feat(client/windows): settings parity with the Apple client's revamp

Adopt the Apple client's 2026-07 settings structure so the two desktop
clients read the same way. Category map is now theirs verbatim -- General
(session/app behavior), Display (everything about the picture), Input,
Audio, Controllers, About -- which moves four things: statistics and the
game-library toggle out of Video/About into General, controllers out of
Input into their own category, and the codec/bitrate/HDR/decoder controls
out of the old Windows-only "Video" tab into Display, where Apple keeps
them. Sub-section headers (Resolution / Quality / Decoding / Host output)
mirror their Sections, as do the two "applies from the next session"
footers.

Every field now carries its explanation directly under it instead of only
in a hover tooltip -- the same move Apple made, for the same reason. The
old comment here argued against prose in the card because a paragraph
ABOVE a control reads as its label; that holds, so the caption goes below,
which is what Apple does and what Windows Settings itself does. Wording is
shared verbatim wherever a setting means the same thing on both platforms.
Where behavior differs the text stays Windows-specific -- notably the
forwarded-controller picker, where Apple forwards one pad as player 1 and
this client forwards every controller as its own player.

Two fixes fell out of the sweep: the decoder picker never offered D3D11VA
even though the chain accepts it (and 40030e90 made it Intel's default), and
settings opened on Display rather than the first sidebar item.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-19 16:30:55 +02:00
parent 1ef0229bd9
commit 72583b272e
2 changed files with 254 additions and 124 deletions
+2 -1
View File
@@ -241,7 +241,8 @@ fn root(cx: &mut RenderCx, ctx: &Arc<AppCtx>) -> Element {
// reactor backend, so only a root `AsyncSetState` reliably re-renders the page.
let (hover, set_hover) = cx.use_async_state(Option::<String>::None);
// Which Settings section the NavigationView shows (persists across visits this run).
let (settings_nav, set_settings_nav) = cx.use_async_state("display".to_string());
// Opens on General — the first sidebar item, matching the Apple client's landing category.
let (settings_nav, set_settings_nav) = cx.use_async_state("general".to_string());
// Connected-controller count, mirrored from the gamepad service by a poll thread
// (thread-driven state must be root state — see the module docs). Drives the hosts
// page's "Open console UI" hint; the compare in `call` makes the steady state free.
+252 -123
View File
@@ -1,5 +1,15 @@
//! The settings screen. Every control writes straight back to the persisted [`Settings`]
//! (there is no Apply step), via the small [`setting_combo`]/[`setting_toggle`] builders.
//!
//! **Structure mirrors the Apple client's 2026-07 settings revamp** (its
//! `SettingsCategory` + `SettingsView+Sections.swift`), so the two desktop clients read the
//! same way: General = session/app behavior, Display = everything about the picture,
//! Input = touch/keyboard/mouse, Audio, Controllers, About. Each field carries its
//! explanation DIRECTLY under it ([`described`]) rather than only on hover — the same move
//! Apple made, for the same reason (guidance nobody hovers for is guidance nobody reads).
//! Wording is shared verbatim wherever the setting means the same thing on both platforms;
//! where the BEHAVIOR differs the text is deliberately Windows-specific (the forwarded-
//! controller picker especially: Apple forwards one pad, this client forwards them all).
use super::style::*;
use super::{AppCtx, Screen};
@@ -38,7 +48,8 @@ fn render_scale_label(scale: f64) -> String {
// Automatic — which is exactly how the session's decoder chain reads that value.
const DECODERS: &[(&str, &str)] = &[
("auto", "Automatic (GPU, fall back to CPU)"),
("vulkan", "Hardware (GPU / Vulkan Video)"),
("vulkan", "Hardware (Vulkan Video)"),
("d3d11va", "Hardware (Direct3D 11 / DXVA)"),
("software", "Software (CPU)"),
];
/// Audio channel presets: `(channel count, display label)`. The host clamps to what it can
@@ -137,11 +148,45 @@ fn setting_toggle(
})
}
/// A settings card: just the controls. No heading (the section title is the NavigationView
/// header) and no description paragraph — per-control guidance is a `.tooltip(...)` on the
/// control itself (a paragraph in the card reads as the first control's label).
fn settings_card(controls: Vec<Element>) -> Element {
card(vstack(controls).spacing(10.0)).into()
/// One field: the control with its explanation directly underneath (Apple's `described`).
