# ViewModels — index MVVM layer. See [`schema.md`](../schema.md) for the memory-map conventions. Each landed `MainViewModel` partial owns a row here describing its area; the `MainViewModel.cs` row describes only what still lives in core. Docking most areas' docs in their own rows keeps this index small to read. | File | Purpose | |------|---------| | `MainViewModel.cs` | Core. `public partial class MainViewModel : ViewModelBase`. **Source commands + element rows:** scenes are pure selection rows; sources carry edit/visibility/trash (`EditElementCommand` sets `element.IsEditing`, `ToggleElementVisibilityCommand` flips `IsVisible`, `RemoveSourceCommand`; Backdrop trash slot reserved via `HiddenBoolToVisibilityConverter` — TASK 13); shared `NextSourceName` (Image, Image2, Image3… no-space increment from actual names — used by `AddSource` + `AddReusedImage`), `AddImageCommand`. **Lifecycle/ctor wiring:** fields + ctor wiring (all command assignments, mixer/camera/chat/hotkey/subscription hookups), `Shutdown`/`SaveLayoutNow`/`ScheduleSave`/`LoadLayout`, `CreateBrush` + shared `BarOnBrush`/`BarOffBrush` (referenced by Audio/Trax/Socials partials), window-geometry pass-through, `SelectedElement`/`OnSelectedElementPropertyChanged`, `ShowPreviewPlaceholder`, `BrandFlash*`, WebView2 hosting (`InitWebView2`/`RegisterLoadedWebSources`/`OnWebView2PreviewBitmapChanged`), frame-pump wiring (construction + `_rtmpUrlProvider` seam + `Dispose`, plus `ResolveOutputFrame` → `RenderChatBox` for chat layers) — the pump's stream-state consumers live in the Streaming partial. | | `MainViewModel.Account.cs` | Session + connected account: `LoadSavedSessionAsync` (DPAPI restore at startup), `SignInAsync`/`ChangeAccountAsync`/`SignOutYouTubeAsync`, `IsConnected`/`AccountAvatarUrl`/`AccountDisplayName`/`AccountStatusLightToolTip` via `SyncConnectedAccount` (cleared on End). | | `MainViewModel.License.cs` | Polar license (freemium): `LicenseKey`/`LicenseMessage`/`IsLicenseValidating`/`IsLicenseEntryOpen`/`IsHubVisible`/`IsPremium`, `OfflineGracePeriod`, `ValidateLicenseAtStartupAsync`/`ActivateLicenseAsync`. | | `MainViewModel.Scenes.cs` | Five-scene catalog: `Scenes` + `StagedScene`/`LiveScene`/`IsEditMode`, `AddScene` (canonical names only), `MissingScenes`/`ShowAddScene`/`AddSceneCommand`; scene wiring `OnScenesChanged`/`WireScene`/`UnwireScene`; transitions `SelectedTransitionType`/`TransitionDurationMs`/`TransitionToScene`/`ApplyTransitionToLive`; global hotkeys `HandleHotkey`/`OpenHotkeyConfig`/`RefreshHotkeyLabels`; scene-gating hints (`CanChangeBackground`). | | `MainViewModel.Background.cs` | Screen backdrop (Live-only by policy): `ScreenCaptureManager` + `ScreenCaptureSourceFactory` (WinRT GraphicsCapture); background model `EnsureBackground`/`CreateBackground`/`NormalizeBackgrounds`/`HealBackgrounds`/`StampDefaultBackgroundAsset`; screen capture `ReacquireScreenCaptures`/`ResolveAutoCaptureKey`/`RedesignateBackgroundAsync`/`ClearBackgroundCaptureAsync`/`SetBackgroundCapture`/`OnScreenPreviewBitmapChanged`/`OnFullscreenMonitorChanged`/`RefreshBackgroundAutoCapture`/`BackgroundShowDesktop` (keys on full-screen-game monitor or primary display via `Win32FullScreenDetector`); display picker `Displays`/`SetBackgroundDisplayCommand`; preview fns `ActiveBackgroundImage`/`BackgroundImage`/`UpdateActiveBackground`/`UpdateBackgroundImage`/`RefreshSnapshotsAsync`/`LoadBackgroundImage`/`CreatePlaceholderSnapshot`; `ChangeCaptureCommand`/`RefreshCaptureCommand`/`ToggleShowDesktopCommand`/`BrowseBackgroundCommand`. `ShowPreviewPlaceholder` stays in core. | | `MainViewModel.Webcam.cs` | Webcam identity: `_webcam`/`ReacquireWebcam`/`SwapWebcamIdentityAsync`; per-scene configs `AddWebcamToStagedSceneAsync`/`ShowWebcamInStagedScene`/`ChangeWebcamAsync` (Windows picker always opens); capture `OnCameraPreviewBitmapChanged`/`OnCameraFailed`; gating `CanAddWebcam`/`CanChangeWebcam`/`CanShowWebcamInStagedScene`/`IsWebcamSelected`/`WebcamError`; size safeguards `WebcamMax*`/`ClampWebcamToBounds`/`HealLegacySquareRect`; `AddWebcamCommand`/`ChangeWebcamCommand`/`ShowWebcamCommand`. | | `MainViewModel.Audio.cs` | **Mic bar:** read-only realtime meter `AudioLevel`/`MeterFillWidth`/`MeterBrush` (fill = `Math.Min(1, AudioLevelMeter.ToDisplay((float)AudioLevel) * MicVolume)`, green→yellow→red at 60%/80% zones), `MicVolume` (0.8 default; drives `MicMuted` ⇔ volume 0; unmute flash `BeginVolumeFlash`/`EndVolumeFlash`/`CancelVolumeFlash`), `MicSourceName` (left-justified inside the bar, persists via `LayoutStore.Settings`), `ToggleMicMute`/`PickMicrophone` (`MicPickerDialog`; picked device swaps the live source via `_audioMixer.RestartMic()`, loopback keeps running), status dot `MicStatus`/`MicStatusBrush`/`MicStatusToolTip` (`Models.MicStatus`: green Connected / yellow Problem / red no-device), capture starts once at startup (`StartMicCaptureAsync`) — NOT go-live. **Game audio bar:** overlaid bottom-center, always visible (show/hide gating removed 2026-08-15); `GameAudioLevel` (loopback via `OnLoopbackLevelChanged`), `GameAudioVolume`/`GameMuted`/`GameMuteText`/`ToggleGameMute`/`PushSystemVolume`, mirror volume flash `SetGameVolumeAdjusting`/`BeginGameVolumeFlash`/`EndGameVolumeFlash`/`CancelGameVolumeFlash`. Mixer handlers `OnMicLevelChanged`/`OnLoopbackLevelChanged`/`OnMicConnected`/`OnMicFailed`. | | `MainViewModel.Trax.cs` | Background music (TASK 9, rides the loopback into the stream): `_musicPlayer` (`MusicPlayer`), `IsMusicPlaying`/`TraxError`/`TraxDotBrush`/`TraxToolTip`, interaction `TraxLeftClick`/`TraxRightClick`/`PickTraxTrack`, playback `LoadTrax`/`PlayTrax`/`PauseTrax`/`OnTraxPlaybackEnded`/`RefreshTraxUi`, `UpdateTraxLocalGain` (mirrors the game bar's mute onto `MusicPlayer.LocalGain` so the track ducks/restores with desktop audio). | | `MainViewModel.Socials.cs` | Social bar (global resource, overlaid on every scene): `_socials`/`_socialBarFrame`/`_socialValidator` (`ISocialValidator`/`HttpSocialValidator`), `HasSocials`/`SocialBarVisible`/`SocialBarDotBrush`/`SocialBarGlowBrush`/`Socials`/`SocialBarTop`, `OpenSocialDialogCommand`/`OpenSocialDialog` (spawns `SocialsDialogViewModel` + window; saved copy replaces `_socials`), `NotifySocialsChanged`/`RenderSocialBarFrame` (`SocialBarRenderer` → immutable `_socialBarFrame` the frame pump reads), fediverse heal `HealFediverseSoftwareAsync` (static, test-facing) + `HealFediverseSoftwareInBackground`, bar edge toggle `SetSocialBarPosition`/`ToggleSocialBarPosition`. `BarOnBrush`/`BarOffBrush`/`CreateBrush` stay in core (shared tokens). | | `MainViewModel.Streaming.cs` | Go-live/record + health + quality tiers + session UI. **Stream state:** `StreamStatus`/`StreamVisibility` setters + `_streamStatus` field, `IsOffline`/`IsLive`/`IsLivePrivate`. **Go-live flow:** `StartSession` (routes by pill state) → `BeginRecordOnly` (signed-out local recording) or `BeginGoLive` (GoLive dialog → captures title/description/visibility + `BroadcastForm.CaptureGoLive` → `PrepareAndStartLiveAsync`: reusable stream → `CreateBroadcast` (stores `_currentBroadcastId`) → empty-metadata warn → chat poll start (liveChatId) → `_framePump.StartAsync()` + health poll; failures → `StreamStatus.Error`, never a crash); `StartRecordFile` (auto-named `ty-…-0000.mp4`) + `FinalizeRecordingAsync` (rename