refactor: split MainViewModel.Background under 500 lines — 500-limit Phase 3, Commit C

Background.cs 567 -> 418. Moved the static scene-model helpers
(LoadBackgroundImage, CreatePlaceholderSnapshot, EnsureBackground,
CreateBackground, NormalizeBackgrounds, AllBackgrounds, ResolveAutoCaptureKey,
MonitorKeyPrefix) into a new MainViewModel.Background.Model.cs partial.
Background.cs keeps capture/live state + operations.

Zero behavior change; build 0 warnings; 246 pass, only the 2 known failures.
Docs: ViewModels/index.md Phase 3 tracker updated in same commit.
This commit is contained in:
2026-08-30 22:32:45 -07:00
parent 31362d1a43
commit fab2e09903
3 changed files with 166 additions and 151 deletions
@@ -0,0 +1,164 @@
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using ytLive.Helpers;
using ytLive.Models;
using ytLive.ViewModels;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
internal static System.Windows.Media.Imaging.BitmapSource? LoadBackgroundImage(Scene scene)
{
var bg = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (bg != null && !bg.UseDefaultBackground
&& !string.IsNullOrWhiteSpace(bg.CustomBackgroundPath)
&& System.IO.File.Exists(bg.CustomBackgroundPath))
{
try
{
var bitmap = new System.Windows.Media.Imaging.BitmapImage();
bitmap.BeginInit();
bitmap.UriSource = new Uri(bg.CustomBackgroundPath);
bitmap.CacheOption = System.Windows.Media.Imaging.BitmapCacheOption.OnLoad;
bitmap.EndInit();
bitmap.Freeze();
return bitmap;
}
catch { /* fall through to AssetId */ }
}
if (bg != null && !string.IsNullOrWhiteSpace(bg.AssetId))
return ImageCache.Get(bg.AssetId);
return null;
}
private static BitmapSource CreatePlaceholderSnapshot(string sceneName)
{
var colors = new Dictionary<string, System.Windows.Media.Brush>(StringComparer.OrdinalIgnoreCase)
{
["Starting"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(233, 69, 96)),
["Live"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(34, 197, 94)),
["BRB"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(234, 179, 8)),
["Chat"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(59, 130, 246)),
["Ending"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(168, 85, 247)),
};
var brush = colors.TryGetValue(sceneName, out var c) ? c
: new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(60, 60, 80));
var dv = new System.Windows.Media.DrawingVisual();
using (var ctx = dv.RenderOpen())
{
ctx.DrawRectangle(brush, null, new System.Windows.Rect(0, 0, 320, 180));
var ft = new System.Windows.Media.FormattedText(
sceneName,
System.Globalization.CultureInfo.InvariantCulture,
System.Windows.FlowDirection.LeftToRight,
new System.Windows.Media.Typeface("Segoe UI"),
18,
System.Windows.Media.Brushes.White,
96);
ctx.DrawText(ft, new System.Windows.Point(160 - ft.Width / 2, 90 - ft.Height / 2));
}
var rtb = new System.Windows.Media.Imaging.RenderTargetBitmap(
320, 180, 96, 96, System.Windows.Media.PixelFormats.Pbgra32);
rtb.Render(dv);
rtb.Freeze();
return rtb;
}
// ─── Screen background capture (live desktop/game) ───
private const string MonitorKeyPrefix = "monitor:";
/// <summary>Every background-enabled scene has exactly one background, kept at index 0 (bottom layer).
/// Returns null for a scene with <see cref="Scene.HasBackground"/> = false.</summary>
internal static Source? EnsureBackground(Scene scene)
{
if (!scene.HasBackground) return null;
var background = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (background != null) return background;
background = CreateBackground(scene.Name);
scene.Elements.Insert(0, background);
return background;
}
/// <summary>The one Background row for a scene. Live gets the capture flavor
/// (Show Desktop / monitor switch / fullscreen-game detect) falling back to
/// live-background.jpg; every other screen is a static default-art layer.
