagedScene)
&& SceneCatalog.Is(scene.Name, SceneCatalog.Live);
var img = stagedLive ? null : LoadBackgroundImage(scene);
if (img != null)
scene.Snapshot = img;
else if (scene.Snapshot == null || stagedLive)
scene.Snapshot = CreatePlaceholderSnapshot(scene.Name);
}
}
internal static System.Windows.Media.Imaging.BitmapSource? LoadBackgroundImage(Scene scene)
{
var bg = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (bg != null && !bg.UseDefaultBackground
&& !string.IsNullOrWhiteSpace(bg.CustomBackgroundPath)
&& System.IO.File.Exists(bg.CustomBackgroundPath))
{
try
{
var bitmap = new System.Windows.Media.Imaging.BitmapImage();
bitmap.BeginInit();
bitmap.UriSource = new Uri(bg.CustomBackgroundPath);
bitmap.CacheOption = System.Windows.Media.Imaging.BitmapCacheOption.OnLoad;
bitmap.EndInit();
bitmap.Freeze();
return bitmap;
}
catch { /* fall through to AssetId */ }
}
if (bg != null && !string.IsNullOrWhiteSpace(bg.AssetId))
return ImageCache.Get(bg.AssetId);
return null;
}
private static BitmapSource CreatePlaceholderSnapshot(string sceneName)
{
var colors = new Dictionary<string, System.Windows.Media.Brush>(StringComparer.OrdinalIgnoreCase)
{
["Starting"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(233, 69, 96)),
["Live"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(34, 197, 94)),
["BRB"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(234, 179, 8)),
["Chat"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(59, 130, 246)),
["Ending"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(168, 85, 247)),
};
var brush = colors.TryGetValue(sceneName, out var c) ? c
: new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(60, 60, 80));
var dv = new System.Windows.Media.DrawingVisual();
using (var ctx = dv.RenderOpen())
{
ctx.DrawRectangle(brush, null, new System.Windows.Rect(0, 0, 320, 180));
var ft = new System.Windows.Media.FormattedText(
sceneName,
System.Globalization.CultureInfo.InvariantCulture,
System.Windows.FlowDirection.LeftToRight,
new System.Windows.Media.Typeface("Segoe UI"),
18,
System.Windows.Media.Brushes.White,
96);
ctx.DrawText(ft, new System.Windows.Point(160 - ft.Width / 2, 90 - ft.Height / 2));
}
var rtb = new System.Windows.Media.Imaging.RenderTargetBitmap(
320, 180, 96, 96, System.Windows.Media.PixelFormats.Pbgra32);
rtb.Render(dv);
rtb.Freeze();
return rtb;
}
// ─── Screen background capture (live desktop/game) ───
private const string MonitorKeyPrefix = "monitor:";
/// <summary>Every background-enabled scene has exactly one background, kept at index 0 (bottom layer).
/// Returns null for a scene with <see cref="Scene.HasBackground"/> = false.</summary>
internal static Source? EnsureBackground(Scene scene)
{
if (!scene.HasBackground) return null;
var background = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (background != null) return background;
background = CreateBackground(scene.Name);
scene.Elements.Insert(0, background);
return background;
}
/// <summary>The one Background row for a scene. Live gets the capture flavor
/// (Show Desktop / monitor switch / fullscreen-game detect) falling back to
/// live-background.jpg; every other screen is a static default-art layer.
/// Both are named "Background" — the user never sees capture jargon here.</summary>
internal static Source CreateBackground(string sceneName)
{
var isLive = SceneCatalog.Is(sceneName, SceneCatalog.Live);
return new Source
{
Name = "Background",
Type = isLive ? SourceType.DisplayCapture : SourceType.Background,
IsBackground = true,
IsEnabled = true,
X = 0,
Y = 0,
Width = MasterFrameWidth,
Height = MasterFrameHeight,
};
}
/// <summary>Heals any loaded layout to the locked Background model: exactly
/// one Background per canonical scene, correct flavor for the scene (static
/// art everywhere, DisplayCapture on Live only), at index 0, named
/// "Background". Duplicates and stale rows are dropped; missing ones seeded;
/// non-canonical scenes get HasBackground=false and lose any backgrounds.</summary>
internal static void NormalizeBackgrounds(IEnumerable<Scene> scenes)
{
foreach (var scene in scenes)
{
if (!SceneCatalog.HasBackground(scene.Name))
{
scene.HasBackground = false;
foreach (var stale in scene.Elements.OfType<Source>().Where(s => s.IsBackground).ToList())
scene.Elements.Remove(stale);
continue;
}
scene.HasBackground = true;
var isLive = SceneCatalog.Is(scene.Name, SceneCatalog.Live);
var wantedType = isLive ? SourceType.DisplayCapture : SourceType.Background;
var candidates = scene.Elements.OfType<Source>().Where(s => s.IsBackground).ToList();
var keep = candidates.FirstOrDefault(b => b.Type == wantedType) ?? candidates.FirstOrDefault();
foreach (var extra in candidates.Where(b => !ReferenceEquals(b, keep)))
scene.Elements.Remove(extra);
if (keep == null)
{
keep = CreateBackground(scene.Name);
scene.Elements.Insert(0, keep);
}
// Source.Type's setter derives IsBackground from the enum, so a
// flavor correction must re-assert the flag afterwards.
if (keep.Type != wantedType)
{
keep.Type = wantedType;
keep.IsBackground = true;
}
keep.Name = "Background";
keep.IsEnabled = true;
var index = scene.Elements.IndexOf(keep);
if (index > 0)
scene.Elements.Move(index, 0);
}
}
// Only the Live screen's background is a real-time surface. Every other
// lookup below (auto-capture, focus hooks, refresh) must ignore the static
// default-art rows so they can never start a desktop capture session.
private IEnumerable<Source> AllBackgrounds()
=> Scenes.Where(s => SceneCatalog.Is(s.Name, SceneCatalog.Live))
.SelectMany(s => s.Elements.OfType<Source>().Where(x => x.IsBackground));
// Full-screen game on its monitor, else null (static bg fallback — no
// infinity mirror). Called at launch (from ReacquireScreenCaptures, before
// the window steals focus) and on focus regain (RefreshBackgroundAutoCapture).
