TASK 7 UI polish batch: scene/source row cleanup, dedup naming, full social handles — scenes are now pure selection rows (edit/trash/visibility icons and inline rename removed with EditSceneCommand/RemoveSceneCommand/ToggleSceneVisibilityCommand + Scene.IsEditing); source rows gained the trio (new EditElementCommand → inline rename via SceneElement.IsEditing, ToggleElementVisibilityCommand → eye flips IsVisible, open/slashed style rebound, hidden rows dim to 45%); duplicate resource names get a no-space incrementing suffix via shared NextSourceName (Image, Image2, Image3…) derived from actual names so deletions never collide (AddSource + AddReusedImage); social bar renders the full validated handle (MaxWidth=200 + TextTrimming removed from SocialBarRenderer and the preview template); side panels stay fixed 220/300; focus-loss capture lag documented in ai.md as a known OS limit (deferred) — the two real-App tests now share RealAppHost, a dedicated STA thread owning the single WPF App, instead of each calling new App(); new SourceNamingTests integration test (Text/Text2/Text3, delete-middle re-add no-collision) — 170 tests passing, 0 warnings
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@@ -180,6 +180,14 @@ instead of a normal draggable source.
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- **Known v1 limits:** full-desktop captures are CPU-copied at native resolution (GPU downscale = encoder
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task); window capture (`window:<hwnd>`) and multi-monitor live re-targeting beyond the auto-detected
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game are behind the picker; picker-based captures don't survive reload.
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- **Focus-loss capture lag (known OS limit, NOT an in-app throttle — deferred):** when the app window loses
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focus the preview visibly slows (mouse-movement lag). Nothing in the repo checks focus to slow capture —
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the only focus hooks (`NoteBackgroundWindow`/`RefreshBackdropAutoCapture`) re-target the backdrop, never
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pace it. The lag is inherited: `Windows.Graphics.Capture` is content-driven and DWM/OS-throttled while the
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app is in the background (worse under a full-screen game on 24H2/26100), GPU readback
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(`CreateCopyFromSurfaceAsync`) contends with the foreground game, the source's one-in-flight `_framePending`
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gate drops frames during stalls, and the manager's `DispatcherPriority.Render` copies only run as fast as
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WPF presents the window. Recorded 2026-08-13; no mitigation attempted yet (deferred by user decision).
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- **GPU posture:** same as webcam — CPU frames, WPF hardware-presents; D3DImage GPU compositing deferred
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to the encoder task.
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- **Preview watermark:** the "Preview" placeholder hides while a backdrop renders —
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