modal, `UniquePath`); `StopStream` (posts Offline, stops chat/audio pipe/pump, clears `_currentBroadcastId`; session/token deliberately NOT cleared — sign-out stays explicit). **Health:** `CurrentHealth`/`ResetHealth`/`ApplyHealth`/`OnFramePumpHealthUpdated` (marshal `FramePump.HealthUpdated` off the stderr thread), `PollHealthAsync`/`OnHealthPollTick`/`ApplyHealthIssue` (report-by-exception banner `HealthIssueBanner`/`HealthIssueBackground` via `StreamHealthReporter`). **Session timer:** `_liveTimer` (ctor-wired) `UpdateSessionTimer`/`OnLiveTimerTick`/`LiveElapsedText`/`_recDotPulse`. **Start/End UI:** REC/ON-AIR pills (`RecordPillOn`/`OnAirPillOn`/`CanToggleOnAir`), `ShowPrimaryStartButton`/`CanStartSession`/`ShowEndStreamButton`/`EndButtonText`/`ShowLogInButton`, REC sign `RecDotBrush`/`RecTextBrush`/`RecDotOpacity`/`OnAirBrush`, live window tokens `WindowTitle`/`TopBarBackground`/`PreviewGlow*` via `UpdateLiveVisuals`; `ChooseRecordFolder`/`ResetRecordFolder`/`_recordFolder`/`RecordFolderDisplay`/`DefaultRecordFolder`. **Resolution dropdown:** `QualityOptions`/`SelectedQuality`/`ResolutionHelp`/`ApplyStreamQuality` + `OutputRect*`/`DimRects`/`IsOutputCropped`/`ResolutionBadgeText` over the 1920×1080 master. **Pipeline bits:** `_framePump`/`_liveTimer`/`_healthPollTimer` fields, `BuildEncoderOptions`. Commands `StartStreamCommand`/`EndStreamCommand`/`ChooseRecordFolderCommand`/`ResetRecordFolderCommand`. Broadcast pull-out: `CurrentBroadcastId`/`BroadcastForm`. | | `MainViewModel.Overlays.cs` | Settings/bug/feature/about panels + creator-hub links: panel state `IsSettingsOpen`/`IsBugOpen`/`IsFeatureOpen`/`IsAboutOpen` (via `SetPanel` → `IsAnyOverlayOpen`), `IsLicensesOpen` (flips `IsHubVisible`), `OverlayTitle`, `ShowOverlay` (one-panel exclusivity) + `ShowLicenses` (loads shipped `THIRD-PARTY-NOTICES.txt` into `LicensesText` on first open, never the OS viewer); bug/feature report `BugReportText`/`BugReportEmail`/`FeatureRequestText`/`FeatureRequestEmail` + `SubmitBug`/`SubmitFeature`/`ComposeEmail`/`OpenUrl`; About hub consts `ChannelUrl`/`MastodonUrl`/`CoffeeUrl` (public, integration-test live) + `PremiumUrl` (tabled billing seam — TASK 12 → greyed "Unlock Premium" lights up when filled) + `IsPremiumAvailable` + `SupportEmail` + `AppVersionLabel`; commands `OpenSettingsCommand`/`OpenBugCommand`/`OpenFeatureCommand`/`OpenAboutCommand`/`CloseOverlayCommand`/`SubmitBugCommand`/`SubmitFeatureCommand`/`OpenChannelCommand`/`OpenMastodonCommand`/`OpenCoffeeCommand`/`OpenPremiumCommand`/`OpenLicensesCommand`. Ctor command assignments stay in core. | | `MainViewModel.Chat.cs` | Chat overlay + preview pipeline: `ChatMessages` (500-message cap; clear-on-fade), `OnChatMessageReceived` (marshal `_youtubeChat.MessageReceived` onto the dispatcher, switch previews mock→real), fade `_chatFadeTimer`/`ResetChatFadeTimer` (shortest `ChatFadeSeconds` across chat layers); live render `RenderChatBox` (called from `ResolveOutputFrame`, stays in core) + preview render `UpdateChatBoxPreview` (bitmap onto `chatBox.VideoImageSource`); mock preview `MockChatMessages`/`StartMockChatPreview`/`StopMockChatPreview`/`RunMockChatPreviewAsync`/`_mockChatCts`; `UpdateActiveChatBoxPreviews` (wires Chat* property-change subscriptions + first render); `CanAddYouTubeChat` (one-per-layout gate), `ShowChatInactiveMessage` (`!IsLive`). `_chatBoxRenderer` field. Ctor wiring (`MessageReceived` hookup, `new ChatBoxRenderer()`, `LoadLayout` preview start, `_youtubeChat.Dispose`) stays in core. | | `GoLiveViewModel.cs` | Start Stream dialog: **account row** (saved channel shown with Change Account, or Sign in to