Zoom Video SDK Windows
OpenAIOfficialCreated by ZoomDistributed by OpenAI
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AutoGineer summary
Written by AutoGineer from the skill’s own files, not by the author
The Zoom Video SDK for Windows provides a C++ library for building custom video applications on Windows platforms. It supports session management, raw audio and video capture or injection, screen sharing, cloud recording, and live transcription. The SDK offers two primary rendering approaches: the Canvas API for direct window rendering and a Raw Data Pipe for custom frame processing. It includes support for C# via a C++/CLI wrapper and requires specific implementation of Windows message loops and delegate callbacks to function correctly.
What it does
- Enables joining and managing Zoom video sessions
- Provides access to raw YUV420 video and PCM audio frames
- Supports custom audio and video injection into sessions
- Facilitates screen sharing and collaborative whiteboard features
- Allows for cloud recording and RTMP live streaming
- Integrates with .NET applications using C++/CLI
When to use it
- When building custom video conferencing interfaces on Windows
- When requiring raw access to audio or video streams for processing
- When integrating Zoom functionality into existing C++ or C# desktop applications
- When implementing custom screen sharing or virtual camera sources
Advantages
- Direct integration with Windows HWND for video rendering
- Flexible rendering options via Canvas API or Raw Data Pipe
- Comprehensive support for session lifecycle and user events
- Native C++ performance with C# interoperability
Usage examples
- “How do I join a Zoom session in my C++ Windows application?”
- Initialize the SDK object, add a delegate listener, and call joinSession with your session context, ensuring a Windows message pump is running to process callbacks.
- “How can I render video in my application?”
- Use the Canvas API to subscribe to a user's video directly to an HWND, or use the Raw Data Pipe to receive YUV420 frames for custom processing and rendering.
- “Why are my SDK callbacks not firing?”
- Ensure your application has a Windows message pump (using PeekMessage, TranslateMessage, and DispatchMessage) in the main loop to allow the SDK to deliver events.
- “How do I handle remote user video subscriptions?”
- Implement the onUserJoin and onUserVideoStatusChanged delegate methods to manually subscribe to remote users using their video canvas.
Install
Download the skill as a ZIP:
https://mp-staging.autogineer.com/agent-skills/openai/zoom-video-sdk-windows/downloadUnzip it into the cross-client skills folder of your project:
mkdir -p .agents/skills && unzip zoom-video-sdk-windows.zip -d .agents/skills
Documentation by Zoom
Zoom Video SDK - Windows Development
Expert guidance for developing with the Zoom Video SDK on Windows. This SDK enables custom video applications, raw media capture/injection, cloud recording, live streaming, and real-time transcription on Windows platforms.
Official Documentation: https://developers.zoom.us/docs/video-sdk/windows/ API Reference: https://marketplacefront.zoom.us/sdk/custom/windows/ Sample Repository: https://github.com/zoom/videosdk-windows-rawdata-sample
Quick Links
New to Video SDK? Follow this path:
SDK Architecture Pattern - Universal 3-step pattern for ANY feature
Session Join Pattern - Complete working code to join a session
Windows Message Loop - CRITICAL: Fix callbacks not firing
Video Rendering - Display video with Canvas API
Reference:
Singleton Hierarchy - 5-level SDK navigation map
API Reference - Methods, error codes, timing rules
Delegate Methods - All 80+ callback methods
Sample Applications - Official samples guide
windows.md - Secondary overview doc (pointer-style)
SKILL.md - Complete documentation navigation
Having issues?
Callbacks not firing → Windows Message Loop
Build errors → Build Errors Guide
Video subscribe fails → Video Rendering (subscribe in
onUserVideoStatusChanged)Quick diagnostics → Common Issues
Building a Custom UI?
Canvas vs Raw Data - Choose your rendering approach
Raw Video Capture - YUV420 frame processing
SDK Overview
The Zoom Video SDK for Windows is a C++ library that provides:
Session Management: Join/leave video SDK sessions
Raw Data Access: Capture raw audio/video frames (YUV420, PCM)
Raw Data Injection: Send custom audio/video into sessions
Screen Sharing: Share screens or inject custom share sources
Cloud Recording: Record sessions to Zoom cloud
Live Streaming: Stream to RTMP endpoints (YouTube, etc.)
Chat & Commands: In-session messaging and command channels
Live Transcription: Real-time speech-to-text
Subsessions: Breakout room support
Whiteboard: Collaborative whiteboard features
Annotations: Screen share annotations
C# Integration: C++/CLI wrapper for .NET applications
Prerequisites
System Requirements
OS: Windows 10 (1903 or later) or Windows 11
Architecture: x64 (recommended), x86, or ARM64
Visual Studio: 2019 or 2022 (Community, Professional, or Enterprise)
Windows SDK: 10.0.19041.0 or later
.NET Framework: 4.8 or later (for C# applications)
Visual Studio Workloads
Install these workloads via Visual Studio Installer:
Desktop development with C++
MSVC v142 or v143 compiler
Windows 10/11 SDK
C++ CMake tools (optional)
.NET desktop development (for C# applications)
.NET Framework 4.8 targeting pack
C++/CLI support
Quick Start
C++ Application
#include <windows.h>
#include "zoom_video_sdk_api.h"
#include "zoom_video_sdk_interface.h"
#include "zoom_video_sdk_delegate_interface.h"
USING_ZOOM_VIDEO_SDK_NAMESPACE
// 1. Create SDK object
IZoomVideoSDK* video_sdk_obj = CreateZoomVideoSDKObj();
// 2. Initialize
ZoomVideoSDKInitParams init_params;
init_params.domain = L"https://zoom.us";
init_params.enableLog = true;
init_params.logFilePrefix = L"zoom_win_video";
init_params.videoRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;
init_params.shareRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;
init_params.audioRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;
ZoomVideoSDKErrors err = video_sdk_obj->initialize(init_params);
// 3. Add event listener
video_sdk_obj->addListener(myDelegate);
// 4. Join session (IMPORTANT: set audioOption.connect = false)
ZoomVideoSDKSessionContext session_context;
session_context.sessionName = L"my-session";
session_context.userName = L"Windows User";
session_context.token = L"your-jwt-token";
session_context.videoOption.localVideoOn = false;
session_context.audioOption.connect = false; // Connect audio after join
session_context.audioOption.mute = true;
IZoomVideoSDKSession* session = video_sdk_obj->joinSession(session_context);
// 5. CRITICAL: Add Windows message pump for callbacks to work
bool running = true;
while (running) {
// Process Windows messages (required for SDK callbacks)
MSG msg;
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// Your application logic here
Sleep(10);
}C# Application
using ZoomVideoSDK;
var sdkManager = new ZoomSDKManager();
sdkManager.Initialize();
sdkManager.JoinSession("my-session", "jwt-token", "User Name", "");Key Features
| Feature | Description |
|---|---|
| Session Management | Join, leave, and manage video sessions |
| Raw Video (YUV I420) | Capture and inject raw video frames |
| Raw Audio (PCM) | Capture and inject raw audio data |
| Screen Sharing | Share screens or custom content |
| Cloud Recording | Record sessions to Zoom cloud |
| Live Streaming | Stream to RTMP endpoints |
| Chat | Send/receive chat messages |
| Command Channel | Custom command messaging |
| Live Transcription | Real-time speech-to-text |
| C# Support | Full .NET Framework integration |
Sample Applications
Official Repository: https://github.com/zoom/videosdk-windows-rawdata-sample
| Sample | Description |
|---|---|
| VSDK_SkeletonDemo | Minimal session join - start here |
| VSDK_getRawVideo | Capture YUV420 video frames |
| VSDK_getRawAudio | Capture PCM audio |
| VSDK_sendRawVideo | Inject custom video (virtual camera) |
| VSDK_sendRawAudio | Inject custom audio (virtual mic) |
| VSDK_CloudRecording | Cloud recording control |
| VSDK_CommandChannel | Custom command messaging |
| VSDK_TranscriptionAndTranslation | Live captions |
See complete guide: Sample Applications Reference
Critical Gotchas and Best Practices
⚠️ CRITICAL: Windows Message Pump Required
The #1 issue that causes session joins to hang with no callbacks:
All Windows applications using the Zoom SDK MUST process Windows messages. The SDK uses Windows messages to deliver callbacks like onSessionJoin(), onError(), etc.
Problem: Without a message pump, joinSession() appears to succeed but callbacks never fire.
Solution: Add this to your main loop:
while (running) {
// REQUIRED: Process Windows messages
MSG msg;
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// Your application logic
Sleep(10);
}Applies to:
Console applications (no automatic message pump)
Custom main loops
Applications that don't use standard WinMain/WndProc
GUI applications using WinMain with standard message loop already have this.
Audio Connection Strategy
Best Practice: Set audioOption.connect = false when joining, then connect audio in the onSessionJoin() callback.
// During join
session_context.audioOption.connect = false; // Don't connect yet
session_context.audioOption.mute = true;
// In onSessionJoin() callback
void onSessionJoin() override {
IZoomVideoSDKAudioHelper* audioHelper = video_sdk_obj->getAudioHelper();
if (audioHelper) {
audioHelper->startAudio(); // Connect now
}
}Why: This pattern is used in all official Zoom samples. It separates session join from audio initialization for better reliability and error handling.
