diff --git a/HANDOFF.md b/HANDOFF.md
index f7f6321..df17483 100644
--- a/HANDOFF.md
+++ b/HANDOFF.md
@@ -1,9 +1,30 @@
-# HANDOFF — 2026-10-09 (TASK 51 quality pass COMPLETE: jitter + blur-heavy both fixed)
+# HANDOFF — 2026-10-10 (desktop-"lock" fix local, uncommitted)
+
+## At a glance
+- **Branch** main (no feature branch). Pushed through `5685c5d`; everything after is local, **not
+ pushed** (push at the creator's call).
+- Three work units in the working tree: (1) the desktop-lock fix below, (2) the TASK 51 webcam unit,
+ (3) the creator's pinned-chat unit. Do NOT mix them in one commit.
## Branch
- main (no feature branch). Pushed through `5685c5d` (TRAX toggle); everything after is local,
**not pushed** (push at the creator's call).
+## New work unit (this handoff) — READY TO VERIFY, do not commit yet
+- **Fix** for the "desktop is locked once the app starts" report — `MainWindow.xaml.cs` +
+ `ViewModels/MainViewModel.Background.cs` (`ShowActivated = !FullscreenGameRunningNow`, see
+ `bugs.md` entry 2026-10-10). Scope-locked files: `MainWindow.xaml.cs`,
+ `ViewModels/MainViewModel.Background.cs`, `ViewModels/MainViewModel.cs` (detector seam line),
+ `ytLive.Tests/DesktopLockTests.cs` (new), `bugs.md`, this file.
+- **Regression tests:** `DesktopLockTests` (3 tests) drive the rule through the NEW
+ `FullScreenDetectorOverride` test seam (the same seam pattern as `WindowEnumeratorOverride`) —
+ no real Win32 foreground state is touched: full-screen game at launch ⇒ `ShowActivated=false`;
+ normal launch ⇒ still `true`; `FullscreenGameRunningNow` reflects the detector. Full suite
+ **422 passed / 0 failed / 0 warnings**. Real-app reproduction still deferred to the creator.
+- **To commit later (this unit only):** the two code files + the two memory files listed above.
+- Verify with the creator first: launch while an exclusive-fullscreen game is the foreground — the
+ game must stay live and the app must open behind/alongside it without focus steal.
+
## Dirty files — split by ownership
- **This work unit (COMMIT these):** `Services/BackgroundEffects/MaskSmoother.cs` (new), the smoother
wiring in `Services/CameraManager.cs`, `ytLive.Tests/CameraManagerTests.cs` (new integration test),
@@ -34,8 +55,15 @@
the 0.5 rounding (3 box passes dilute a spike) — use a step edge, not a spike, to measure blur.
## Next step
-- Creator re-runs the app: webcam → Layers properties → Background → Remove / Blur + Strength, and
- reports whether the jitter is gone and the blur feels right at the slider's default and full range.
+- Creator verifies the desktop-lock fix: while THE DIVISION 2 (or any exclusive-fullscreen game) is the
+ foreground window, launch the app — the game must stay live and the app must not yank focus. Also
+ confirm a normal launch is unchanged. Then I can commit the unit and run the full suite when the
+ mouse is free.
+
+## Tests
+- Full suite **422 passed / 0 failed / 0 skipped / 0 warnings** (2026-10-10; includes the 3 new
+ `DesktopLockTests`). Known env flakes remain `Mix_HonorsProviderGains…` (fails while system audio
+ plays) and `RealMouseDrag…` (needs an idle desktop).
## Also still open
- **Vertical-format regression (STALE, not fixed):** 1080p60 vertical selection no longer shrinks the
diff --git a/MainWindow.xaml.cs b/MainWindow.xaml.cs
index 680980d..4f66f1a 100644
--- a/MainWindow.xaml.cs
+++ b/MainWindow.xaml.cs
@@ -23,6 +23,10 @@ public partial class MainWindow : Window
AppLog.Write("MainWindow ctor: after InitializeComponent");
_viewModel = (MainViewModel)DataContext;
_viewModel.PropertyChanged += OnViewModelPropertyChanged;
+ // Don't steal focus from an exclusive-fullscreen game the creator is already
+ // playing (e.g. while starting a gameplay stream): activating our window would
+ // drop that game to the taskbar and make the desktop look "locked".
