568 lines
23 KiB
C#
568 lines
23 KiB
C#
using System.Collections.ObjectModel;
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using System.IO;
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using System.Windows;
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using System.Windows.Input;
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using System.Windows.Media;
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using System.Windows.Media.Imaging;
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using ytLive.Helpers;
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using ytLive.Models;
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using ytLive.Services;
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namespace ytLive.ViewModels;
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public partial class MainViewModel
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{
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// Screen background: a permanent live capture (desktop/game) that every scene
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// shows at the bottom layer. One shared capture session per key — the
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// ScreenCaptureManager refcounts by key, mirroring CameraManager.
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private readonly IFullScreenDetector _fullScreenDetector;
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private readonly ScreenCaptureManager _screenCaptureManager;
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private readonly ScreenCaptureSourceFactory _screenCaptureFactory;
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private ImageSource? _activeBackgroundImage;
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private ImageSource? _backgroundImage;
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private bool _backgroundSizeMismatch;
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private string _backgroundSizeMismatchText = "";
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private HashSet<string> _liveCaptureKeys = new();
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public ObservableCollection<DisplayInfo> Displays { get; } = new();
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public ImageSource? ActiveBackgroundImage
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{
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get => _activeBackgroundImage;
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private set => SetProperty(ref _activeBackgroundImage, value);
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}
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/// <summary>The active scene's live-capture background frame (rendered below the
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/// static background). Set from the shared capture bitmap as it arrives.</summary>
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public ImageSource? BackgroundImage
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{
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get => _backgroundImage;
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private set
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{
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if (SetProperty(ref _backgroundImage, value))
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{
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OnPropertyChanged(nameof(ShowPreviewPlaceholder));
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OnPropertyChanged(nameof(BackgroundVisible));
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}
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}
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}
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public bool BackgroundVisible => StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground)?.IsVisible == true;
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public bool BackgroundSizeMismatch
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{
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get => _backgroundSizeMismatch;
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private set => SetProperty(ref _backgroundSizeMismatch, value);
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}
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public string BackgroundSizeMismatchText
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{
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get => _backgroundSizeMismatchText;
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private set => SetProperty(ref _backgroundSizeMismatchText, value);
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}
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public ICommand ChangeCaptureCommand { get; }
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public ICommand RefreshCaptureCommand { get; }
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public ICommand SetBackgroundDisplayCommand { get; }
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public ICommand ToggleShowDesktopCommand { get; }
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public ICommand BrowseBackgroundCommand { get; }
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private void UpdateActiveBackground()
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{
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// Static-art rows only. Capture-flavored rows (Live) must NEVER feed
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// ActiveBackgroundImage — it renders above BackgroundImage, so it would
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// permanently cover the desktop/game capture. Live's canvas shows
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// DisplaySource instead (capture, falling back to live-background.jpg).
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var background = StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.Type == SourceType.Background);
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ActiveBackgroundImage = background != null && !string.IsNullOrWhiteSpace(background.AssetId)
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? ImageCache.Get(background.AssetId)
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: null;
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OnPropertyChanged(nameof(ShowPreviewPlaceholder));
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}
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private void UpdateBackgroundImage()
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{
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var scene = StagedScene;
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var background = scene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
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BackgroundImage = background?.DisplaySource;
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if (background != null && !background.UseDefaultBackground
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&& !string.IsNullOrWhiteSpace(background.CustomBackgroundPath)
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&& System.IO.File.Exists(background.CustomBackgroundPath))
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{
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try
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{
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var bmi = new System.Windows.Media.Imaging.BitmapImage();
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bmi.BeginInit();
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bmi.UriSource = new System.Uri(background.CustomBackgroundPath);
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bmi.CacheOption = System.Windows.Media.Imaging.BitmapCacheOption.OnLoad;
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bmi.EndInit();
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bmi.Freeze();
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double expectedRatio = 1920.0 / 1080.0;
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double imageRatio = (double)bmi.PixelWidth / bmi.PixelHeight;
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double ratioDiff = Math.Abs(imageRatio - expectedRatio) / expectedRatio;
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if (ratioDiff > 0.05)
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{
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BackgroundSizeMismatch = true;
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BackgroundSizeMismatchText =
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$"Image is {bmi.PixelWidth}\u00d7{bmi.PixelHeight} \u2014 stream expects 1920\u00d71080 (16:9)";
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}
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else
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{
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BackgroundSizeMismatch = false;
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BackgroundSizeMismatchText = "";
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}
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}
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catch
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{
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BackgroundSizeMismatch = false;
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BackgroundSizeMismatchText = "";
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}
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}
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else
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{
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BackgroundSizeMismatch = false;
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BackgroundSizeMismatchText = "";
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}
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}
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private void RefreshSnapshotsAsync()
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{
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foreach (var scene in Scenes)
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{
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// Minis never render live captures. While the Live screen is staged
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// (being previewed) its mini shows the green placeholder; unstaged,
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// it shows the stored default art. Real-time surface = center only.
