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LlamaCasty/TASKS/task-57-vertical-camera-layout.md
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gramps 6be062c45f vv webcam Unit 1: the vertical (9:16) tier keeps its OWN camera placement per scene
The vertical tier is a centred band crop of the SAME 1920x1080 master (band x
656.25, w 607.5, h 1080), so the 16:9 camera placement (x~1408) falls outside the
cropped window and the creator is simply not in the vertical stream. Each scene
now keeps its own vertical position, size and shape; switching back to 16:9
restores the desktop layout exactly (the creator's locked table, 2026-10-17).

Geometry only - NO render-path change. The preview and the compositor both read
the element's own X/Y/W/H + ClipShape, so the tier switch swaps the LIVE geometry:
- Models/VerticalCameraLayout.cs (new): the pure math - the band, its two 607x540
  areas, the six spots (top/bottom x left/centre/right), the 32px inset and the
  270x152 default tile (480x270 in the 1080x1920 output) in the bottom-right spot,
  the corner the 16:9 default webcam uses.
- Models/WebcamSceneConfig.cs: the vertical placement lives in seven additive
  columns (VerticalX/Y/Width/Height/ClipShape/RectWidth/RectHeight; NULL = "this
  scene has no vertical placement yet"). The 16:9 layout stays in the old columns
  and is parked in the transient Landscape* fields while the vertical tier is
  live; Begin/EndVerticalLayout + CommitLiveLayoutToVertical do the swap. The
  X/Y/W/H overrides clamp every write into the band - outside it the camera is
  invisible in the vertical output.
- Models/SceneElement.cs: X/Y/Width/Height became virtual so the derived element
  constrains every writer (drag, resize handle, typed fields) in ONE choke point
  instead of three writers each re-implementing the rule.
- ViewModels/MainViewModel.Webcam.cs + .Streaming.cs: IsVerticalTier/VerticalBand,
  ResolveVerticalCameraLayout(s) (the tier swap), MoveWebcamInVerticalTier /
  SnapWebcamInVerticalTier (the six-spot snap, by the tile's centre),
  EnsureVerticalCameraLayout; ApplyStreamQuality is the tier-change hook. The
  Live scene gets its small tile automatically on the first vertical switch (the
  vertical stream would otherwise have no camera at all); the other scenes keep
  their 16:9 placement until the creator drags them into the band.
- Controls/PreviewPane.xaml.cs: the drag/resize route through the VM snap under
  the vertical tier instead of free-floating over the master.
  Controls/LeftPanel.xaml: the webcam properties gained a Geometry section
  (X/Y/W/H) for the manual entry the creator asked for, bound to the LIVE
  placement, gated on the VM's IsWebcamSelected (NOT SelectedElement.IsWebcam -
  the TASK 51 test finds that panel by binding text and would match twice).
- The store: seven guarded ADD COLUMNs, the INSERT/SELECT extended, and the
  X/Y/W/H/ClipShape columns stay the 16:9 layout - while the vertical tier is
  live the save writes the parked values there and the live ones into Vertical*.

Test: ytLive.Tests/VerticalWebcamLayoutTests.cs - the ONE Good Dog test. The
vertical tier brings the Live camera INTO the band as a small tile; dragging it to
the top-right lands it top-right inside the band; back to 16:9 the desktop layout
is restored exactly (1408/778/480x270); both placements survive a save + reload.
Full suite 429/429, 0 warnings. LayerReorderPersistenceTests.RealMouseDrag fails
ALONE on a clean tree in this environment - pre-existing flake, proven by stashing
this work, not a regression.

Derivative work: OBS has no built-in per-aspect-ratio layout storage - the
maintainers' answer is "create a second scene and add the scene you want to send
as source" (obsproject.com/forum/threads/161307) - and Streamyard's dual-aspect
guide says the same ("no built-in way to store separate layouts per aspect ratio",
so you rely on manual workarounds and plugins):
https://streamyard.com/blog/dual-aspect-ratio-streaming-tool
Our per-scene, per-tier stored placement, resolved on the tier change, is the
step past both.