///
/// The caption goes BELOW the control on purpose. An earlier revision put guidance only in
/// hover tooltips because a paragraph *above* a control reads as that control's label — true,
/// but a caption under it reads as a caption, which is how every Windows Settings page and
/// the Apple client both do it. Width-capped for the same reason Apple caps at 360pt: a
/// full-width caption runs into the control column and the whole cell reads as one block.
fn described(control: impl Into<Element>, caption: &str) -> Element {
vstack((
control.into(),
text_block(caption)
.font_size(12.0)
.foreground(ThemeRef::SecondaryText)
.wrap()
.max_width(420.0),
))
.spacing(5.0)
.into()
}
/// One settings group: an optional sub-section label, a card of fields, and an optional
/// form-level note under it (Apple's Section header/footer). Groups stack down the page.
fn group(header: Option<&str>, fields: Vec<Element>, footer: Option<&str>) -> Vec<Element> {
let mut out = Vec::with_capacity(3);
if let Some(h) = header {
out.push(section(h));
}
out.push(card(vstack(fields).spacing(14.0)).into());
if let Some(f) = footer {
out.push(
text_block(f)
.font_size(12.0)
.foreground(ThemeRef::SecondaryText)
.wrap()
.margin(edges(2.0, 6.0, 0.0, 0.0))
.into(),
);
}
out
}
/// The settings screen: a stock WinUI `NavigationView` (the Windows-Settings sidebar pattern) —
@@ -186,12 +231,7 @@ pub(crate) fn settings_page(
let res_combo = setting_combo(ctx, "Resolution", res_names, res_i, |s, i| {
s.match_window = i == 1;
(s.width, s.height) = if i <= 1 { (0, 0) } else { RESOLUTIONS[i - 1] };
})
.tooltip(
"The host creates a virtual display at exactly this size. \u{201C}Native display\u{201D} \
resolves to the monitor this window is on at connect; \u{201C}Match window\u{201D} \
follows the stream window, including mid-stream resizes.",
);
});
let (hz_names, hz_i) = {
let names: Vec<String> = REFRESH
.iter()
@@ -208,8 +248,7 @@ pub(crate) fn settings_page(
};
let hz_combo = setting_combo(ctx, "Refresh rate", hz_names, hz_i, |s, i| {
s.refresh_hz = REFRESH[i];
})
.tooltip("\u{201C}Native\u{201D} resolves to this display's refresh rate at connect.");
});
let (scale_names, scale_i) = {
let names: Vec<String> = RENDER_SCALES
.iter()
@@ -223,36 +262,23 @@ pub(crate) fn settings_page(
};
let scale_combo = setting_combo(ctx, "Render scale", scale_names, scale_i, |s, i| {
s.render_scale = RENDER_SCALES[i];
})
.tooltip(
"Supersample for sharpness (above 1\u{00D7}, more bandwidth and decode) or render below \
native (below 1\u{00D7}) for a lighter host \u{2014} this device resamples to the window.",
);
});
let (comp_names, comp_i) = presets(COMPOSITORS, |v| *v == s.compositor);
let comp_combo = setting_combo(ctx, "Host compositor", comp_names, comp_i, |s, i| {
s.compositor = COMPOSITORS[i].0.to_string();
})
.tooltip(
"Linux hosts only, and advisory \u{2014} the host falls back to auto-detect when the \
choice is unavailable.",
);
});
let fullscreen_toggle = setting_toggle(
ctx,
"Start streams fullscreen",
s.fullscreen_on_stream,
|s, on| s.fullscreen_on_stream = on,
)
.tooltip("The stream window opens fullscreen; F11 or Alt+Enter switches back live.");
);
// --- Video -----------------------------------------------------------------------------
let (dec_names, dec_i) = presets(DECODERS, |v| *v == s.decoder);
let decoder_combo = setting_combo(ctx, "Video decoder", dec_names, dec_i, |s, i| {
s.decoder = DECODERS[i].0.to_string();
})
.tooltip(
"Hardware decode (Vulkan Video) is far lighter than software \u{2014} keep it on \
Automatic unless debugging.",
);
});
// GPU picker, only on a multi-GPU box (hybrid laptop, eGPU): which adapter decodes + presents.