All Delegate Callbacks Must Be Implemented
The IZoomVideoSDKDelegate interface has 70+ pure virtual methods. ALL must be implemented, even if empty:
// Required even if you don't use them
void onProxyDetectComplete() override {}
void onUserWhiteboardShareStatusChanged(IZoomVideoSDKUser*, IZoomVideoSDKWhiteboardHelper*) override {}
// ... etcTip: Check the SDK version's zoom_video_sdk_delegate_interface.h for the complete list. The interface changes between SDK versions.
Memory Mode for Raw Data
Always use heap mode for raw data memory:
init_params.videoRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;
init_params.shareRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;
init_params.audioRawDataMemoryMode = ZoomVideoSDKRawDataMemoryModeHeap;Stack mode can cause issues with large video frames.
Thread Safety
SDK callbacks execute on SDK threads, not your main thread:
Don't perform heavy operations in callbacks
Don't call
cleanup()from within callbacksUse thread-safe queues for passing data to UI thread
Use mutexes when accessing shared state
Consult Official Samples First
When SDK behavior is unexpected, always check the official samples before troubleshooting:
Local samples:
C:\tempsdk\Zoom_VideoSDK_Windows_RawDataDemos\VSDK_SkeletonDemo\(simplest)C:\tempsdk\sdksamples\zoom-video-sdk-windows-2.4.12\Sample-Libs\x64\demo\
Official samples show correct patterns for:
Message pump implementation ✓
Audio connection strategy ✓
Error handling ✓
Memory management ✓
Video Rendering - Two Approaches
The Zoom SDK provides two different ways to render video. Choose based on your needs.
🎯 Canvas API (Recommended for Most Use Cases)
Best for: Standard applications, clean video quality, ease of implementation
The SDK renders video directly to your HWND. No YUV conversion needed.
// Subscribe to a user's video with Canvas API
IZoomVideoSDKCanvas* canvas = user->GetVideoCanvas();
if (canvas) {
ZoomVideoSDKErrors ret = canvas->subscribeWithView(
hwnd, // Your window handle
ZoomVideoSDKVideoAspect_PanAndScan, // Fit to window, may crop
ZoomVideoSDKResolution_Auto // Let SDK choose best resolution
);
if (ret == ZoomVideoSDKErrors_Success) {
// SDK is now rendering directly to your window!
}
}
// Unsubscribe when done
canvas->unSubscribeWithView(hwnd);Advantages:
✅ Best quality - SDK uses optimized, hardware-accelerated rendering
✅ No artifacts - Professional video quality
✅ Simple code - 3 lines to subscribe
✅ Better performance - No CPU-intensive YUV conversion
✅ Automatic scaling - SDK handles window resizing
✅ Aspect ratio - Built-in aspect ratio handling
Example from official .NET sample:
// Self video preview
IZoomVideoSDKCanvas* canvas = myself->GetVideoCanvas();
canvas->subscribeWithView(selfVideoHwnd, aspect, resolution);
// Remote user video
IZoomVideoSDKCanvas* remoteCanvas = remoteUser->GetVideoCanvas();
remoteCanvas->subscribeWithView(remoteVideoHwnd, aspect, resolution);Video Aspect Options:
ZoomVideoSDKVideoAspect_Original- Letterbox/pillarbox, no croppingZoomVideoSDKVideoAspect_FullFilled- Fill window, may crop edgesZoomVideoSDKVideoAspect_PanAndScan- Smart crop to fill windowZoomVideoSDKVideoAspect_LetterBox- Show full video with black bars
Resolution Options:
ZoomVideoSDKResolution_90PZoomVideoSDKResolution_180PZoomVideoSDKResolution_360P- Good balanceZoomVideoSDKResolution_720P- HD qualityZoomVideoSDKResolution_1080PZoomVideoSDKResolution_Auto- Let SDK decide (recommended)
🔧 Raw Data Pipe (Advanced Use Cases)
Best for: Custom video processing, effects, recording, computer vision
You receive raw YUV420 frames and handle rendering yourself.
// 1. Create a delegate to receive frames
class VideoRenderer : public IZoomVideoSDKRawDataPipeDelegate {
public:
void onRawDataFrameReceived(YUVRawDataI420* data) override {
int width = data->GetStreamWidth();
int height = data->GetStreamHeight();
char* yBuffer = data->GetYBuffer();
char* uBuffer = data->GetUBuffer();
char* vBuffer = data->GetVBuffer();
// Convert YUV420 to RGB and render
ConvertYUVToRGB(yBuffer, uBuffer, vBuffer, width, height);
RenderToWindow(rgbBuffer, width, height);
}
void onRawDataStatusChanged(RawDataStatus status) override {
// Handle video on/off
}
};
// 2. Subscribe to raw data
IZoomVideoSDKRawDataPipe* pipe = user->GetVideoPipe();
VideoRenderer* renderer = new VideoRenderer();
pipe->subscribe(ZoomVideoSDKResolution_720P, renderer);YUV420 to RGB Conversion (ITU-R BT.601):
void ConvertYUV420ToRGB(char* yBuffer, char* uBuffer, char* vBuffer,
int width, int height) {
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
int yIndex = y * width + x;
int uvIndex = (y / 2) * (width / 2) + (x / 2);
int Y = (unsigned char)yBuffer[yIndex];
int U = (unsigned char)uBuffer[uvIndex];
int V = (unsigned char)vBuffer[uvIndex];
// YUV to RGB conversion
int C = Y - 16;
int D = U - 128;
int E = V - 128;
int R = (298 * C + 409 * E + 128) >> 8;
int G = (298 * C - 100 * D - 208 * E + 128) >> 8;
int B = (298 * C + 516 * D + 128) >> 8;
// Clamp to [0, 255]
R = (R < 0) ? 0 : (R > 255) ? 255 : R;
G = (G < 0) ? 0 : (G > 255) ? 255 : G;
B = (B < 0) ? 0 : (B > 255) ? 255 : B;
// Store RGB (BGR format for Windows)
rgbBuffer[yIndex * 3 + 0] = (unsigned char)B;
rgbBuffer[yIndex * 3 + 1] = (unsigned char)G;
rgbBuffer[yIndex * 3 + 2] = (unsigned char)R;
}
}
}Render with GDI:
void RenderToWindow(unsigned char* rgbBuffer, int width, int height) {
HDC hdc = GetDC(hwnd);
BITMAPINFO bmi = {};
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = width;
bmi.bmiHeader.biHeight = -height; // Negative for top-down
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 24; // 24-bit RGB
bmi.bmiHeader.biCompression = BI_RGB;
RECT rect;
GetClientRect(hwnd, &rect);
StretchDIBits(hdc,
0, 0, rect.right, rect.bottom, // Destination
0, 0, width, height, // Source
rgbBuffer, &bmi,
DIB_RGB_COLORS, SRCCOPY);
ReleaseDC(hwnd, hdc);
}Disadvantages:
⚠️ CPU intensive - YUV conversion can cause frame drops
⚠️ Artifacts - Manual rendering may show tearing/artifacts
⚠️ Complex - More code to maintain
⚠️ Performance - Slower than Canvas API
Use Raw Data When:
Adding video filters/effects
Recording to custom formats
Computer vision processing
Custom compositing
Streaming to non-standard outputs
Self Video vs Remote Users
Self Video (your own camera):
Option A: Canvas API
IZoomVideoSDKSession* session = sdk->getSessionInfo();
IZoomVideoSDKUser* myself = session->getMyself();
IZoomVideoSDKCanvas* canvas = myself->GetVideoCanvas();
canvas->subscribeWithView(selfVideoHwnd, aspect, resolution);Option B: Video Preview (for self only)
IZoomVideoSDKVideoHelper* videoHelper = sdk->getVideoHelper();
videoHelper->startVideo(); // Start transmission
// For preview rendering
videoHelper->startVideoCanvasPreview(selfVideoHwnd, aspect, resolution);Remote Users (other participants):
Canvas API (recommended):
// In onUserJoin callback
void onUserJoin(IZoomVideoSDKUserHelper*, IVideoSDKVector<IZoomVideoSDKUser*>* userList) {
for (int i = 0; i < userList->GetCount(); i++) {
IZoomVideoSDKUser* user = userList->GetItem(i);
IZoomVideoSDKCanvas* canvas = user->GetVideoCanvas();
canvas->subscribeWithView(userVideoHwnd, aspect, resolution);
}
}Event-Driven Subscription Pattern
⚠️ CRITICAL: Video subscription must be event-driven and manual.