/// Both are named "Background" — the user never sees capture jargon here.</summary>
internal static Source CreateBackground(string sceneName)
{
var isLive = SceneCatalog.Is(sceneName, SceneCatalog.Live);
return new Source
{
Name = "Background",
Type = isLive ? SourceType.DisplayCapture : SourceType.Background,
IsBackground = true,
IsEnabled = true,
X = 0,
Y = 0,
Width = MasterFrameWidth,
Height = MasterFrameHeight,
};
}
/// <summary>Heals any loaded layout to the locked Background model: exactly
/// one Background per canonical scene, correct flavor for the scene (static
/// art everywhere, DisplayCapture on Live only), at index 0, named
/// "Background". Duplicates and stale rows are dropped; missing ones seeded;
/// non-canonical scenes get HasBackground=false and lose any backgrounds.</summary>
internal static void NormalizeBackgrounds(IEnumerable<Scene> scenes)
{
foreach (var scene in scenes)
{
if (!SceneCatalog.HasBackground(scene.Name))
{
scene.HasBackground = false;
foreach (var stale in scene.Elements.OfType<Source>().Where(s => s.IsBackground).ToList())
scene.Elements.Remove(stale);
continue;
}
scene.HasBackground = true;
var isLive = SceneCatalog.Is(scene.Name, SceneCatalog.Live);
var wantedType = isLive ? SourceType.DisplayCapture : SourceType.Background;
var candidates = scene.Elements.OfType<Source>().Where(s => s.IsBackground).ToList();
var keep = candidates.FirstOrDefault(b => b.Type == wantedType) ?? candidates.FirstOrDefault();
foreach (var extra in candidates.Where(b => !ReferenceEquals(b, keep)))
scene.Elements.Remove(extra);
if (keep == null)
{
keep = CreateBackground(scene.Name);
scene.Elements.Insert(0, keep);
}
// Source.Type's setter derives IsBackground from the enum, so a
// flavor correction must re-assert the flag afterwards.
if (keep.Type != wantedType)
{
keep.Type = wantedType;
keep.IsBackground = true;
}
keep.Name = "Background";
keep.IsEnabled = true;
var index = scene.Elements.IndexOf(keep);
if (index > 0)
scene.Elements.Move(index, 0);
}
}
// Only the Live screen's background is a real-time surface. Every other
// lookup below (auto-capture, focus hooks, refresh) must ignore the static
// default-art rows so they can never start a desktop capture session.
private IEnumerable<Source> AllBackgrounds()
=> Scenes.Where(s => SceneCatalog.Is(s.Name, SceneCatalog.Live))
.SelectMany(s => s.Elements.OfType<Source>().Where(x => x.IsBackground));
}
+1 -151
View File
@@ -146,156 +146,6 @@ public partial class MainViewModel
}
}
internal static System.Windows.Media.Imaging.BitmapSource? LoadBackgroundImage(Scene scene)
{
var bg = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (bg != null && !bg.UseDefaultBackground
&& !string.IsNullOrWhiteSpace(bg.CustomBackgroundPath)
&& System.IO.File.Exists(bg.CustomBackgroundPath))
{
try
{
var bitmap = new System.Windows.Media.Imaging.BitmapImage();
bitmap.BeginInit();
bitmap.UriSource = new Uri(bg.CustomBackgroundPath);
bitmap.CacheOption = System.Windows.Media.Imaging.BitmapCacheOption.OnLoad;
bitmap.EndInit();
bitmap.Freeze();
return bitmap;
}
catch { /* fall through to AssetId */ }
}
if (bg != null && !string.IsNullOrWhiteSpace(bg.AssetId))
return ImageCache.Get(bg.AssetId);
return null;
}
private static BitmapSource CreatePlaceholderSnapshot(string sceneName)
{
var colors = new Dictionary<string, System.Windows.Media.Brush>(StringComparer.OrdinalIgnoreCase)
{
["Starting"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(233, 69, 96)),
["Live"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(34, 197, 94)),
["BRB"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(234, 179, 8)),
["Chat"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(59, 130, 246)),
["Ending"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(168, 85, 247)),
};
var brush = colors.TryGetValue(sceneName, out var c) ? c
: new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(60, 60, 80));
var dv = new System.Windows.Media.DrawingVisual();
using (var ctx = dv.RenderOpen())
{
ctx.DrawRectangle(brush, null, new System.Windows.Rect(0, 0, 320, 180));
var ft = new System.Windows.Media.FormattedText(
sceneName,
System.Globalization.CultureInfo.InvariantCulture,
System.Windows.FlowDirection.LeftToRight,
new System.Windows.Media.Typeface("Segoe UI"),
18,
System.Windows.Media.Brushes.White,
96);
ctx.DrawText(ft, new System.Windows.Point(160 - ft.Width / 2, 90 - ft.Height / 2));
}
var rtb = new System.Windows.Media.Imaging.RenderTargetBitmap(
320, 180, 96, 96, System.Windows.Media.PixelFormats.Pbgra32);
rtb.Render(dv);
rtb.Freeze();
return rtb;
}
// ─── Screen background capture (live desktop/game) ───
private const string MonitorKeyPrefix = "monitor:";
/// <summary>Every background-enabled scene has exactly one background, kept at index 0 (bottom layer).