// Stored as the adapter description; empty = automatic (the window's monitor's adapter).
let gpus = crate::gpu::adapter_names();
@@ -271,18 +297,11 @@ pub(crate) fn settings_page(
gpus[i - 1].clone()
};
})
.tooltip(
"Which adapter decodes and presents the stream. Applies to the next stream; \
Automatic uses the GPU driving this window's display.",
)
});
let (codec_names, codec_i) = presets(CODECS, |v| *v == s.codec);
let codec_combo = setting_combo(ctx, "Video codec", codec_names, codec_i, |s, i| {
s.codec = CODECS[i].0.to_string();
})
.tooltip(
"A soft preference \u{2014} the host falls back to the best codec both sides support. PyroWave is the low-latency wavelet codec for a WIRED link: it trades bitrate (hundreds of Mb/s) for near-zero decode time, so it needs gigabit Ethernet.",
);
});
// Free-form Mb/s (0 = host default) instead of presets, so a speed-test recommendation
// round-trips exactly.
let bitrate_box = {
@@ -295,18 +314,10 @@ pub(crate) fn settings_page(
s.bitrate_kbps = (v.clamp(0.0, 3000.0) * 1000.0) as u32;
s.save();
})
.tooltip(
"0 lets the host decide. Run a per-host speed test from the host list for a \
recommendation.",
)
};
let hdr_toggle = setting_toggle(ctx, "HDR (10-bit, BT.2020 PQ)", s.hdr_enabled, |s, on| {
s.hdr_enabled = on
})
.tooltip(
"Advertise 10-bit HDR10 so the host upgrades HDR content. Needs a display in HDR mode; \
SDR content is unaffected.",
);
});
// --- Input -----------------------------------------------------------------------------
// Controller forwarding: Automatic forwards EVERY real controller, each as its own pad;
@@ -351,60 +362,40 @@ pub(crate) fn settings_page(
s.forward_pad = key.unwrap_or_default();
s.save();
})
.tooltip(
"Every connected controller is forwarded, each as its own player. Pick one \
to force single-player \u{2014} only it reaches the host.",
)
};
let (pad_names, pad_i) = presets(GAMEPADS, |v| {
GamepadPref::from_name(v) == GamepadPref::from_name(&s.gamepad)
});
let pad_combo = setting_combo(ctx, "Gamepad type", pad_names, pad_i, |s, i| {
s.gamepad = GAMEPADS[i].0.to_string();
})
.tooltip(
"The virtual pad the host creates. \u{201C}Automatic\u{201D} matches your physical \
controller.",
);
});
let (touch_names, touch_i) = presets(TOUCH_MODES, |v| *v == s.touch_mode);
let touch_combo = setting_combo(ctx, "Touch input", touch_names, touch_i, |s, i| {
s.touch_mode = TOUCH_MODES[i].0.to_string();
})
.tooltip(
"How a touchscreen drives the host: Trackpad nudges a cursor (tap to click), Direct \
pointer jumps to your finger, Touch passthrough sends real touches.",
);
});
let shortcuts_toggle = setting_toggle(
ctx,
"Capture system shortcuts (Alt+Tab, Win, \u{2026})",
s.inhibit_shortcuts,
|s, on| s.inhibit_shortcuts = on,
)
.tooltip("Off: Alt+Tab, Win & co. act on this machine while the stream input is captured.");
);
// --- Audio -----------------------------------------------------------------------------
let (ac_names, ac_i) = presets(AUDIO_CHANNELS, |v| *v == s.audio_channels);
let channels_combo = setting_combo(ctx, "Audio channels", ac_names, ac_i, |s, i| {
s.audio_channels = AUDIO_CHANNELS[i].0;
})
.tooltip("The host downmixes if its output has fewer channels.");
});
let mic_toggle = setting_toggle(
ctx,
"Stream microphone to the host",
s.mic_enabled,
|s, on| s.mic_enabled = on,
)
.tooltip("Sends the default microphone to the host's virtual mic source.");
);
let (hud_names, hud_i) = presets(STATS_TIERS, |v| *v == s.stats_verbosity());
let hud_combo = setting_combo(ctx, "Stats overlay (HUD)", hud_names, hud_i, |s, i| {
s.set_stats_verbosity(STATS_TIERS[i].0);
})
.tooltip(
"How much the in-stream overlay shows: Compact (fps \u{00B7} latency \u{00B7} bitrate \
in one line) \u{2192} Normal \u{2192} Detailed (decode path and per-stage latency). \
Ctrl+Alt+Shift+S cycles the tiers live while streaming.",
);
});
let licenses_button = {
let ss = set_screen.clone();
@@ -415,10 +406,6 @@ pub(crate) fn settings_page(
"Show game library (experimental)",
s.library_enabled,
|s, on| s.library_enabled = on,
)
.tooltip(
"Adds \u{201C}Browse library\u{2026}\u{201D} to paired hosts \u{2014} pick a game and it \
launches in the stream. Mirrors the Apple client's toggle.",
);
// App identity + version at the top of the About card (the WinUI Settings convention; the About
// screen previously showed no version at all). CARGO_PKG_VERSION is the workspace version, baked
@@ -431,70 +418,212 @@ pub(crate) fn settings_page(
))
.spacing(2.0);
// The selected section's content — per-control guidance lives on hover tooltips, so the
// card is just the controls.