Key Events:
onSessionJoin- Subscribe to self videoonUserJoin- Subscribe to new remote usersonUserVideoStatusChanged- Re-subscribe when video turns on/offonUserLeave- Unsubscribe and cleanup
Complete Pattern:
class MainFrame : public IZoomVideoSDKDelegate {
private:
std::map<IZoomVideoSDKUser*, IZoomVideoSDKCanvas*> subscribedUsers_;
HWND videoWindow_;
public:
void onSessionJoin() override {
// Start your own video
IZoomVideoSDKVideoHelper* videoHelper = sdk->getVideoHelper();
videoHelper->startVideo();
// Subscribe to self video
IZoomVideoSDKUser* myself = sdk->getSessionInfo()->getMyself();
SubscribeToUser(myself);
}
void onUserJoin(IZoomVideoSDKUserHelper*,
IVideoSDKVector<IZoomVideoSDKUser*>* userList) override {
// Get current user to exclude self
IZoomVideoSDKUser* myself = sdk->getSessionInfo()->getMyself();
for (int i = 0; i < userList->GetCount(); i++) {
IZoomVideoSDKUser* user = userList->GetItem(i);
// IMPORTANT: Only subscribe to REMOTE users!
if (user != myself) {
SubscribeToUser(user);
}
}
}
void onUserVideoStatusChanged(IZoomVideoSDKVideoHelper*,
IVideoSDKVector<IZoomVideoSDKUser*>* userList) override {
IZoomVideoSDKUser* myself = sdk->getSessionInfo()->getMyself();
for (int i = 0; i < userList->GetCount(); i++) {
IZoomVideoSDKUser* user = userList->GetItem(i);
if (user != myself) {
// Re-subscribe when video status changes
SubscribeToUser(user);
}
}
}
void onUserLeave(IZoomVideoSDKUserHelper*,
IVideoSDKVector<IZoomVideoSDKUser*>* userList) override {
for (int i = 0; i < userList->GetCount(); i++) {
IZoomVideoSDKUser* user = userList->GetItem(i);
UnsubscribeFromUser(user);
}
}
void onSessionLeave() override {
// Cleanup all subscriptions
for (auto& pair : subscribedUsers_) {
IZoomVideoSDKCanvas* canvas = pair.second;
if (canvas) {
canvas->unSubscribeWithView(videoWindow_);
}
}
subscribedUsers_.clear();
}
private:
void SubscribeToUser(IZoomVideoSDKUser* user) {
if (!user || subscribedUsers_.find(user) != subscribedUsers_.end())
return;
IZoomVideoSDKCanvas* canvas = user->GetVideoCanvas();
if (canvas) {
ZoomVideoSDKErrors ret = canvas->subscribeWithView(
videoWindow_,
ZoomVideoSDKVideoAspect_PanAndScan,
ZoomVideoSDKResolution_Auto
);
if (ret == ZoomVideoSDKErrors_Success) {
subscribedUsers_[user] = canvas;
}
}
}
void UnsubscribeFromUser(IZoomVideoSDKUser* user) {
auto it = subscribedUsers_.find(user);
if (it != subscribedUsers_.end()) {
IZoomVideoSDKCanvas* canvas = it->second;
if (canvas) {
canvas->unSubscribeWithView(videoWindow_);
}
subscribedUsers_.erase(it);
}
}
};Key Points:
✅ Subscribe in response to events (onUserJoin, onUserVideoStatusChanged)
✅ Always exclude current user from remote subscriptions
✅ Unsubscribe on onUserLeave
✅ Clean up all subscriptions on onSessionLeave
✅ Track subscriptions in a map for lifecycle management
⚠️ Screen Share Subscription (DIFFERENT from Video!)
CRITICAL: Screen share subscription uses IZoomVideoSDKShareAction from the callback, NOT user->GetShareCanvas()!
// WRONG - This won't work for remote screen shares!
user->GetShareCanvas()->subscribeWithView(hwnd, ...);
// CORRECT - Use IZoomVideoSDKShareAction from onUserShareStatusChanged callback
void onUserShareStatusChanged(IZoomVideoSDKShareHelper* pShareHelper,
IZoomVideoSDKUser* pUser,
IZoomVideoSDKShareAction* pShareAction) {
if (!pShareAction) return;
ZoomVideoSDKShareStatus status = pShareAction->getShareStatus();
if (status == ZoomVideoSDKShareStatus_Start ||
status == ZoomVideoSDKShareStatus_Resume) {
// Subscribe to the share using Canvas API
IZoomVideoSDKCanvas* shareCanvas = pShareAction->getShareCanvas();
if (shareCanvas) {
shareCanvas->subscribeWithView(shareWindow_,
ZoomVideoSDKVideoAspect_Original);
}
}
else if (status == ZoomVideoSDKShareStatus_Stop) {
// Unsubscribe when share stops
IZoomVideoSDKCanvas* shareCanvas = pShareAction->getShareCanvas();
if (shareCanvas) {
shareCanvas->unSubscribeWithView(shareWindow_);
}
}
}Why is share different from video?
Video: Each user has one video stream → use
user->GetVideoCanvas()Share: A user can have multiple share actions (multi-share) → use
IZoomVideoSDKShareAction*from callbackThe
IZoomVideoSDKShareActionobject represents a specific share stream and contains the share status, type, and rendering interfaces
See also: Screen Share Subscription Example
Multi-User Video Layout
For multiple participants, you need one HWND per user:
// Create separate windows/panels for each user
HWND selfVideoWindow = CreateWindow(...); // Your video
HWND user1Window = CreateWindow(...); // User 1's video
HWND user2Window = CreateWindow(...); // User 2's video
// Subscribe each user to their own window
myself->GetVideoCanvas()->subscribeWithView(selfVideoWindow, ...);
user1->GetVideoCanvas()->subscribeWithView(user1Window, ...);
user2->GetVideoCanvas()->subscribeWithView(user2Window, ...);Layout Strategies:
Grid layout (2x2, 3x3)
Gallery view (scrollable)
Active speaker (large) + thumbnails
Picture-in-picture
Common Video Issues
| Issue | Cause | Solution |
|---|---|---|
| Video not showing | Not calling startVideo() | Call videoHelper->startVideo() in onSessionJoin |
| Artifacts/tearing | Using Raw Data Pipe | Switch to Canvas API |
| Poor performance | YUV conversion on UI thread | Use Canvas API or move conversion to worker thread |
| Video freezes | Not processing Windows messages | Add message pump to main loop |
| Can't see self | Subscribing to wrong user | Use session->getMyself() for self video |
| Seeing self in remote list | Not excluding self | Check if (user != myself) before subscribing |
Complete Documentation Library
This skill includes comprehensive guides organized by category:
Core Concepts (Start Here!)
SDK Architecture Pattern - Universal 3-step pattern for ANY feature
Singleton Hierarchy - 5-level navigation guide
Canvas vs Raw Data - Choose your rendering approach
Complete Examples
Session Join Pattern - JWT auth + session join with full code
Video Rendering - Canvas API video display
Screen Share Subscription - View remote screen shares (DIFFERENT from video!)
Raw Video Capture - YUV420 frame capture
Raw Audio Capture - PCM audio capture
Send Raw Video - Virtual camera (inject custom video)
Send Raw Audio - Virtual mic (inject custom audio)
Cloud Recording - Cloud recording control
Command Channel - Custom command messaging
Transcription - Live transcription/captions
UI Framework Integration
Win32 Native - Direct SDK usage with Canvas API (best performance)
WinForms (.NET) - C++/CLI wrapper + Raw Data Pipe
WPF (.NET) - C++/CLI wrapper + BitmapSource conversion
Production Quality Guidelines - Checklist and common issues
C++/CLI Wrapper Patterns (Wrapping ANY Native Library)
Complete Guide - 8 patterns for native→.NET interop
Pattern 1: Basic Structure - Project setup, class layout
Pattern 2: void* Pointers - Hide native types
Pattern 3: gcroot Callbacks - Native→Managed events
Pattern 4: IDisposable - Cleanup pattern
Pattern 5: Strings - String^ ↔ wstring/string
Pattern 6: Arrays - pin_ptr, Marshal::Copy
Pattern 7: Threading - UI thread dispatch
Pattern 8: LockBits - Fast image conversion
Common Errors - Troubleshooting
Troubleshooting
Windows Message Loop - CRITICAL: Why callbacks don't fire
Build Errors - SDK header dependency fixes
Common Issues - Quick diagnostics & error codes
References
API Reference - 5-level API hierarchy, methods, error codes
Delegate Methods - All 80+ callback methods
SKILL.md - Complete navigation guide
Most Critical Issues (From Real Debugging)
Callbacks not firing → Missing Windows message loop (99% of issues)
Video subscribe returns error 2 → Subscribing too early
See: Video Rendering - Subscribe in
onUserVideoStatusChanged
Abstract class errors → Missing virtual method implementations
See: Delegate Methods
Key Insight
Once you learn the 3-step pattern, you can implement ANY feature:
Get singleton → 2. Implement delegate → 3. Subscribe & use
Resources
Official Docs: https://developers.zoom.us/docs/video-sdk/windows/
API Reference: https://marketplacefront.zoom.us/sdk/custom/windows/
Dev Forum: https://devforum.zoom.us/
GitHub Samples: https://github.com/zoom/videosdk-windows-rawdata-sample
Working Sample:
C:\tempsdk\zoom-video-sdk-windows-sample\(complete implementation)
Need help? Start with SKILL.md for complete navigation.