// When a background has ShowDesktop=true, returns the primary monitor instead
// of null so the desktop is always visible.
private string? ResolveAutoCaptureKey()
{
var gameMonitor = _fullScreenDetector.GetForegroundFullScreenMonitorIndex();
if (gameMonitor != null)
return $"{MonitorKeyPrefix}{gameMonitor}";
if (AllBackgrounds().Any(b => b.ShowDesktop))
return $"{MonitorKeyPrefix}{_fullScreenDetector.PrimaryMonitorIndex()}";
return null;
}
// After a layout load / file open: make sure every background-enabled scene
// has a background, give any background without a persisted key the auto-detected
// one, then acquire one capture per unique background key. ScreenCaptureManager
// refcounts by key, so every scene pointing at the same monitor shares one
// session. Captures no longer referenced by any scene are released.
private void ReacquireScreenCaptures()
{
HealBackgrounds();
var auto = ResolveAutoCaptureKey();
if (auto == null)
{
foreach (var background in AllBackgrounds())
background.CaptureKey = null;
}
else
{
foreach (var background in AllBackgrounds())
if (string.IsNullOrWhiteSpace(background.CaptureKey))
background.CaptureKey = auto;
}
var keys = AllBackgrounds()
.Select(b => b.CaptureKey!)
.Where(k => !string.IsNullOrWhiteSpace(k))
.ToHashSet();
// A layout reload replaces the scenes; stop captures that are no longer
// referenced (mirrors ReacquireWebcam's device swap).
foreach (var stale in _liveCaptureKeys.Except(keys))
_ = _screenCaptureManager.ReleaseAllAsync(stale);
_liveCaptureKeys = keys;
foreach (var key in keys)
_ = _screenCaptureManager.AcquireAsync(key);
_fullScreenDetector.StartWatching();
}
// ScreenCaptureManager creates the shared WriteableBitmap on the UI thread;
// every background pointing at that key picks it up.
private void OnScreenPreviewBitmapChanged(string key, WriteableBitmap bitmap)
{
var activeBackground = StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (activeBackground?.CaptureKey == key)
BackgroundImage = bitmap;
foreach (var background in AllBackgrounds().Where(b => b.CaptureKey == key))
background.VideoImageSource = bitmap;
}
// EVENT_SYSTEM_FOREGROUND fires whenever the foreground window changes.
// When a full-screen game appears on a different monitor than the current
// background, auto-redesignate. When ShowDesktop is enabled and no fullscreen
// game is detected, fall back to the primary monitor (desktop view).
private void OnFullscreenMonitorChanged(int? monitor)
{
if (monitor != null)
{
var newKey = $"{MonitorKeyPrefix}{monitor}";
var current = AllBackgrounds().FirstOrDefault();
if (current?.CaptureKey == newKey) return;
_ = RedesignateBackgroundAsync(newKey);
}
else if (AllBackgrounds().Any(b => b.ShowDesktop))
{
var desktopKey = $"{MonitorKeyPrefix}{_fullScreenDetector.PrimaryMonitorIndex()}";
var current = AllBackgrounds().FirstOrDefault();
if (current?.CaptureKey == desktopKey) return;
_ = RedesignateBackgroundAsync(desktopKey);
}
}
// Manual refresh: the "Refresh Capture" context menu item. Reads the
// current foreground directly (no caching needed — the hook handles
// automatic detection).
public void RefreshBackgroundAutoCapture()
{
var detected = _fullScreenDetector.GetForegroundFullScreenMonitorIndex();
if (detected == null) return;
_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{detected}");
}
/// <summary>Whether the active background is in Show Desktop mode.
/// Bindable IsChecked property for the context menu toggle.</summary>
public bool BackgroundShowDesktop
{
get => StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground)?.ShowDesktop ?? false;
set
{
var background = StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (background == null || background.ShowDesktop == value) return;
background.ShowDesktop = value;
OnPropertyChanged(nameof(BackgroundShowDesktop));
ScheduleSave();
if (value)
{
_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{_fullScreenDetector.PrimaryMonitorIndex()}");
}
else
{
var gameMonitor = _fullScreenDetector.GetForegroundFullScreenMonitorIndex();
if (gameMonitor != null)
_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{gameMonitor}");
else
_ = ClearBackgroundCaptureAsync();
}
}
}
private void ToggleBackgroundShowDesktop() => BackgroundShowDesktop = !BackgroundShowDesktop;
private void BrowseBackground()
{
var scene = StagedScene;
if (scene == null) return;
var bg = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (bg == null) return;
var dlg = new Microsoft.Win32.OpenFileDialog
{
Title = "Select background image",
Filter = "Image files (*.jpg;*.jpeg;*.png;*.bmp)|*.jpg;*.jpeg;*.png;*.bmp|All files (*.*)|*.*",
};
if (dlg.ShowDialog() != true) return;
bg.CustomBackgroundPath = dlg.FileName;
bg.UseDefaultBackground = false;
try
{
using var fs = new System.IO.FileStream(dlg.FileName, System.IO.FileMode.Open, System.IO.FileAccess.Read);
var bytes = new byte[fs.Length];
fs.Read(bytes, 0, bytes.Length);
var assetId = AddAsset(bytes);
if (assetId != null)
bg.AssetId = assetId;
}
catch { /* non-critical */ }
UpdateActiveBackground();
RefreshSnapshotsAsync();
ScheduleSave();
}
/// <summary>Release the background capture so the static placeholder image shows.</summary>
private async Task ClearBackgroundCaptureAsync()
{
var oldKeys = AllBackgrounds()
.Select(b => b.CaptureKey!)
.Where(k => !string.IsNullOrWhiteSpace(k))
.ToHashSet();
foreach (var background in AllBackgrounds())
{
background.CaptureKey = null;
background.VideoImageSource = null;
}
foreach (var key in oldKeys)
await _screenCaptureManager.ReleaseAllAsync(key);
_liveCaptureKeys.Clear();
UpdateBackgroundImage();
ScheduleSave();
}
private async Task RedesignateBackgroundAsync(string newKey)
{
var oldKeys = AllBackgrounds()
.Select(b => b.CaptureKey!)
.Where(k => !string.IsNullOrWhiteSpace(k))
.ToHashSet();
foreach (var background in AllBackgrounds())
background.CaptureKey = newKey;
foreach (var oldKey in oldKeys.Where(k => k != newKey))
await _screenCaptureManager.ReleaseAllAsync(oldKey);
if (!oldKeys.Contains(newKey))
await _screenCaptureManager.AcquireAsync(newKey);
_liveCaptureKeys = new HashSet<string> { newKey };
UpdateBackgroundImage();
ScheduleSave();
}
// "Change Capture…": the OS GraphicsCapturePicker designates the target.
