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11 Commits

Author SHA1 Message Date
gramps 3b77a132be refactor: split Chat out of MainViewModel — Commit 10/12
MainViewModel.Chat.cs (194 lines) takes the YouTube chat overlay: ChatMessages
(+500 cap, clear-on-fade), OnChatMessageReceived (dispatcher marshal,
mock→real preview switch), chat fade timer (ResetChatFadeTimer), the ChatBox
render paths (RenderChatBox for the live compositor, UpdateChatBoxPreview for
the editor preview), the mock preview loop (MockChatMessages/StartMockChatPreview/
StopMockChatPreview/RunMockChatPreviewAsync/_mockChatCts), UpdateActiveChatBoxPreviews,
CanAddYouTubeChat (one-per-layout gate) and ShowChatInactiveMessage. Core drops
1119 -> 940 lines. Ctor wiring (MessageReceived hookup, ChatBoxRenderer ctor,
LoadLayout preview start, dispose) stays in core; ResolveOutputFrame (core)
still calls RenderChatBox cross-partial.

Zero behavior change; build 0 warnings; 246 pass, only the 2 known failures.
Docs: index.md Chat row added + core row trimmed in the same commit.
2026-08-30 08:48:35 -07:00
gramps e1006a04ab refactor: split Streaming out of MainViewModel — Commit 9/12
MainViewModel.Streaming.cs (787 lines) takes the full go-live/record flow
(StartSession/BeginRecordOnly/BeginGoLive/PrepareAndStartLiveAsync/StopStream,
record-file naming + rename-on-stop), health pipeline (FramePump.Handle +
poll, report-by-exception banner), session timer, REC/ON-AIR start/end UI,
the resolution quality dropdown over the 1920x1080 master, live window
visual tokens (UpdateLiveVisuals), record-folder commands, broadcast
pull-out (CurrentBroadcastId/BroadcastForm) and the stream-state setters
(StreamStatus/StreamVisibility) + their fields. Core drops 1890 -> 1119
lines. Cross-partial references (IsConnected, IsEditMode, BrandFlash*,
_audioMixer, ctor wiring) are safe on one partial class.

Zero behavior change; build 0 warnings; 246 pass, only the 2 known
pre-existing failures (audio-mix gain + round-clip grab). Docs: index.md
Streaming row added + core row trimmed in the same commit.
2026-08-30 08:45:36 -07:00
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
12 changed files with 2856 additions and 2712 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.
+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 */ }
}
}
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using System.Collections.ObjectModel;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Threading;
using ytLive.Helpers;
using ytLive.Models;
using ytLive.Services;
namespace ytLive.ViewModels;
public partial class MainViewModel : ViewModelBase
{
private readonly ChatBoxRenderer _chatBoxRenderer;
// Mock chat messages for the ChatBox preview — branded placeholders so the
// creator sees where the overlay lands before going live.
private static readonly IReadOnlyList<ChatMessage> MockChatMessages = new[]
{
new ChatMessage { AuthorName = "LlamaCasty", Message = "welcome to the stream!", Timestamp = DateTime.Now.AddMinutes(-4), IsMember = true },
new ChatMessage { AuthorName = "LlamaCastyFan", Message = "$10 — LlamaCasty is the best!", Timestamp = DateTime.Now.AddMinutes(-3), IsSuperChat = true },
new ChatMessage { AuthorName = "GamerDude", Message = "what streaming software is this?", Timestamp = DateTime.Now.AddMinutes(-2) },
new ChatMessage { AuthorName = "LlamaCasty", Message = "thanks for watching! llamacasty.com", Timestamp = DateTime.Now.AddMinutes(-1), IsMember = true },
new ChatMessage { AuthorName = "LlamaDog", Message = "Subscribe so they can buy the subscription at llamacasty.com!", Timestamp = DateTime.Now, IsMember = true },
};
// Chat fade timer: clears chat overlay after N seconds of inactivity.