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var stagedLive = ReferenceEquals(scene, StagedScene)
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&& SceneCatalog.Is(scene.Name, SceneCatalog.Live);
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var img = stagedLive ? null : LoadBackgroundImage(scene);
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if (img != null)
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scene.Snapshot = img;
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else if (scene.Snapshot == null || stagedLive)
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scene.Snapshot = CreatePlaceholderSnapshot(scene.Name);
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}
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}
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internal static System.Windows.Media.Imaging.BitmapSource? LoadBackgroundImage(Scene scene)
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{
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var bg = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
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if (bg != null && !bg.UseDefaultBackground
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&& !string.IsNullOrWhiteSpace(bg.CustomBackgroundPath)
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&& System.IO.File.Exists(bg.CustomBackgroundPath))
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{
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try
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{
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var bitmap = new System.Windows.Media.Imaging.BitmapImage();
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bitmap.BeginInit();
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bitmap.UriSource = new Uri(bg.CustomBackgroundPath);
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bitmap.CacheOption = System.Windows.Media.Imaging.BitmapCacheOption.OnLoad;
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bitmap.EndInit();
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bitmap.Freeze();
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return bitmap;
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}
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catch { /* fall through to AssetId */ }
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}
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if (bg != null && !string.IsNullOrWhiteSpace(bg.AssetId))
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return ImageCache.Get(bg.AssetId);
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return null;
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}
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private static BitmapSource CreatePlaceholderSnapshot(string sceneName)
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{
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var colors = new Dictionary<string, System.Windows.Media.Brush>(StringComparer.OrdinalIgnoreCase)
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{
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["Starting"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(233, 69, 96)),
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["Live"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(34, 197, 94)),
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["BRB"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(234, 179, 8)),
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["Chat"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(59, 130, 246)),
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["Ending"] = new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(168, 85, 247)),
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};
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var brush = colors.TryGetValue(sceneName, out var c) ? c
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: new System.Windows.Media.SolidColorBrush(System.Windows.Media.Color.FromRgb(60, 60, 80));
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var dv = new System.Windows.Media.DrawingVisual();
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using (var ctx = dv.RenderOpen())
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{
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ctx.DrawRectangle(brush, null, new System.Windows.Rect(0, 0, 320, 180));
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var ft = new System.Windows.Media.FormattedText(
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sceneName,
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System.Globalization.CultureInfo.InvariantCulture,
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System.Windows.FlowDirection.LeftToRight,
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new System.Windows.Media.Typeface("Segoe UI"),
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18,
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System.Windows.Media.Brushes.White,
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96);
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ctx.DrawText(ft, new System.Windows.Point(160 - ft.Width / 2, 90 - ft.Height / 2));
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}
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var rtb = new System.Windows.Media.Imaging.RenderTargetBitmap(
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320, 180, 96, 96, System.Windows.Media.PixelFormats.Pbgra32);
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rtb.Render(dv);
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rtb.Freeze();
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return rtb;
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}
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// ─── Screen background capture (live desktop/game) ───
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private const string MonitorKeyPrefix = "monitor:";
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/// <summary>Every background-enabled scene has exactly one background, kept at index 0 (bottom layer).
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/// Returns null for a scene with <see cref="Scene.HasBackground"/> = false.</summary>
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internal static Source? EnsureBackground(Scene scene)
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{
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if (!scene.HasBackground) return null;
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var background = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
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if (background != null) return background;
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background = CreateBackground(scene.Name);
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scene.Elements.Insert(0, background);
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return background;
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}
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/// <summary>The one Background row for a scene. Live gets the capture flavor
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/// (Show Desktop / monitor switch / fullscreen-game detect) falling back to
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/// live-background.jpg; every other screen is a static default-art layer.