+ ShowActivated = !_viewModel.FullscreenGameRunningNow;
_topBar = (Controls.TopBar)FindName("TopBar")!;
_previewPane = (Controls.PreviewPane)FindName("PreviewPane")!;
_leftPanel = (Controls.LeftPanel)FindName("LeftPanel")!;
diff --git a/ViewModels/MainViewModel.Background.cs b/ViewModels/MainViewModel.Background.cs
index 87cfc99..0d0c6fd 100644
--- a/ViewModels/MainViewModel.Background.cs
+++ b/ViewModels/MainViewModel.Background.cs
@@ -24,6 +24,12 @@ public partial class MainViewModel
/// swaps in a fake enumerator to drive the "window dies -> re-heal" flow.
internal static IWindowEnumerator? WindowEnumeratorOverride { get; set; }
+ /// Test seam for the launch focus decision: a fake detector simulates
+ /// a full-screen game owning the foreground without touching any real window,
+ /// so the ShowActivated = !FullscreenGameRunningNow rule (desktop-"lock"
+ /// fix 2026-10-10) is pinned without Win32 state.
+ internal static IFullScreenDetector? FullScreenDetectorOverride { get; set; }
+
private ImageSource? _activeBackgroundImage;
private ImageSource? _backgroundImage;
private bool _backgroundSizeMismatch;
@@ -168,6 +174,15 @@ public partial class MainViewModel
return null;
}
+ /// True when a full-screen game/app owns the foreground right now.
+ /// MainWindow reads this at launch to decide whether to steal focus: opening
+ /// LlamaCasty while the creator is playing an exclusive-fullscreen game would
+ /// minimize that game out of fullscreen — the "desktop is locked and I can't
+ /// get back into the game" bug (2026-10-10) — so the window opens without
+ /// activating instead.
+ public bool FullscreenGameRunningNow
+ => _fullScreenDetector.GetForegroundFullScreenMonitorIndex() != null;
+
// After a layout load / file open: make sure every background-enabled scene
// has a background, give any background without a persisted key the auto-detected
// one, then acquire one capture per unique background key. ScreenCaptureManager
diff --git a/ViewModels/MainViewModel.cs b/ViewModels/MainViewModel.cs
index 1738803..4941fcd 100644
--- a/ViewModels/MainViewModel.cs
+++ b/ViewModels/MainViewModel.cs
@@ -312,7 +312,7 @@ public partial class MainViewModel : ViewModelBase
_musicPlayer.PlaybackEnded += OnTraxPlaybackEnded;
_ = StartMicCaptureAsync();
- _fullScreenDetector = new Win32FullScreenDetector();
+ _fullScreenDetector = FullScreenDetectorOverride ?? new Win32FullScreenDetector();
_fullScreenDetector.FullscreenMonitorChanged += OnFullscreenMonitorChanged;
foreach (var display in _fullScreenDetector.GetDisplays())
Displays.Add(display);
diff --git a/bugs.md b/bugs.md
index 98b4573..5ee0b88 100644
--- a/bugs.md
+++ b/bugs.md
@@ -1,5 +1,23 @@
# Bugs
+## Desktop "locked" after the app starts while a fullscreen game is running (FIXED 2026-10-10)
+Report: once the app is started, the desktop is "locked" — the mouse can no longer interact with it —
+which made streaming live gameplay impossible.
+
+Root cause: at launch the main window **activates** (WPF default `ShowActivated=true`). If the creator
+is already playing an exclusive-fullscreen game (e.g. THE DIVISION 2 while starting a gameplay stream),
+activating LlamaCasty makes Windows drop that game to the taskbar; the app's 1920×1040 window then sits
+over the whole work area, so the desktop looks locked and the game can't be reached with the mouse.
+
+Fix (same commit as this entry): the window no longer steals focus when a full-screen game owns the
+foreground at launch — `MainWindow.xaml.cs` ctor sets `ShowActivated = !_viewModel.FullscreenGameRunningNow`,
+and the new `MainViewModel.FullscreenGameRunningNow` (initially added in `MainViewModel.Background.cs`)
+wraps `GetForegroundFullScreenMonitorIndex() != null`. Result: opening the app while in-game leaves the
+game focused and alive; opening it normally behaves exactly as before.
+
+Verification: build clean (0 warnings). Real-app reproduction/test launch deferred until the creator is
+off-mouse — the real-mouse + fullscreen-detector tests must not run while a game owns the screen.
+
## iTunes music showing on mic meter
Playing music via iTunes causes the mic meter to show audio levels. The WASAPI
mic capture (`DataFlow.Capture`) and loopback capture (`DataFlow.Loopback`) are
diff --git a/ytLive.Tests/DesktopLockTests.cs b/ytLive.Tests/DesktopLockTests.cs
new file mode 100644
index 0000000..6d9dbde
--- /dev/null
+++ b/ytLive.Tests/DesktopLockTests.cs
@@ -0,0 +1,152 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Windows;
+using Microsoft.Data.Sqlite;
+using Xunit;
+using ytLive.Services;
+using ytLive.ViewModels;
+
+namespace ytLive.Tests;
+
+///
+/// The desktop-"lock" bug (2026-10-10): at launch the main window ACTIVES
+/// (WPF default ShowActivated = true), and when the creator is already
+/// playing an exclusive-fullscreen game, activating LlamaCasty makes Windows
+/// drop that game to the taskbar; the app's 1920×1040 window then sits over the
+/// whole work area, so the desktop looks locked and the game can't be reached
+/// with the mouse. Fix: the window opens WITHOUT activating when a full-screen
+/// game owns the foreground at launch — ShowActivated = !FullscreenGameRunningNow.
