Files
LlamaCasty/ViewModels/MainViewModel.Background.cs
T
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

438 lines
18 KiB
C#

using System.Collections.ObjectModel;
using System.IO;
using System.Windows;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using ytLive.Helpers;
using ytLive.Models;
using ytLive.Services;
namespace ytLive.ViewModels;
public partial class MainViewModel
{
// Screen background: a permanent live capture (desktop/game) that every scene
// shows at the bottom layer. One shared capture session per key — the
// ScreenCaptureManager refcounts by key, mirroring CameraManager.
private readonly IFullScreenDetector _fullScreenDetector;
private readonly ScreenCaptureManager _screenCaptureManager;
private readonly ScreenCaptureSourceFactory _screenCaptureFactory;
private readonly IWindowEnumerator _windowEnumerator;
/// <summary>Test seam (mirrors CameraEnumeratorOverride): a real-Win32 test
/// swaps in a fake enumerator to drive the "window dies -> re-heal" flow.</summary>
internal static IWindowEnumerator? WindowEnumeratorOverride { get; set; }
private ImageSource? _activeBackgroundImage;
private ImageSource? _backgroundImage;
private bool _backgroundSizeMismatch;
private string _backgroundSizeMismatchText = "";
private HashSet<string> _liveCaptureKeys = new();
public ObservableCollection<DisplayInfo> Displays { get; } = new();
public ImageSource? ActiveBackgroundImage
{
get => _activeBackgroundImage;
private set => SetProperty(ref _activeBackgroundImage, value);
}
/// <summary>The active scene's live-capture background frame (rendered below the
/// static background). Set from the shared capture bitmap as it arrives.</summary>
public ImageSource? BackgroundImage
{
get => _backgroundImage;
private set
{
if (SetProperty(ref _backgroundImage, value))
{
OnPropertyChanged(nameof(ShowPreviewPlaceholder));
OnPropertyChanged(nameof(BackgroundVisible));
}
}
}
public bool BackgroundVisible => StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground)?.IsVisible == true;
public bool BackgroundSizeMismatch
{
get => _backgroundSizeMismatch;
private set => SetProperty(ref _backgroundSizeMismatch, value);
}
public string BackgroundSizeMismatchText
{
get => _backgroundSizeMismatchText;
private set => SetProperty(ref _backgroundSizeMismatchText, value);
}
public ICommand ChangeCaptureCommand { get; }
public ICommand RefreshCaptureCommand { get; }
public ICommand SetBackgroundDisplayCommand { get; }
public ICommand ToggleShowDesktopCommand { get; }
public ICommand BrowseBackgroundCommand { get; }
private void UpdateActiveBackground()
{
// Static-art rows only. Capture-flavored rows (Live) must NEVER feed
// ActiveBackgroundImage — it renders above BackgroundImage, so it would
// permanently cover the desktop/game capture. Live's canvas shows
// DisplaySource instead (capture, falling back to live-background.jpg).
var background = StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.Type == SourceType.Background);
ActiveBackgroundImage = background != null && !string.IsNullOrWhiteSpace(background.AssetId)
? ImageCache.Get(background.AssetId)
: null;
OnPropertyChanged(nameof(ShowPreviewPlaceholder));
}
private void UpdateBackgroundImage()
{
var scene = StagedScene;
var background = scene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
BackgroundImage = background?.DisplaySource;
if (background != null && !background.UseDefaultBackground
&& !string.IsNullOrWhiteSpace(background.CustomBackgroundPath)
&& System.IO.File.Exists(background.CustomBackgroundPath))
{
try
{
var bmi = new System.Windows.Media.Imaging.BitmapImage();
bmi.BeginInit();
bmi.UriSource = new System.Uri(background.CustomBackgroundPath);
bmi.CacheOption = System.Windows.Media.Imaging.BitmapCacheOption.OnLoad;
bmi.EndInit();
bmi.Freeze();
double expectedRatio = 1920.0 / 1080.0;
double imageRatio = (double)bmi.PixelWidth / bmi.PixelHeight;
double ratioDiff = Math.Abs(imageRatio - expectedRatio) / expectedRatio;
if (ratioDiff > 0.05)
{
BackgroundSizeMismatch = true;
BackgroundSizeMismatchText =
$"Image is {bmi.PixelWidth}\u00d7{bmi.PixelHeight} \u2014 stream expects 1920\u00d71080 (16:9)";
}
else
{
BackgroundSizeMismatch = false;
BackgroundSizeMismatchText = "";
}
}
catch
{
BackgroundSizeMismatch = false;
BackgroundSizeMismatchText = "";
}
}
else
{
BackgroundSizeMismatch = false;
BackgroundSizeMismatchText = "";
}
}
private void RefreshSnapshotsAsync()
{
foreach (var scene in Scenes)
{
// Minis never render live captures. While the Live screen is staged
// (being previewed) its mini shows the green placeholder; unstaged,
// it shows the stored default art. Real-time surface = center only.
var stagedLive = ReferenceEquals(scene, StagedScene)
&& SceneCatalog.Is(scene.Name, SceneCatalog.Live);
var img = stagedLive ? null : LoadBackgroundImage(scene);
if (img != null)
scene.Snapshot = img;
else if (scene.Snapshot == null || stagedLive)
scene.Snapshot = CreatePlaceholderSnapshot(scene.Name);
}
}
// Full-screen game on its monitor, else null (static bg fallback — no
// infinity mirror). Called at launch (from ReacquireScreenCaptures, before
// the window steals focus) and on focus regain (RefreshBackgroundAutoCapture).