// Picks are transient (see ScreenCaptureSourceFactory) — a reload falls
// back to auto-detection.
public async Task ChangeBackgroundCaptureAsync()
{
var key = await _screenCaptureFactory.PickAsync();
if (key == null) return;
await RedesignateBackgroundAsync(key);
}
// In-app display picker: point every background at a specific monitor.
private void SetBackgroundCapture(DisplayInfo? display)
{
if (display == null) return;
_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{display.Index}");
}
// ─── Background model (TASK 25): exactly ONE Background per screen, index 0,
// never removable or re-addable. Static default art on Starting/BRB/Chat/Ending;
// on Live it's the capture-flavored row (Show Desktop / monitor switch /
// fullscreen-game detect) falling back to live-background.jpg. ───
private static string? DefaultBackgroundAsset(string sceneName) => sceneName switch
{
SceneCatalog.Starting => "starting-background.jpg",
SceneCatalog.Brb => "brb-background.jpg",
SceneCatalog.Chat => "chat-background.jpg",
SceneCatalog.Ending => "ending-background.jpg",
SceneCatalog.Live => "live-background.jpg",
_ => null,
};
/// <summary>Heals every scene to the locked Background model after a layout
/// load: keeps the correct flavor per scene at index 0 named "Background",
/// drops duplicates/stale rows, re-seeds missing ones.</summary>
private void HealBackgrounds()
{
NormalizeBackgrounds(Scenes);
foreach (var scene in Scenes)
{
var background = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (background != null)
StampDefaultBackgroundAsset(background, scene.Name);
}
OnPropertyChanged(nameof(ShowSourcesEmptyHint));
}
/// <summary>Points a background row at its scene's shipped default art when it
/// carries none. A custom image (Browse…) always wins and is never overwritten.</summary>
private void StampDefaultBackgroundAsset(Source background, string sceneName)
{
if (!string.IsNullOrWhiteSpace(background.AssetId)) return;
if (!background.UseDefaultBackground && !string.IsNullOrWhiteSpace(background.CustomBackgroundPath)) return;
var asset = DefaultBackgroundAsset(sceneName);
if (asset == null) return;
try
{
var uri = new Uri($"pack://application:,,,/Assets/{asset}", UriKind.Absolute);
using var stream = Application.GetResourceStream(uri)?.Stream;
if (stream == null) return;
using var ms = new MemoryStream();
stream.CopyTo(ms);
background.AssetId = AddAsset(ms.ToArray());
}
catch { /* non-critical — the app works without default art */ }
}
}
+162
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using ytLive.Helpers;
using ytLive.Services;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
// TASK 10 — Polar license validation
private string _licenseKey = string.Empty;
private string _licenseMessage = string.Empty;
private bool _isLicenseValidating;
private bool _isLicenseEntryOpen;
private static readonly TimeSpan OfflineGracePeriod = TimeSpan.FromDays(14);
/// <summary>True when the user holds a valid LlamaCasty license (Polar). When
/// false, the branding flash runs on every live stream.</summary>
private bool _isPremium;
public bool IsPremium
{
get => _isPremium;
private set
{
if (!SetProperty(ref _isPremium, value)) return;
// Flip the branding flash when premium state changes.
BrandFlashEnabled = !value;
}
}
// TASK 10 — license key entry
public string LicenseKey
{
get => _licenseKey;
set => SetProperty(ref _licenseKey, value);
}
public string LicenseMessage
{
get => _licenseMessage;
private set => SetProperty(ref _licenseMessage, value);
}
public bool IsLicenseValidating
{
get => _isLicenseValidating;
private set => SetProperty(ref _isLicenseValidating, value);
}
public bool IsLicenseEntryOpen
{
get => _isLicenseEntryOpen;
set
{
if (SetProperty(ref _isLicenseEntryOpen, value))
OnPropertyChanged(nameof(IsHubVisible));
}
}
/// <summary>The About hub is visible only when neither the licenses panel
/// nor the license entry panel is open.</summary>
public bool IsHubVisible => !IsLicensesOpen && !IsLicenseEntryOpen;
// ─── TASK 10 — Polar license validation ───
/// <summary>At startup, load the cached license state and re-validate online
/// if a key exists. If offline and within the 14-day grace period, the cached
/// premium state is trusted. If the grace period is exceeded, premium lapses.</summary>
private async Task ValidateLicenseAtStartupAsync()
{
var savedKey = _layoutStore.LoadLicenseKey();
if (string.IsNullOrWhiteSpace(savedKey))
{
IsPremium = false;
return;
}
LicenseKey = savedKey;
var validatedAt = _layoutStore.LoadLicenseValidatedAt();
var cachedPremium = _layoutStore.LoadIsPremium();
// If the last validation was within the grace period, trust the cache
// while we attempt an online re-validation in the background.
if (validatedAt.HasValue && DateTime.UtcNow - validatedAt.Value < OfflineGracePeriod)
{
IsPremium = cachedPremium;
}
// Try an online check — if it succeeds, it overrides the cache.
try
{
var service = new PolarLicenseService();
var result = await service.ValidateAsync(savedKey);
if (result.IsValid)
{
IsPremium = true;
_layoutStore.SaveIsPremium(true);
_layoutStore.SaveLicenseValidatedAt(DateTime.UtcNow);
}
else
{
// Key revoked or expired — clear premium.
IsPremium = false;
_layoutStore.SaveIsPremium(false);
_layoutStore.SaveLicenseValidatedAt(DateTime.UtcNow);
AppLog.Write($"License validation failed: {result.Error}");
_notifications.Warning("Premium is no longer active",
$"{result.Error} — watermark branding returns until the license is renewed.");
}
}
catch (Exception ex)
{
// Offline or network error — keep the cached state, log it.