Merged from video-sdk/windows/SKILL.md
Zoom Video SDK Windows - Complete Documentation Index
Quick Start Path
If you're new to the SDK, follow this order:
Overview → windows.md
Read the architecture pattern → concepts/sdk-architecture-pattern.md
Universal formula: Singleton → Delegate → Subscribe
Once you understand this, you can implement any feature
Fix build errors → troubleshooting/build-errors.md
SDK header dependencies
Required include order
Implement session join → examples/session-join-pattern.md
Complete working JWT + session join code
Fix callback issues → troubleshooting/windows-message-loop.md
CRITICAL: Why callbacks don't fire without Windows message loop
Implement video → examples/video-rendering.md
Canvas API (SDK-rendered) vs Raw Data Pipe
Troubleshoot any issues → troubleshooting/common-issues.md
Quick diagnostic checklist
Error code tables
Documentation Structure
video-sdk/windows/
├── SKILL.md # Main skill overview
├── SKILL.md # This file - navigation guide
├── windows.md # Secondary overview doc (pointer-style)
│
├── concepts/ # Core architectural patterns
│ ├── sdk-architecture-pattern.md # Universal formula for ANY feature
│ ├── singleton-hierarchy.md # 5-level navigation guide
│ └── canvas-vs-raw-data.md # SDK-rendered vs self-rendered choice
│
├── examples/ # Complete working code
│ ├── session-join-pattern.md # JWT auth + session join
│ ├── video-rendering.md # Canvas API video display
│ ├── screen-share-subscription.md # View remote screen shares
│ ├── raw-video-capture.md # YUV420 raw frame capture
│ ├── raw-audio-capture.md # PCM audio capture
│ ├── send-raw-video.md # Virtual camera (inject video)
│ ├── send-raw-audio.md # Virtual mic (inject audio)
│ ├── cloud-recording.md # Cloud recording control
│ ├── command-channel.md # Custom command messaging
│ ├── transcription.md # Live transcription/captions
│ └── dotnet-winforms/ # UI Framework integration
│ └── README.md # Win32, WinForms, WPF patterns
│ # C++/CLI wrapper patterns
│ # Production quality guidelines
│
├── troubleshooting/ # Problem solving guides
│ ├── windows-message-loop.md # CRITICAL - Why callbacks fail
│ ├── build-errors.md # Header dependency fixes
│ └── common-issues.md # Quick diagnostic workflow
│
└── references/ # Reference documentation
├── windows-reference.md # API hierarchy, methods, error codes
├── delegate-methods.md # All 80+ callback methods
└── samples.md # Official samples guideBy Use Case
I want to build a video app
SDK Architecture Pattern - Understand the pattern
Session Join Pattern - Join sessions
Video Rendering - Display video
Windows Message Loop - Fix callback issues
I'm getting build errors
Build Errors Guide - SDK header dependencies
Delegate Methods - Abstract class errors
Common Issues - Linker errors
I'm getting runtime errors
Windows Message Loop - Callbacks not firing
Common Issues - Error code tables
I want to view screen shares
Screen Share Subscription - DIFFERENT from video!
SDK Architecture Pattern - Event-driven pattern
Video Rendering - Compare with video subscription
I want to capture raw video/audio
Canvas vs Raw Data - Choose your approach
Raw Video Capture - YUV420 frame capture
Raw Audio Capture - PCM audio capture
SDK Architecture Pattern - Subscription pattern
I want to send custom video/audio (virtual camera/mic)
Send Raw Video - Inject custom video frames
Send Raw Audio - Inject custom audio
SDK Architecture Pattern - External source pattern
I want to record sessions
Cloud Recording - Start/stop cloud recording
API Reference - Recording helper methods
I want to use live transcription
Transcription - Enable live captions
Delegate Methods - Transcription callbacks
I want custom messaging between participants
Command Channel - Send custom commands
API Reference - Command channel methods
I want to build a Win32 native app
Win32 Integration - Direct SDK + Canvas API
Video Rendering - Canvas API patterns
Production Guidelines - Best practices
I want to build a WinForms (.NET) app
WinForms Integration - C++/CLI wrapper + Raw Data
C++/CLI Patterns - gcroot, Finalizer, LockBits
Production Guidelines - IDisposable, thread safety
I want to build a WPF (.NET) app
WPF Integration - C++/CLI + BitmapSource
Bitmap Conversion - Freeze(), Dispatcher
Production Guidelines - Performance optimization
I want to use C# / .NET Framework (general)
.NET Integration Overview - Complete C++/CLI wrapper guide
Raw Video Capture - YUV→RGB conversion patterns
Session Join Pattern - SDK initialization flow
I want to wrap ANY native C++ library for .NET
C++/CLI Wrapper Patterns - Complete 8-pattern guide
Pattern 1: Basic Structure - Project setup + class layout
Pattern 3: gcroot Callbacks - Native→Managed events
Pattern 4: IDisposable - Cleanup pattern
Common Errors - Troubleshooting
I want to implement a specific feature
SDK Architecture Pattern - START HERE!
Singleton Hierarchy - Navigate to the feature
API Reference - Method signatures
Most Critical Documents
1. SDK Architecture Pattern (MASTER DOCUMENT)
concepts/sdk-architecture-pattern.md
The universal 3-step pattern:
Get singleton (SDK, helpers, session, users)
Implement delegate (event callbacks)
Subscribe and use
2. Windows Message Loop (MOST COMMON ISSUE)
troubleshooting/windows-message-loop.md
99% of "callbacks not firing" issues are caused by missing Windows message loop.
3. Singleton Hierarchy (NAVIGATION MAP)
concepts/singleton-hierarchy.md
5-level deep navigation showing how to reach every feature.
Key Learnings
Critical Discoveries:
Windows Message Loop is MANDATORY
SDK uses Windows message pump for callbacks
Without it, callbacks are queued but never fire
Subscribe in onUserVideoStatusChanged, NOT onUserJoin
Video may not be ready when user joins
Wait for video status change callback
See: Video Rendering
Two Rendering Paths
Canvas API: SDK renders to your HWND (recommended)
Raw Data Pipe: You receive YUV frames (advanced)
See: Canvas vs Raw Data
Helpers Control YOUR Streams Only
videoHelper->startVideo()starts YOUR cameraTo see others, subscribe to their Canvas/Pipe
See: Singleton Hierarchy
UI Framework Integration Differs by Platform
Win32: Direct SDK, Canvas API (SDK renders to HWND) - best performance
WinForms: C++/CLI wrapper, Raw Data Pipe, YUV→Bitmap, InvokeRequired
WPF: Same wrapper + Bitmap→BitmapSource, Dispatcher, Freeze()
C++/CLI Wrapper Patterns (for ANY native library → .NET)
void*pointers - hide native types from managed headersgcroot<T^>- prevent GC from collecting managed references in native codeFinalizer + Destructor -
~Class()and!Class()for IDisposable cleanuppin_ptr+Marshal::Copy- array/buffer conversionLockBits- 100x faster than SetPixel for image manipulationThread marshaling - InvokeRequired (WinForms) / Dispatcher (WPF)
Audio Connection Timing
Set
audioOption.connect = falseduring joinCall
startAudio()inonSessionJoincallback
Quick Reference
"My code won't compile"
"Callbacks never fire"
"Video subscription returns error 2"
→ Video Rendering - Subscribe in onUserVideoStatusChanged
"Abstract class error"
"How do I implement [feature]?"
"How do I navigate to [controller]?"
"What error code means what?"
Document Version
Based on Zoom Video SDK for Windows v2.x
Happy coding!
Remember: The SDK Architecture Pattern is your key to unlocking the entire SDK. Read it first!
Operations
RUNBOOK.md - 5-minute preflight and debugging checklist.
Files
- ATTRIBUTION.mdAdded by AutoGineer886 B
- LICENSELicence file added by AutoGineer1.1 KiB
- RUNBOOK.md2.2 KiB
- SKILL.md39.8 KiB
- agents/openai.yaml277 B
- concepts/canvas-vs-raw-data.md10.0 KiB
- concepts/sdk-architecture-pattern.md8.6 KiB
- concepts/singleton-hierarchy.md22.2 KiB
- examples/cloud-recording.md8.8 KiB
- examples/command-channel.md8.8 KiB
- examples/dotnet-winforms/guide.md37.7 KiB
- examples/raw-audio-capture.md7.1 KiB
- examples/raw-video-capture.md12.8 KiB
- examples/screen-share-subscription.md18.0 KiB
- examples/send-raw-audio.md9.0 KiB
- examples/send-raw-video.md10.5 KiB
- examples/session-join-pattern.md17.6 KiB
- examples/transcription.md11.5 KiB
- examples/video-rendering.md13.1 KiB
- references/delegate-methods.md31.6 KiB
- references/samples.md7.7 KiB
- references/windows-reference.md42.5 KiB
- troubleshooting/build-errors.md6.0 KiB
- troubleshooting/common-issues.md7.2 KiB
- troubleshooting/windows-message-loop.md6.9 KiB
- windows.md1.9 KiB
examples/dotnet-winforms/guide.md
UI Integration Guide for Zoom Video SDK Windows
This guide covers three different UI approaches for integrating the Zoom Video SDK:
Win32 (Native C++) - Direct SDK usage, no wrapper
WinForms (C# .NET) - Requires C++/CLI wrapper
WPF (C# .NET) - Requires C++/CLI wrapper + BitmapSource conversion
Quick Comparison
| Aspect | Win32 | WinForms | WPF |
|---|---|---|---|
| Language | C++ | C# | C# |
| Wrapper Required | No | Yes (C++/CLI) | Yes (C++/CLI) |
| Video Rendering | Canvas API (SDK renders) | Raw Data Pipe (you render) | Raw Data Pipe + BitmapSource |
| Performance | Best | Good | Good (extra conversion) |
| Complexity | Medium | Medium | Higher |
| UI Threading | Win32 message loop | InvokeRequired | Dispatcher |
Option 1: Win32 (Native C++) - Direct SDK
No wrapper needed. The SDK is native C++, so Win32 apps use it directly.
