teamsiso/src/TeamsISO.App.WinUI/ViewModels/RelayCommand.cs

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feat(winui3): engine wired — discovers Teams participants live The WinUI 3 host now stands up the full engine pipeline on launch and discovers participants from the operator's live Teams meeting. Verified end-to-end against a real call: window opened, NDI runtime preflight passed, IsoController spun up, and Participants observable yielded three live entries ((Local), Active Speaker, Brendon Power) with their TEAMSISO_<name> output names in the redesigned shell. What this commit lands: ViewModels/ (slim ports of the WPF host's view-models — engine layer shared verbatim via ProjectReference): * ObservableObject.cs — INPC base, mirrors the WPF version * RelayCommand.cs — sync + typed + async variants; ICommand is the same shared type across both hosts (System.ObjectModel.dll) * ParticipantViewModel.cs — DisplayName / Initials / SourceCodec / IsoStateLabel / DisplayedAudioLevel / IsActiveSpeaker / IsOnline / OutputName + ToggleIsoCommand. Drops the WPF-specific thumbnail WriteableBitmap path, clipboard, PreviewWindow, snapshot encoder — those come back when the WinUI imaging pipeline is wired (Phase 5 of the migration plan). * MainViewModel.cs — subscribes to IIsoController.Participants on a DispatcherQueueSynchronizationContext, owns the ObservableCollection, runs a 1Hz DispatcherQueueTimer for stats + active-speaker highlight + session-elapsed text. Commands: EnableAllOnline, StopAllIsos, RefreshDiscovery, DropRecordingMarker, ToggleByIndex. App.xaml.cs: * OnLaunched brings up MainWindow first, then fires WireEngineAsync so the user sees the shell immediately while NDI preflight + engine setup proceed. * Full pipeline: EngineLogging → NdiInteropPInvoke (with friendly fallback message if the NDI runtime isn't installed) → ConfigStore at %APPDATA%\TeamsISO\config.json → NdiRuntimeProbe + scaler → IsoPipeline factory → IsoController → MainViewModel → MainWindow.AttachViewModel → IsoController.StartAsync. * Logger writes to the same %LOCALAPPDATA%\TeamsISO\Logs as the WPF host so a mixed-host operator sees a single timeline. MainWindow.xaml + .xaml.cs: * x:Name on the section header buttons (RefreshButton, StopAllButton, EnableAllButton, MarkerButton) and on the status bar text + the ParticipantsHost grid. * AttachViewModel wires those buttons to view-model commands; pushes StatusText + ParticipantCountText through PropertyChanged. * BuildSimpleRow imperatively constructs each row (Grid with name + codec + output + ISO toggle pill) instead of going through a DataTemplate. Rationale: declaring a DataTemplate in Grid.Resources OR loading one via XamlReader.Load both crash WinUI 3's XAML parser at runtime on this build host (same HR=0x802b000a we saw with the SettingsDrawer NavigationView). Imperative construction sidesteps the parser. The rich row template (avatar circle, audio meter, active-speaker accent) returns in Phase 5 alongside the CommunityToolkit DataGrid swap. * Per-row PropertyChanged subscriptions refresh DisplayName, codec, output name, and ISO pill text as the engine pushes updates. Verified live (PID 4824, 2026-05-13 08:02): three real Teams participants appeared in the redesigned shell within seconds of launch, status bar populated with "3 participants · 0 routing", section header showed "Participants 3", and the title-bar live pills rendered in their proper places (placeholder values for now; binding to SessionElapsed / IsRecording lands in the next commit).
2026-05-13 08:03:32 -04:00
using System;
using System.Threading.Tasks;
using System.Windows.Input;
namespace TeamsISO.App.WinUI.ViewModels;
/// <summary>
/// Synchronous command — same shape as the WPF host's RelayCommand.
/// System.Windows.Input.ICommand is the shared base type across both
/// hosts (lives in System.ObjectModel.dll on .NET 8), so no rewrite
/// is needed beyond the namespace.
/// </summary>
public sealed class RelayCommand : ICommand
{
private readonly Action _execute;
private readonly Func<bool>? _canExecute;
public RelayCommand(Action execute, Func<bool>? canExecute = null)
{
_execute = execute;
_canExecute = canExecute;
}
public bool CanExecute(object? parameter) => _canExecute?.Invoke() ?? true;
public void Execute(object? parameter) => _execute();
public event EventHandler? CanExecuteChanged;
public void RaiseCanExecuteChanged() => CanExecuteChanged?.Invoke(this, EventArgs.Empty);
}
/// <summary>Typed-parameter variant for hotkey-driven commands (NumPad 1-9).</summary>
public sealed class RelayCommand<T> : ICommand
{
private readonly Action<T> _execute;
private readonly Func<T, bool>? _canExecute;
public RelayCommand(Action<T> execute, Func<T, bool>? canExecute = null)
{
_execute = execute;
_canExecute = canExecute;
}
public bool CanExecute(object? parameter) => _canExecute?.Invoke(Convert<T>(parameter)) ?? true;
public void Execute(object? parameter) => _execute(Convert<T>(parameter));
public event EventHandler? CanExecuteChanged;
public void RaiseCanExecuteChanged() => CanExecuteChanged?.Invoke(this, EventArgs.Empty);
private static TValue Convert<TValue>(object? value)
{
if (value is null) return default!;
if (value is TValue typed) return typed;
try { return (TValue)System.Convert.ChangeType(value, typeof(TValue)); }
catch { return default!; }
}
}
/// <summary>Async command that suppresses re-entrancy while in flight.</summary>
public sealed class AsyncRelayCommand : ICommand
{
private readonly Func<Task> _execute;
private readonly Func<bool>? _canExecute;
private bool _isRunning;
public AsyncRelayCommand(Func<Task> execute, Func<bool>? canExecute = null)
{
_execute = execute;
_canExecute = canExecute;
}
public bool CanExecute(object? parameter) => !_isRunning && (_canExecute?.Invoke() ?? true);
public async void Execute(object? parameter)
{
if (_isRunning) return;
_isRunning = true;
RaiseCanExecuteChanged();
try { await _execute(); }
finally
{
_isRunning = false;
RaiseCanExecuteChanged();
}
}
public event EventHandler? CanExecuteChanged;
public void RaiseCanExecuteChanged() => CanExecuteChanged?.Invoke(this, EventArgs.Empty);
}