Commit Graph
4 Commits
Author SHA1 Message Date
SiandClaude Opus 5 3f00897f0e Locate the player's window instead of assuming fullscreen
The corners and trail animations had stopped showing stills. Neither was at
fault: capture.js gated every screenshot on

  window.innerWidth === screen.width && window.innerHeight === screen.height

and that compares two different units. innerWidth is device pixels divided by
devicePixelRatio; screen.width is not divided. At any zoom but 100%, or any
fractional display scale, the two can never be equal — measured here at dpr
1.25, fullscreen gives 1536x864 against a reported 1920x1080. The gate stayed
shut, grab() returned null, and shoot()/drop() bailed out before making a
request. The only symptom was an F11 notice that stayed wrong after F11.

Forcing the gate open would not have helped: the rect went out in CSS pixels
and was read as logical screen pixels, so every crop would have been 1.25x too
small and offset.

Stop guessing from browser metrics and ask the compositor, which knows exactly.
hyprctl gives the window's position and size in logical pixels; against the
viewport the page reports, their ratio is the CSS-pixel scale outright, and
since CSS pixels are square that one number does for both axes. The vertical
room it leaves over is the tab and address bars, measured rather than assumed —
which is what lets the player run in an ordinary window. Fullscreen becomes
just the case where the leftover is nothing, so Start still asks for it, for the
projector's sake, but says nothing when refused.

The window is found by matching document.title as a prefix. The queue page was
titled "Party Player — Queue", which would have matched the player's prefix and
aimed the crop at the wrong window, so it is now "Queue — Party Player".
Candidates are ranked on screen first, then most recently focused, then largest:
hyprctl clients has no `focused` field, it has focusHistoryID.

The old F11 notice is replaced by one that fires only when the server genuinely
cannot find the window, debounced on resize so dragging does not spawn a burst
of grim processes.

Verified against the live player window: capture() returns bytes identical to a
grim -g of the independently predicted region, the same physical region
described at 100% and 125% zoom resolves to identical output, and the route
answers 422 for an unknown window and 400 for a missing title or viewport.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015zyhxe2w7eEMXvz8wekCyc
2026-08-13 21:56:31 +02:00
simonandClaude Opus 5 0683acd69e Screenshot from the server instead of the browser
getDisplayMedia costs a picker, a permission, and a "Sharing this tab" bar
parked over the projector all night. None of it can be suppressed from the
page — the indicator is a security surface with no API, and the Chromium
switches that hide it were no help here.

The server runs on the machine the screen is plugged into, so it can take the
screenshot itself. server/screen.js drives grim for one region and /shot
returns the finished crop, which means grab() hands back a URL for an <img>
rather than a data URL off a canvas: same synchronous contract, so the
animations are untouched, and no tainting to work around either.

Coordinates line up because a fullscreen page's CSS pixels are the
compositor's logical pixels, which is the space grim's -g takes. The monitor
layout comes from hyprctl, so a projector is measured against itself rather
than the laptop panel, and -s pins the scale to that monitor: it keeps a
mixed-DPI desk deterministic, and it keeps grim native, where resampling costs
440ms against 35ms.

Needs a wlroots compositor and grim on PATH; without them the route reports
501 and the player falls back to getDisplayMedia, probed at load because that
call cannot be reached through an await without losing transient activation.
Also skipped when the page is not on localhost, where the server would be
photographing its own screen rather than the viewer's.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01H9v2Xoa6eoeGYpK6gp95k9
2026-08-10 22:49:36 +02:00
simonandClaude Opus 5 cc6ea58c7c Make screen capture work in Firefox
Firefox has no tab capture, so preferCurrentTab is silently dropped and the
operator can only share a window or a screen. Neither maps onto the viewport
the way the crop assumes, so screenshots came out offset by the browser chrome
— and every failure was swallowed by a bare catch, leaving no way to tell why.

Check the shared surface and only crop when the viewport covers it: exact for
Chrome's tab capture, true for a screen while the page is fullscreen. Test that
by dimensions rather than document.fullscreenElement, which F11 leaves null.
Start now requests fullscreen, after getDisplayMedia so the click's transient
activation goes to the fragile call. Reasons surface in a corner notice and the
console, and the check reruns per grab so leaving fullscreen says so.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01H9v2Xoa6eoeGYpK6gp95k9
2026-08-10 21:36:58 +02:00
simonandClaude Opus 5 ce1a6d6a47 Cycle the frame through animations, add a corners effect
The frame had exactly one behaviour, started once and run forever. Make
animations a start(context) => stop() lifecycle held in a registry, and
draw a new one on every completed crossfade.

Selection uses a shuffle bag: each animation comes up exactly once per
pass, so they stay evenly used, and a swap at the pass boundary keeps the
same one from running twice in a row. Written for a registry larger than
today's two entries.

The new corners animation parks the frame in a random corner and drops a
screenshot of it into the next of the other three corners every 5s, going
clockwise. The frame's own corner is never a slot, so a still cannot
cover it by construction rather than by clamping. This holds while
FRAME_SCALE stays under 0.5, now noted where that knob lives.

Screenshots need getDisplayMedia: the decks are cross-origin YouTube
iframes, so canvas taints and there is no other way to read the playing
pixels. The prompt has to be requested before start() yields, or the
click's transient activation is gone. Declining, or serving over plain
HTTP where mediaDevices is undefined, leaves the frame parked without
stills instead of failing.

The capture sink is a 1x1 element in the document, like #probe: detached
video elements are never composited and get throttled hard enough to make
every screenshot seconds stale.

startBounce also gains the stop() it always needed — it was leaking its
rAF loop and resize listener, and a queued frame would fight whichever
animation came next.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Tg15tLAuT6NrCE1ZxKVgDB
2026-08-09 22:04:33 +02:00