Files
LlamaCasty/ViewModels/MainViewModel.Socials.cs
T
gramps c82636e1a9 feat(socials): bar appearance — text colour, background plate, opacity, text shadow
In the Socials drawer, under the show/hide switch: text colour, an optional background plate
with its own colour and opacity, and a text drop shadow. The bar had been hard-wired
white-on-transparent since it shipped.

- `SocialsConfig` gains five additive properties (BarTextColor, BarBackgroundEnabled,
  BarBackgroundColor, BarBackgroundOpacity, BarTextShadow).
- Persistence: five new Socials columns, added by the per-column idempotent migration pattern
  (a half-migrated DB heals instead of failing), written in Save and read back in Load with
  defaults for pre-existing rows.
- `SocialBarRenderer.Render(entries, SocialBarStyle?)` — the look is a separate value type so the
  renderer stays a pure "entries + look" function and the preview can never read a half-applied
  config mid-edit. A malformed hex falls back to white/black instead of throwing inside a render
  tick.
- The plate hugs the entries (rounded 20px, padding) so it reads as a caption bar, not a band
  across the frame. Off by default, because transparent is what creators have today.
- The colour pickers reuse `BorderColorPalette` — one catalogue of the app's colours, per the
  TASK 60/63 rule.

Guard: SocialBarAppearanceTests paints the real strip and inspects pixels — default is white with
no plate, a red text colour reaches the glyphs, a 55% blue plate yields half-transparent blue
pixels, and the shadow adds dark pixels that were not there before.
2026-10-30 08:47:50 -07:00