AppLog.Write($"License re-validation skipped (offline?): {ex.Message}");
if (!validatedAt.HasValue || DateTime.UtcNow - validatedAt.Value >= OfflineGracePeriod)
{
IsPremium = false;
_layoutStore.SaveIsPremium(false);
}
}
}
/// <summary>Called from the Activate button in the About overlay. Validates
/// the entered key, persists it, and flips premium state.</summary>
private async Task ActivateLicenseAsync()
{
if (string.IsNullOrWhiteSpace(LicenseKey)) return;
IsLicenseValidating = true;
LicenseMessage = "Validating\u2026";
try
{
var service = new PolarLicenseService();
var result = await service.ValidateAsync(LicenseKey);
if (result.IsValid)
{
IsPremium = true;
_layoutStore.SaveLicenseKey(LicenseKey.Trim());
_layoutStore.SaveIsPremium(true);
_layoutStore.SaveLicenseValidatedAt(DateTime.UtcNow);
LicenseMessage = "Premium activated! The watermark has been removed.";
AppLog.Write("License activated successfully");
}
else
{
IsPremium = false;
_layoutStore.SaveLicenseKey(null);
_layoutStore.SaveIsPremium(false);
LicenseMessage = result.Error ?? "Invalid license key.";
AppLog.Write($"License activation failed: {result.Error}");
}
}
catch (Exception ex)
{
LicenseMessage = $"Activation error: {ex.Message}";
AppLog.Write($"License activation error: {ex}");
}
finally
{
IsLicenseValidating = false;
}
}
}
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using System.Collections.ObjectModel;
using System.Collections.Specialized;
using System.ComponentModel;
using System.Windows;
using ytLive;
using ytLive.Models;
using ytLive.Services;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
private Scene? _stagedScene;
private Scene? _liveScene;
// TASK 20 step 2 — hotkey bindings (custom chord per action)
private Dictionary<HotkeyId, HotkeyChord> _hotkeyBindings = new();
public ObservableCollection<Scene> Scenes { get; } = new();
public Scene? StagedScene
{
get => _stagedScene;
set
{
if (value != null && value.IsHidden) return;
if (SetProperty(ref _stagedScene, value))
{
// Update IsStaged flags for thumbnail glow
foreach (var s in Scenes)
s.IsStaged = s == value;
SelectedElement = null;
if (value != null)
{
var background = EnsureBackground(value);
if (background != null)
StampDefaultBackgroundAsset(background, value.Name);
}
OnPropertyChanged(nameof(ShowChatInactiveMessage));
OnPropertyChanged(nameof(ShowEmptySceneHint));
OnPropertyChanged(nameof(ShowPreviewPlaceholder));
OnPropertyChanged(nameof(ShowSourcesEmptyHint));
OnPropertyChanged(nameof(CanChangeBackground));
OnPropertyChanged(nameof(CanAddWebcam));
OnPropertyChanged(nameof(CanAddYouTubeChat));
OnPropertyChanged(nameof(CanShowWebcamInStagedScene));
OnPropertyChanged(nameof(IsCountdownAvailable));
UpdateActiveBackground();
UpdateBackgroundImage();
RefreshSnapshotsAsync();
}
}
}
/// <summary>The scene the encoder outputs. Set on Go Live (StagedScene → LiveScene)
/// or on transition completion. FramePump reads this every tick.</summary>
public Scene? LiveScene
{
get => _liveScene;
set
{
if (SetProperty(ref _liveScene, value))
{
foreach (var s in Scenes)
s.IsLive = s == value;
}
}
}
/// <summary>True when offline — edit mode is available. When live/recording,
/// all edit operations are locked out (gun safety).</summary>
public bool IsEditMode => StreamStatus == StreamStatus.Offline && !IsRecording;
// ─── Transitions (TASK 19/23) ───
public TransitionType SelectedTransitionType
{
get => _selectedTransitionType;
set => SetProperty(ref _selectedTransitionType, value);
}
private TransitionType _selectedTransitionType = TransitionType.Fade;
public double TransitionDurationMs
{
get => _transitionDurationMs;
set => SetProperty(ref _transitionDurationMs, value);
}
private double _transitionDurationMs = 300;
/// <summary>
/// Called when a scene thumbnail is clicked. If live, triggers a transition from
/// LiveScene to the selected StagedScene. Always sets StagedScene first.
/// </summary>
public void TransitionToScene(Scene scene)
{
if (scene.IsHidden || scene == StagedScene) return;
StagedScene = scene;
if (IsLive)
_transition.Start(SelectedTransitionType, TransitionDurationMs, null);
}
/// <summary>
/// Apply the current transition type to the next StagedScene change while live.
/// Called from XAML when user picks a transition from the dropdown.
/// </summary>
public void ApplyTransitionToLive()
{
if (IsLive)
_transition.Start(SelectedTransitionType, TransitionDurationMs, null);
}
// ─── Global hotkeys (TASK 20) — dispatch a registered hotkey to its action ───
/// <summary>
/// Callback set by MainWindow so the VM can trigger hotkey re-registration
/// after the user saves custom bindings from the config dialog.
/// </summary>
public Action<Dictionary<HotkeyId, HotkeyChord>>? HotkeyBindingsChanged { get; set; }
/// <summary>The current hotkey bindings (loaded from DB, updated on dialog save).</summary>
public Dictionary<HotkeyId, HotkeyChord> CurrentHotkeyBindings => _hotkeyBindings;
public void HandleHotkey(Services.HotkeyId id)
{
switch (id)
{
case Services.HotkeyId.SceneStarting: TransitionToCanonical(SceneCatalog.Starting); break;
case Services.HotkeyId.SceneLive: TransitionToCanonical(SceneCatalog.Live); break;
case Services.HotkeyId.SceneBrb: TransitionToCanonical(SceneCatalog.Brb); break;
case Services.HotkeyId.SceneChat: TransitionToCanonical(SceneCatalog.Chat); break;
case Services.HotkeyId.SceneEnding: TransitionToCanonical(SceneCatalog.Ending); break;
case Services.HotkeyId.StartStopStream:
if (IsLive || IsRecording)
{
if (EndStreamCommand.CanExecute(null)) EndStreamCommand.Execute(null);
}
else if (StartStreamCommand.CanExecute(null))
{
StartStreamCommand.Execute(null);
}
break;
case Services.HotkeyId.ToggleMicMute: ToggleMicMuteCommand.Execute(null); break;
case Services.HotkeyId.ToggleGameMute: ToggleGameMuteCommand.Execute(null); break;
case Services.HotkeyId.TraxPlayPause: TraxLeftClick(); break;
}
}
private void TransitionToCanonical(string name)
{
var scene = Scenes.FirstOrDefault(s => SceneCatalog.Is(s.Name, name));
if (scene != null) TransitionToScene(scene);
}
private void OpenHotkeyConfig()
{
var vm = new HotkeyConfigViewModel(_layoutStore);
var dialog = new HotkeyConfigDialog(vm) { Owner = Application.Current.MainWindow };
if (dialog.ShowDialog() == true)
{
// Reload bindings from DB (the dialog already saved them).
