Unit C (creator ruling 2026-11-12). - Local MP4: one button, "Start Recording". - YouTube: "Private Test Stream" beside "Review & Go Live", the latter with the primary face because it is the default ask. - Running: "End Live Stream" (or "End Test" for a test run, "Stop Recording" for a local one). The behavioural change underneath: SessionStartDecision.For no longer takes `editing`. Since 2026-10-30 EDIT silently chose test-vs-real, which meant the same button did two different things depending on a toggle three inches away. With Test as its own button that inference has no job, so For() now reads only the armed output and ON-AIR always means the real livestream. That supersedes the 2026-10-30 ruling; SessionStartDecisionTests is rewritten to pin the new matrix rather than the old one. A signed-out press still starts the sign-in flow instead of sitting dead (no-dead-ends), unchanged from before — now stated in one place, the two new commands, instead of inside a route table. 680 pass, 0 warnings. Scope justification: Assets/starting-background.jpg is outside this unit — the creator's replacement art, still awaiting their visual check.
83 lines
3.6 KiB
C#
83 lines
3.6 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;
|
|
|
|
/// <summary>The action the armed output offers: recording is one button, YouTube is two — the test
|
|
/// run and the real one are separate asks since 2026-11-12, not something inferred from EDIT.</summary>
|
|
public bool ShowStartRecordingAction => ShowOutputStage && RecordPillOn;
|
|
public bool ShowYouTubeStartActions => ShowOutputStage && OnAirPillOn;
|
|
|
|
public ICommand StartRecordingCommand { get; private set; } = null!;
|
|
public ICommand TestStreamCommand { get; private set; } = null!;
|
|
public ICommand GoLiveCommand { get; private set; } = null!;
|
|
|
|
public ICommand EnterBuildWorldCommand { get; private set; } = null!;
|
|
public ICommand EnterOutputWorldCommand { get; private set; } = null!;
|
|
|
|
private void InitializeWorldCommands()
|
|
{
|
|
StartRecordingCommand = new RelayCommand(_ => BeginRecordOnly(), _ => ShowStartRecordingAction);
|
|
// A signed-out press starts the sign-in flow instead of sitting dead (no-dead-ends rule).
|
|
TestStreamCommand = new RelayCommand(_ =>
|
|
{
|
|
if (!IsConnected) { _ = SignInAsync(); return; }
|
|
BeginTestStream();
|
|
}, _ => ShowYouTubeStartActions);
|
|
GoLiveCommand = new RelayCommand(_ =>
|
|
{
|
|
if (!IsConnected) { _ = SignInAsync(); return; }
|
|
StartSession();
|
|
}, _ => ShowYouTubeStartActions);
|
|
|
|
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));
|
|
OnPropertyChanged(nameof(ShowStartRecordingAction));
|
|
OnPropertyChanged(nameof(ShowYouTubeStartActions));
|
|
}
|
|
}
|