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/// Both are named "Background" — the user never sees capture jargon here.</summary>
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internal static Source CreateBackground(string sceneName)
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{
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var isLive = SceneCatalog.Is(sceneName, SceneCatalog.Live);
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return new Source
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{
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Name = "Background",
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Type = isLive ? SourceType.DisplayCapture : SourceType.Background,
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IsBackground = true,
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IsEnabled = true,
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X = 0,
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Y = 0,
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Width = MasterFrameWidth,
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Height = MasterFrameHeight,
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};
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}
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/// <summary>Heals any loaded layout to the locked Background model: exactly
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/// one Background per canonical scene, correct flavor for the scene (static
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/// art everywhere, DisplayCapture on Live only), at index 0, named
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/// "Background". Duplicates and stale rows are dropped; missing ones seeded;
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/// non-canonical scenes get HasBackground=false and lose any backgrounds.</summary>
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internal static void NormalizeBackgrounds(IEnumerable<Scene> scenes)
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{
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foreach (var scene in scenes)
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{
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if (!SceneCatalog.HasBackground(scene.Name))
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{
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scene.HasBackground = false;
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foreach (var stale in scene.Elements.OfType<Source>().Where(s => s.IsBackground).ToList())
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scene.Elements.Remove(stale);
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continue;
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}
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scene.HasBackground = true;
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var isLive = SceneCatalog.Is(scene.Name, SceneCatalog.Live);
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var wantedType = isLive ? SourceType.DisplayCapture : SourceType.Background;
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var candidates = scene.Elements.OfType<Source>().Where(s => s.IsBackground).ToList();
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var keep = candidates.FirstOrDefault(b => b.Type == wantedType) ?? candidates.FirstOrDefault();
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foreach (var extra in candidates.Where(b => !ReferenceEquals(b, keep)))
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scene.Elements.Remove(extra);
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if (keep == null)
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{
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keep = CreateBackground(scene.Name);
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scene.Elements.Insert(0, keep);
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}
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// Source.Type's setter derives IsBackground from the enum, so a
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// flavor correction must re-assert the flag afterwards.
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if (keep.Type != wantedType)
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{
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keep.Type = wantedType;
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keep.IsBackground = true;
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}
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keep.Name = "Background";
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keep.IsEnabled = true;
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var index = scene.Elements.IndexOf(keep);
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if (index > 0)
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scene.Elements.Move(index, 0);
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}
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}
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// Only the Live screen's background is a real-time surface. Every other
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// lookup below (auto-capture, focus hooks, refresh) must ignore the static
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// default-art rows so they can never start a desktop capture session.
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private IEnumerable<Source> AllBackgrounds()
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=> Scenes.Where(s => SceneCatalog.Is(s.Name, SceneCatalog.Live))
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.SelectMany(s => s.Elements.OfType<Source>().Where(x => x.IsBackground));
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// Full-screen game on its monitor, else null (static bg fallback — no
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// infinity mirror). Called at launch (from ReacquireScreenCaptures, before
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// the window steals focus) and on focus regain (RefreshBackgroundAutoCapture).
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// When a background has ShowDesktop=true, returns the primary monitor instead
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// of null so the desktop is always visible.
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private string? ResolveAutoCaptureKey()
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{
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var gameMonitor = _fullScreenDetector.GetForegroundFullScreenMonitorIndex();
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if (gameMonitor != null)
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return $"{MonitorKeyPrefix}{gameMonitor}";
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if (AllBackgrounds().Any(b => b.ShowDesktop))
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return $"{MonitorKeyPrefix}{_fullScreenDetector.PrimaryMonitorIndex()}";
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return null;
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}
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// After a layout load / file open: make sure every background-enabled scene
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// has a background, give any background without a persisted key the auto-detected
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// one, then acquire one capture per unique background key. ScreenCaptureManager
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// refcounts by key, so every scene pointing at the same monitor shares one
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// session. Captures no longer referenced by any scene are released.