private System.Windows.Threading.DispatcherTimer? _chatFadeTimer;
public ObservableCollection<ChatMessage> ChatMessages { get; } = new();
/// <summary>The Add → YouTube Chat menu item: enabled only while no chat layer exists
/// anywhere — one chat overlay per layout.</summary>
public bool CanAddYouTubeChat
=> StagedScene != null
&& !Scenes.Any(s => s.Elements.OfType<Source>().Any(e => e.Type == SourceType.ChatBox));
public bool ShowChatInactiveMessage => !IsLive;
private void OnChatMessageReceived(ChatMessage message)
{
System.Windows.Application.Current.Dispatcher.Invoke(() =>
{
ChatMessages.Add(message);
if (ChatMessages.Count > 500)
ChatMessages.RemoveAt(0);
// Reset chat fade timer on every message
ResetChatFadeTimer();
StopMockChatPreview();
// Switch ChatBox previews from mock to real messages
if (StagedScene != null)
foreach (var chatBox in StagedScene.Elements.OfType<Source>().Where(s => s.Type == SourceType.ChatBox))
UpdateChatBoxPreview(chatBox);
});
}
private void ResetChatFadeTimer()
{
_chatFadeTimer?.Stop();
var chatBoxes = Scenes.SelectMany(s => s.Elements).OfType<Source>()
.Where(s => s.Type == SourceType.ChatBox && s.ChatFadeSeconds > 0).ToList();
if (chatBoxes.Count == 0) return;
var delay = chatBoxes.Min(s => s.ChatFadeSeconds);
_chatFadeTimer = new System.Windows.Threading.DispatcherTimer
{ Interval = TimeSpan.FromSeconds(delay) };
_chatFadeTimer.Tick += (_, _) =>
{
_chatFadeTimer?.Stop();
_chatFadeTimer = null;
ChatMessages.Clear();
foreach (var chatBox in Scenes.SelectMany(s => s.Elements).OfType<Source>()
.Where(s => s.Type == SourceType.ChatBox))
UpdateChatBoxPreview(chatBox);
StartMockChatPreview();
};
_chatFadeTimer.Start();
}
private VideoFrame? RenderChatBox(Source chatBox)
{
if (ChatMessages.Count == 0) return null;
var width = (int)Math.Max(1, chatBox.Width);
var height = (int)Math.Max(1, chatBox.Height);
return _chatBoxRenderer.Render(
ChatMessages,
width,
height,
chatBox.ChatFontSize,
chatBox.ChatFontFamily,
chatBox.ChatFontColor,
chatBox.ChatBackgroundColor,
chatBox.ChatMaxMessages,
chatBox.ChatShowTimestamps,
chatBox.ChatShowBadges,
chatBox.ChatMemberColor,
chatBox.ChatSuperChatColor);
}
/// <summary>
/// Renders the ChatBox preview: real messages when connected, mock when not.
/// </summary>
private void UpdateChatBoxPreview(Source chatBox, IReadOnlyList<ChatMessage>? messages = null)
{
try
{
messages ??= ChatMessages.Count > 0 ? (IReadOnlyList<ChatMessage>)ChatMessages : MockChatMessages;
var width = (int)Math.Max(32, chatBox.Width);
var height = (int)Math.Max(32, chatBox.Height);
var frame = _chatBoxRenderer.Render(
messages,
width,
height,
chatBox.ChatFontSize,
chatBox.ChatFontFamily,
chatBox.ChatFontColor,
chatBox.ChatBackgroundColor,
chatBox.ChatMaxMessages,
chatBox.ChatShowTimestamps,
chatBox.ChatShowBadges,
chatBox.ChatMemberColor,
chatBox.ChatSuperChatColor);
var bitmap = new WriteableBitmap(width, height, 96, 96, System.Windows.Media.PixelFormats.Bgra32, null);
bitmap.WritePixels(new System.Windows.Int32Rect(0, 0, width, height), frame.BgraPixels, frame.Stride, 0);
chatBox.VideoImageSource = bitmap;
}
catch (Exception ex) { AppLog.Write($"UpdateChatBoxPreview failed: {ex.Message}"); }
}
private CancellationTokenSource? _mockChatCts;
private async Task RunMockChatPreviewAsync(Source chatBox, CancellationToken ct)
{
var n = 0;
while (!ct.IsCancellationRequested)
{
UpdateChatBoxPreview(chatBox, MockChatMessages.Take(n + 1).ToList());
await Task.Delay(1000, ct);
n++;
if (n == MockChatMessages.Count)
{
await Task.Delay(3000, ct);
n = 0;
}
}
}
private void StartMockChatPreview()
{
StopMockChatPreview();
_mockChatCts = new CancellationTokenSource();
var ct = _mockChatCts.Token;
foreach (var chatBox in Scenes.SelectMany(s => s.Elements).OfType<Source>()
.Where(s => s.Type == SourceType.ChatBox && s.ChatPreviewEnabled))
_ = RunMockChatPreviewAsync(chatBox, ct);
}
private void StopMockChatPreview()
{
_mockChatCts?.Cancel();
_mockChatCts?.Dispose();
_mockChatCts = null;
}
/// <summary>
/// Render previews + wire property-change subscriptions for all ChatBox
/// sources across every scene. Called after layout load so existing ChatBox
/// sources show mock content and respond to config changes.