YouTube; Start gated on `IsSignedIn`/`IsBusy`) + title/description + **locked Visibility (always "Private" — ship step 7, no dropdown)**, start/cancel requests | | **About hub (TASK 11, in `MainViewModel.Overlays.cs`)** | the About overlay is the in-app creator hub: `ChannelUrl`/`MastodonUrl`/`CoffeeUrl` (public consts, live) + `PremiumUrl` (tabled billing seam — TASK 12 → the greyed "Unlock Premium" button lights up when filled); `OpenLicensesCommand` → `ShowLicenses()` loads the shipped `THIRD-PARTY-NOTICES.txt` into `LicensesText` and sets `IsLicensesOpen` (in-app scrolling panel, never the OS viewer); `BackToAbout_Click` in `MainWindow.xaml.cs` flips it off. | | `ReuseImageViewModel.cs` | Add Image dialog: candidate list (`ReuseImageCandidate`), reuse/new/cancel | | `CameraPickerViewModel.cs` | Add Webcam dialog: async camera list (loading / has / none states), `UseRequested(CameraDeviceInfo)`/`CancelRequested` | | `MicPickerViewModel.cs` | Select Microphone dialog (voice source): async mic list (loading / has / none states), `UseRequested(MicrophoneDeviceInfo)`/`CancelRequested` | | `SocialsDialogViewModel.cs` | Social Media Site Promotion dialog (six fixed slots, `SocialSlotViewModel`): row 0 = YouTube sign-in gate (sign-in provider fills the channel, delete = sign-out); rows 1-5 validated entries / empty / freemium locks 2-5 (`isPremium` seam); `DetectService` → `ISocialValidator` on confirm (input snaps to text + real logo on success, red do-not + stays editable on failure); `CanSave` blocked while any slot edits/validates/errors; `BarEnabled` switch; commit via `CommittedEntries` + `BuildSocialsConfig()` (YouTube first) + `SaveRequested`/`CancelRequested`. WPF-free — the window owns the dialogs (delete confirm, sign-in gate) and calls `StartEdit`/`ConfirmEdit`/`DeleteSlotAsync`. | Related: [`Models/index.md`](../Models/index.md) for the data; [`Services/index.md`](../Services/index.md) for what the ViewModels drive; base class in [`Helpers/ViewModelBase.cs`](../Helpers/ViewModelBase.cs). ## MainViewModel partial split (in progress) `MainViewModel.cs` is being split into one file per functional area, zero behavior change, one commit per partial (each commit a roll-back point). **Commit naming:** titles carry the series id (`Commit N/12`), tags are `refactor-commit-N` — e.g. `git show refactor-commit-1`. Every partial lands with a `ViewModels/index.md` update in the SAME commit. Each partial's docs live in its table row above; this tracker is just the code↔commit map. Progress (Commit N/12 · tag): - [x] **Commit 1/12 · `refactor-commit-1`** — **Account** → `MainViewModel.Account.cs` - [x] **Commit 2/12 · `refactor-commit-2`** — **License** → `MainViewModel.License.cs` - [x] **Commit 3/12 · `refactor-commit-3`** — **Scenes** → `MainViewModel.Scenes.cs` - [x] **Commit 4/12 · `refactor-commit-4`** — **Background** → `MainViewModel.Background.cs` - [x] **Commit 5/12 · `refactor-commit-5`** — **Webcam** → `MainViewModel.Webcam.cs` - [x] **Commit 6/12 · `refactor-commit-6`** — **Audio** → `MainViewModel.Audio.cs` - [x] **Commit 7/12 · `refactor-commit-7`** — **Trax** → `MainViewModel.Trax.cs` - [x] **Commit 8/12 · `refactor-commit-8`** — **Socials** → `MainViewModel.Socials.cs` - [x] **Commit 9/12 · `refactor-commit-9`** — **Streaming** → `MainViewModel.Streaming.cs` - [x] **Commit 10/12 · `refactor-commit-10`** — **Chat** → `MainViewModel.Chat.cs` - [x] **Commit 11/12 · `refactor-commit-11`** — **Overlays** → `MainViewModel.Overlays.cs` - [x] **Phase 1 complete:** core `MainViewModel.cs` split into 10 functional partials (1,890 → 758 lines). **Phase 2 — `MainWindow.xaml` split into