_hotkeyBindings = _layoutStore.LoadHotkeyBindings();
HotkeyBindingsChanged?.Invoke(_hotkeyBindings);
RefreshHotkeyLabels();
}
}
private void RefreshHotkeyLabels()
{
foreach (var scene in Scenes)
{
if (SceneCatalog.SceneHotkeys.TryGetValue(scene.Name, out var hid)
&& _hotkeyBindings.TryGetValue(hid, out var chord))
scene.HotkeyLabel = chord.ToDisplayString();
else if (SceneCatalog.SceneHotkeys.TryGetValue(scene.Name, out var defId)
&& GlobalHotkeyManager.Defaults.TryGetValue(defId, out var defChord))
scene.HotkeyLabel = defChord.ToDisplayString();
else
scene.HotkeyLabel = string.Empty;
}
}
public bool ShowEmptySceneHint => StagedScene != null && StagedScene.Elements.Count == 0;
public bool ShowSourcesEmptyHint => StagedScene == null || StagedScene.Elements.Count == 0;
public bool IsCountdownAvailable => StagedScene != null
&& (SceneCatalog.Is(StagedScene.Name, "Starting") || SceneCatalog.Is(StagedScene.Name, "BRB"));
/// <summary>The canonical scenes (SceneCatalog) not present right now — what the
/// "+" button may re-add. Work with less, never more.</summary>
public IEnumerable<string> MissingScenes
=> SceneCatalog.All.Where(canonical => Scenes.All(s => !SceneCatalog.Is(s.Name, canonical)));
/// <summary>Only show the "+" button when one of the five canonical scenes is missing.</summary>
public bool ShowAddScene => MissingScenes.Any();
/// <summary>"Change Capture…"/"Refresh Capture" apply to the active scene's background.</summary>
// Capture controls (Show Desktop / monitor pick / refresh) exist only on
// the Live screen's Background. Static-art screens never expose them.
public bool CanChangeBackground =>
StagedScene != null && SceneCatalog.Is(StagedScene.Name, SceneCatalog.Live);
// ─── Auto-save wiring ───
private void OnScenesChanged(object? sender, NotifyCollectionChangedEventArgs e)
{
if (e.NewItems != null)
foreach (Scene scene in e.NewItems)
WireScene(scene);
if (e.OldItems != null)
foreach (Scene scene in e.OldItems)
UnwireScene(scene);
OnPropertyChanged(nameof(MissingScenes));
OnPropertyChanged(nameof(ShowAddScene));
ScheduleSave();
}
private void WireScene(Scene scene)
{
scene.PropertyChanged += OnScenePropertyChanged;
scene.Elements.CollectionChanged += OnElementsChanged;
}
private void UnwireScene(Scene scene)
{
scene.PropertyChanged -= OnScenePropertyChanged;
scene.Elements.CollectionChanged -= OnElementsChanged;
}
private void OnScenePropertyChanged(object? sender, PropertyChangedEventArgs e)
{
// A rename can drop a canonical scene in/out of MissingScenes.
OnPropertyChanged(nameof(MissingScenes));
OnPropertyChanged(nameof(ShowAddScene));
ScheduleSave();
}
private void OnElementsChanged(object? sender, NotifyCollectionChangedEventArgs e)
{
if (e.NewItems != null)
foreach (SceneElement element in e.NewItems)
element.PropertyChanged += OnElementPropertyChanged;
if (e.OldItems != null)
foreach (SceneElement element in e.OldItems)
element.PropertyChanged -= OnElementPropertyChanged;
OnPropertyChanged(nameof(CanAddWebcam));
OnPropertyChanged(nameof(CanAddYouTubeChat));
ScheduleSave();
}
private void OnElementPropertyChanged(object? sender, PropertyChangedEventArgs e)
{
if (sender is WebcamSceneConfig && e.PropertyName == nameof(SceneElement.IsVisible))
OnPropertyChanged(nameof(CanShowWebcamInStagedScene));
ScheduleSave();
}
// Adds a canonical scene by name — only when it's actually missing. The
// background flag follows the policy (Live yes, everyone else no).
private void AddScene(string name)
{
if (!SceneCatalog.IsCanonical(name)) return;
if (Scenes.Any(s => SceneCatalog.Is(s.Name, name))) return;
var scene = new Scene
{
Name = name.Trim(),
IsChatScene = SceneCatalog.IsChat(name),
HasBackground = SceneCatalog.HasBackground(name),
};
EnsureBackground(scene);
Scenes.Add(scene);
StagedScene = scene;
}
}
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using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
using ytLive;
using ytLive.Helpers;
using ytLive.Models;
using ytLive.Services;
using ytLive.Services.Compositor;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
private SocialsConfig? _socials;
private VideoFrame? _socialBarFrame;
private readonly ISocialValidator _socialValidator = new HttpSocialValidator();
public ICommand OpenSocialDialogCommand { get; }
// ─── Social bar (global resource, shown on every scene) ───
/// <summary>True when the global socials config has at least one validated entry.</summary>
public bool HasSocials => _socials != null && _socials.Entries.Count > 0;
/// <summary>The bar is on the stream when it's enabled and has entries.</summary>
public bool SocialBarVisible => (_socials?.BarEnabled ?? false) && HasSocials;
/// <summary>Footer indicator dot: green when the bar is on the stream, red otherwise.</summary>
public SolidColorBrush SocialBarDotBrush => SocialBarVisible ? BarOnBrush : BarOffBrush;
/// <summary>Green glow on the bar while it's on the stream.</summary>
public SolidColorBrush SocialBarGlowBrush => BarOnBrush;
/// <summary>The global socials config (entries + bar settings), or null.</summary>
public SocialsConfig? Socials => _socials;
/// <summary>Canvas.Top for the social bar: 0 = top, 1040 = bottom (40px from the 1080 edge).</summary>
public double SocialBarTop => _socials?.BarPosition == SocialBarPosition.Top ? 0 : 1040;
/// <summary>
/// Resolves a missing nodeinfo software name (mastodon, peertube, ...) for every
/// fediverse entry that doesn't have one, so the bar shows the instance's real
/// logo instead of the generic fediverse glyph. Best-effort: a failed resolution
/// leaves the glyph untouched. Returns handle → software for what was resolved —
/// the caller applies + persists (the app hops to the dispatcher; a test applies
/// directly).