/// </summary>
private void UpdateActiveChatBoxPreviews()
{
foreach (var scene in Scenes)
foreach (var chatBox in scene.Elements.OfType<Source>().Where(s => s.Type == SourceType.ChatBox))
{
chatBox.PropertyChanged += (_, e) =>
{
if (e.PropertyName is nameof(Source.ChatFontSize) or nameof(Source.ChatFontColor)
or nameof(Source.ChatBackgroundColor) or nameof(Source.ChatBackgroundOpacity)
or nameof(Source.ChatMaxMessages) or nameof(Source.ChatShowTimestamps)
or nameof(Source.ChatShowBadges) or nameof(Source.ChatMemberColor)
or nameof(Source.ChatSuperChatColor) or nameof(Source.ChatFontFamily)
or nameof(Source.ChatFadeSeconds) or nameof(Source.Width) or nameof(Source.Height))
UpdateChatBoxPreview(chatBox);
};
UpdateChatBoxPreview(chatBox);
}
}
}
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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.Collections.ObjectModel;
using System.IO;
using System.Windows;
using System.Windows.Input;
using System.Windows.Threading;
using Microsoft.Win32;
using ytLive.Helpers;
using ytLive.Models;
using ytLive.Services;
using ytLive.Services.Encoder;
namespace ytLive.ViewModels;
public partial class MainViewModel : ViewModelBase
{
private readonly DispatcherTimer _liveTimer;
private readonly DispatcherTimer _healthPollTimer;
private StreamStatus _streamStatus = StreamStatus.Offline;
private StreamHealth _currentHealth = new();
private string _streamTitle = string.Empty;
private string _streamDescription = string.Empty;
private string _streamVisibility = "Private";
private string? _currentBroadcastId;
private string? _reusableStreamUrl;
private ReusableStream? _reusableStream;
private string? _healthIssueBanner;
private string _healthIssueBackground = "Transparent";
private string _windowTitle = "LlamaCasty";
private string _topBarBackground = "#16213e";
private string _previewGlowBrush = "Transparent";
private Thickness _previewGlowThickness = new(0);
private string _liveElapsedText = "00:00:00";
private double _recDotPulse = 1.0;
private TimeSpan _liveElapsed;
// ─── Recording (TASK 18): independent REC / ON-AIR pills. The pills are
// ─── intent; IsRecording / IsLive are reality. ON-AIR needs a sign-in.
private bool _recordPillOn;
private bool _onAirPillOn;
private bool _isRecording;
private string? _recordFolder;
/// <summary>Resolved record folder — the configured choice, or Downloads (0th case).</summary>
public string RecordFolderDisplay => _recordFolder ?? DefaultRecordFolder();
private string? _activeRecordPath;
private DateTime _recordStartTime;
private TimeSpan _recordLength;
private readonly FramePump _framePump;
public StreamStatus StreamStatus
{
get => _streamStatus;
set
{
if (SetProperty(ref _streamStatus, value))
{
OnPropertyChanged(nameof(IsOffline));
OnPropertyChanged(nameof(IsLive));
OnPropertyChanged(nameof(IsEditMode));
OnPropertyChanged(nameof(RecDotBrush));
OnPropertyChanged(nameof(RecTextBrush));
OnPropertyChanged(nameof(RecDotOpacity));
OnPropertyChanged(nameof(OnAirBrush));
OnPropertyChanged(nameof(IsLivePrivate));
OnPropertyChanged(nameof(ShowPrimaryStartButton));
OnPropertyChanged(nameof(ShowLogInButton));
OnPropertyChanged(nameof(ShowEndStreamButton));
OnPropertyChanged(nameof(EndButtonText));
OnPropertyChanged(nameof(AccountStatusLightToolTip));
OnPropertyChanged(nameof(ShowChatInactiveMessage));
OnPropertyChanged(nameof(ShowPreviewPlaceholder));
UpdateLiveVisuals();
}
}
}
public bool IsOffline => StreamStatus == StreamStatus.Offline;
public bool IsLive => StreamStatus == StreamStatus.Streaming;
public bool IsLivePrivate => IsLive && string.Equals(StreamVisibility, "Private", StringComparison.OrdinalIgnoreCase);
public string RecDotBrush => !IsRecording ? "#555555" : "#e94560";
public string RecTextBrush => (IsLive || IsRecording) ? "#ffffff" : "#888888";
public double RecDotOpacity => IsRecording ? _recDotPulse : 0.55;
public string OnAirBrush => !IsLive ? "#555555" : IsLivePrivate ? "#22c55e" : "#e94560";
// ─── REC / ON-AIR pills (TASK 18) ───
public bool RecordPillOn
{
get => _recordPillOn;
set
{
if (!SetProperty(ref _recordPillOn, value)) return;
OnPropertyChanged(nameof(ShowPrimaryStartButton));
OnPropertyChanged(nameof(CanStartSession));
}
}
public bool OnAirPillOn
{
get => _onAirPillOn;
