Files
LlamaCasty/TASKS/task-38-window-backdrop.md
gramps 4e0915a36e feat(backdrop): Capture Window… in-app window pin (TASK 38, Good Dog ONE test)
Click-to-pin an open window as the full-bleed Live backdrop, via the existing
window:<hwnd> capture path (same render layer as game/desktop). Session-scoped:
window:/picker: keys heal to auto on reload (HWND-recycle hazard); pin wins
while the window enumerates, then auto-fallbacks (game → desktop → static); a
dead window's capture session heals to auto, no dead ends.

Fix: ScreenCaptureSourceFactory.Resolve hex-parsed "window:0x<Hwnd>" WITHOUT
stripping the 0x prefix — NumberStyles.HexNumber rejects it, so every pin
resolved null ("No capture target for this key") and the heal silently rolled
back. Same flaw in IsAliveWindowPin (pin-wins guard was dead). Both fixed.

Commit also carries an out-of-scope prerequisite: PillRadioTests.cs:105 had a
committed stray token ("...PrimaryStartButtonLabel soil;", CS1003) blocking the
whole test-project compile — token removed.

Plus the previous session's uncommitted pricing docs (one-time $29/$49) that
share TASKS.md/ai.md/HANDOFF.md.
2026-09-22 07:00:47 -07:00

5.2 KiB

TASK 38 — Capture Window… backdrop (in-app window picker submenu)

Status: ✅ Done — shipped 2026-09-21 (Good Dog: ONE integration test)

Idea (creator ruling 2026-09-21)

Add an in-app "Capture Window…" submenu (PreviewPane backdrop context menu + the Live layer-row menu) listing every visible top-level window owned by another process. Picking one pins that window as the full-bleed Live backdrop at layer 0 — the same render path as desktop/game capture, captured via the pre-existing window:<hwnd> key in ScreenCaptureSourceFactory.Resolve (no new capture class, no compositor change).

Rulings locked in the plan:

  1. In-app submenu, not the OS GraphicsCapturePicker — the picker dialog is a different flow ("Change Capture…"); this is a catalog of open windows.
  2. Captured window is the Live backdrop at layer 0; the app's own window never goes OS-fullscreen.
  3. Session-scoped, never persisted — like picker: keys. "A new session is a new session": a persisted window:<hwnd> key must NOT be resurrected on reload; an HWND can be recycled by the OS, so resurrecting it could capture an unrelated window (the exact hazard that makes persistence wrong).
  4. Pin wins while alive: while the pinned window still enumerates, the auto fullscreen-game / desktop detector must not steal the backdrop.
  5. On window death → auto-fallback through the existing chain (fullscreen game → desktop → static art). No dead ends.
  6. Manual "Refresh Window List" menu item included (creator picked the manual refresh option).

What shipped

  • Services/Win32WindowEnumerator.cs — real EnumWindows implementation of the IWindowEnumerator seam. Filters: visible, non-cloaked (DWMWA_CLOAKED), non-empty rect, other-process (never offers the app's own UI), non-empty title, non-empty process name; ordered by process name then title. Mirrors Win32FullScreenDetector's window predicates so picker and capture-detector agree.
  • ViewModels/MainViewModel.WindowBackdrop.cs (new partial) — OpenWindows (ObservableCollection<WindowInfo>), RefreshWindowsCommand, CaptureWindowCommand (mirrors RelayCommand pattern; routes to RedesignateBackgroundAsync(info.CaptureKey)), IsTransientCaptureKey (window: + picker:), IsAliveWindowPin, and OnScreenCaptureFailed (the transient-key-session-failure → auto-reacquire heal).
  • MainViewModel.Background.cs — _windowEnumerator field + WindowEnumeratorOverride test seam (mirrors CameraEnumeratorOverride); ReacquireScreenCaptures now strips transient window:/picker: keys before auto-detection; OnFullscreenMonitorChanged skips redesignation while a live window pin is active ("pin wins while alive").
  • MainViewModel.cs — ctor wires _windowEnumerator, RefreshWindowsCommand, CaptureWindowCommand, initial RefreshOpenWindows(), and routes CaptureFailed → OnScreenCaptureFailed.
  • UI: "Capture Window…" + "Refresh Window List" added to both the PreviewPane backdrop context menu (mirrors the "Capture Desktop" submenu binding pattern) and the Live layer-row menu (LeftPanel.xaml, Tag→IsBackground MultiBinding visibility like its siblings).
  • ONE integration test: ytLive.Tests/WindowBackdropIntegrationTests.cs (RealApp + temp DB + fake IWindowEnumerator via the static seam) — asserts (a) the seam feeds the submenu, (b) a persisted window:0x… key heals away on reload (never resurrected), (c) pinning an un-capturable window falls back to auto (no dead window: pin).

Pre-existing corruption fixed (out-of-scope prerequisite)

ytLive.Tests/PillRadioTests.cs:105 carried a committed stray token (Assert.Equal("Start", vm.PrimaryStartButtonLabel soil);) that broke the entire test-project compile — the file was unwritable and NO tests could run. Removed the stray soil token (only change to the file). This is the fix for the "committed syntax error" landmine.

Model / naming facts

  • Source.CaptureKey is persisted (window:<hwnd>, monitor:<n>, picker:<displayname>); Source.IsBackground marks the one Background per scene. See ai.md §Screen backdrop capture.
  • WindowInfo (Models) — Title, ProcessName, Hwnd (long), ProcessId; Label => "{Title} — {ProcessName}"; CaptureKey => $"window:0x{Hwnd:X}".
  • IWindowEnumerator (Services) — IReadOnlyList<WindowInfo> Enumerate(); seam like IFullScreenDetector.
  • The catastrophic-accident guard lives ONLY at reload/reacquire. Mid-session, when the pinned window's capture session dies, ScreenCaptureManager.CaptureFailed → OnScreenCaptureFailed (transient key) → ReacquireScreenCaptures() → strips + auto-fallback.

Acceptance

  • Right-click live backdrop → "Capture Window…" lists open non-app windows with "Title — Process" labels.
  • Picking one makes it the full-bleed Live backdrop.
  • While the window lives, the fullscreen-game detector does not steal the backdrop.
  • Window dies → auto-fallback (game → desktop → static), no dead-end window: pin.
  • Closing/reopening the app never resurrects a prior session's window: key.
  • "Refresh Window List" re-enumerates.