/// </summary>
public static async Task<Dictionary<string, string>> HealFediverseSoftwareAsync(
SocialsConfig socials,
ISocialValidator validator,
Action<string>? log = null)
{
var resolved = new Dictionary<string, string>();
if (socials == null || validator == null) return resolved;
foreach (var entry in socials.Entries)
{
if (entry.Service != SocialService.Fediverse
|| !string.IsNullOrWhiteSpace(entry.FediverseSoftware))
continue;
if (!SocialServiceIcons.TryParseFediverse(entry.Handle, out _, out var domain))
continue;
var software = await validator.ResolveFediverseSoftwareAsync(
domain, System.Threading.CancellationToken.None);
if (string.IsNullOrWhiteSpace(software)) continue;
resolved[entry.Handle] = software;
log?.Invoke($"Socials heal: {entry.Handle} → {software}");
}
return resolved;
}
/// <summary>Runs the heal off the UI thread and applies + saves any result.</summary>
private void HealFediverseSoftwareInBackground()
{
var socials = _socials;
if (socials == null) return;
_ = Task.Run(async () =>
{
try
{
var resolved = await HealFediverseSoftwareAsync(
socials, _socialValidator, m => AppLog.Write(m));
if (resolved.Count == 0) return;
await Application.Current.Dispatcher.InvokeAsync(() =>
{
var current = _socials;
if (current == null) return;
var applied = false;
foreach (var entry in current.Entries)
{
if (!resolved.TryGetValue(entry.Handle, out var software)) continue;
if (entry.FediverseSoftware == software) continue;
entry.FediverseSoftware = software;
applied = true;
}
if (applied) NotifySocialsChanged(); // re-renders the bar + saves
});
}
catch (Exception ex)
{
AppLog.Write($"Socials heal failed: {ex.Message}");
}
});
}
/// <summary>
/// Re-rasterizes the social bar strip the output compositor overlays. UI thread
/// only (WPF rendering); the resulting frame is immutable, so the frame pump may
/// read it from its own thread. Null when the bar is off or empty.
/// </summary>
private void RenderSocialBarFrame()
{
_socialBarFrame = _socials != null && _socials.BarEnabled
? SocialBarRenderer.Render(_socials.Entries)
: null;
}
/// <summary>
/// Opens the Social Media Site Promotion dialog (6 slots, sign-in gate,
/// validation). On save the working copy replaces <see cref="_socials"/>.
/// </summary>
private void OpenSocialDialog()
{
var dialog = new SocialsDialogViewModel(
_socialValidator,
SignInAsync,
SignOutYouTubeAsync,
_youtubeAuth.CurrentChannel,
_socials);
var window = new ytLive.SocialsDialog(dialog) { Owner = Application.Current.MainWindow };
if (window.ShowDialog() == true)
{
_socials = dialog.BuildSocialsConfig();
NotifySocialsChanged();
}
}
private void NotifySocialsChanged()
{
RenderSocialBarFrame();
OnPropertyChanged(nameof(HasSocials));
OnPropertyChanged(nameof(SocialBarVisible));
OnPropertyChanged(nameof(SocialBarDotBrush));
ScheduleSave();
}
/// <summary>Sets the bar's edge; called by the preview click-toggle.</summary>
public void SetSocialBarPosition(SocialBarPosition position)
{
if (_socials == null || _socials.BarPosition == position) return;
_socials.BarPosition = position;
OnPropertyChanged(nameof(SocialBarTop));
ScheduleSave();
}
/// <summary>Preview click flips the bar top ⇄ bottom (KISS — no drag math).</summary>
public void ToggleSocialBarPosition()
=> SetSocialBarPosition(_socials?.BarPosition == SocialBarPosition.Top
? SocialBarPosition.Bottom
: SocialBarPosition.Top);
}
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using System.IO;
using System.Windows.Media;
using Microsoft.Win32;
using ytLive.Helpers;
using ytLive.Models;
using ytLive.Services.Audio;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
// TRAX (TASK 9): free background music at a fixed quiet volume, playing to
// the default device so it rides the loopback into the stream. The dot is
// red (no track) / yellow (loaded, stopped) / green (playing).