set
{
if (value && !CanToggleOnAir) return; // needs a sign-in
if (!SetProperty(ref _onAirPillOn, value)) return;
OnPropertyChanged(nameof(ShowPrimaryStartButton));
OnPropertyChanged(nameof(CanStartSession));
}
}
/// <summary>The ON-AIR pill (and thus live streaming) needs a YouTube sign-in.</summary>
public bool CanToggleOnAir => IsConnected;
/// <summary>Whether the session is actively recording — the REC status light
/// turns green only when this is true (the pill is intent, this is reality).</summary>
public bool IsRecording
{
get => _isRecording;
private set
{
if (!SetProperty(ref _isRecording, value)) return;
OnPropertyChanged(nameof(RecDotBrush));
OnPropertyChanged(nameof(RecTextBrush));
OnPropertyChanged(nameof(RecDotOpacity));
OnPropertyChanged(nameof(IsEditMode));
OnPropertyChanged(nameof(ShowEndStreamButton));
OnPropertyChanged(nameof(ShowPrimaryStartButton));
OnPropertyChanged(nameof(EndButtonText));
UpdateSessionTimer();
}
}
/// <summary>The primary button shows when there's something to start, but never
/// while a session is running — once recording/live the ONLY control is the End
/// button.</summary>
public bool ShowPrimaryStartButton =>
IsOffline && !IsRecording && !IsLive
&& (IsConnected || (RecordPillOn && !OnAirPillOn));
/// <summary>Either output selected makes the button actionable.</summary>
public bool CanStartSession => RecordPillOn || OnAirPillOn;
/// <summary>The End button shows while recording OR live.</summary>
public bool ShowEndStreamButton => IsLive || IsRecording;
/// <summary>The one button whose label changes: while recording it reads
/// "Stop Recording", while live "End Stream".</summary>
public string EndButtonText => IsRecording && !IsLive ? "Stop Recording" : "End Stream";
public bool ShowLogInButton => !IsConnected && IsOffline && !IsRecording;
public StreamHealth CurrentHealth
{
get => _currentHealth;
set => SetProperty(ref _currentHealth, value);
}
/// <summary>Report-by-exception YouTube health (TASK 5 item 3): non-null only
/// while a warning/error configuration issue exists — the banner's text.
/// good/ok/noData keep it null so nothing renders.</summary>
public string? HealthIssueBanner
{
get => _healthIssueBanner;
private set => SetProperty(ref _healthIssueBanner, value);
}
/// <summary>Banner background: app red (#8f1f1f) for an error issue, amber
/// (#b8860b) for a warning. Transparent when no banner is shown.</summary>
public string HealthIssueBackground
{
get => _healthIssueBackground;
private set => SetProperty(ref _healthIssueBackground, value);
}
public string StreamTitle
{
get => _streamTitle;
set => SetProperty(ref _streamTitle, value);
}
public string StreamDescription
{
get => _streamDescription;
set => SetProperty(ref _streamDescription, value);
}
public string StreamVisibility
{
get => _streamVisibility;
set
{
if (SetProperty(ref _streamVisibility, value))
{
OnPropertyChanged(nameof(RecDotBrush));
OnPropertyChanged(nameof(RecTextBrush));
OnPropertyChanged(nameof(OnAirBrush));
OnPropertyChanged(nameof(IsLivePrivate));
}
}
}
public string WindowTitle
{
get => _windowTitle;
set => SetProperty(ref _windowTitle, value);
}
public string TopBarBackground
{
get => _topBarBackground;
set => SetProperty(ref _topBarBackground, value);
}
public string PreviewGlowBrush
{
get => _previewGlowBrush;
set => SetProperty(ref _previewGlowBrush, value);
}
public Thickness PreviewGlowThickness
{
get => _previewGlowThickness;
set => SetProperty(ref _previewGlowThickness, value);
}
public string LiveElapsedText
{
get => _liveElapsedText;
set => SetProperty(ref _liveElapsedText, value);
}
// ─── Broadcast metadata pull-out (the "Text" tab on the Live screen) ───
/// <summary>The broadcast id of the current/last session; null until Go Live
/// succeeds. Gates the pull-out's Update button (nothing remote to patch).</summary>
public string? CurrentBroadcastId => _currentBroadcastId;
public Services.LiveBroadcastFormViewModel BroadcastForm { get; }
// ─── Resolution quality dropdown (bottom bar) ───
// Tiers offered to the creator before going live. First = default. The
// dropdown is disabled while live because YouTube stream resolution is
// immutable after stream creation (see TASKS.md compliance notes).
