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) ───
/// True when the global socials config has at least one validated entry.
public bool HasSocials => _socials != null && _socials.Entries.Count > 0;
/// The bar is on the stream when it's enabled and has entries.
public bool SocialBarVisible => (_socials?.BarEnabled ?? false) && HasSocials;
/// Footer indicator dot: green when the bar is on the stream, red otherwise.
public SolidColorBrush SocialBarDotBrush => SocialBarVisible ? BarOnBrush : BarOffBrush;
/// Green glow on the bar while it's on the stream.
public SolidColorBrush SocialBarGlowBrush => BarOnBrush;
/// The global socials config (entries + bar settings), or null.
public SocialsConfig? Socials => _socials;
/// Canvas.Top for the social bar: 0 = top, 1040 = bottom (40px from the 1080 edge).
public double SocialBarTop => _socials?.BarPosition == SocialBarPosition.Top ? 0 : 1040;
///
/// 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).
///
public static async Task> HealFediverseSoftwareAsync(
SocialsConfig socials,
ISocialValidator validator,
Action? log = null)
{
var resolved = new Dictionary();
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($"Socials heal: {entry.Handle} → {software}");
}
return resolved;
}
/// Runs the heal off the UI thread and applies + saves any result.
private void HealFediverseSoftwareInBackground()
{
var socials = _socials;
if (socials == null) return;
_ = Task.Run(async () =>
{
try
{
var resolved = await HealFediverseSoftwareAsync(
socials, _socialValidator, m => AppLog.Write(m));
if (resolved.Count == 0) return;
await Application.Current.Dispatcher.InvokeAsync(() =>
{
var current = _socials;
if (current == null) return;
var applied = false;
foreach (var entry in current.Entries)
{
if (!resolved.TryGetValue(entry.Handle, out var software)) continue;
if (entry.FediverseSoftware == software) continue;
entry.FediverseSoftware = software;
applied = true;
}
if (applied) NotifySocialsChanged(); // re-renders the bar + saves
});
}
catch (Exception ex)
{
AppLog.Write($"Socials heal failed: {ex.Message}");
}
});
}
///
/// 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.
///
private void RenderSocialBarFrame()
{
_socialBarFrame = _socials != null && _socials.BarEnabled
? SocialBarRenderer.Render(_socials.Entries)
: null;
}
///
/// Opens the Social Media Site Promotion dialog (6 slots, sign-in gate,
/// validation). On save the working copy replaces .
///
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();
}
/// Sets the bar's edge; called by the preview click-toggle.
public void SetSocialBarPosition(SocialBarPosition position)
{
if (_socials == null || _socials.BarPosition == position) return;
_socials.BarPosition = position;
OnPropertyChanged(nameof(SocialBarTop));
ScheduleSave();
}
/// Preview click flips the bar top ⇄ bottom (KISS — no drag math).
public void ToggleSocialBarPosition()
=> SetSocialBarPosition(_socials?.BarPosition == SocialBarPosition.Top
? SocialBarPosition.Bottom
: SocialBarPosition.Top);
}