let (title, card): (&str, Element) = match section {
"video" => (
"Video",
settings_card({
let mut controls: Vec<Element> = vec![decoder_combo.into()];
if let Some(c) = gpu_combo {
controls.push(c.into());
}
controls.extend([
codec_combo.into(),
bitrate_box.into(),
hdr_toggle.into(),
hud_combo.into(),
]);
controls
}),
),
"input" => (
"Input",
settings_card(vec![
forward_combo.into(),
pad_combo.into(),
touch_combo.into(),
shortcuts_toggle.into(),
]),
// The selected section's content, grouped exactly like the Apple client's categories
// (SettingsCategory + SettingsView+Sections.swift). Each field's explanation sits under
// it; the only form-level notes are the "applies from the next session" footers, matching
// Apple's decision to keep exactly one of those per affected category.
let (title, groups): (&str, Vec<Element>) = match section {
"display" => {
let mut out = group(
Some("Resolution"),
vec![
described(
res_combo,
"The host drives a real virtual output at exactly this size \u{2014} true \
pixels, no scaling. \u{201C}Native display\u{201D} follows the monitor this \
window is on; \u{201C}Match window\u{201D} keeps the picture pixel-exact \
(1:1) through every resize.",
),
described(
hz_combo,
"\u{201C}Native\u{201D} resolves to this display\u{2019}s refresh rate at \
connect.",
),
],
None,
);
out.extend(group(
Some("Quality"),
vec![
described(
scale_combo,
"Above native supersamples for sharpness; below renders lighter on the \
host and the link. This device resamples the result to the window.",
),
described(
bitrate_box,
"0 lets the host decide (its default, clamped to what it supports). A \
host card\u{2019}s context menu has a network speed test.",
),
described(
codec_combo,
"A preference \u{2014} the host falls back if it can\u{2019}t encode it. \
PyroWave is the low-latency wavelet codec for a WIRED link: it trades \
bitrate (hundreds of Mb/s) for near-zero decode time, so it wants \
gigabit Ethernet.",
),
described(
hdr_toggle,
"HDR10, when the host has HDR content and this display supports it. \
HEVC only; otherwise the stream stays SDR.",
),
],
None,
));
out.extend(group(
Some("Decoding"),
{
let mut fields = vec![described(
decoder_combo,
"Automatic picks the hardware path this GPU does best \u{2014} Direct3D \
11 on Intel, Vulkan Video on NVIDIA and AMD \u{2014} and falls back to \
the CPU. Change it only when debugging.",
)];
if let Some(c) = gpu_combo {
fields.push(described(
c,
"Which adapter decodes and presents the stream. Automatic uses the \
GPU driving this window\u{2019}s display.",
));
}
fields
},
None,
));
out.extend(group(
Some("Host output"),
vec![described(
comp_combo,
"The backend the host uses for its virtual output (Linux hosts only). A \
specific choice falls back to auto-detection when that backend \
isn\u{2019}t available.",
)],
// The one form-level note, exactly as on Apple.