Architecture
┌─────────────────┐ ┌─────────────────┐
│ Win32 Dialog │────►│ Native C++ SDK │
│ (main.cpp) │◄────│ (videosdk.dll) │
└─────────────────┘ └─────────────────┘
HWND Canvas APIKey Patterns
1. SDK Manager Class (Native C++)
// ZoomSDKManager.h
class ZoomSDKManager {
private:
IZoomVideoSDK* m_pZoomSDK;
IZoomVideoSDKSession* m_pSession;
CustomZoomDelegate* m_pDelegate;
public:
bool Initialize();
bool JoinSession(const std::string& name, const std::string& token, ...);
bool StartVideo();
bool StartVideoPreview(HWND hwnd); // Canvas API!
bool SubscribeRemoteVideo(HWND hwnd, const std::string& userId);
};2. Delegate Implementation (All 80+ Callbacks)
class CustomZoomDelegate : public IZoomVideoSDKDelegate {
private:
ZoomSDKManager* m_pManager;
public:
void onSessionJoin() override {
m_pManager->OnSessionStatusChanged(SessionStatus::InSession, "Joined");
}
void onUserVideoStatusChanged(IZoomVideoSDKVideoHelper* helper,
IVideoSDKVector<IZoomVideoSDKUser*>* userList) override {
// Handle video status changes
}
// ... implement all 80+ callbacks
};3. Video Rendering with Canvas API (SDK-Rendered)
// Start video preview - SDK renders directly to HWND
bool ZoomSDKManager::StartVideoPreview(HWND hwnd) {
IZoomVideoSDKVideoHelper* videoHelper = m_pZoomSDK->getVideoHelper();
// SDK renders directly to the window handle
ZoomVideoSDKErrors ret = videoHelper->startVideoCanvasPreview(hwnd);
return ret == ZoomVideoSDKErrors_Success;
}
// Subscribe to remote user's video
bool ZoomSDKManager::SubscribeRemoteVideo(HWND hwnd, const std::string& userId) {
IZoomVideoSDKSession* session = m_pZoomSDK->getSessionInfo();
IVideoSDKVector<IZoomVideoSDKUser*>* userList = session->getRemoteUsers();
for (int i = 0; i < userList->GetCount(); i++) {
IZoomVideoSDKUser* user = userList->GetItem(i);
IZoomVideoSDKCanvas* canvas = user->GetVideoCanvas();
// SDK renders remote video directly to HWND
canvas->subscribeWithView(hwnd, ZoomVideoSDKVideoAspect_Original, ZoomVideoSDKResolution_Auto);
}
return true;
}4. Win32 Dialog with Video Panels
// main.cpp - Dialog procedure
INT_PTR CALLBACK MainDialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_INITDIALOG:
InitializeZoomSDK();
PopulateDeviceLists(hDlg);
return TRUE;
case WM_COMMAND:
switch (LOWORD(wParam)) {
case IDC_START_VIDEO:
g_pSDKManager->StartVideo();
// Get HWND of video panel control
HWND selfVideoHwnd = GetDlgItem(hDlg, IDC_SELF_VIDEO);
g_pSDKManager->StartVideoPreview(selfVideoHwnd);
HWND remoteVideoHwnd = GetDlgItem(hDlg, IDC_REMOTE_VIDEO);
g_pSDKManager->SubscribeRemoteVideo(remoteVideoHwnd, "");
break;
}
}
return FALSE;
}Win32 Flow Summary
1. CreateZoomVideoSDKObj()
2. Initialize SDK with params
3. Create & register CustomZoomDelegate
4. Join session
5. On IDC_START_VIDEO click:
- startVideo() → transmit your camera
- startVideoCanvasPreview(selfHwnd) → see yourself
- subscribeWithView(remoteHwnd) → see others
6. SDK renders directly to HWNDsSample Location
C:\tempsdk\videosdk-windows-dotnet-desktop-framework-quickstart\
└── ZoomVideoSDK.Win32\
├── main.cpp # Win32 dialog + event handlers
├── ZoomSDKManager.cpp # SDK wrapper class
├── ZoomSDKManager.h # Header with delegate
└── main.rc # Dialog resourcesOption 2: WinForms (C# + C++/CLI Wrapper)
Requires C++/CLI bridge because Zoom SDK is native C++.
Architecture
┌─────────────────┐ ┌─────────────────┐ ┌─────────────────┐
│ C# WinForms │────►│ C++/CLI Wrapper│────►│ Native C++ SDK │
│ (MainForm.cs) │◄────│ (ZoomSDKManager)│◄────│ (videosdk.dll) │
└─────────────────┘ └─────────────────┘ └─────────────────┘
Events gcroot<T^> Callbacks
Bitmap^ YUV→RGB YUVRawDataI420Key Patterns
1. C++/CLI Wrapper Class
// ZoomSDKManager.h (C++/CLI)
public ref class ZoomSDKManager {
private:
void* m_pVideoSDK; // Hide native types
void* m_pSessionHandler; // Native callback handler
public:
// Managed events for C# consumption
event EventHandler<SessionStatusEventArgs^>^ SessionStatusChanged;
event EventHandler<VideoFrameEventArgs^>^ PreviewVideoReceived;
event EventHandler<VideoFrameEventArgs^>^ RemoteVideoReceived;
bool Initialize();
bool JoinSession(String^ name, String^ token, String^ user, String^ pw);
bool StartVideo();
};2. Native Callback → Managed Event (gcroot pattern)
// Native handler stores managed reference via gcroot
class VideoPreviewHandler : public IZoomVideoSDKRawDataPipeDelegate {
private:
gcroot<ZoomSDKManager^> m_managedHandler; // Prevents GC
public:
VideoPreviewHandler(ZoomSDKManager^ handler) : m_managedHandler(handler) {}
void onRawDataFrameReceived(YUVRawDataI420* data) override {
ZoomSDKManager^ handler = static_cast<ZoomSDKManager^>(m_managedHandler);
if (handler && data) {
// Convert YUV to Bitmap
Bitmap^ bitmap = handler->ConvertYUVToBitmap(
data->GetYBuffer(), data->GetUBuffer(), data->GetVBuffer(),
data->GetStreamWidth(), data->GetStreamHeight(), ...);
// Fire managed event
handler->OnPreviewVideoReceived(bitmap);
}
}
};3. YUV→RGB Conversion (LockBits for Performance)
Bitmap^ ZoomSDKManager::ConvertYUVToBitmap(char* yBuffer, char* uBuffer, char* vBuffer,
int width, int height, ...) {
Bitmap^ bitmap = gcnew Bitmap(width, height, PixelFormat::Format24bppRgb);
// Lock for direct memory access (100x faster than SetPixel)
BitmapData^ data = bitmap->LockBits(rect, ImageLockMode::WriteOnly, ...);
unsigned char* rgbPtr = (unsigned char*)data->Scan0.ToPointer();
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
// YUV420 → RGB (ITU-R BT.601)
int Y = yBuffer[y * yStride + x];
int U = uBuffer[(y/2) * uStride + (x/2)];
int V = vBuffer[(y/2) * vStride + (x/2)];
int R = (298 * (Y-16) + 409 * (V-128) + 128) >> 8;
int G = (298 * (Y-16) - 100 * (U-128) - 208 * (V-128) + 128) >> 8;
int B = (298 * (Y-16) + 516 * (U-128) + 128) >> 8;
// Write BGR (bitmap format)
rgbPtr[y * stride + x * 3 + 0] = (byte)B;
rgbPtr[y * stride + x * 3 + 1] = (byte)G;
rgbPtr[y * stride + x * 3 + 2] = (byte)R;
}
}
bitmap->UnlockBits(data);
return bitmap;
}4. C# Consumer (WinForms)
// MainForm.cs
public partial class MainForm : Form {
private ZoomSDKInterop _zoomSDK;
public MainForm() {
InitializeComponent();
InitializeZoomSDK();
}
private void InitializeZoomSDK() {
_zoomSDK = new ZoomSDKInterop();
// Subscribe to events
_zoomSDK.SessionJoined += OnSessionJoined;
_zoomSDK.PreviewVideoReceived += OnPreviewVideo;
_zoomSDK.RemoteVideoReceived += OnRemoteVideo;
_zoomSDK.Initialize();
}
private void OnPreviewVideo(object sender, VideoFrameEventArgs e) {
// Must marshal to UI thread
if (InvokeRequired) {
BeginInvoke(new Action(() => OnPreviewVideo(sender, e)));
return;
}
// Display bitmap in PictureBox
_selfVideoPanel.Image?.Dispose();
_selfVideoPanel.Image = e.Frame;
}
}WinForms Flow Summary
C# Layer:
1. new ZoomSDKInterop() → creates C++/CLI ZoomSDKManager
2. Subscribe to events (SessionJoined, PreviewVideoReceived, etc.)
3. _zoomSDK.Initialize() → SDK init
4. _zoomSDK.JoinSession(...) → join
5. _zoomSDK.StartVideo() → start camera + preview
C++/CLI Layer:
1. Creates native SDK via CreateZoomVideoSDKObj()
2. Creates VideoPreviewHandler with gcroot<ZoomSDKManager^>
3. Starts Raw Data Pipe subscription
4. onRawDataFrameReceived → YUV→RGB → fires PreviewVideoReceived event
C# Layer (UI Thread):
1. OnPreviewVideo receives Bitmap
2. Checks InvokeRequired for thread safety
3. Sets PictureBox.Image = bitmapSample Location
C:\tempsdk\videosdk-windows-dotnet-desktop-framework-quickstart\
├── ZoomVideoSDK.Wrapper\ # C++/CLI Bridge
│ ├── ZoomSDKManager.h # Managed class definition
│ └── ZoomSDKManager.cpp # Native ↔ Managed bridge
│
└── ZoomVideoSDK.WinForms\ # C# WinForms App
├── ZoomSDKInterop.cs # High-level C# wrapper
├── MainForm.cs # UI + event handlers
└── Program.cs # Entry pointOption 3: WPF (C# + C++/CLI Wrapper)
Same C++/CLI wrapper as WinForms, but with additional WPF-specific handling.