// The composition master frame. Every tier is an output rect + target
// resolution over this frame (see ai.md "Resolution tiers"): 16:9 tiers
// use the full frame; the vertical tier uses a centered 9:16 window and
// the preview dims the cropped strips (semi-crop).
private const double MasterFrameWidth = 1920;
private const double MasterFrameHeight = 1080;
public QualityOption[] QualityOptions { get; } =
{
new("1080p60", 60, 8.0, 1920, 1080),
new("1080p30", 30, 8.0, 1920, 1080),
new("720p60", 60, 6.0, 1280, 720),
new("720p30", 30, 6.0, 1280, 720),
new("Vertical 1080p60", 60, 8.0, 1080, 1920),
};
public string ResolutionHelp { get; } =
"Pick the highest resolution your upload bandwidth can comfortably sustain. " +
"Find your upload speed on your ISP plan or with a speed test (e.g. fast.com), " +
"then choose a tier your upload comfortably exceeds. 1080p60 is the default.";
private QualityOption _selectedQuality;
public QualityOption SelectedQuality
{
get => _selectedQuality;
set
{
if (SetProperty(ref _selectedQuality, value))
ApplyStreamQuality(value);
}
}
// Output frame of the selected tier over the 1920x1080 master. The strips
// outside it are dimmed in the preview so the cropped area stays visible.
public double OutputRectX { get; private set; }
public double OutputRectY { get; private set; }
public double OutputRectWidth { get; private set; }
public double OutputRectHeight { get; private set; }
public bool IsOutputCropped { get; private set; }
public string ResolutionBadgeText { get; private set; } = string.Empty;
public ObservableCollection<Rect> DimRects { get; } = new();
private void ApplyStreamQuality(QualityOption quality)
{
var health = CurrentHealth;
health.CurrentBitrate = quality.Bitrate;
health.FPS = quality.Fps;
OnPropertyChanged(nameof(CurrentHealth));
var scale = Math.Min(MasterFrameWidth / quality.Width, MasterFrameHeight / quality.Height);
var rectW = quality.Width * scale;
var rectH = quality.Height * scale;
var rectX = (MasterFrameWidth - rectW) / 2;
var rectY = (MasterFrameHeight - rectH) / 2;
OutputRectX = rectX;
OutputRectY = rectY;
OutputRectWidth = rectW;
OutputRectHeight = rectH;
DimRects.Clear();
if (rectX > 0) DimRects.Add(new Rect(0, 0, rectX, MasterFrameHeight));
if (rectX + rectW < MasterFrameWidth)
DimRects.Add(new Rect(rectX + rectW, 0, MasterFrameWidth - rectX - rectW, MasterFrameHeight));
if (rectY > 0) DimRects.Add(new Rect(0, 0, MasterFrameWidth, rectY));
if (rectY + rectH < MasterFrameHeight)
DimRects.Add(new Rect(0, rectY + rectH, MasterFrameWidth, MasterFrameHeight - rectY - rectH));
IsOutputCropped = DimRects.Count > 0;
ResolutionBadgeText = $"{quality.Label} · {quality.Width}×{quality.Height}";
OnPropertyChanged(nameof(OutputRectX));
OnPropertyChanged(nameof(OutputRectY));
OnPropertyChanged(nameof(OutputRectWidth));
OnPropertyChanged(nameof(OutputRectHeight));
OnPropertyChanged(nameof(IsOutputCropped));
OnPropertyChanged(nameof(ResolutionBadgeText));
}
public ICommand StartStreamCommand { get; }
public ICommand EndStreamCommand { get; }
public ICommand ChooseRecordFolderCommand { get; }
public ICommand ResetRecordFolderCommand { get; }
/// <summary>Entry point for the primary Start button (and the start/stop hotkey):
/// routes to a record session or the YouTube go-live dialog by the pill state.</summary>
private void StartSession()
{
if (IsLive || IsRecording) return;
var streaming = OnAirPillOn;
var recording = RecordPillOn;
if (!streaming && !recording) return;
if (!streaming)
{
BeginRecordOnly();
return;
}
BeginGoLive(recording);
}
/// <summary>Record-only (REC pill on, ON-AIR off): no YouTube dialog — recording
/// is local and works signed-out. Generates the auto-named file and starts the
/// pipeline immediately.</summary>
private async void BeginRecordOnly()
{
var path = StartRecordFile();
if (path == null)
{
_notifications.Error("Couldn't record", "No record output path could be created.");
return;
}
_recordStartTime = DateTime.Now;
_liveElapsed = TimeSpan.Zero;
_recordLength = TimeSpan.Zero;
ResetHealth(StreamStatus.Offline);
_audioMixer.StartLive(EncoderOptions.DefaultAudioPipeName);
IsRecording = true;
await _framePump.StartAsync();
}
private void BeginGoLive(bool alsoRecord)
{
var dialog = new GoLiveViewModel(() => SignInAsync(), _youtubeAuth.CurrentChannel)