private readonly MusicPlayer _musicPlayer = new();
private Music? _music;
private bool _musicPlaying;
private static readonly SolidColorBrush TraxIdleBrush = CreateBrush("#555");
/// <summary>True while the TRAX background track is playing.</summary>
public bool IsMusicPlaying
{
get => _musicPlaying;
private set
{
if (SetProperty(ref _musicPlaying, value))
{
OnPropertyChanged(nameof(TraxDotBrush));
OnPropertyChanged(nameof(TraxToolTip));
}
}
}
private string? _traxError;
/// <summary>Error message from the last TRAX load/playback failure; null = no error.</summary>
public string? TraxError
{
get => _traxError;
private set => SetProperty(ref _traxError, value);
}
/// <summary>TRAX status dot: green = playing, gray = idle or no track.</summary>
public SolidColorBrush TraxDotBrush => _musicPlayer.IsPlaying
? BarOnBrush
: TraxIdleBrush;
public string TraxToolTip => _musicPlayer.TrackName != null
? $"TRAX: {_musicPlayer.TrackName} — left-click {(IsMusicPlaying ? "pauses" : "plays")}, right-click chooses a track"
: "No track — left-click or right-click to choose background music";
/// <summary>Left-click on TRAX: no track → pick one; otherwise toggle play/pause.</summary>
public void TraxLeftClick()
{
if (_music == null || string.IsNullOrWhiteSpace(_music.TrackPath))
PickTraxTrack();
else if (IsMusicPlaying)
PauseTrax();
else
PlayTrax();
}
/// <summary>Right-click on TRAX: always open the track picker (never the OS viewer).</summary>
public void TraxRightClick() => PickTraxTrack();
private void PickTraxTrack()
{
var dialog = new OpenFileDialog
{
Title = "Choose background music",
Filter = "Music (*.mp3;*.wav;*.m4a;*.aac;*.flac;*.ogg)|*.mp3;*.wav;*.m4a;*.aac;*.flac;*.ogg|All files (*.*)|*.*",
};
if (dialog.ShowDialog() != true)
return;
_music = new Music { TrackPath = dialog.FileName, IsEnabled = true };
LoadTrax(play: true);
}
private void LoadTrax(bool play)
{
if (_music == null || string.IsNullOrWhiteSpace(_music.TrackPath))
return;
try
{
_musicPlayer.Load(_music.TrackPath);
UpdateTraxLocalGain();
_music.IsEnabled = true;
TraxError = null;
if (play)
_musicPlayer.Play();
}
catch (Exception ex)
{
AppLog.Write($"TRAX: failed to load '{_music.TrackPath}': {ex.Message}");
TraxError = $"Failed to load: {Path.GetFileName(_music.TrackPath)} — {ex.Message}";
}
RefreshTraxUi();
ScheduleSave();
}
private void PlayTrax() => _musicPlayer.Play();
private void PauseTrax() => _musicPlayer.Pause();
private void OnTraxPlaybackEnded(Exception? ex)
{
if (ex != null)
{
AppLog.Write($"TRAX: playback error: {ex.Message}");
TraxError = $"Playback error: {ex.Message}";
}
RefreshTraxUi();
}
private void RefreshTraxUi()
{
IsMusicPlaying = _musicPlayer.IsPlaying;
OnPropertyChanged(nameof(TraxDotBrush));
OnPropertyChanged(nameof(TraxToolTip));
}
/// <summary>Mirrors the desktop/game audio bar's volume and mute onto the
/// music so the creator hears the controls work in the headphones (the
/// track rides the loopback channel, so it must duck the same way locally).
/// Called whenever the game volume/mute change and on TRAX load.</summary>
private void UpdateTraxLocalGain()
{
_musicPlayer.LocalGain = GameMuted ? 0f : 1f;
}
}
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using System.Windows;
using System.Windows.Input;
using System.Windows.Media.Imaging;
using ytLive;
using ytLive.Models;
using ytLive.Services;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
// Webcam: one camera input app-wide. The identity (DeviceId) lives on the
// Webcam entity; each scene that shows the webcam has a WebcamSceneConfig
// (webcam.{scene}.config). CameraManager still owns the single session.
private readonly ICameraEnumerator _cameraEnumerator;
private readonly CameraManager _cameraManager;
private Webcam? _webcam;
private string? _webcamError;
/// <summary>The Add → Webcam menu item: enabled only while no webcam exists anywhere —
/// one camera identity app-wide; re-adding always opens the picker.</summary>
public bool CanAddWebcam => StagedScene != null && _webcam == null;
/// <summary>
/// Right-click-on-preview → "Show Webcam": offered when the active scene has no
/// webcam config (add one) or hides it (unhide — keeps the config row).
/// </summary>
public bool CanShowWebcamInStagedScene
=> StagedScene is { } scene && (scene.WebcamConfig == null || !scene.WebcamConfig.IsVisible);
/// <summary>Swap-the-device item: enabled once a camera has been picked at all.</summary>
public bool CanChangeWebcam => _webcam != null;
/// <summary>Shows the mirror / clip-shape row in the source chip when a webcam is selected.</summary>
public bool IsWebcamSelected => SelectedElement is WebcamSceneConfig;
/// <summary>
/// The reason the webcam feed is down (device in use, offline, locked, no frames),
/// or null when it's alive. Surfaced as a red chip so a dead camera is never a
/// silent empty box. Cleared the moment a real frame arrives.
/// </summary>
public string? WebcamError
{
get => _webcamError;
private set => SetProperty(ref _webcamError, value);
}
// Webcam size safeguard: no more than half the frame in any dimension
// (960x540 over the 1920x1080 master), and no less than 10% of it
// (192x108). Enforced at resize and on layout load. The Chat scene is
// exempt from the per-dimension half — its webcam may take half the
// screen AREA (~1358x764 @16:9) so the viewer sees the creator better,
// matched by canonical name (SceneCatalog.IsChat).
public const double WebcamMaxWidth = 960;
public const double WebcamMaxHeight = 540;
public const double WebcamChatMaxWidth = 1358;
public const double WebcamChatMaxHeight = 764;
public const double WebcamMinWidth = MasterFrameWidth * 0.1;
public const double WebcamMinHeight = MasterFrameHeight * 0.1;
public static double MaxWebcamWidthFor(string? sceneName)
=> SceneCatalog.IsChat(sceneName) ? WebcamChatMaxWidth : WebcamMaxWidth;
public static double MaxWebcamHeightFor(string? sceneName)
=> SceneCatalog.IsChat(sceneName) ? WebcamChatMaxHeight : WebcamMaxHeight;
internal static void ClampWebcamToBounds(WebcamSceneConfig config, string? sceneName)
{
var maxWidth = MaxWebcamWidthFor(sceneName);
var maxHeight = MaxWebcamHeightFor(sceneName);
var scale = Math.Min(maxWidth / config.Width, maxHeight / config.Height);
if (scale < 1)
{
config.Width = Math.Round(config.Width * scale);
config.Height = Math.Round(config.Height * scale);
return;
}
var minScale = Math.Max(WebcamMinWidth / config.Width, WebcamMinHeight / config.Height);
if (minScale > 1)
{
config.Width = Math.Round(config.Width * minScale);
config.Height = Math.Round(config.Height * minScale);
}
}
// One-time heal for layouts saved before the rect dims were persisted (v3→v4):
// a Traditional webcam that ended up square (Round resize then reload lost the
// pre-Round rect) gets widened to 16:9, keeping the height. Round is skipped —
// a square bounding box is correct there — and an explicit pre-Round rect wins.
internal static void HealLegacySquareRect(WebcamSceneConfig config)
{
if (config.ClipShape != ClipShape.Traditional) return;
if (config.RectWidth != null || config.RectHeight != null) return;
if (Math.Abs(config.Width - config.Height) >= 1) return;
config.Width = Math.Round(config.Height * 16.0 / 9.0);
}
public ICommand AddWebcamCommand { get; }
public ICommand ChangeWebcamCommand { get; }
public ICommand ShowWebcamCommand { get; }
// After a layout load / file open: re-point the webcam identity, stop the
// previous device if it changed, and acquire the current one once per scene
// that uses it (CameraManager refcounts by DeviceId — one camera session).