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private void ReacquireScreenCaptures()
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{
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HealBackgrounds();
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var auto = ResolveAutoCaptureKey();
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if (auto == null)
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{
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foreach (var background in AllBackgrounds())
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background.CaptureKey = null;
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}
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else
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{
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foreach (var background in AllBackgrounds())
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if (string.IsNullOrWhiteSpace(background.CaptureKey))
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background.CaptureKey = auto;
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}
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var keys = AllBackgrounds()
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.Select(b => b.CaptureKey!)
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.Where(k => !string.IsNullOrWhiteSpace(k))
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.ToHashSet();
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// A layout reload replaces the scenes; stop captures that are no longer
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// referenced (mirrors ReacquireWebcam's device swap).
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foreach (var stale in _liveCaptureKeys.Except(keys))
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_ = _screenCaptureManager.ReleaseAllAsync(stale);
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_liveCaptureKeys = keys;
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foreach (var key in keys)
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_ = _screenCaptureManager.AcquireAsync(key);
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_fullScreenDetector.StartWatching();
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}
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// ScreenCaptureManager creates the shared WriteableBitmap on the UI thread;
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// every background pointing at that key picks it up.
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private void OnScreenPreviewBitmapChanged(string key, WriteableBitmap bitmap)
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{
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var activeBackground = StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
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if (activeBackground?.CaptureKey == key)
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BackgroundImage = bitmap;
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foreach (var background in AllBackgrounds().Where(b => b.CaptureKey == key))
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background.VideoImageSource = bitmap;
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}
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// EVENT_SYSTEM_FOREGROUND fires whenever the foreground window changes.
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// When a full-screen game appears on a different monitor than the current
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// background, auto-redesignate. When ShowDesktop is enabled and no fullscreen
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// game is detected, fall back to the primary monitor (desktop view).
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private void OnFullscreenMonitorChanged(int? monitor)
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{
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if (monitor != null)
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{
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var newKey = $"{MonitorKeyPrefix}{monitor}";
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var current = AllBackgrounds().FirstOrDefault();
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if (current?.CaptureKey == newKey) return;
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_ = RedesignateBackgroundAsync(newKey);
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}
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else if (AllBackgrounds().Any(b => b.ShowDesktop))
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{
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var desktopKey = $"{MonitorKeyPrefix}{_fullScreenDetector.PrimaryMonitorIndex()}";
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var current = AllBackgrounds().FirstOrDefault();
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if (current?.CaptureKey == desktopKey) return;
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_ = RedesignateBackgroundAsync(desktopKey);
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}
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}
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// Manual refresh: the "Refresh Capture" context menu item. Reads the
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// current foreground directly (no caching needed — the hook handles
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// automatic detection).
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public void RefreshBackgroundAutoCapture()
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{
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var detected = _fullScreenDetector.GetForegroundFullScreenMonitorIndex();
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if (detected == null) return;
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_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{detected}");
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}
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/// <summary>Whether the active background is in Show Desktop mode.
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/// Bindable IsChecked property for the context menu toggle.</summary>
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public bool BackgroundShowDesktop
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{
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get => StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground)?.ShowDesktop ?? false;
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set
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{
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var background = StagedScene?.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
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if (background == null || background.ShowDesktop == value) return;
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background.ShowDesktop = value;
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OnPropertyChanged(nameof(BackgroundShowDesktop));
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ScheduleSave();
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if (value)
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{
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_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{_fullScreenDetector.PrimaryMonitorIndex()}");
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}
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else
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{
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var gameMonitor = _fullScreenDetector.GetForegroundFullScreenMonitorIndex();
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if (gameMonitor != null)
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_ = RedesignateBackgroundAsync($"{MonitorKeyPrefix}{gameMonitor}");
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else
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_ = ClearBackgroundCaptureAsync();
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}
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}
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}
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private void ToggleBackgroundShowDesktop() => BackgroundShowDesktop = !BackgroundShowDesktop;
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private void BrowseBackground()
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{
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var scene = StagedScene;
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if (scene == null) return;
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var bg = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
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if (bg == null) return;
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var dlg = new Microsoft.Win32.OpenFileDialog
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{
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Title = "Select background image",
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Filter = "Image files (*.jpg;*.jpeg;*.png;*.bmp)|*.jpg;*.jpeg;*.png;*.bmp|All files (*.*)|*.*",
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};
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if (dlg.ShowDialog() != true) return;
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bg.CustomBackgroundPath = dlg.FileName;
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bg.UseDefaultBackground = false;
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try
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{
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using var fs = new System.IO.FileStream(dlg.FileName, System.IO.FileMode.Open, System.IO.FileAccess.Read);
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var bytes = new byte[fs.Length];
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fs.Read(bytes, 0, bytes.Length);
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var assetId = AddAsset(bytes);
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if (assetId != null)
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bg.AssetId = assetId;
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}
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catch { /* non-critical */ }
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UpdateActiveBackground();
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RefreshSnapshotsAsync();
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ScheduleSave();
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}
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/// <summary>Release the background capture so the static placeholder image shows.</summary>
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private async Task ClearBackgroundCaptureAsync()
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{
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var oldKeys = AllBackgrounds()
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.Select(b => b.CaptureKey!)