UserControls** (new `Controls/` folder, namespace `ytLive.Controls`): - [x] **Commit 12 · `refactor-commit-12`** — **BottomBar** → `Controls/BottomBar.xaml(.cs)` (gear menu + stream stats + quality dropdown; `GearButton_Click` moved to the control's code-behind). - [x] **Commit 13 · `refactor-commit-13`** — **HealthBanner** → `Controls/HealthBanner.xaml` (Row 1). Also promoted the 7 value↔visibility converters out of `MainWindow.Window.Resources` into `Themes/Controls.xaml` so extracted controls can resolve them (app-level, not window-level). - [x] **Commit 14 · `refactor-commit-14`** — **TopBar** → `Controls/TopBar.xaml(.cs)` (Row 0: logo, REC/ON-AIR pills + signs, avatar, Sign In/Start/End buttons). Avatar fetch moved (async-preserved) into the control; window exposes `_topBar.RefreshAvatar()` invoked on `IsConnected`/`AccountAvatarUrl` changes. - [x] **Commit 15 · `refactor-commit-15`** — **PreviewPane** → `Controls/PreviewPane.xaml(.cs)` (Row 1 Col 1 center preview pane). Moved the 1920×1080 canvas (OverlayCanvas/SelectionOverlay/BrandFlashLayer/SocialBarElement), text pull-out, and the live-controls row (TRAX/game/mic meters + sliders + speakers + socials button). Code-behind moved: preview drag/select/resize/hit-test (Preview_Mouse*, HitHandle, HitElement), webcam-context-menu handlers (WebcamMenu_*), social-bar glow (SocialBar_*, SocialsButton_*, SocialGlowTick), audio sliders/speakers (VolumeSlider_*, GameVolumeSlider_*, MicSpeaker_*, GameSpeaker_*, SetSliderValueFromClick, FindParent), TraxButton_*. Window keeps the source-list left panel + thumbnail strip + edit UI, and routes selection-overlay via `_previewPane.UpdateSelectionOverlay(bool)` plus `_previewPane.IsClickInsidePreview/Drawer`. `BackgroundMenu_*` stayed in the window (used by the left-panel source context menu). - [x] **Commit 16 · `refactor-commit-16`** — **SceneThumbnailStrip** → `Controls/SceneThumbnailStrip.xaml(.cs)` (Row 0 scene-picker strip). `Thumbnail_MouseLeftButtonDown` moved into the control (transitions via `DataContext.TransitionToScene`). - [x] **Commit 17 · `refactor-commit-17`** — **LeftPanel** → `Controls/LeftPanel.xaml(.cs)` (Row 1 Col 0 left panel: layers/properties edit UI + live chat list). Moved ALL property-editor and chat handlers: `SourceNameBox_*`/`CommitSourceEdit`, `AddSourceButton_Click`, `OnChatMessagesChanged` (now self-subscribed on Loaded), `MirrorButton_Click`, `ShapeButton_Click`, `SourceMenu_Remove`, `BackgroundMenu_*`, `OpacitySlider_ValueChanged`, list drag-to-reorder (`_dragStartPoint`+`List_Preview*`+`EndListDrag`+`FindItemContainerAt`), and the snapshot family (`TakeSnapshot`, `WebcamBorder*`, `Countdown*`, `Web*`). Window exposes via `_leftPanel.IsClickInside(original)` (deselect guard) and `_leftPanel.OnSelectionChanged(vm)` (opacity label + snapshot). Pending: overlay host region. - [x] **Commit 18 · `refactor-commit-18`** — **OverlayHost** → `Controls/OverlayHost.xaml(.cs)` (settings/bug/feature/about dialogs). `BackToAbout_Click` moved with it (uses inherited `DataContext`). Window keeps the thin `WebViewHostPanel` + `ToastArea` root stubs so name lookups are untouched (WebView2 ctor init, `NotificationService.InArea("ToastArea")`) — toast/WebView2 behavior unchanged. **Phase 2 COMPLETE** — MainWindow.xaml carved down to a 123-line shell over 6 controls (TopBar, HealthBanner, BottomBar, SceneThumbnailStrip, LeftPanel, PreviewPane, OverlayHost). Pending: session wrap-up (HANDOFF.md) + push on approval. The partial `.cs` files land next to `MainViewModel.cs` in this folder as the split proceeds; each partial carries its own `using`s and re-declares nothing from core.