/// Returns null for a scene with <see cref="Scene.HasBackground"/> = false.</summary>
internal static Source? EnsureBackground(Scene scene)
{
if (!scene.HasBackground) return null;
var background = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (background != null) return background;
background = CreateBackground(scene.Name);
scene.Elements.Insert(0, background);
return background;
}
/// <summary>The one Background row for a scene. Live gets the capture flavor
/// (Show Desktop / monitor switch / fullscreen-game detect) falling back to
/// live-background.jpg; every other screen is a static default-art layer.
/// Both are named "Background" — the user never sees capture jargon here.</summary>
internal static Source CreateBackground(string sceneName)
{
var isLive = SceneCatalog.Is(sceneName, SceneCatalog.Live);
return new Source
{
Name = "Background",
Type = isLive ? SourceType.DisplayCapture : SourceType.Background,
IsBackground = true,
IsEnabled = true,
X = 0,
Y = 0,
Width = MasterFrameWidth,
Height = MasterFrameHeight,
};
}
/// <summary>Heals any loaded layout to the locked Background model: exactly
/// one Background per canonical scene, correct flavor for the scene (static
/// art everywhere, DisplayCapture on Live only), at index 0, named
/// "Background". Duplicates and stale rows are dropped; missing ones seeded;
/// non-canonical scenes get HasBackground=false and lose any backgrounds.</summary>
internal static void NormalizeBackgrounds(IEnumerable<Scene> scenes)
{
foreach (var scene in scenes)
{
if (!SceneCatalog.HasBackground(scene.Name))
{
scene.HasBackground = false;
foreach (var stale in scene.Elements.OfType<Source>().Where(s => s.IsBackground).ToList())
scene.Elements.Remove(stale);
continue;
}
scene.HasBackground = true;
var isLive = SceneCatalog.Is(scene.Name, SceneCatalog.Live);
var wantedType = isLive ? SourceType.DisplayCapture : SourceType.Background;
var candidates = scene.Elements.OfType<Source>().Where(s => s.IsBackground).ToList();
var keep = candidates.FirstOrDefault(b => b.Type == wantedType) ?? candidates.FirstOrDefault();
foreach (var extra in candidates.Where(b => !ReferenceEquals(b, keep)))
scene.Elements.Remove(extra);
if (keep == null)
{
keep = CreateBackground(scene.Name);
scene.Elements.Insert(0, keep);
}
// Source.Type's setter derives IsBackground from the enum, so a
// flavor correction must re-assert the flag afterwards.
if (keep.Type != wantedType)
{
keep.Type = wantedType;
keep.IsBackground = true;
}
keep.Name = "Background";
keep.IsEnabled = true;
var index = scene.Elements.IndexOf(keep);
if (index > 0)
scene.Elements.Move(index, 0);
}
}
// Only the Live screen's background is a real-time surface. Every other
// lookup below (auto-capture, focus hooks, refresh) must ignore the static
// default-art rows so they can never start a desktop capture session.
