Compare commits
8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| c41ff7fd0a | |||
| 535a50192c | |||
| c1126a52b9 | |||
| fc33022006 | |||
| 46978b8bc3 | |||
| 58e7b3f3d1 | |||
| e2867198b9 | |||
| db068abbc7 |
@@ -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,
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`taskNN-*` branches, no PRs. The scope discipline above is about test focus,
|
||||||
not git mechanics.
|
not git mechanics.
|
||||||
|
|
||||||
|
**Commit / push policy (2026-08-30, user directive):** commit every work unit —
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|
committing is expected and never needs extra permission. Pushing is different:
|
||||||
|
push ONLY at sub-milestones and milestones. During a multi-commit refactor,
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|
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
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||||||
|
push the user will say so (or say "push it").
|
||||||
|
|
||||||
MUST read the architecture guide before planning or modifying the codebase:
|
MUST read the architecture guide before planning or modifying the codebase:
|
||||||
[`ai.md`](ai.md) (+ [`schema.md`](schema.md) for the memory-map conventions).
|
[`ai.md`](ai.md) (+ [`schema.md`](schema.md) for the memory-map conventions).
|
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|
|
||||||
|
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+26
-8
@@ -6,11 +6,28 @@
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|
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No feature branches pre-1.0: all work lands on `main` per work unit.
|
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.
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**Latest commit:** `e286719` — Commit 5/12 of the MainViewModel refactor (Webcam partial, tag `refactor-commit-5`).
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|
|
||||||
## What's In Flight
|
## What's In Flight
|
||||||
|
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Nothing — clean tree, ready for next task.
|
**MainViewModel partial split (Phase 1):** 5 of 12 refactor commits landed and pushed.
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Tags `refactor-commit-0…5` = scaffold, Account, License, Scenes, Background, Webcam.
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Latest head `e286719`. Working tree clean.
|
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|
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|
Remaining partials in order: `Audio` (Commit 6), `Trax` (7), `Socials` (8), `Streaming` (9),
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`Chat` (10), `Overlays` (11). Each lands the same way: cut → build 0 warnings →
|
||||||
|
`./scripts/verify.sh` + `./scripts/scope-check.sh "file1" …` → commit titled
|
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|
`refactor: split <Area> out of MainViewModel — Commit N/12 (tag refactor-commit-N)`
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||||||
|
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.
|
||||||
|
|
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|
Known partial-usings list (grep-verified):
|
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|
`Scenes` = ObjectModel+Specialized+ComponentModel+`ytLive`+Models+Services;
|
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|
`Background` = ObjectModel+IO+Windows+Input+Media+Media.Imaging+Helpers+Models+Services;
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|
`Webcam` = Windows+Input+Media.Imaging+`ytLive`+Models+Services.
|
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|
`INotificationService.Info/Warning/Error/Success` are default interface methods → any
|
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|
partial calling `_notifications.X` needs `using ytLive.Services;`.
|
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|
|
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## Landmines
|
## Landmines
|
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|
|
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@@ -35,11 +52,12 @@ Nothing — clean tree, ready for next task.
|
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- TASK 22 (Audio sync offset): not started — required for v1.
|
- 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`.
|
- TASK 30: gear cleanup + record location + single Start + preview layout restructure — shipped across commits `6031a56` + `61b850f` + `455a409`.
|
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- Monetization: deferred (creator rethinking price/subscription model).
|
- 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.
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- **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.
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|
- 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.
|
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|
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## Session summary (2026-08-29)
|
## Session summary (2026-08-30)
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|
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- Corrected task status tracking: TASK 4 → ✅ Done, TASK 3 item15 (Window capture) → ✅ absorbed into Screen picker, TASK 3 status updated to 27/30
|
- 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).
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- ai.md updated: TASK 4 steps 5-7 added as shipped, stale "frame-pipeline wiring follows" removed
|
- 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.
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- HANDOFF.md todo state expanded with full statuses for all active tasks
|
- Mea culpa: asked the user a bucket-boundary question that the rules already answered — won't repeat; buckets are fixed.
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- 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
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- 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.
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@@ -0,0 +1,408 @@
|
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using System.Windows;
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using System.Windows.Input;
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using System.Windows.Media;
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using System.Windows.Threading;
|
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using NAudio.CoreAudioApi;
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using ytLive;
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using ytLive.Helpers;
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using ytLive.Models;
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using ytLive.Services;
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using ytLive.Services.Audio;
|
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|
|
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|
namespace ytLive.ViewModels;
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|
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|
public partial class MainViewModel
|
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|
{
|
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|
private readonly DispatcherTimer _volumeFlashTimer;
|
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|
private readonly DispatcherTimer _gameVolumeFlashTimer;
|
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|
private double _audioLevel;
|
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|
private bool _volumeAdjusting;
|
||||||
|
private bool _volumeFlash;
|
||||||
|
private double _micVolume = 0.8;
|
||||||
|
private bool _micMuted;
|
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|
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
|
||||||
|
{
|
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|
get => _audioLevel;
|
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|
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
|
||||||
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/// level flashes on the bar) so the creator sees where they're setting it;
|
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/// 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);
|
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|
|
||||||
|
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
|
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|
/// 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}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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 */ }
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,161 @@
|
|||||||
|
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);
|
||||||
|
}
|
||||||
@@ -0,0 +1,132 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,269 @@
|
|||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
File diff suppressed because it is too large
Load Diff
+26
-26
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user