{
StreamTitle = BroadcastForm.Title,
StreamDescription = BroadcastForm.Description,
};
var window = new ytLive.GoLiveWindow(dialog) { Owner = System.Windows.Application.Current.MainWindow };
if (window.ShowDialog() == true)
{
StreamTitle = dialog.StreamTitle;
StreamDescription = dialog.StreamDescription;
StreamVisibility = dialog.Visibility; // always "Private" (ship step 7)
BroadcastForm.CaptureGoLive(dialog.StreamTitle, dialog.StreamDescription, DateTime.UtcNow);
WindowTitle = string.IsNullOrWhiteSpace(dialog.StreamTitle)
? "LlamaCasty"
: $"{dialog.StreamTitle} — LlamaCasty";
StreamStatus = StreamStatus.Streaming;
ResetHealth(StreamStatus.Streaming);
_audioMixer.StartLive(EncoderOptions.DefaultAudioPipeName);
_liveElapsed = TimeSpan.Zero;
_recordLength = TimeSpan.Zero;
var recordStarted = false;
if (alsoRecord)
{
if (StartRecordFile() == null)
{
_notifications.Error("Couldn't record",
"No record output path could be created — streaming continues without recording.");
}
else
{
_recordStartTime = DateTime.Now;
recordStarted = true;
}
}
IsRecording = recordStarted;
_ = PrepareAndStartLiveAsync();
}
}
/// <summary>Creates the record file (auto-named <c>ty-…-0000.mp4</c> in the record
/// folder) and returns its path, or null when the folder can't be prepared.</summary>
private string? StartRecordFile()
{
try
{
var folder = _recordFolder ?? DefaultRecordFolder();
Directory.CreateDirectory(folder);
var name = RecordingFile.BuildStartName(DateTime.Now) + ".mp4";
var path = Path.Combine(folder, name);
_activeRecordPath = path;
return path;
}
catch (Exception ex)
{
AppLog.Write(ex, "Recording: failed to prepare output path");
return null;
}
}
/// <summary>One-click go-live (TASK 5): ensure the reusable stream, create a
/// broadcast bound to it, then start the frame pump. The pump reads the RTMP
/// URL once at startup (FramePump.StartAsync), so the stream URL must be set
/// before the pump starts — hence the ordering here. Failures surface as an
/// error health state, never a crash.</summary>
private async Task PrepareAndStartLiveAsync()
{
try
{
var stream = await _youtubeStream.GetOrCreateReusableStreamAsync();
if (stream == null)
{
AppLog.Write("Reusable stream unavailable; check the OAuth session");
_notifications.Error("Couldn't go live",
"The reusable stream is unavailable — check the YouTube sign-in and try again.");
StreamStatus = StreamStatus.Error;
return;
}
_reusableStream = stream;
_reusableStreamUrl = stream.RtmpUrl;
_layoutStore.SaveReusableStream(stream);
_currentBroadcastId = await _youtubeStream.CreateBroadcast(
StreamTitle, StreamDescription, DateTime.UtcNow, stream.Id);
if (_currentBroadcastId == null)
{
AppLog.Write("Broadcast creation failed; check the OAuth session");
_notifications.Error("Couldn't go live", "YouTube rejected the broadcast — check the sign-in and try again.");
StreamStatus = StreamStatus.Error;
return;
}
AppLog.Write($"Broadcast created: {_currentBroadcastId}");
OnPropertyChanged(nameof(CurrentBroadcastId));
if (string.IsNullOrWhiteSpace(StreamTitle) && string.IsNullOrWhiteSpace(StreamDescription))
{
BroadcastForm.IsDrawerOpen = true;
_notifications.Warning("Complete your broadcast details",
"Your title and description are empty — fill them in from the Text panel on the right.");
}
// Start chat polling (TASK 9.4): fetch the liveChatId from the broadcast's
// contentDetails, then start the poll loop. Chat is non-fatal — if it fails,
// the stream continues without on-panel chat.
try
{
var liveChatId = await _youtubeStream.GetBroadcastLiveChatIdAsync(_currentBroadcastId);
if (liveChatId != null)
{
_youtubeChat.Start(liveChatId);
AppLog.Write($"Chat polling started: {liveChatId}");
}
else
{
AppLog.Write("Could not retrieve liveChatId; chat polling disabled");
}
}
catch (Exception chatEx)
{
AppLog.Write($"Chat start failed (non-fatal): {chatEx.Message}");
}
}
catch (Exception ex)
{
AppLog.Write($"Go-live preparation failed: {ex.Message}");
_notifications.Error("Couldn't go live", ex.Message);
StreamStatus = StreamStatus.Error;
return;
}
await _framePump.StartAsync(); // never throws; failures log + surface via Failed
// Health polling (TASK 5 item 3): poll immediately, then every 30s while
// live. Report-by-exception — a banner appears only on warning/error.