private IEnumerable<Source> AllBackgrounds()
=> Scenes.Where(s => SceneCatalog.Is(s.Name, SceneCatalog.Live))
.SelectMany(s => s.Elements.OfType<Source>().Where(x => x.IsBackground));
// Full-screen game on its monitor, else null (static bg fallback — no
// infinity mirror). Called at launch (from ReacquireScreenCaptures, before
@@ -565,4 +415,4 @@ public partial class MainViewModel
}
catch { /* non-critical — the app works without default art */ }
}
}
}
+1
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@@ -68,5 +68,6 @@ source files under 500 lines. One roll-back commit per file; same drill
commit, tag `refactor-commit-N`, no per-commit push).
- [x] **Commit A · `refactor-commit-A`** — **core** → `MainViewModel.cs` 758 → **495**. Moved source add/remove/image block to new **`MainViewModel.Sources.cs`** (234 lines: `AddSource`, `NextSourceName`, `AddImage`, `BuildImageCandidates`, `PickImageBytes`, `AddAsset`, `AddImageSource`, `AddReusedImage`, `RemoveElement`) and WebView2 hosting (`RegisterLoadedWebSources`, `InitWebView2`, `OnWebView2PreviewBitmapChanged`) to new **`MainViewModel.Web.cs`**. Pruned now-dead usings (`Microsoft.Win32`, `NAudio.CoreAudioApi`, `System.Windows.Media.Imaging`, `Collections.ObjectModel/Specialized`). Pending: Streaming, Background, SocialsDialogViewModel, LayoutStore.
- [x] **Commit B · `refactor-commit-B`** — **Streaming** → `MainViewModel.Streaming.cs` 789 → **330** + new **`MainViewModel.Streaming.Operations.cs`** (459 lines). Moved the go-live/record/health operation bodies (`StartSession`, `BeginRecordOnly`, `BeginGoLive`, `StartRecordFile`, `PrepareAndStartLiveAsync`, `PollHealthAsync`/`OnHealthPollTick`/`ApplyHealthIssue`, `StopStream`, `FinalizeRecordingAsync`, `UniquePath`, `ChooseRecordFolder`, `ResetRecordFolder`, `DefaultRecordFolder`, `OnFramePumpFailed`, `OnFramePumpHealthUpdated`, `ApplyHealth`, `ResetHealth`, `BuildEncoderOptions`) into the Operations partial; Streaming.cs keeps state + quality/resolution tiers + session timer + command declarations. Pruned dead usings both files. Pending: Background, SocialsDialogViewModel, LayoutStore.
- [x] **Commit C · `refactor-commit-C`** — **Background** → `MainViewModel.Background.cs` 567 → **418** + new **`MainViewModel.Background.Model.cs`** (163 lines). Moved the static scene-model helpers (`LoadBackgroundImage`, `CreatePlaceholderSnapshot`, `EnsureBackground`, `CreateBackground`, `NormalizeBackgrounds`, `AllBackgrounds`, `ResolveAutoCaptureKey`, `MonitorKeyPrefix`) into the Model partial; Background.cs keeps capture/live state + operations (`UpdateActiveBackground`, `UpdateBackgroundImage`, `RefreshSnapshotsAsync`, `ReacquireScreenCaptures`, `OnScreenPreviewBitmapChanged`, `OnFullscreenMonitorChanged`, `RefreshBackgroundAutoCapture`, `BrowseBackground`, `ClearBackgroundCaptureAsync`, `RedesignateBackgroundAsync`, `ChangeBackgroundCaptureAsync`, `SetBackgroundCapture`, `DefaultBackgroundAsset`, `HealBackgrounds`, `StampDefaultBackgroundAsset`). Pending: SocialsDialogViewModel, LayoutStore.
The partial `.cs` files land next to `MainViewModel.cs` in this folder as the split
proceeds; each partial carries its own `using`s and re-declares nothing from core.