Architecture
┌─────────────────┐ ┌─────────────────┐ ┌─────────────────┐ ┌─────────────────┐
│ C# WPF │────►│ C# Interop │────►│ C++/CLI Wrapper│────►│ Native C++ SDK │
│ (MainWindow) │◄────│ (ZoomSDKInterop)│◄────│ (ZoomSDKManager)│◄────│ (videosdk.dll) │
└─────────────────┘ └─────────────────┘ └─────────────────┘ └─────────────────┘
BitmapSource Bitmap→BitmapSource gcroot<T^> Callbacks
Dispatcher Conversion YUV→RGB YUVRawDataI420Key Differences from WinForms
| Aspect | WinForms | WPF |
|---|---|---|
| Video Type | System.Drawing.Bitmap | System.Windows.Media.Imaging.BitmapSource |
| UI Thread | InvokeRequired + BeginInvoke | Dispatcher.CheckAccess() + Dispatcher.BeginInvoke |
| Image Control | PictureBox.Image | Image.Source |
| Extra Step | None | Bitmap → BitmapSource conversion |
Key Patterns
1. WPF-Specific Event Args
// WPF uses BitmapSource instead of Bitmap
public class VideoFrameEventArgs : EventArgs {
public BitmapSource Frame { get; set; } // WPF type
public string UserId { get; set; }
}2. Bitmap → BitmapSource Conversion
// ZoomSDKInterop.cs (WPF version)
private BitmapSource ConvertBitmapToBitmapSource(Bitmap bitmap) {
if (bitmap == null) return null;
using (var memory = new MemoryStream()) {
bitmap.Save(memory, System.Drawing.Imaging.ImageFormat.Png);
memory.Position = 0;
var bitmapImage = new BitmapImage();
bitmapImage.BeginInit();
bitmapImage.StreamSource = memory;
bitmapImage.CacheOption = BitmapCacheOption.OnLoad;
bitmapImage.EndInit();
bitmapImage.Freeze(); // Make thread-safe for WPF
return bitmapImage;
}
}
// Event handler bridges C++/CLI Bitmap to WPF BitmapSource
_sdkManager.PreviewVideoReceived += (sender, e) => {
var wpfFrame = ConvertBitmapToBitmapSource(e.Frame);
PreviewVideoReceived?.Invoke(this, new VideoFrameEventArgs(wpfFrame, "self"));
};3. WPF Dispatcher for UI Thread
// MainWindow.xaml.cs
private void OnPreviewVideoReceived(object sender, VideoFrameEventArgs e) {
// WPF uses Dispatcher instead of InvokeRequired
if (!Dispatcher.CheckAccess()) {
Dispatcher.BeginInvoke(new Action<object, VideoFrameEventArgs>(OnPreviewVideoReceived), sender, e);
return;
}
// Frame throttling (~30fps)
if (DateTime.Now - _lastPreviewVideoUpdate < _videoUpdateInterval) return;
_lastPreviewVideoUpdate = DateTime.Now;
if (e.Frame != null) {
SelfVideoImage.Source = e.Frame; // WPF Image control
}
}4. Alternative: WriteableBitmap (Higher Performance)
For better performance, you can write directly to WriteableBitmap:
private BitmapSource CreateErrorBitmapSource(int width, int height, string message) {
var writeableBitmap = new WriteableBitmap(width, height, 96, 96, PixelFormats.Bgr24, null);
writeableBitmap.Lock();
unsafe {
byte* backBuffer = (byte*)writeableBitmap.BackBuffer;
int stride = writeableBitmap.BackBufferStride;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
byte* pixel = backBuffer + y * stride + x * 3;
pixel[0] = 0; // Blue
pixel[1] = 0; // Green
pixel[2] = 255; // Red
}
}
}
writeableBitmap.AddDirtyRect(new Int32Rect(0, 0, width, height));
writeableBitmap.Unlock();
writeableBitmap.Freeze(); // Thread-safe
return writeableBitmap;
}WPF Flow Summary
Same as WinForms, with these differences:
C# WPF Interop Layer:
1. Receives Bitmap from C++/CLI wrapper
2. Converts Bitmap → BitmapSource (PNG stream or WriteableBitmap)
3. Calls Freeze() to make cross-thread safe
4. Fires WPF-compatible event
MainWindow (UI Thread):
1. OnPreviewVideoReceived receives BitmapSource
2. Checks Dispatcher.CheckAccess() for thread safety
3. Sets Image.Source = bitmapSourceSample Location
C:\tempsdk\videosdk-windows-dotnet-desktop-framework-quickstart\
├── ZoomVideoSDK.Wrapper\ # C++/CLI Bridge (shared with WinForms)
│ ├── ZoomSDKManager.h
│ └── ZoomSDKManager.cpp
│
└── ZoomVideoSDK.WPF\ # C# WPF App
├── ZoomSDKInterop.cs # WPF-specific interop (BitmapSource)
├── MainWindow.xaml # XAML layout
├── MainWindow.xaml.cs # Code-behind with Dispatcher
└── App.xaml # Application entryDecision Matrix
| If you need... | Use | Why |
|---|---|---|
| Best performance | Win32 | Canvas API, SDK renders directly |
| C++ codebase | Win32 | No interop overhead |
| Existing WinForms app | WinForms + C++/CLI | Natural integration |
| Modern .NET UI | WPF + C++/CLI | XAML, data binding |
| Cross-platform .NET | Consider Avalonia | WPF-like but cross-platform |
C++/CLI Wrapper Patterns (For .NET Integration)
This section teaches general C++/CLI wrapping patterns applicable to ANY native C++ library.
When to Use C++/CLI
| Scenario | Solution |
|---|---|
| Native C++ library → C# app | C++/CLI wrapper (this guide) |
| C library → C# app | P/Invoke (simpler, no wrapper needed) |
| COM library → C# app | COM Interop |
| .NET library → C++ app | Reverse P/Invoke or COM |
Project Setup
Create C++/CLI Class Library:
Visual Studio → New Project → "CLR Class Library (.NET Framework)"
Or add
/clrto existing C++ project
Project Properties:
Configuration Properties → General: - Common Language Runtime Support: /clr - .NET Target Framework: v4.8 C/C++ → General: - Additional Include Directories: path\to\native\sdk\include Linker → General: - Additional Library Directories: path\to\native\sdk\lib Linker → Input: - Additional Dependencies: native_sdk.libFile Structure:
MyWrapper/ ├── MyWrapper.h # Managed ref class definition ├── MyWrapper.cpp # Implementation ├── NativeCallbacks.h # Native callback classes with gcroot └── Stdafx.h # Precompiled header
Pattern 1: Basic Wrapper Structure
Goal: Expose native C++ class to C#
// MyWrapper.h (C++/CLI)
#pragma once
#include <msclr\marshal_cppstd.h> // For string conversion
using namespace System;
using namespace System::Runtime::InteropServices;
namespace MyLibraryWrapper {
// Forward declare native types (hide from C#)
class NativeClass; // Don't #include native headers here!
public ref class ManagedWrapper {
private:
NativeClass* m_pNative; // Raw pointer to native object
bool m_disposed;
public:
ManagedWrapper();
~ManagedWrapper(); // Destructor (IDisposable.Dispose)
!ManagedWrapper(); // Finalizer (destructor fallback)
// Managed methods that wrap native calls
bool Initialize();
void DoSomething(String^ param);
String^ GetResult();
};
}// MyWrapper.cpp
#include "stdafx.h"
#include "MyWrapper.h"
#include "native_sdk.h" // Include native headers in .cpp only!
namespace MyLibraryWrapper {
ManagedWrapper::ManagedWrapper() : m_pNative(nullptr), m_disposed(false) {
m_pNative = new NativeClass();
}
ManagedWrapper::~ManagedWrapper() {
this->!ManagedWrapper(); // Call finalizer
m_disposed = true;
}
ManagedWrapper::!ManagedWrapper() {
if (m_pNative) {
delete m_pNative;
m_pNative = nullptr;
}
}
bool ManagedWrapper::Initialize() {
if (!m_pNative) return false;
return m_pNative->init() == 0; // Native returns 0 for success
}
void ManagedWrapper::DoSomething(String^ param) {
if (!m_pNative) return;
// Convert managed String^ to native std::wstring
std::wstring nativeParam = msclr::interop::marshal_as<std::wstring>(param);
m_pNative->doSomething(nativeParam.c_str());
}
String^ ManagedWrapper::GetResult() {
if (!m_pNative) return nullptr;
// Convert native wchar_t* to managed String^
const wchar_t* result = m_pNative->getResult();
return result ? gcnew String(result) : nullptr;
}
}Pattern 2: Opaque void* Pointers
Goal: Hide native types from managed headers (prevents header dependency leaks)
// In .h file - use void* to hide native types
private:
void* m_pNativeSDK; // Actually INativeSDK*
void* m_pNativeSession; // Actually INativeSession*
// In .cpp file - cast back to real types
bool ManagedWrapper::JoinSession() {
INativeSDK* sdk = static_cast<INativeSDK*>(m_pNativeSDK);
INativeSession* session = sdk->joinSession(...);
m_pNativeSession = static_cast<void*>(session);
return session != nullptr;
}Why: Native SDK headers often have complex dependencies. Using void* means you only need to #include native headers in the .cpp file, not the .h file. This prevents compile errors in consuming C# projects.
