Compare commits
7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| c41ff7fd0a | |||
| 535a50192c | |||
| c1126a52b9 | |||
| fc33022006 | |||
| 46978b8bc3 | |||
| 58e7b3f3d1 | |||
| e2867198b9 |
@@ -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
@@ -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.
|
||||
|
||||
@@ -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}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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
+27
-39
File diff suppressed because one or more lines are too long
Reference in New Issue
Block a user