private void ReacquireWebcam()
{
var previousDevice = _webcam?.DeviceId;
_webcam = _layoutStore.Webcam;
var newDevice = _webcam?.DeviceId;
if (!string.IsNullOrWhiteSpace(previousDevice) && previousDevice != newDevice)
_ = _cameraManager.ReleaseAllAsync(previousDevice);
OnPropertyChanged(nameof(CanChangeWebcam));
OnPropertyChanged(nameof(CanAddWebcam));
if (_webcam == null || string.IsNullOrWhiteSpace(newDevice)) return;
if (previousDevice != newDevice)
foreach (var unused in Scenes.SelectMany(s => s.Elements.OfType<WebcamSceneConfig>()))
_ = _cameraManager.AcquireAsync(newDevice);
// A session already running (same device, or one that produced a first
// frame) has its shared bitmap; freshly loaded configs must adopt it here,
// because PreviewBitmapChanged never re-fires for an existing bitmap.
if (_cameraManager.GetPreviewBitmap(newDevice) is { } running)
foreach (var config in Scenes.SelectMany(s => s.Elements.OfType<WebcamSceneConfig>()))
config.VideoImageSource = running;
}
// CameraManager creates the shared WriteableBitmap on the UI thread at the
// device's frame size; every scene's webcam config picks it up from here. A
// bitmap means a real frame arrived — the camera is provably alive.
private void OnCameraPreviewBitmapChanged(string deviceId, WriteableBitmap bitmap)
{
if (_webcam?.DeviceId != deviceId) return;
WebcamError = null;
foreach (var scene in Scenes)
foreach (var config in scene.Elements.OfType<WebcamSceneConfig>())
config.VideoImageSource = bitmap;
}
// The camera failed to start or died asynchronously (in use, offline, locked,
// no frames within the proof timeout) — surface it instead of a silent box.
private void OnCameraFailed(string deviceId, string message)
{
if (_webcam?.DeviceId != deviceId) return;
WebcamError = $"Webcam offline: {message}";
}
// Adds the webcam to the active scene. The creator ALWAYS picks from the
// cameras Windows has registered — never silently resurrects the previous
// camera (which is what happened after deleting one scene's webcam while
// another scene still used it). Picking a different camera than the current
// app-wide one swaps it everywhere, so the single-identity model stays honest;
// each scene's placement config is independent (webcam.{scene}.config).
private async Task AddWebcamToStagedSceneAsync()
{
var scene = StagedScene;
if (scene == null || scene.WebcamConfig != null) return;
var dialog = new CameraPickerDialog(new CameraPickerViewModel(_cameraEnumerator))
{
Owner = Application.Current.MainWindow
};
if (dialog.ShowDialog() != true || dialog.PickedDevice == null) return;
var device = dialog.PickedDevice;
if (_webcam == null)
{
_webcam = new Webcam { DeviceId = device.Id, Name = device.DisplayName };
OnPropertyChanged(nameof(CanChangeWebcam));
OnPropertyChanged(nameof(CanAddWebcam));
}
else if (_webcam.DeviceId != device.Id)
{
await SwapWebcamIdentityAsync(device);
}
var config = new WebcamSceneConfig
{
WebcamId = _webcam.Id,
Name = _webcam.Name,
Width = 480,
Height = 270,
X = MasterFrameWidth - 480 - 32,
Y = MasterFrameHeight - 270 - 32,
};
scene.Elements.Add(config);
SelectedElement = config;
OnPropertyChanged(nameof(ShowEmptySceneHint));
OnPropertyChanged(nameof(ShowSourcesEmptyHint));
UpdateActiveBackground();
// PreviewBitmapChanged fires only on the camera's first frame, so a config
// added while the session is already running must pick up the shared bitmap
// directly (it's written in place from then on).
if (_cameraManager.GetPreviewBitmap(_webcam.DeviceId) is { } running)
config.VideoImageSource = running;
var started = await _cameraManager.AcquireAsync(_webcam.DeviceId);
if (!started)
{
_notifications.Warning("Camera unavailable",
WebcamError ?? "Couldn't start that camera. It may be in use by another app, or Windows camera access may be turned off.");
}
}
// Swaps the device on the app-wide webcam identity. The old device is stopped
// unconditionally; each scene that uses the webcam re-acquires the new one so
// the per-config refcount stays honest. Only called when the device differs.
private async Task SwapWebcamIdentityAsync(CameraDeviceInfo device)
{
var oldDevice = _webcam!.DeviceId;
_webcam.DeviceId = device.Id;
_webcam.Name = device.DisplayName;
ScheduleSave();
if (!string.IsNullOrWhiteSpace(oldDevice) && oldDevice != device.Id)
await _cameraManager.ReleaseAllAsync(oldDevice);
foreach (var unused in Scenes.SelectMany(s => s.Elements.OfType<WebcamSceneConfig>()))
{
var started = await _cameraManager.AcquireAsync(device.Id);
if (!started)
{
_notifications.Warning("Camera unavailable",
WebcamError ?? "Couldn't start that camera. It may be in use by another app, or Windows camera access may be turned off.");
break;
}
}
}
// "Change Webcam…" from the webcam's context menu: picker, then swap the
// app-wide identity if a different device was chosen.
private async Task ChangeWebcamAsync()
{
if (_webcam == null) return;
var dialog = new CameraPickerDialog(new CameraPickerViewModel(_cameraEnumerator))
{
Owner = Application.Current.MainWindow
};
if (dialog.ShowDialog() != true || dialog.PickedDevice == null) return;
if (dialog.PickedDevice.Id == _webcam.DeviceId) return;
await SwapWebcamIdentityAsync(dialog.PickedDevice);
}
// "Show Webcam" from a right-click on the empty preview. Unhides this scene's
// existing (hidden) config — the config row survives Hide in this scene — or
// adds the webcam here for the first time (which opens the camera picker).
private void ShowWebcamInStagedScene()
{
var scene = StagedScene;
if (scene == null) return;
var config = scene.WebcamConfig;
if (config != null)
{
config.IsVisible = true;
SelectedElement = config;
return;
}
_ = AddWebcamToStagedSceneAsync();
}
}
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