Pattern 3: gcroot<T^> for Native→Managed Callbacks
Goal: Native code needs to call back into managed code
// NativeCallbacks.h
#pragma once
#include <vcclr.h> // For gcroot
// Forward declare the managed class
namespace MyLibraryWrapper { ref class ManagedWrapper; }
// Native class that implements SDK callback interface
class NativeEventHandler : public INativeEventListener {
private:
gcroot<MyLibraryWrapper::ManagedWrapper^> m_managed; // GC-safe ref
public:
NativeEventHandler(MyLibraryWrapper::ManagedWrapper^ wrapper)
: m_managed(wrapper) {}
// Native callback (called by SDK on background thread)
void onEvent(int eventCode, const wchar_t* message) override {
// Get managed reference (prevents GC during callback)
MyLibraryWrapper::ManagedWrapper^ wrapper = m_managed;
if (wrapper) {
wrapper->FireManagedEvent(eventCode, gcnew String(message));
}
}
void onDataReceived(const unsigned char* data, int length) override {
MyLibraryWrapper::ManagedWrapper^ wrapper = m_managed;
if (wrapper) {
// Copy native data to managed array
array<Byte>^ managedData = gcnew array<Byte>(length);
Marshal::Copy(IntPtr((void*)data), managedData, 0, length);
wrapper->FireDataEvent(managedData);
}
}
};// In ManagedWrapper.h - add events
public ref class ManagedWrapper {
public:
// Managed events for C# consumption
event EventHandler<EventArgs^>^ SomethingHappened;
event EventHandler<DataEventArgs^>^ DataReceived;
internal:
// Called by native callback handler
void FireManagedEvent(int code, String^ message);
void FireDataEvent(array<Byte>^ data);
};Critical: gcroot<T^> prevents the .NET garbage collector from moving/collecting the managed object while native code holds a reference. Without it, callbacks will crash.
Pattern 4: Destructor + Finalizer (IDisposable)
Goal: Guarantee native resource cleanup
public ref class ManagedWrapper {
private:
NativeClass* m_pNative;
NativeEventHandler* m_pHandler; // Must also be cleaned up
bool m_disposed;
public:
// Destructor - called by Dispose() or 'using' statement
~ManagedWrapper() {
if (!m_disposed) {
this->!ManagedWrapper(); // Call finalizer logic
m_disposed = true;
GC::SuppressFinalize(this); // No need for finalizer now
}
}
// Finalizer - called by GC if Dispose wasn't called
!ManagedWrapper() {
// Clean up in reverse order of creation
if (m_pHandler) {
delete m_pHandler;
m_pHandler = nullptr;
}
if (m_pNative) {
m_pNative->shutdown(); // SDK cleanup
delete m_pNative;
m_pNative = nullptr;
}
}
};C# Usage:
// Option 1: Explicit dispose
var wrapper = new ManagedWrapper();
try {
wrapper.Initialize();
// use wrapper...
} finally {
wrapper.Dispose(); // Calls ~ManagedWrapper()
}
// Option 2: using statement (preferred)
using (var wrapper = new ManagedWrapper()) {
wrapper.Initialize();
// use wrapper...
} // Dispose() called automaticallyPattern 5: String Conversion
Goal: Convert between managed String^ and native strings
#include <msclr\marshal_cppstd.h>
// Managed String^ → Native std::wstring
void SetName(String^ name) {
std::wstring nativeName = msclr::interop::marshal_as<std::wstring>(name);
m_pNative->setName(nativeName.c_str());
}
// Managed String^ → Native std::string (UTF-8)
void SetNameUtf8(String^ name) {
std::string nativeName = msclr::interop::marshal_as<std::string>(name);
m_pNative->setNameUtf8(nativeName.c_str());
}
// Native wchar_t* → Managed String^
String^ GetName() {
const wchar_t* name = m_pNative->getName();
return name ? gcnew String(name) : nullptr;
}
// Native char* (UTF-8) → Managed String^
String^ GetNameUtf8() {
const char* name = m_pNative->getNameUtf8();
return name ? gcnew String(name, 0, strlen(name), System::Text::Encoding::UTF8) : nullptr;
}Pattern 6: Array/Buffer Conversion
Goal: Pass binary data between managed and native code
// Managed array → Native buffer
void SendData(array<Byte>^ data) {
if (data == nullptr || data->Length == 0) return;
// Pin the managed array (prevents GC from moving it)
pin_ptr<Byte> pinned = &data[0];
unsigned char* nativePtr = pinned;
m_pNative->sendData(nativePtr, data->Length);
}
// pinned automatically unpins when out of scope
// Native buffer → Managed array
array<Byte>^ ReceiveData() {
unsigned char* buffer = nullptr;
int length = 0;
m_pNative->receiveData(&buffer, &length);
if (!buffer || length <= 0) return nullptr;
array<Byte>^ result = gcnew array<Byte>(length);
Marshal::Copy(IntPtr(buffer), result, 0, length);
m_pNative->freeBuffer(buffer); // SDK may require this
return result;
}Pattern 7: Thread Marshaling (Native Thread → UI Thread)
Goal: Fire events safely when native callbacks occur on background threads
// In native callback handler
void NativeEventHandler::onVideoFrame(YUVData* frame) {
ManagedWrapper^ wrapper = m_managed;
if (wrapper) {
// Convert frame to managed Bitmap (still on native thread)
Bitmap^ bitmap = wrapper->ConvertYUVToBitmap(frame);
// Fire event - consumer must marshal to UI thread
wrapper->FireVideoFrameEvent(bitmap);
}
}C# Consumer (WinForms):
wrapper.VideoFrameReceived += (sender, e) => {
if (InvokeRequired) {
BeginInvoke(new Action(() => pictureBox.Image = e.Frame));
} else {
pictureBox.Image = e.Frame;
}
};C# Consumer (WPF):
wrapper.VideoFrameReceived += (sender, e) => {
if (!Dispatcher.CheckAccess()) {
Dispatcher.BeginInvoke(new Action(() => image.Source = e.Frame));
} else {
image.Source = e.Frame;
}
};Pattern 8: LockBits for Fast Image Manipulation
Goal: Convert image formats efficiently (e.g., YUV→RGB)
Bitmap^ ConvertYUVToBitmap(unsigned char* yuvData, int width, int height) {
Bitmap^ bitmap = gcnew Bitmap(width, height, PixelFormat::Format24bppRgb);
// Lock bitmap memory for direct access (100x faster than SetPixel)
Rectangle rect(0, 0, width, height);
BitmapData^ data = bitmap->LockBits(rect, ImageLockMode::WriteOnly,
PixelFormat::Format24bppRgb);
unsigned char* rgbPtr = (unsigned char*)data->Scan0.ToPointer();
int stride = data->Stride; // May include padding!
// YUV420 to RGB conversion
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
int yIndex = y * width + x;
int uvIndex = (y / 2) * (width / 2) + (x / 2);
int Y = yuvData[yIndex];
int U = yuvData[width * height + uvIndex];
int V = yuvData[width * height + (width/2)*(height/2) + uvIndex];
// BT.601 conversion
int C = Y - 16, D = U - 128, E = V - 128;
int R = (298*C + 409*E + 128) >> 8;
int G = (298*C - 100*D - 208*E + 128) >> 8;
int B = (298*C + 516*D + 128) >> 8;
// Clamp and write BGR (bitmap format)
unsigned char* pixel = rgbPtr + y * stride + x * 3;
pixel[0] = (B < 0) ? 0 : (B > 255) ? 255 : B;
pixel[1] = (G < 0) ? 0 : (G > 255) ? 255 : G;
pixel[2] = (R < 0) ? 0 : (R > 255) ? 255 : R;
}
}
bitmap->UnlockBits(data);
return bitmap;
}Complete Wrapper Checklist
When wrapping ANY native C++ library:
[ ] Project: C++/CLI Class Library with /clr enabled
[ ] Headers: Native includes in .cpp only, void* in .h
[ ] Lifecycle: Destructor (~) + Finalizer (!) pattern
[ ] Callbacks: gcroot<T^> in native handler classes
[ ] Strings: marshal_as<std::wstring> or gcnew String()
[ ] Arrays: pin_ptr for managed→native, Marshal::Copy for native→managed
[ ] Threading: Document which thread callbacks fire on
[ ] Cleanup: Delete native objects in reverse order of creation
[ ] Events: C# events for callbacks, document threading requirementsCommon Wrapper Errors
| Error | Cause | Fix |
|---|---|---|
LNK2020: unresolved token | Missing native .lib | Add to Linker → Input → Additional Dependencies |
C3767: candidate function not accessible | Exposing native types in public API | Use void* or wrap in managed class |
AccessViolationException in callback | GC moved managed object | Use gcroot<T^> in native handler |
ObjectDisposedException | Using wrapper after Dispose | Check m_disposed flag |
BadImageFormatException | x86/x64 mismatch | Match Platform Target to native SDK |
Production Quality Review
This section provides a detailed assessment of each sample against production standards.
