Files
LlamaCasty/ViewModels/MainViewModel.TopBar.cs
T
gramps a5a10fb0b0 feat(topbar): the output stage — Output [YouTube] [Local MP4] One output at a time
Unit B (creator ruling 2026-11-12). Pressing Record / Go Live now changes the bar: the REC/ON-AIR pill
pair becomes two labelled switches with glyphs (the YouTube mark, the record dot), under an "Output"
label and beside "One output at a time". Build world shows nothing but its own segment.

Two things this exposed that were not cosmetic:

- **Local MP4 was not actually the default.** Both pills started unarmed, so the stage opened with no
  output selected; the old screen got away with it because the primary button inferred "record" from
  "nothing armed". RecordPillOn now starts true, which is what "pos = ON (default)" means in code.
- **The stage gates the whole idle cluster, not just the switch.** Gating only the switch left the start
  button visible in the Build world — a Start with no output chosen. ShowOutputStage (output world, idle,
  not recording) wraps the cluster, so a running session hides the stage too: its output cannot change.

Exclusivity stays in the view model (arming one drops the other); the XAML merely reflects it.
TopBarWorldTests pins the stage's visibility and the radio pair starting at Local MP4.

680 pass, 0 warnings. Next: unit C (output-dependent primary action, End labels).
Scope justification: Assets/starting-background.jpg is outside this unit — the creator's replacement art,
still awaiting their visual check.
2026-11-12 15:38:35 -08:00

59 lines
2.3 KiB
C#

using System.Windows.Input;
using ytLive.Helpers;
namespace ytLive.ViewModels;
/// <summary>Which half of the top bar's dual segment is in force.</summary>
public enum BarWorld
{
/// <summary>Build Scenes — the edit surface. The default at launch (creator ruling 2026-11-12).</summary>
Build,
/// <summary>Record / Go Live — the output surface: which output, and the one action that starts it.</summary>
Output,
}
/// <summary>
/// The top bar's one decision (creator ruling 2026-11-12): <c>[ Build Scenes ][ Record / Go Live ]</c>.
/// Build Scenes <b>is</b> edit mode — there is no separate EDIT toggle any more, so "may I edit?" and
/// "which world am I in?" cannot disagree.
///
/// <para>Clicking the highlighted segment is not a no-op: it re-enters that world, which matters while a
/// session runs because Build Scenes is the only way back to the layers (see
/// <see cref="LockEditWhileLive"/>).</para>
/// </summary>
public partial class MainViewModel
{
private BarWorld _barWorld = BarWorld.Build;
public BarWorld BarWorld => _barWorld;
public bool IsBuildWorld => _barWorld == BarWorld.Build;
public bool IsOutputWorld => _barWorld == BarWorld.Output;
/// <summary>The output stage belongs to the Record / Go Live world, and only while nothing is
/// running — a live session cannot change its output, so its switch is not offered.</summary>
public bool ShowOutputStage => IsOutputWorld && IsOffline && !IsRecording;
public ICommand EnterBuildWorldCommand { get; private set; } = null!;
public ICommand EnterOutputWorldCommand { get; private set; } = null!;
private void InitializeWorldCommands()
{
EnterBuildWorldCommand = new RelayCommand(_ => EnterWorld(BarWorld.Build));
EnterOutputWorldCommand = new RelayCommand(_ => EnterWorld(BarWorld.Output));
}
/// <summary>Switches worlds. Re-entering the current one still re-asserts its edit state, which is
/// what lets a creator take EDIT back mid-show by clicking Build Scenes.</summary>
internal void EnterWorld(BarWorld world)
{
_barWorld = world;
OnPropertyChanged(nameof(BarWorld));
OnPropertyChanged(nameof(IsBuildWorld));
OnPropertyChanged(nameof(IsOutputWorld));
EditingActive = world == BarWorld.Build;
OnPropertyChanged(nameof(ShowOutputStage));
}
}