_healthPollTimer.Start();
_ = PollHealthAsync();
}
private void OnHealthPollTick(object? sender, EventArgs e) => _ = PollHealthAsync();
/// <summary>One liveStreams.list poll (TASK 5 item 3): updates the YouTube
/// health state + the report-by-exception banner. Never throws — a poll
/// failure logs and leaves the last state untouched.</summary>
private async Task PollHealthAsync()
{
if (_reusableStream == null || !IsLive) return;
try
{
var health = await _youtubeStream.GetStreamHealthAsync(_reusableStream.Id);
if (health == null)
{
AppLog.Write("Stream health poll failed; check the OAuth session");
return;
}
CurrentHealth.HealthStatus = health.HealthStatus;
CurrentHealth.HealthMessage = health.HealthStatus;
CurrentHealth.ConfigurationIssues.Clear();
CurrentHealth.ConfigurationIssues.AddRange(health.ConfigurationIssues);
OnPropertyChanged(nameof(CurrentHealth));
ApplyHealthIssue(health.ConfigurationIssues);
}
catch (Exception ex)
{
AppLog.Write($"Stream health poll failed: {ex.Message}");
}
}
// Report-by-exception: good/ok/noData (or info-only issues) clear the banner;
// the first warning/error issue raises it, colored by the worst severity.
private void ApplyHealthIssue(List<StreamConfigurationIssue> issues)
{
var report = StreamHealthReporter.BannerFor(issues);
if (report.Text == null)
{
HealthIssueBanner = null;
HealthIssueBackground = "Transparent";
return;
}
HealthIssueBackground = report.IsError ? "#8f1f1f" : "#b8860b";
HealthIssueBanner = report.Text;
}
private async void StopStream()
{
var wasLive = IsLive;
var wasRecording = IsRecording;
StreamStatus = StreamStatus.Offline;
IsRecording = false;
WindowTitle = "LlamaCasty";
ResetHealth(StreamStatus.Offline);
// Stop chat polling first (TASK 9.4) — no more messages arriving while
// we're tearing down the stream.
_youtubeChat.Stop();
// Close the audio pipe FIRST so ffmpeg sees EOF on the audio input,
// then stop the pump (stdin EOF) — both inputs end and the encoder
// finalizes the output. Audio capture itself is always-on (preview
// monitoring); only the live/report pipe, the pump, and the session stop here.
_audioMixer.StopLive();
await _framePump.StopAsync();
_currentBroadcastId = null;
OnPropertyChanged(nameof(CurrentBroadcastId));
if (wasRecording) await FinalizeRecordingAsync();
// Explicit sign-out only (TASK 18): stopping the stream does NOT clear
// the session/token — the creator signs out deliberately via the
// Logout / Change Account commands.
AppLog.Write(wasLive ? "Stream ended" : "Recording ended");
}
/// <summary>On stop the auto-named <c>ty-…-0000.mp4</c> file is renamed to carry
/// the real recording length (<c>ty-…-hh2mm2.mp4</c>), with a numeric suffix on
/// name collisions. Runs only after the pump has fully closed the file.</summary>
private async Task FinalizeRecordingAsync()
{
var startPath = _activeRecordPath;
_activeRecordPath = null;
if (string.IsNullOrEmpty(startPath)) return;
try
{
while (_framePump.IsRunning) await Task.Delay(50);
if (!File.Exists(startPath))
{
AppLog.Write($"Recording: output not found for rename: {startPath}");
return;
}
_recordLength = _liveElapsed;
var autoStem = RecordingFile.BuildFinalName(_recordStartTime, _recordLength);
var dir = Path.GetDirectoryName(startPath)!;
// Manual rename modal: give the creator a chance to name the recording;
// null = keep the auto name (or the default recorded above).
string stem = autoStem;
var dialog = new RenameRecordingDialog(autoStem);
if (dialog.ShowDialog() == true && !string.IsNullOrEmpty(dialog.ResultFileName))
stem = dialog.ResultFileName;
var finalPath = UniquePath(Path.Combine(dir, stem + ".mp4"));
File.Move(startPath, finalPath);
AppLog.Write($"Recording saved: {finalPath}");
_notifications.Info("Recording saved",
Path.GetFileName(finalPath) + " — you can rename it in your videos folder at any time.");
}
catch (Exception ex)
{
AppLog.Write(ex, "Recording: rename-on-stop failed");
_notifications.Error("Recording saved",
$"The recording was written but couldn't be renamed: {Path.GetFileName(startPath)}");
}
}
private static string UniquePath(string path)
{
if (!File.Exists(path)) return path;
var dir = Path.GetDirectoryName(path)!;
var name = Path.GetFileNameWithoutExtension(path);
var ext = Path.GetExtension(path);
for (var i = 2; ; i++)
{
var candidate = Path.Combine(dir, $"{name}-{i}{ext}");
if (!File.Exists(candidate)) return candidate;
}
}
private void ChooseRecordFolder()
{
var dialog = new Microsoft.Win32.OpenFolderDialog
{
Title = "Choose a folder for local recordings",
InitialDirectory = _recordFolder ?? DefaultRecordFolder(),
};
if (dialog.ShowDialog() == true)
{
_recordFolder = dialog.FolderName;
_layoutStore.SaveRecordFolder(_recordFolder);
OnPropertyChanged(nameof(RecordFolderDisplay));
_notifications.Info("Record folder set", _recordFolder);
}
}
private void ResetRecordFolder()
{
_recordFolder = null;
_layoutStore.SaveRecordFolder(null);
OnPropertyChanged(nameof(RecordFolderDisplay));
_notifications.Info("Record folder reset", RecordFolderDisplay);
}
/// <summary>Falls back to the user's Downloads folder when no preference is set;
/// returns MyVideos if Downloads doesn't exist.</summary>
internal static string DefaultRecordFolder()
{
var downloads = Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), "Downloads");
return Directory.Exists(downloads)
? downloads
: Environment.GetFolderPath(Environment.SpecialFolder.MyVideos);
}
// Full encoder options for the current tier, or null when no RTMP URL is
// available — the pump then skips the encoder entirely (TASK 5 fills the seam).
