c41ff7fd0a
MainViewModel.Socials.cs: social-bar state (_socials/_socialBarFrame/ _socialValidator), bar props (HasSocials/SocialBarVisible/SocialBarDotBrush/ SocialBarGlowBrush/Socials/SocialBarTop), OpenSocialDialog + NotifySocialsChanged + RenderSocialBarFrame (SocialBarRenderer), fediverse heal (HealFediverseSoftwareAsync/HealFediverseSoftwareInBackground), SetSocialBarPosition/ToggleSocialBarPosition, OpenSocialDialogCommand. BarOnBrush/BarOffBrush/CreateBrush stay in core (shared tokens used by Audio/Trax partials); core keeps ctor command assignment, LoadLayout, SaveLayoutNow, and the compositor socialBar seam. Docs: index.md restructured — each landed partial (Account..Trax) now owns its own table row, the core row shrinks to only what remains in MainViewModel.cs, and the split tracker is a compact code<->commit map. Verify: 0 warnings, 246 passed, 2 known failures only.
162 lines
6.3 KiB
C#
162 lines
6.3 KiB
C#
using System.Windows;
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using System.Windows.Input;
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using System.Windows.Media;
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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.Compositor;
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namespace ytLive.ViewModels;
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public partial class MainViewModel
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{
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private SocialsConfig? _socials;
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private VideoFrame? _socialBarFrame;
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private readonly ISocialValidator _socialValidator = new HttpSocialValidator();
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public ICommand OpenSocialDialogCommand { get; }
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// ─── Social bar (global resource, shown on every scene) ───
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/// <summary>True when the global socials config has at least one validated entry.</summary>
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public bool HasSocials => _socials != null && _socials.Entries.Count > 0;
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/// <summary>The bar is on the stream when it's enabled and has entries.</summary>
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public bool SocialBarVisible => (_socials?.BarEnabled ?? false) && HasSocials;
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/// <summary>Footer indicator dot: green when the bar is on the stream, red otherwise.</summary>
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public SolidColorBrush SocialBarDotBrush => SocialBarVisible ? BarOnBrush : BarOffBrush;
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/// <summary>Green glow on the bar while it's on the stream.</summary>
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public SolidColorBrush SocialBarGlowBrush => BarOnBrush;
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/// <summary>The global socials config (entries + bar settings), or null.</summary>
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public SocialsConfig? Socials => _socials;
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/// <summary>Canvas.Top for the social bar: 0 = top, 1040 = bottom (40px from the 1080 edge).</summary>
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public double SocialBarTop => _socials?.BarPosition == SocialBarPosition.Top ? 0 : 1040;
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/// <summary>
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/// Resolves a missing nodeinfo software name (mastodon, peertube, ...) for every
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/// fediverse entry that doesn't have one, so the bar shows the instance's real
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/// logo instead of the generic fediverse glyph. Best-effort: a failed resolution
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/// leaves the glyph untouched. Returns handle → software for what was resolved —
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/// the caller applies + persists (the app hops to the dispatcher; a test applies
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/// directly).
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/// </summary>
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public static async Task<Dictionary<string, string>> HealFediverseSoftwareAsync(
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SocialsConfig socials,
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ISocialValidator validator,
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Action<string>? log = null)
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{
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var resolved = new Dictionary<string, string>();
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if (socials == null || validator == null) return resolved;
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foreach (var entry in socials.Entries)
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{
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if (entry.Service != SocialService.Fediverse
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|| !string.IsNullOrWhiteSpace(entry.FediverseSoftware))
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continue;
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if (!SocialServiceIcons.TryParseFediverse(entry.Handle, out _, out var domain))
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continue;
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var software = await validator.ResolveFediverseSoftwareAsync(
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domain, System.Threading.CancellationToken.None);
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if (string.IsNullOrWhiteSpace(software)) continue;
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resolved[entry.Handle] = software;
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log?.Invoke($"Socials heal: {entry.Handle} → {software}");
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}
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return resolved;
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}
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/// <summary>Runs the heal off the UI thread and applies + saves any result.</summary>
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private void HealFediverseSoftwareInBackground()
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{
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var socials = _socials;
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if (socials == null) return;
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_ = Task.Run(async () =>
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{
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try
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{
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var resolved = await HealFediverseSoftwareAsync(
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socials, _socialValidator, m => AppLog.Write(m));
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if (resolved.Count == 0) return;
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await Application.Current.Dispatcher.InvokeAsync(() =>
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{
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var current = _socials;
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if (current == null) return;
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var applied = false;
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foreach (var entry in current.Entries)
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{
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if (!resolved.TryGetValue(entry.Handle, out var software)) continue;
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if (entry.FediverseSoftware == software) continue;
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entry.FediverseSoftware = software;
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applied = true;
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}
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if (applied) NotifySocialsChanged(); // re-renders the bar + saves
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});
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}
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catch (Exception ex)
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{
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AppLog.Write($"Socials heal failed: {ex.Message}");
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}
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});
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}
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/// <summary>
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/// Re-rasterizes the social bar strip the output compositor overlays. UI thread
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/// only (WPF rendering); the resulting frame is immutable, so the frame pump may
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/// read it from its own thread. Null when the bar is off or empty.
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/// </summary>
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private void RenderSocialBarFrame()
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{
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_socialBarFrame = _socials != null && _socials.BarEnabled
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? SocialBarRenderer.Render(_socials.Entries)
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: null;
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}
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/// <summary>
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/// Opens the Social Media Site Promotion dialog (6 slots, sign-in gate,
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/// validation). On save the working copy replaces <see cref="_socials"/>.
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/// </summary>
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private void OpenSocialDialog()
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{
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var dialog = new SocialsDialogViewModel(
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_socialValidator,
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SignInAsync,
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SignOutYouTubeAsync,
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_youtubeAuth.CurrentChannel,
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_socials);
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var window = new ytLive.SocialsDialog(dialog) { Owner = Application.Current.MainWindow };
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if (window.ShowDialog() == true)
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{
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_socials = dialog.BuildSocialsConfig();
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NotifySocialsChanged();
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}
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}
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private void NotifySocialsChanged()
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{
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RenderSocialBarFrame();
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OnPropertyChanged(nameof(HasSocials));
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OnPropertyChanged(nameof(SocialBarVisible));
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OnPropertyChanged(nameof(SocialBarDotBrush));
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ScheduleSave();
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}
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/// <summary>Sets the bar's edge; called by the preview click-toggle.</summary>
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public void SetSocialBarPosition(SocialBarPosition position)
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{
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if (_socials == null || _socials.BarPosition == position) return;
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_socials.BarPosition = position;
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OnPropertyChanged(nameof(SocialBarTop));
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ScheduleSave();
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}
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/// <summary>Preview click flips the bar top ⇄ bottom (KISS — no drag math).</summary>
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public void ToggleSocialBarPosition()
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=> SetSocialBarPosition(_socials?.BarPosition == SocialBarPosition.Top
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? SocialBarPosition.Bottom
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: SocialBarPosition.Top);
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}
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