4.2 KiB
4.2 KiB
ViewModels — index
MVVM layer. See schema.md for the memory-map conventions.
| File | Purpose |
|---|---|
MainViewModel.cs |
The app brain: scenes/elements collections + commands, stream state (IsLive/IsOffline/IsConnected), chat feed, overlays, layout save/open, resolution dropdown (QualityOptions, SelectedQuality, ResolutionHelp, ApplyStreamQuality) that computes the output rect over the 1920×1080 master (OutputRectX/Y/W/H, DimRects, IsOutputCropped, ResolutionBadgeText). Auth: loads the saved DPAPI session at startup (LoadSavedSessionAsync), SignInAsync feeds the GoLive dialog; End Livestream signs out (StopStream clears session + token — crash-safe). Connected account: top-bar avatar/name (AccountAvatarUrl/AccountDisplayName via SyncConnectedAccount, cleared on End). Audio (KISS — the mic is the creator's only audio control; capture pipeline still pending): AudioLevel (0..1) drives the bottom-bar sound meter (MeterFillWidth/MeterBrush, green→yellow→red with zone markers at 60%/80%), MicVolume slider + MicMuteText/ToggleMicMuteCommand; desktop/game audio is automatic (WASAPI loopback at unity, zero UI). Webcam: owns CameraManager (MediaCapture), AddWebcamToActiveSceneAsync (picker → default 480×270 bottom-right placement → acquire; the Windows camera picker ALWAYS opens so the creator chooses — never silently reuses the previous camera; picking a different camera swaps the app-wide identity via SwapWebcamIdentityAsync, same path as ChangeWebcamAsync; propagates the running shared bitmap via CameraManager.GetPreviewBitmap first, so a webcam added mid-session never renders a transparent container; greys out when the active scene already has a config via CanAddWebcamToActiveScene), ChangeWebcamAsync (device swap — ReleaseAllAsync old + re-acquire), ShowWebcamInActiveScene (reveal hidden config / empty-canvas right-click), ReacquireWebcam after layout load (re-propagates the shared bitmap to every config), OnCameraPreviewBitmapChanged forwards the shared bitmap into every WebcamSceneConfig.VideoImageSource; SelectedElement drives the preview overlay + internal ClampWebcamToBounds(config, sceneName) (per-scene size cap seam: 50%-per-dimension everywhere, half-screen-AREA in Chat via MaxWebcamWidthFor/MaxWebcamHeightFor). Scenes (five-scene catalog): empty DB seeds Starting/Live/BRB/Chat/Ending (SceneCatalog.All); AddScene(name) accepts only canonical, missing names; MissingScenes/ShowAddScene drive the "+" button (hidden once all five exist; its menu lists only the missing scenes via AddSceneCommand). Screen backdrop (Live-only by policy): owns ScreenCaptureManager + ScreenCaptureSourceFactory (WinRT GraphicsCapture), internal static EnsureBackdrop heals one per backdrop-enabled scene (gated on Scene.HasBackdrop), ReacquireScreenCaptures/RefreshBackdropAutoCapture/NoteBackgroundWindow key by full-screen game monitor or the primary display via Win32FullScreenDetector (GetDisplays()/PrimaryMonitorIndex()), ChangeBackdropCaptureAsync (OS picker) + SetBackdropCapture(DisplayInfo) (in-app "Capture Display"), RedesignateBackdropAsync re-targets all backdrops and releases orphaned sessions, internal static EnforceBackdropPolicy normalizes Scene.HasBackdrop by name on every load + strips lingering non-Live backdrops, CanChangeBackdrop gates the capture menu to Live (the only scene with a backdrop), BackdropImage hides the preview watermark (ShowPreviewPlaceholder) |
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/visibility, start/cancel requests |
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 |
Related: Models/index.md for the data; Services/index.md
for what the ViewModels drive; base class in Helpers/ViewModelBase.cs.