Overall Assessment Summary
| Sample | Quality | Issues | Production Ready |
|---|---|---|---|
| Win32 | Good | 4 minor | Yes (with fixes) |
| C++/CLI Wrapper | Good | 4 minor | Yes (with fixes) |
| WinForms | Good | 3 minor | Yes (with fixes) |
| WPF | Good | 4 minor | Yes (with fixes) |
Win32 Sample (ZoomVideoSDK.Win32)
What's Good
| Check | Status | Notes |
|---|---|---|
| All 80+ delegate callbacks | ✅ | Lines 17-358 in ZoomSDKManager.cpp |
| Null checks on SDK pointers | ✅ | Consistent throughout |
| Exception handling | ✅ | try/catch blocks on all SDK calls |
| Cleanup sequence | ✅ | leave → removeListener → cleanup → destroy |
| Canvas API usage | ✅ | startVideoCanvasPreview, subscribeWithView |
| Device enumeration | ✅ | Proper SDK interfaces |
| UTF-8 string conversion | ✅ | WideCharToMultiByte used correctly |
Issues Found
| Severity | Issue | Location | Recommendation |
|---|---|---|---|
| ⚠️ Medium | audioOption.connect = true during join | Line 489 | Set to false, call startAudio() in onSessionJoin callback |
| ⚠️ Low | Global pointer without thread safety | Line 22 main.cpp | Use mutex or make thread-local |
| ⚠️ Low | Arbitrary Sleep(100) after init | Lines 366-367 | Use callback-based readiness check |
| ⚠️ Low | No WM_DESTROY handler | main.cpp | Add cleanup in WM_DESTROY |
Recommended Fix: Audio Connection
// BEFORE (current - problematic)
sessionContext.audioOption.connect = true; // May miss audio callbacks
// AFTER (recommended)
sessionContext.audioOption.connect = false;
// Then in onSessionJoin callback:
void CustomZoomDelegate::onSessionJoin() {
if (m_pManager) {
// Now safe to connect audio
IZoomVideoSDKAudioHelper* audioHelper = m_pManager->GetSDK()->getAudioHelper();
audioHelper->startAudio();
}
}C++/CLI Wrapper (ZoomVideoSDK.Wrapper)
What's Good
| Check | Status | Notes |
|---|---|---|
| gcroot<T^> usage | ✅ | Lines 25, 40-41, 57 - prevents GC collection |
| Finalizer + Destructor pattern | ✅ | Lines 245-254 - proper C++/CLI cleanup |
| LockBits for YUV conversion | ✅ | Lines 831-880 - 100x faster than SetPixel |
| All 80+ delegate callbacks | ✅ | SimpleNativeHandler implements all |
| Error handling | ✅ | Status messages for all operations |
| Video preview cleanup | ✅ | StopVideoPreview cleans up handler |
Issues Found
| Severity | Issue | Location | Recommendation |
|---|---|---|---|
| ⚠️ Medium | audioOption.connect = true | Line 343 | Same fix as Win32 |
| ⚠️ Medium | unSubscribe(nullptr) | Line 987 | Pass actual delegate used for subscription |
| ⚠️ Medium | RemoteVideoHandler memory leak | Line 947 | Store handler, delete in UnsubscribeFromUserVideo |
| ⚠️ Low | Simplified stride calculation | Lines 1162, 1212 | Use data->GetYStride(), GetUStride(), GetVStride() |
Recommended Fix: Handler Memory Leak
// ZoomSDKManager.h - Add member to track handlers
private:
std::map<String^, RemoteVideoHandler*> m_remoteHandlers;
// In SubscribeToUserVideo
RemoteVideoHandler* remoteHandler = new RemoteVideoHandler(this, userId);
m_remoteHandlers[userId] = remoteHandler; // Store for later cleanup
// In UnsubscribeFromUserVideo
if (m_remoteHandlers.ContainsKey(userId)) {
RemoteVideoHandler* handler = m_remoteHandlers[userId];
videoPipe->unSubscribe(handler); // Pass actual handler
delete handler;
m_remoteHandlers.Remove(userId);
}WinForms Sample (ZoomVideoSDK.WinForms)
What's Good
| Check | Status | Notes |
|---|---|---|
| Thread marshaling | ✅ | InvokeRequired + BeginInvoke throughout |
| Frame rate throttling | ✅ | 30fps limit prevents UI overload |
| Bitmap disposal | ✅ | .Image?.Dispose() before assignment |
| Form closing cleanup | ✅ | LeaveSession + Cleanup in OnFormClosing |
| JWT token decoder | ✅ | Proper Base64 URL-safe handling |
| Exception handling | ✅ | All operations wrapped in try/catch |
Issues Found
| Severity | Issue | Location | Recommendation |
|---|---|---|---|
| ⚠️ Medium | Missing IDisposable pattern | ZoomSDKInterop.cs | Add ~ZoomSDKInterop() destructor |
| ⚠️ Low | Null check after Cleanup | Line 468-469 | Add _sdkManager != null check before events |
| ⚠️ Info | Duplicate YUV conversion | Lines 369-443 | Remove - wrapper already handles this |
Recommended Fix: IDisposable
// ZoomSDKInterop.cs
public class ZoomSDKInterop : IDisposable
{
private bool _disposed = false;
~ZoomSDKInterop()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if (!_disposed)
{
if (disposing)
{
Cleanup();
}
_disposed = true;
}
}
}WPF Sample (ZoomVideoSDK.WPF)
What's Good
| Check | Status | Notes |
|---|---|---|
| Dispatcher thread safety | ✅ | CheckAccess() + BeginInvoke |
| BitmapImage.Freeze() | ✅ | Cross-thread safety for WPF |
| Frame rate throttling | ✅ | 30fps limit |
| Window close cleanup | ✅ | LeaveSession + Cleanup in OnClosed |
| BitmapCacheOption.OnLoad | ✅ | Proper stream handling |
Issues Found
| Severity | Issue | Location | Recommendation |
|---|---|---|---|
| ⚠️ Medium | MemoryStream PNG conversion | Lines 384-395 | Use Imaging.CreateBitmapSourceFromHBitmap for speed |
| ⚠️ Medium | Missing IDisposable | ZoomSDKInterop.cs | Same fix as WinForms |
| ⚠️ Low | Duplicate YUV conversion | Lines 406-480 | Remove - wrapper handles this |
| ⚠️ Info | WriteableBitmap error bitmap | Lines 493-527 | No text drawn - consider DrawingContext |
Recommended Fix: Faster Bitmap Conversion
// Faster alternative to MemoryStream PNG encoding
[DllImport("gdi32.dll")]
private static extern bool DeleteObject(IntPtr hObject);
private BitmapSource ConvertBitmapToBitmapSource(Bitmap bitmap)
{
if (bitmap == null) return null;
IntPtr hBitmap = bitmap.GetHbitmap();
try
{
var source = System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(
hBitmap,
IntPtr.Zero,
Int32Rect.Empty,
BitmapSizeOptions.FromEmptyOptions());
source.Freeze();
return source;
}
finally
{
DeleteObject(hBitmap); // Prevent GDI handle leak
}
}Cross-Sample Issues
These issues appear in multiple samples:
1. Audio Connection Timing
Affected: Win32, C++/CLI Wrapper
// Current (all samples)
sessionContext.audioOption.connect = true;
// Recommended per Zoom docs
sessionContext.audioOption.connect = false;
// Then call startAudio() in onSessionJoin callbackWhy: Setting connect = true during join may cause audio to connect before the session is fully established, potentially missing early audio callbacks.
2. Video Subscription Timing
Pattern followed correctly: All samples wait for onUserJoin or onUserVideoStatusChanged before subscribing to video.
3. Resource Cleanup
Pattern followed correctly: All samples implement cleanup in form/window closing handlers.
Production Checklist
Use this checklist before deploying:
[ ] Audio: Set audioOption.connect = false, start in onSessionJoin
[ ] Video: Subscribe only after onUserJoin/onUserVideoStatusChanged
[ ] Memory: Track and cleanup all native handlers
[ ] Threading: Marshal all UI updates to main thread
[ ] Disposal: Implement IDisposable with destructor/finalizer
[ ] Frame Rate: Throttle video at 30fps to prevent UI lock
[ ] Error Handling: Try/catch all SDK calls
[ ] Cleanup: LeaveSession before Cleanup on app closeRelated Documentation
Sample Locations
All samples are in:
C:\tempsdk\videosdk-windows-dotnet-desktop-framework-quickstart\
├── ZoomVideoSDK.Win32\ # Native Win32 + Canvas API
├── ZoomVideoSDK.Wrapper\ # C++/CLI Bridge (shared)
├── ZoomVideoSDK.WinForms\ # C# WinForms + Raw Data
└── ZoomVideoSDK.WPF\ # C# WPF + BitmapSourceRequirements and compatibility
Written for: OpenAI Codex
Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta
“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.
Security
No issues found by our static scan· No issues found
A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.
Attribution and licence
- Created by
- Zoom
- Publisher
- OpenAI (Official)
- Distributed by
- OpenAI
- Source
- openai/plugins · plugins/zoom/skills/video-sdk/windows · commit d420d13
- Licence
- MIT License (redistribution allowed)
- LICENSE (added by AutoGineer from plugins/zoom/LICENSE)
- ATTRIBUTION.md (written by AutoGineer)
- Synced
AutoGineer is not affiliated with or endorsed by Zoom or OpenAI.
Download ZIP
The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download zoom-video-sdk-windows.zip