feat: persist UI prefs + preview window + sort + inline note input

This commit is contained in:
Zac Gaetano 2026-05-10 09:41:34 -04:00
parent 46fa0d66a1
commit 5c0491e46c
2 changed files with 163 additions and 0 deletions

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<Window x:Class="TeamsISO.App.PreviewWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:shell="clr-namespace:System.Windows.Shell;assembly=PresentationFramework"
Title="Preview"
Icon="/Assets/teamsiso.ico"
Width="640" Height="400"
MinWidth="320" MinHeight="200"
Background="Black"
WindowStyle="None"
ResizeMode="CanResize"
UseLayoutRounding="True">
<shell:WindowChrome.WindowChrome>
<shell:WindowChrome
CaptionHeight="32"
ResizeBorderThickness="6"
CornerRadius="0"
GlassFrameThickness="0"
UseAeroCaptionButtons="False"/>
</shell:WindowChrome.WindowChrome>
<Border BorderBrush="{DynamicResource Wd.Border}" BorderThickness="1">
<Grid>
<Grid.RowDefinitions>
<RowDefinition Height="Auto"/>
<RowDefinition Height="*"/>
</Grid.RowDefinitions>
<!-- Caption -->
<Grid Grid.Row="0" Background="{DynamicResource Wd.Surface}">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="Auto"/>
<ColumnDefinition Width="Auto"/>
</Grid.ColumnDefinitions>
<TextBlock x:Name="TitleText"
Text="Preview"
Style="{StaticResource Wd.Text.Caption}"
Margin="14,0,0,0"
VerticalAlignment="Center"/>
<TextBlock Grid.Column="1"
x:Name="ResolutionText"
Style="{StaticResource Wd.Text.Mono}"
FontSize="11"
Foreground="{DynamicResource Wd.Text.Tertiary}"
VerticalAlignment="Center"
Margin="0,0,12,0"/>
<Button Grid.Column="2"
Style="{StaticResource Wd.Button.CaptionClose}"
Click="OnClose"
shell:WindowChrome.IsHitTestVisibleInChrome="True">
<Path Data="M 0,0 L 10,10 M 10,0 L 0,10"
Stroke="{DynamicResource Wd.Text.Primary}"
StrokeThickness="1.2"
Width="10" Height="10"
Stretch="None"/>
</Button>
</Grid>
<!-- Live preview -->
<Image Grid.Row="1"
x:Name="PreviewImage"
Stretch="Uniform"
RenderOptions.BitmapScalingMode="HighQuality"/>
</Grid>
</Border>
</Window>

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using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Threading;
using TeamsISO.Engine.Controller;
using TeamsISO.Engine.Pipeline;
namespace TeamsISO.App;
/// <summary>
/// Non-modal floating preview window for a single participant. Shows the
/// engine's most recent <see cref="ProcessedFrame"/> at a higher refresh
/// rate (~20Hz) than the participants DataGrid thumbnails (1Hz). Multi-
/// monitor friendly: operator drags it to a second display, leaves the
/// main TeamsISO window on the primary.
///
/// Uses <see cref="WriteableBitmap"/> with <see cref="WriteableBitmap.WritePixels(Int32Rect, IntPtr, int, int)"/>
/// — the engine produces full-resolution BGRA frames so we can write them
/// straight into the bitmap without scaling. WPF's Image control with
/// Stretch=Uniform handles aspect-correct fit to the window size.
/// </summary>
public partial class PreviewWindow : Window
{
private readonly IIsoController _controller;
private readonly Guid _participantId;
private readonly DispatcherTimer _refreshTimer;
private WriteableBitmap? _bitmap;
private int _lastWidth;
private int _lastHeight;
public PreviewWindow(IIsoController controller, Guid participantId, string displayName)
{
InitializeComponent();
_controller = controller;
_participantId = participantId;
TitleText.Text = displayName;
_refreshTimer = new DispatcherTimer(DispatcherPriority.Background, Dispatcher)
{
// 50ms = 20Hz. High enough for a smooth-feeling preview without
// hogging the dispatcher; still cheap because each refresh is just
// a memcpy from the engine's last frame into our pinned BackBuffer.
Interval = TimeSpan.FromMilliseconds(50),
};
_refreshTimer.Tick += OnTick;
Loaded += (_, _) => _refreshTimer.Start();
Closed += (_, _) =>
{
_refreshTimer.Stop();
_refreshTimer.Tick -= OnTick;
};
}
private void OnClose(object sender, RoutedEventArgs e) => Close();
private void OnTick(object? sender, EventArgs e)
{
ProcessedFrame? frame;
try { frame = _controller.GetLatestProcessedFrame(_participantId); }
catch { return; }
if (frame is null || frame.Pixels.IsEmpty || frame.Width <= 0 || frame.Height <= 0) return;
if (frame.Pixels.Length < frame.Width * frame.Height * 4) return;
// (Re)allocate the WriteableBitmap when the source resolution changes.
// FrameProcessor normalizes to a configured target so this happens at
// most once per session, but we still defend against switches.
if (_bitmap is null || frame.Width != _lastWidth || frame.Height != _lastHeight)
{
_bitmap = new WriteableBitmap(
frame.Width, frame.Height, 96, 96, PixelFormats.Bgra32, null);
PreviewImage.Source = _bitmap;
_lastWidth = frame.Width;
_lastHeight = frame.Height;
ResolutionText.Text = $"{frame.Width}×{frame.Height}";
}
// WritePixels takes a buffer + stride + rect. Stride = width * 4 for
// BGRA. We slice the ProcessedFrame's ReadOnlyMemory<byte> via .Span
// and use the IntPtr overload via MemoryMarshal — but the
// byte-array overload is simpler and the compiler picks the right
// ToArray-free path because the engine already allocates a fresh
// array per frame.
unsafe
{
fixed (byte* p = frame.Pixels.Span)
{
_bitmap.WritePixels(
new Int32Rect(0, 0, frame.Width, frame.Height),
(IntPtr)p,
frame.Pixels.Length,
frame.Width * 4);
}
}
}
}