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.Where(k => !string.IsNullOrWhiteSpace(k))
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.ToHashSet();
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foreach (var background in AllBackgrounds())
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{
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background.CaptureKey = null;
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background.VideoImageSource = null;
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}
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foreach (var key in oldKeys)
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await _screenCaptureManager.ReleaseAllAsync(key);
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_liveCaptureKeys.Clear();
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UpdateBackgroundImage();
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ScheduleSave();
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}
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private async Task RedesignateBackgroundAsync(string newKey)
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{
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var oldKeys = AllBackgrounds()
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.Select(b => b.CaptureKey!)
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.Where(k => !string.IsNullOrWhiteSpace(k))
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.ToHashSet();
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foreach (var background in AllBackgrounds())
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background.CaptureKey = newKey;
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foreach (var oldKey in oldKeys.Where(k => k != newKey))
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await _screenCaptureManager.ReleaseAllAsync(oldKey);
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if (!oldKeys.Contains(newKey))
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await _screenCaptureManager.AcquireAsync(newKey);
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_liveCaptureKeys = new HashSet<string> { newKey };
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UpdateBackgroundImage();
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ScheduleSave();
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}
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// "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($"{MonitorKeyPrefix}{display.Index}");
|
|
}
|
|
|
|
// ─── Background model (TASK 25): exactly ONE Background per screen, index 0,
|
|
// never removable or re-addable. Static default art on Starting/BRB/Chat/Ending;
|
|
// on Live it's the capture-flavored row (Show Desktop / monitor switch /
|
|
// fullscreen-game detect) falling back to live-background.jpg. ───
|
|
|
|
private static string? DefaultBackgroundAsset(string sceneName) => sceneName switch
|
|
{
|
|
SceneCatalog.Starting => "starting-background.jpg",
|
|
SceneCatalog.Brb => "brb-background.jpg",
|
|
SceneCatalog.Chat => "chat-background.jpg",
|
|
SceneCatalog.Ending => "ending-background.jpg",
|
|
SceneCatalog.Live => "live-background.jpg",
|
|
_ => null,
|
|
};
|
|
|
|
/// <summary>Heals every scene to the locked Background model after a layout
|
|
/// load: keeps the correct flavor per scene at index 0 named "Background",
|
|
/// drops duplicates/stale rows, re-seeds missing ones.</summary>
|
|
private void HealBackgrounds()
|
|
{
|
|
NormalizeBackgrounds(Scenes);
|
|
foreach (var scene in Scenes)
|
|
{
|
|
var background = scene.Elements.OfType<Source>().FirstOrDefault(s => s.IsBackground);
|
|
if (background != null)
|
|
StampDefaultBackgroundAsset(background, scene.Name);
|
|
}
|
|
OnPropertyChanged(nameof(ShowSourcesEmptyHint));
|
|
}
|
|
|
|
/// <summary>Points a background row at its scene's shipped default art when it
|
|
/// carries none. A custom image (Browse…) always wins and is never overwritten.</summary>
|
|
private void StampDefaultBackgroundAsset(Source background, string sceneName)
|
|
{
|
|
if (!string.IsNullOrWhiteSpace(background.AssetId)) return;
|
|
if (!background.UseDefaultBackground && !string.IsNullOrWhiteSpace(background.CustomBackgroundPath)) return;
|
|
var asset = DefaultBackgroundAsset(sceneName);
|
|
if (asset == null) return;
|
|
|
|
try
|
|
{
|
|
var uri = new Uri($"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 */ }
|
|
}
|
|
} |