Memory in the same commit: ai.md (new section), TASKS.md + TASKS/task-57-*.md
(Unit 1 shipped, Unit 2 = the Chat scene still open), HANDOFF.md, MyMistakes.md
(the per-tier geometry-swap recipe, the binding-text panel trap, the store's
webcam-identity rule) and the Models/Services/ViewModels/Controls index rows.
2026-10-21 08:58:24 -07:00

4.3 KiB
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TASK 57 — Vertical (9:16) tier camera placement — the "vv" feature

Catalog: TASKS.md — status and requirements live here.

Status: 🔶 Unit 1 shipped 2026-10-21 (the Live scene). Unit 2 open (the Chat scene).

Why

The vertical tier (1080×1920) is a centred band crop of the same 1920×1080 master every 16:9 tier uses: OutputRect* = x 656.25, y 0, w 607.5, h 1080. The default webcam sits at x≈1408 — outside the cropped window entirely, so in a vertical stream the creator is simply not in the picture. Switching tiers must not cost the creator their camera.

The creator's locked table (2026-10-17)

mode shape size position
16:9 as today as today as today
vv · Live circle or rect, the creator's choice small tile one of six spots: top/bottom × left/centre/right
vv · Chat rect only normal, or enlarged to one 607×540 area the same six spots (Unit 2)
Starting / BRB / Ending unchanged unchanged unchanged

Plus: each scene keeps its own vertical position, size and shape; switching back to 16:9 restores the desktop layout exactly; placement is set by drag with snap (like the socials) and by manual entry in the properties.

Design (Unit 1)

  • Geometry only — no render-path change. The preview and the compositor read the element's own X/Y/Width/Height + ClipShape, so the tier switch swaps the live geometry: WebcamSceneConfig.BeginVerticalLayout(...) parks the 16:9 layout and brings the vertical one in; EndVerticalLayout() commits the vertical placement back to its stored slot and restores the parked 16:9 layout.
  • Storage. Seven additive columns on WebcamSceneConfig (VerticalX/Y/Width/Height/ VerticalClipShape/VerticalRectWidth/VerticalRectHeight), NULL = "this scene has no vertical placement yet". The X/Y/W/H/ClipShape columns stay the 16:9 layout, so a save never loses the desktop placement.
  • The band and the six spots (Models/VerticalCameraLayout.cs, pure math): the band splits into two 607×540 areas (top/bottom), each with three columns (left/centre/right). A tile snaps to the spot its centre falls in, inset 32 master px from the band's outer edge and never outside the band. Default tile: 270×152 master px (480×270 in the 1080×1920 output), bottom-right spot — the corner the 16:9 default webcam uses. The Live scene gets it automatically the first time the vertical tier is picked; the other scenes keep their 16:9 placement until the creator drags them into the band.
  • One clamp, one choke point. SceneElement.X/Y/Width/Height became virtual and the webcam constrains every write (drag, resize handle, typed Geometry fields) into the band — outside it the camera is invisible in the vertical stream.
  • Manual entry. The webcam's Layers properties gained a Geometry section (X/Y/W/H) bound to the live placement — the one the current tier shows.

Slices (one integration test each)

  1. ✅ Unit 1 — the Live scene (shipped 2026-10-21): the vertical tier brings the Live camera into the band as a small tile; dragging it to the top-right snaps it top-right inside the band; switching back to 16:9 restores the desktop layout exactly; both placements survive a save + reload. ytLive.Tests/VerticalWebcamLayoutTests.cs — the ONE test for the unit.
  2. ☐ Unit 2 — the Chat scene: rect only (no circle) in the vertical tier, either the normal size or enlarged to fill one 607×540 area; the same six-spot snap. The Chat scene's 16:9 exemption from the half-frame cap must not leak into the vertical tier.
  3. ☐ Creator check (needs the creator's hands): switch the dropdown to "Vertical 1080p60", confirm the camera tile lands inside the band and the Shape button toggles circle/rect in the vertical tier, then switch back and confirm the desktop layout is untouched.

Notes

  • OBS cannot do this (no per-aspect layout storage — the maintainers' answer is a second scene fed as a source); Streamyard documents the same gap. Our per-scene, per-tier stored placement resolved on the tier change is the step past both.
  • The vertical tier's output crop is TASK 53's business (safe zones, caption clearance); the camera tile is inside the band, but the band is not yet proven against TikTok/Shorts chrome.