Social bar (Branch B): global resource with per-scene presence — Models/Socials.cs (19 services, icons, canonical URLs), Services/SocialValidator.cs (HTTP lookup validation seam), LayoutStore schema v7 (Socials + SocialEntry tables + Scene.HasSocialBar), MainViewModel (socials collection, AddSocial/RemoveSocial/ToggleSceneSocialBar commands, freemium cap YT+1, premium seam), MainWindow.xaml (footer Social button + [+/-] toggle on meter line, preview bar rendering top/bottom + LCR), 4 integration tests (roundtrip, empty-not-persisted, canonical URLs, icons), 85 tests passing, 0 warnings

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2026-08-12 07:33:03 -07:00
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commit 5e8b8e5835
12 changed files with 715 additions and 17 deletions
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@@ -108,7 +108,7 @@ Lifecycle: `created → ready → [testing] → live → complete` (transitional
11.**Scenes/sources UI** — add/reorder/rename, image + background overlays with move/resize/opacity/reuse
12.**Audio UX shipped (UI)** — the bottom-bar footer is now two lines (dropped/duration moved under bitrate/fps), with the mic's sound meter + mute button + volume slider grouped CENTERED on the footer's top line, beneath the preview panel (meter: 288px, muted slate track with ruler graduations + muted yellow/red zone tints, green→yellow→red fill; mute = speaker icon → red do-not-symbol when muted, and the slider and speaker stay in sync (volume 0 ⇔ muted — sliding off flips the speaker to muted, sliding up from 0 clears it); mic volume defaults to 80%, muting zeroes the meter and restores the prior volume on unmute (which flashes the meter to the restored position ~300ms before it returns to the live level); the meter is a READ-ONLY realtime level display (fill = live level × volume — volume is a gain on ambient noise; while the slider is dragged the bar previews the slider position and bounces back to the live level on release, which is 0 with no input — clicking the meter does nothing), clicking the MIC label opens a microphone picker whose chosen source shows left-justified inside the meter bar (fill at 75% opacity so the name + ruler markings show through); slim dimensional slider — gradient track/fill, gloss-sphere thumb; the old flat pink 18px-filled one is gone), everything else on line 2 (bitrate/fps/dropped/duration/health left, quality + gear right) — the creator's only audio control, desktop/game audio is automatic (KISS rule)
13. ✅ The connected YouTube account's avatar/name shows in the top bar next to Start Stream (`SyncConnectedAccount`); the scenes list is content-height now (no dead space before SOURCES)
14. **Social bar** — global resource like the audio meter; user provides handle/URL → app validates by looking up the social page → adds icon + handle to a single-line horizontal bar (top/bottom, LCR justify). Freemium: YT + 1 other. Premium: unlimited (no wrapping past 1 line). [+] adds to scene, [-] removes. Creates a socials resource per scene. (Work started Aug 11, lost in git incident — rebuild from scratch.)
14. **Social bar** — global resource like the audio meter; user provides handle/URL → app validates by looking up the social page (`HttpSocialValidator`) → adds icon + handle to a single-line horizontal bar (top/bottom, LCR justify). Freemium: YT + 1 other (`FreemiumSocialCap=2`). Premium: unlimited (flag seam, itch.io deferred). [+] adds to scene, [-] removes (`Scene.HasSocialBar`, schema v7). Footer has Social button + [+/-] on the meter line. 85 tests passing.
15.**Window capture** — absorbed into the Screen picker (no separate source type); dedicated window-as-source work is pending
16.**Scene compositing** — the D3DImage/MediaElement preview compositor (this task's requirement 5; the output compositor ships as TASK 4 ship step 1)
17.**Text source** — live text ("Starting soon", "Back in 5", handle, callout)