private EncoderOptions? BuildEncoderOptions()
{
var url = _rtmpUrlProvider();
var quality = SelectedQuality;
return new EncoderOptions
{
RtmpUrl = url ?? string.Empty,
StreamEnabled = OnAirPillOn,
RecordEnabled = RecordPillOn,
RecordPath = _activeRecordPath,
Width = quality.Width,
Height = quality.Height,
Fps = quality.Fps,
BitrateKbps = (int)Math.Round(quality.Bitrate * 1000),
};
}
private void OnFramePumpFailed(object? sender, string message)
{
AppLog.Write($"Frame pump failed: {message}");
_notifications.Error("The stream pipeline stopped", message);
if (IsLive) StreamStatus = StreamStatus.Error;
}
// TASK 4 ship step 6: the encoder's parsed health (bitrate/FPS/dropped/
// duration) lands in the bottom bar. The stderr loop raises on a background
// thread — marshal to the UI thread like the audio level handlers.
private void OnFramePumpHealthUpdated(object? sender, StreamHealth health)
{
var dispatcher = System.Windows.Application.Current?.Dispatcher;
if (dispatcher != null && !dispatcher.CheckAccess())
dispatcher.BeginInvoke(() => ApplyHealth(health));
else
ApplyHealth(health);
}
private void ApplyHealth(StreamHealth health)
{
CurrentHealth.Status = health.Status;
CurrentHealth.CurrentBitrate = health.CurrentBitrate;
CurrentHealth.FPS = health.FPS;
CurrentHealth.DroppedFrames = health.DroppedFrames;
CurrentHealth.StreamDuration = health.StreamDuration;
CurrentHealth.LastError = health.LastError;
CurrentHealth.HealthMessage = health.HealthMessage;
OnPropertyChanged(nameof(CurrentHealth));
}
// Keeps the bottom-bar stats honest across sessions: dropped frames and the
// elapsed duration must not linger from a previous go-live (bitrate/FPS stay
// on the tier's targets — ApplyStreamQuality sets them on pick).
private void ResetHealth(StreamStatus status)
{
CurrentHealth.Status = status;
CurrentHealth.DroppedFrames = 0;
CurrentHealth.StreamDuration = TimeSpan.Zero;
CurrentHealth.LastError = null;
CurrentHealth.HealthStatus = null;
CurrentHealth.HealthMessage = null;
CurrentHealth.ConfigurationIssues.Clear();
HealthIssueBanner = null;
HealthIssueBackground = "Transparent";
OnPropertyChanged(nameof(CurrentHealth));
}
private void UpdateLiveVisuals()
{
var live = IsLive;
TopBarBackground = live ? "#e94560" : "#16213e";
PreviewGlowBrush = live ? "#e94560" : "Transparent";
PreviewGlowThickness = live ? new Thickness(3) : new Thickness(0);
if (live)
{
if (BrandFlashEnabled) StartBrandFlashTimer();
}
else
{
_healthPollTimer.Stop();
_brandFlashTimer.Stop();
_brandFlashOffTimer.Stop();
BrandFlashActive = false;
}
UpdateSessionTimer();
}
/// <summary>Runs the elapsed/rec-dot-pulse timer while a session is active —
/// live (Streaming) OR recording. Reset the elapsed when a new session starts.</summary>
private void UpdateSessionTimer()
{
var active = IsLive || IsRecording;
if (active)
{
_recDotPulse = 1.0;
_liveTimer.Start();
}
else
{
_liveTimer.Stop();
LiveElapsedText = "00:00:00";
_recDotPulse = 1.0;
}
OnPropertyChanged(nameof(RecDotOpacity));
OnPropertyChanged(nameof(LiveElapsedText));
}
private void OnLiveTimerTick(object? sender, EventArgs e)
{
_liveElapsed = _liveElapsed.Add(TimeSpan.FromSeconds(1));
LiveElapsedText = _liveElapsed.ToString(@"hh\:mm\:ss");
_recordLength = _liveElapsed;
_recDotPulse = _recDotPulse > 0.5 ? 0.35 : 1.0;
OnPropertyChanged(nameof(RecDotOpacity));
}
}
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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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