188 lines
7.2 KiB
C#

using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
using ytLive;
using ytLive.Helpers;
using ytLive.Models;
using ytLive.Services;
using ytLive.Services.Compositor;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
private SocialsConfig? _socials;
private VideoFrame? _socialBarFrame;
private readonly ISocialValidator _socialValidator = new HttpSocialValidator();
public ICommand OpenSocialDialogCommand { get; }
// ─── Social bar (global resource, shown on every scene) ───
/// <summary>True when the global socials config has at least one validated entry.</summary>
public bool HasSocials => _socials != null && _socials.Entries.Count > 0;
/// <summary>The bar is on the stream when it's enabled and has entries.</summary>
public bool SocialBarVisible => (_socials?.BarEnabled ?? false) && HasSocials;
/// <summary>Footer indicator dot: green when the bar is on the stream, red otherwise.</summary>
public SolidColorBrush SocialBarDotBrush => SocialBarVisible ? BarOnBrush : BarOffBrush;
/// <summary>Green glow on the bar while it's on the stream.</summary>
public SolidColorBrush SocialBarGlowBrush => BarOnBrush;
/// <summary>The global socials config (entries + bar settings), or null.</summary>
public SocialsConfig? Socials => _socials;
/// <summary>Canvas.Top for the social bar: 0 = top, 1040 = bottom (40px from the 1080 edge).</summary>
public double SocialBarTop => _socials?.BarPosition == SocialBarPosition.Top ? 0 : 1040;
/// <summary>
/// Resolves a missing nodeinfo software name (mastodon, peertube, ...) for every
/// fediverse entry that doesn't have one, so the bar shows the instance's real
/// logo instead of the generic fediverse glyph. Best-effort: a failed resolution
/// leaves the glyph untouched. Returns handle → software for what was resolved —
/// the caller applies + persists (the app hops to the dispatcher; a test applies
/// directly).
/// </summary>
public static async Task<Dictionary<string, string>> HealFediverseSoftwareAsync(
SocialsConfig socials,
ISocialValidator validator,
Action<string>? log = null)
{
var resolved = new Dictionary<string, string>();
if (socials == null || validator == null) return resolved;
foreach (var entry in socials.Entries)
{
if (entry.Service != SocialService.Fediverse
|| !string.IsNullOrWhiteSpace(entry.FediverseSoftware))
continue;
if (!SocialServiceIcons.TryParseFediverse(entry.Handle, out _, out var domain))
continue;
var software = await validator.ResolveFediverseSoftwareAsync(
domain, System.Threading.CancellationToken.None);
if (string.IsNullOrWhiteSpace(software)) continue;
resolved[entry.Handle] = software;
log?.Invoke($"Socials heal: {entry.Handle} → {software}");
}
return resolved;
}
/// <summary>Runs the heal off the UI thread and applies + saves any result.</summary>
private void HealFediverseSoftwareInBackground()
{
var socials = _socials;
if (socials == null) return;
_ = Task.Run(async () =>
{
try
{
var resolved = await HealFediverseSoftwareAsync(
socials, _socialValidator, m => AppLog.Write(m));
if (resolved.Count == 0) return;
await Application.Current.Dispatcher.InvokeAsync(() =>
{
var current = _socials;
if (current == null) return;
var applied = false;
foreach (var entry in current.Entries)
{
if (!resolved.TryGetValue(entry.Handle, out var software)) continue;
if (entry.FediverseSoftware == software) continue;
entry.FediverseSoftware = software;
applied = true;
}
if (applied) NotifySocialsChanged(); // re-renders the bar + saves
});
}
catch (Exception ex)
{
AppLog.Write($"Socials heal failed: {ex.Message}");
}
});
}
/// <summary>
/// Re-rasterizes the social bar strip the output compositor overlays. UI thread
/// only (WPF rendering); the resulting frame is immutable, so the frame pump may
/// read it from its own thread. Null when the bar is off or empty.
/// </summary>
private void RenderSocialBarFrame()
{
_socialBarFrame = _socials != null && _socials.BarEnabled
? SocialBarRenderer.Render(_socials.Entries, SocialBarStyle.From(_socials))
: null;
}
/// <summary>
/// Opens the Social Media Site Promotion dialog (6 slots, sign-in gate,
/// validation). On save the working copy replaces <see cref="_socials"/>.
/// </summary>
/// <summary>The Socials pull-out (same drawer pattern as Stream Settings / YPP / TEST).</summary>
public bool SocialsDrawerOpen { get; private set; }
public SocialsDialogViewModel? SocialsDrawer { get; private set; }
private void OpenSocialDialog()
{
if (SocialsDrawerOpen)
{
CloseSocialsDrawer();
return;
}
var dialog = new SocialsDialogViewModel(
_socialValidator,
SignInAsync,
SignOutYouTubeAsync,
_youtubeAuth.CurrentChannel,
_socials);
dialog.SaveRequested += () =>
{
_socials = dialog.BuildSocialsConfig();
NotifySocialsChanged();
CloseSocialsDrawer();
};
dialog.CancelRequested += CloseSocialsDrawer;
SocialsDrawer = dialog;
BroadcastForm.IsDrawerOpen = false;
Ypp.IsDrawerOpen = false;
TestSession.IsDrawerOpen = false;
SocialsDrawerOpen = true;
OnPropertyChanged(nameof(SocialsDrawer));
OnPropertyChanged(nameof(SocialsDrawerOpen));
}
internal void CloseSocialsDrawer()
{
if (!SocialsDrawerOpen) return;
SocialsDrawerOpen = false;
SocialsDrawer?.AbortPending();
OnPropertyChanged(nameof(SocialsDrawerOpen));
}
private void NotifySocialsChanged()
{
RenderSocialBarFrame();
OnPropertyChanged(nameof(HasSocials));
OnPropertyChanged(nameof(SocialBarVisible));
OnPropertyChanged(nameof(SocialBarDotBrush));
ScheduleSave();
}
/// <summary>Sets the bar's edge; called by the preview click-toggle.</summary>
public void SetSocialBarPosition(SocialBarPosition position)
{
if (_socials == null || _socials.BarPosition == position) return;
_socials.BarPosition = position;
OnPropertyChanged(nameof(SocialBarTop));
ScheduleSave();
}
/// <summary>Preview click flips the bar top ⇄ bottom (KISS — no drag math).</summary>
public void ToggleSocialBarPosition()
=> SetSocialBarPosition(_socials?.BarPosition == SocialBarPosition.Top
? SocialBarPosition.Bottom
: SocialBarPosition.Top);
}