// When a background has ShowDesktop=true, returns the primary monitor instead
// of null so the desktop is always visible.
private string? ResolveAutoCaptureKey()
{
var gameMonitor = _fullScreenDetector.GetForegroundFullScreenMonitorIndex();
if (gameMonitor != null)
return $"{MonitorKeyPrefix}{gameMonitor}";
if (AllBackgrounds().Any(b => b.ShowDesktop))
return $"{MonitorKeyPrefix}{_fullScreenDetector.PrimaryMonitorIndex()}";
return 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
// refcounts by key, so every scene pointing at the same monitor shares one
// session. Captures no longer referenced by any scene are released.
private void ReacquireScreenCaptures()
{
HealBackgrounds();
// Transient keys ("picker:" picks and "window:" pins) are session-scoped
// (see ScreenCaptureSourceFactory): a persisted HWND can be recycled to an
// unrelated window after restart, so a reload never resurrects them — the
// background falls back to auto-detection instead.
foreach (var transient in AllBackgrounds()
.Where(b => IsTransientCaptureKey(b.CaptureKey)))
transient.CaptureKey = null;
var auto = ResolveAutoCaptureKey();
if (auto == null)
{
foreach (var background in AllBackgrounds())
background.CaptureKey = null;
}
else
{
foreach (var background in AllBackgrounds())
if (string.IsNullOrWhiteSpace(background.CaptureKey))
background.CaptureKey = auto;
}
var keys = AllBackgrounds()
.Select(b => b.CaptureKey!)
.Where(k => !string.IsNullOrWhiteSpace(k))
.ToHashSet();
// A layout reload replaces the scenes; stop captures that are no longer
// referenced (mirrors ReacquireWebcam's device swap).
foreach (var stale in _liveCaptureKeys.Except(keys))
_ = _screenCaptureManager.ReleaseAllAsync(stale);
_liveCaptureKeys = keys;
foreach (var key in keys)
_ = _screenCaptureManager.AcquireAsync(key);
_fullScreenDetector.StartWatching();
}
// ScreenCaptureManager creates the shared WriteableBitmap on the UI thread;
// every background pointing at that key picks it up.
private void OnScreenPreviewBitmapChanged(string key, WriteableBitmap bitmap)
{
var activeBackground = StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (activeBackground?.CaptureKey == key)
BackgroundImage = bitmap;
foreach (var background in AllBackgrounds().Where(b => b.CaptureKey == key))
background.VideoImageSource = bitmap;
}
// EVENT_SYSTEM_FOREGROUND fires whenever the foreground window changes.
// When a full-screen game appears on a different monitor than the current
// background, auto-redesignate. When ShowDesktop is enabled and no fullscreen
// game is detected, fall back to the primary monitor (desktop view).
private void OnFullscreenMonitorChanged(int? monitor)
{
// A live window pin outranks the fullscreen-game detector: while the
// pinned window still enumerates, keep it as the backdrop (the creator's
// explicit choice beats auto-detection). Only when the window is gone
// does auto-fallback (game → desktop → static) reclaim the background.
var current = AllBackgrounds().FirstOrDefault();
if (current != null && IsAliveWindowPin(current.CaptureKey)) return;
if (monitor != null)
{
var newKey = $"{MonitorKeyPrefix}{monitor}";
if (current?.CaptureKey == newKey) return;
_ = RedesignateBackgroundAsync(newKey);
}
else if (AllBackgrounds().Any(b => b.ShowDesktop))
{
var desktopKey = $"{MonitorKeyPrefix}{_fullScreenDetector.PrimaryMonitorIndex()}";
if (current?.CaptureKey == desktopKey) return;
_ = RedesignateBackgroundAsync(desktopKey);
}
}
// Manual refresh: the "Refresh Capture" context menu item. Reads the
// current foreground directly (no caching needed — the hook handles
// automatic detection).
public void RefreshBackgroundAutoCapture()
{
var detected = _fullScreenDetector.GetForegroundFullScreenMonitorIndex();
if (detected == null) return;
_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{detected}");
}
/// <summary>Whether the active background is in Show Desktop mode.