Some("Display changes apply from the next session."),
));
("Display", out)
}
"input" => {
let mut out = group(
Some("Touch & pointer"),
vec![described(
touch_combo,
"How a touchscreen drives the host: Trackpad moves the host cursor like a \
laptop trackpad (tap to click), Direct pointer jumps the cursor to wherever \
you touch, Touch passthrough sends real multi-touch through.",
)],
None,
);
out.extend(group(
Some("Keyboard & mouse"),
vec![described(
shortcuts_toggle,
"Alt+Tab, the Windows key and friends reach the host while the stream has \
input captured. Off, they act on this machine instead.",
)],
None,
));
("Input", out)
}
"controllers" => (
"Controllers",
group(
None,
vec![
// NOT Apple's wording: Apple forwards ONE pad as player 1, this client
// forwards every controller as its own player. Same picker, different rule.
described(
forward_combo,
"Every connected controller is forwarded, each as its own player. Pick \
one to force single-player \u{2014} only it reaches the host.",
),
described(
pad_combo,
"The virtual pad created on the host. Automatic matches your controller \
\u{2014} a DualSense keeps adaptive triggers, lightbar, touchpad and \
motion.",
),
],
Some("Applies from the next session."),
),
),
"audio" => (
"Audio",
settings_card(vec![channels_combo.into(), mic_toggle.into()]),
group(
None,
vec![
described(
channels_combo,
"The speaker layout requested from the host. It downmixes if its own \
output has fewer channels.",
),
described(
mic_toggle,
"This device\u{2019}s microphone feeds the host\u{2019}s virtual mic.",
),
],
Some("Applies from the next session."),
),
),
"about" => (
"About",
settings_card(vec![
about_identity.into(),
library_toggle.into(),
licenses_button.into(),
]),
),
_ => (
"Display",
settings_card(vec![
res_combo.into(),
hz_combo.into(),
scale_combo.into(),
fullscreen_toggle.into(),
comp_combo.into(),
]),
group(
None,
vec![about_identity.into(), licenses_button.into()],
None,
),
),
// "general" and anything unrecognized.
_ => {
let mut out = group(
Some("Session"),
vec![described(
fullscreen_toggle,
"Go fullscreen when a session starts; F11 or Alt+Enter switches back live.",
)],
None,
);
out.extend(group(
Some("Statistics"),
vec![described(
hud_combo,
"Live session stats in a corner overlay \u{2014} Compact is a one-line pill, \
Detailed adds the latency stage breakdown. Ctrl+Alt+Shift+S cycles the \
tiers any time.",
)],
None,
));
out.extend(group(
Some("Library"),
vec![described(
library_toggle,
"Adds \u{201C}Browse library\u{2026}\u{201D} to paired hosts \u{2014} list \
their Steam and custom games and launch one directly. No extra host setup.",
)],
None,
));
("General", out)
}
};
// The stock WinUI sidebar (Windows-Settings pattern): pane on the left, the section's card
// as content, the NavigationView's own back arrow returning to the host list. Auto display
// mode collapses the pane on a narrow window, exactly like Windows Settings.
// Category order mirrors the Apple client's sidebar exactly.
let items = vec![
NavViewItem::new("General")
.tag("general")
.icon(Symbol::Setting),
NavViewItem::new("Display")
.tag("display")
.icon(Symbol::FullScreen),
NavViewItem::new("Video").tag("video").icon(Symbol::Video),
NavViewItem::new("Input")
.tag("input")
.icon(Symbol::Keyboard),
NavViewItem::new("Audio").tag("audio").icon(Symbol::Volume),
NavViewItem::new("Controllers")
.tag("controllers")
.icon(Symbol::Play),
NavViewItem::new("About").tag("about").icon(Symbol::Help),
];
// The card is KEYED by section so switching panes REMOUNTS it instead of diffing one
@@ -505,7 +634,7 @@ pub(crate) fn settings_page(
//
// The content column (not the NavigationView — the sidebar must stay put) carries the
// section-switch entrance: fade + slide-up from the root-driven tween.
let content = page_wide(vec![card.with_key(section)])
let content = page(vec![vstack(groups).spacing(10.0).with_key(section).into()])
.opacity(progress)
.margin(edges(0.0, (1.0 - progress) * 22.0, 0.0, 0.0));
NavigationView::new(items, content)