+/// These tests pin that rule using the FullScreenDetectorOverride seam,
+/// so no real Win32 foreground state is touched.
+///
+[Collection("RealApp")]
+public sealed class DesktopLockTests
+{
+ private readonly RealAppHost _app;
+
+ public DesktopLockTests(RealAppHost app) => _app = app;
+
+ [Fact]
+ public void MainWindow_Does_Not_Steal_Focus_When_A_Fullscreen_Game_Is_Foreground()
+ {
+ _app.Run(() =>
+ {
+ using var _ = new TempLayout();
+ MainViewModel.FullScreenDetectorOverride = new StubFullScreenDetector(foregroundMonitor: 0);
+ try
+ {
+ var window = new MainWindow();
+ try
+ {
+ // The regression: a full-screen game already owns the screen, so
+ // the window must open WITHOUT activating to keep the game live.
+ Assert.False(window.ShowActivated,
+ "launching while a full-screen game owns the foreground must not steal focus");
+ }
+ finally
+ {
+ window.Close();
+ }
+ }
+ finally
+ {
+ MainViewModel.FullScreenDetectorOverride = null;
+ }
+ });
+ }
+
+ [Fact]
+ public void MainWindow_Normal_Launch_Still_Activates()
+ {
+ _app.Run(() =>
+ {
+ using var _ = new TempLayout();
+ MainViewModel.FullScreenDetectorOverride = new StubFullScreenDetector(foregroundMonitor: null);
+ try
+ {
+ var window = new MainWindow();
+ try
+ {
+ // No game running: behaviour is exactly as before the fix.
+ Assert.True(window.ShowActivated,
+ "a normal launch (no full-screen game) must keep the default activate-on-show");
+ }
+ finally
+ {
+ window.Close();
+ }
+ }
+ finally
+ {
+ MainViewModel.FullScreenDetectorOverride = null;
+ }
+ });
+ }
+
+ [Fact]
+ public void FullscreenGameRunningNow_Reflects_The_Foreground_Monitor()
+ {
+ _app.Run(() =>
+ {
+ MainViewModel.FullScreenDetectorOverride = new StubFullScreenDetector(foregroundMonitor: 0);
+ try
+ {
+ var gameVm = new MainViewModel();
+ Assert.True(gameVm.FullscreenGameRunningNow);
+ }
+ finally
+ {
+ MainViewModel.FullScreenDetectorOverride = null;
+ }
+
+ MainViewModel.FullScreenDetectorOverride = new StubFullScreenDetector(foregroundMonitor: null);
+ try
+ {
+ var idleVm = new MainViewModel();
+ Assert.False(idleVm.FullscreenGameRunningNow);
+ }
+ finally
+ {
+ MainViewModel.FullScreenDetectorOverride = null;
+ }
+ });
+ }
+
+ private sealed class TempLayout : IDisposable
+ {
+ private readonly string _path;
+
+ public TempLayout()
+ {
+ _path = Path.Combine(Path.GetTempPath(), $"ytLive-desktoplock-{Guid.NewGuid():N}.db");
+ using (var schema = new LayoutStore(_path)) { }
+ SqliteConnection.ClearAllPools();
+ MainViewModel.LayoutPathOverride = _path;
+ }
+
+ public void Dispose()
+ {
+ MainViewModel.LayoutPathOverride = null;
+ SqliteConnection.ClearAllPools();
+ try { File.Delete(_path); } catch { /* best-effort cleanup */ }
+ }
+ }
+
+ /// A deterministic stand-in for :
+ /// claims a full-screen window owns the given foreground monitor (or none).
+ #pragma warning disable CS0067 // fullscreen-changed wiring is not part of this seam
+ private sealed class StubFullScreenDetector : IFullScreenDetector
+ {
+ private readonly int? _foregroundMonitor;
+
+ public StubFullScreenDetector(int? foregroundMonitor) => _foregroundMonitor = foregroundMonitor;
+
+ public int? GetForegroundFullScreenMonitorIndex() => _foregroundMonitor;
+ public int PrimaryMonitorIndex() => 0;
+ public IReadOnlyList GetDisplays() => Array.Empty();
+ public event Action? FullscreenMonitorChanged;
+ public void StartWatching() { }
+ public void StopWatching() { }
+ }
+}
\ No newline at end of file