/// Bindable IsChecked property for the context menu toggle.</summary>
public bool BackgroundShowDesktop
{
get => StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground)?.ShowDesktop ?? false;
set
{
var background = StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (background == null || background.ShowDesktop == value) return;
background.ShowDesktop = value;
OnPropertyChanged(nameof(BackgroundShowDesktop));
ScheduleSave();
if (value)
{
_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{_fullScreenDetector.PrimaryMonitorIndex()}");
}
else
{
var gameMonitor = _fullScreenDetector.GetForegroundFullScreenMonitorIndex();
if (gameMonitor != null)
_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{gameMonitor}");
else
_ = ClearBackgroundCaptureAsync();
}
}
}
private void ToggleBackgroundShowDesktop() => BackgroundShowDesktop = !BackgroundShowDesktop;
private void BrowseBackground()
{
var scene = StagedScene;
if (scene == null) return;
var bg = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (bg == null) return;
var dlg = new Microsoft.Win32.OpenFileDialog
{
Title = "Select background image",
Filter = "Image files (*.jpg;*.jpeg;*.png;*.bmp)|*.jpg;*.jpeg;*.png;*.bmp|All files (*.*)|*.*",
};
if (dlg.ShowDialog() != true) return;
bg.CustomBackgroundPath = dlg.FileName;
bg.UseDefaultBackground = false;
try
{
using var fs = new System.IO.FileStream(dlg.FileName, System.IO.FileMode.Open, System.IO.FileAccess.Read);
var bytes = new byte[fs.Length];
fs.Read(bytes, 0, bytes.Length);
var assetId = AddAsset(bytes);
if (assetId != null)
bg.AssetId = assetId;
}
catch { /* non-critical */ }
UpdateActiveBackground();
RefreshSnapshotsAsync();
ScheduleSave();
}
/// <summary>Release the background capture so the static placeholder image shows.</summary>
private async Task ClearBackgroundCaptureAsync()
{
var oldKeys = AllBackgrounds()
.Select(b => b.CaptureKey!)
.Where(k => !string.IsNullOrWhiteSpace(k))
.ToHashSet();
foreach (var background in AllBackgrounds())
{
background.CaptureKey = null;
background.VideoImageSource = null;
}
foreach (var key in oldKeys)
await _screenCaptureManager.ReleaseAllAsync(key);
_liveCaptureKeys.Clear();
UpdateBackgroundImage();
ScheduleSave();
}
private async Task RedesignateBackgroundAsync(string newKey)
{
var oldKeys = AllBackgrounds()
.Select(b => b.CaptureKey!)
.Where(k => !string.IsNullOrWhiteSpace(k))
.ToHashSet();
foreach (var background in AllBackgrounds())
background.CaptureKey = newKey;
foreach (var oldKey in oldKeys.Where(k => k != newKey))
await _screenCaptureManager.ReleaseAllAsync(oldKey);
if (!oldKeys.Contains(newKey))
await _screenCaptureManager.AcquireAsync(newKey);
_liveCaptureKeys = new HashSet<string> { newKey };
UpdateBackgroundImage();
ScheduleSave();
}
// "Change Capture…": the OS GraphicsCapturePicker designates the target.
// Picks are transient (see ScreenCaptureSourceFactory) — a reload falls
// back to auto-detection.
public async Task ChangeBackgroundCaptureAsync()
{
var key = await _screenCaptureFactory.PickAsync();
if (key == null) return;
await RedesignateBackgroundAsync(key);
}
// In-app display picker: point every background at a specific monitor.
private void SetBackgroundCapture(DisplayInfo? display)
{
if (display == null) return;
_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{display.Index}");
}
// ─── Background model (TASK 25): exactly ONE Background per screen, index 0,
// never removable or re-addable. Static default art on Starting/BRB/Chat/Ending;
// on Live it's the capture-flavored row (Show Desktop / monitor switch /
// fullscreen-game detect) falling back to live-background.jpg. ───
private static string? DefaultBackgroundAsset(string sceneName) => sceneName switch
{
SceneCatalog.Starting => "starting-background.jpg",
SceneCatalog.Brb => "brb-background.jpg",
SceneCatalog.Chat => "chat-background.jpg",
SceneCatalog.Ending => "ending-background.jpg",
SceneCatalog.Live => "live-background.jpg",
_ => null,
};
/// <summary>Heals every scene to the locked Background model after a layout
/// load: keeps the correct flavor per scene at index 0 named "Background",
/// drops duplicates/stale rows, re-seeds missing ones.</summary>
private void HealBackgrounds()
{
NormalizeBackgrounds(Scenes);
foreach (var scene in Scenes)
{
_sceneGraph.InvalidateBake(scene);
var background = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
if (background != null)
StampDefaultBackgroundAsset(background, scene.Name);
}
OnPropertyChanged(nameof(ShowSourcesEmptyHint));
}
/// <summary>Points a background row at its scene's shipped default art when it
/// carries none. A custom image (Browse…) always wins and is never overwritten.</summary>
private void StampDefaultBackgroundAsset(Source background, string sceneName)
{
if (!string.IsNullOrWhiteSpace(background.AssetId)) return;
if (!background.UseDefaultBackground && !string.IsNullOrWhiteSpace(background.CustomBackgroundPath)) return;
var asset = DefaultBackgroundAsset(sceneName);
if (asset == null) return;
try
{
var uri = new Uri($"pack://application:,,,/Assets/{asset}", UriKind.Absolute);
using var stream = Application.GetResourceStream(uri)?.Stream;
if (stream == null) return;
using var ms = new MemoryStream();
stream.CopyTo(ms);
background.AssetId = AddAsset(ms.ToArray());
}
catch { /* non-critical — the app works without default art */ }
}
}