Files
LlamaCasty/ViewModels/index.md
T
gramps c41ff7fd0a refactor: split Socials out of MainViewModel — Commit 8/12
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.
2026-08-30 08:34:10 -07:00

11 KiB
Raw Blame History

ViewModels — index

MVVM layer. See 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. Broadcast/stream state: go-live (BeginGoLive accepts the GoLive dialog → StreamVisibility always "Private" → CreateBroadcastAsync storing _currentBroadcastId for the bind/transition; failure → StreamStatus.Error + _framePump.StartAsync()), End (StopStream — signs out, clears session/token/_currentBroadcastId, crash-safe), StreamStatus/StreamVisibility setters, IsOffline/IsLive/IsLivePrivate. Health stats: CurrentHealth/ResetHealth/OnFramePumpHealthUpdated marshal FramePump.HealthUpdated (encoder bitrate/FPS/dropped/duration) off the stderr thread onto the UI thread. Start/End UI: REC/ON-AIR pills (RecordPillOn/OnAirPillOn, CanStartSession, ShowPrimaryStartButton/ShowEndStreamButton/EndButtonText), REC sign (RecDotBrush/RecTextBrush/RecDotOpacity, pulsing live via _recDotPulse), ShowLogInButton, ChooseRecordFolder/ResetRecordFolder/_recordFolder. Resolution dropdown: QualityOptions/SelectedQuality/ResolutionHelp/ApplyStreamQuality computes the output rect over the 1920×1080 master (OutputRectX/Y/W/H, DimRects, IsOutputCropped, ResolutionBadgeText). 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. Overlays/lifecycle: fields + ctor wiring (all command assignments, mixer/camera/chat/hotkey/subscription hookups), Shutdown/SaveLayoutNow/ScheduleSave/LoadLayout, SetPanel/ShowOverlay/ShowLicenses, CreateBrush + shared BarOnBrush/BarOffBrush (referenced by Audio/Trax partials), OpenUrl/ComposeEmail/SubmitBug/SubmitFeature, window-geometry pass-through, SelectedElement/OnSelectedElementPropertyChanged, ShowPreviewPlaceholder/ShowChatInactiveMessage, BrandFlash*, WebView2 hosting (InitWebView2/RegisterLoadedWebSources/OnWebView2PreviewBitmapChanged).
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).
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) 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 for the data; Services/index.md for what the ViewModels drive; base class in 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):

  • Commit 1/12 · refactor-commit-1 — Account → MainViewModel.Account.cs
  • Commit 2/12 · refactor-commit-2 — License → MainViewModel.License.cs
  • Commit 3/12 · refactor-commit-3 — Scenes → MainViewModel.Scenes.cs
  • Commit 4/12 · refactor-commit-4 — Background → MainViewModel.Background.cs
  • Commit 5/12 · refactor-commit-5 — Webcam → MainViewModel.Webcam.cs
  • Commit 6/12 · refactor-commit-6 — Audio → MainViewModel.Audio.cs
  • Commit 7/12 · refactor-commit-7 — Trax → MainViewModel.Trax.cs
  • Commit 8/12 · refactor-commit-8 — Socials → MainViewModel.Socials.cs
  • Commit 9/12 — Streaming (go-live/record + health + quality tiers + media source pipeline)
  • Commit 10/12 — Chat (YouTube chat + mock preview + chatbox render)
  • Commit 11/12 — Overlays (settings/bug/feature/about panels + license entry)

The partial .cs files land next to MainViewModel.cs in this folder as the split proceeds; each partial carries its own usings and re-declares nothing from core.