feat(clients/windows): WinUI UX batch - tile hover, Settings NavigationView, modal slide-up
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Bump windows-reactor + windows to a4f7b2cb (from b4129fcc) for the new PointerEntered/PointerExited events; migration is mechanical renames only (SymbolGlyph->Symbol, placeholder->placeholder_text, on_changed-> on_text_changed/on_toggled, on_menu_item_clicked->on_item_clicked, on_ready->on_mounted). New runtime model: reactor lost its build.rs, so the client build.rs stages the WinAppSDK bootstrap via windows-reactor-setup::as_framework_dependent() and main calls windows_reactor::bootstrap() (missing either = 0x80040154 at launch); staged filenames unchanged, so pack-msix and the MSIX manifest are untouched. - Host tiles: WinUI pointer-over fill (ControlFillSecondary) via the new pointer enter/exit events, hover id in root state (backend-wired handlers bypass the reconciler flush, like the flyout clicks). - Settings: stock NavigationView sidebar (Windows-Settings pattern) with Display/Video/Input/Audio/About panes, built-in back arrow, wide content column, and a per-section content slide-up tween. The section card is KEYED by section: an in-place diff across sections re-sets a reused ComboBox's items (clearing WinUI's selection) but skips selected_index when the values compare equal, rendering a blank selection - the key forces a remount. Card titles/descriptions dropped; per-control guidance moved to hover tooltips (ToolTipService). - New "Show the stats overlay (HUD)" setting (show_hud, default on), honored mid-stream via the 400 ms HUD re-render. - Add-host modal: entrance fade + slide-up tween (scrim fades with it). - Self-initiated disconnect (Ctrl+Alt+Shift+D -> Ended(None)) returns to the host list silently instead of raising the error banner. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -95,27 +95,33 @@ fn setting_toggle(
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.header(header)
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.on_content("On")
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.off_content("Off")
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.on_changed(move |v: bool| {
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.on_toggled(move |v: bool| {
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let mut s = ctx.settings.lock().unwrap();
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apply(&mut s, v);
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s.save();
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})
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}
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/// A titled settings card: bold heading, a secondary description, then the controls.
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fn settings_card(title: &str, blurb: &str, controls: Vec<Element>) -> Element {
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let mut children: Vec<Element> = vec![
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text_block(title).font_size(15.0).semibold().into(),
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text_block(blurb)
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.font_size(12.0)
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.foreground(ThemeRef::SecondaryText)
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.into(),
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];
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children.extend(controls);
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card(vstack(children).spacing(10.0)).into()
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/// A settings card: just the controls. No heading (the section title is the NavigationView
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/// header) and no description paragraph — per-control guidance is a `.tooltip(...)` on the
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/// control itself (a paragraph in the card reads as the first control's label).
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fn settings_card(controls: Vec<Element>) -> Element {
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card(vstack(controls).spacing(10.0)).into()
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}
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pub(crate) fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen>) -> Element {
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/// The settings screen: a stock WinUI `NavigationView` (the Windows-Settings sidebar pattern) —
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/// one pane item per section, the section's card as the content, the built-in back arrow
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/// returning to the host list. `section`/`set_section` are the selected pane tag, held in ROOT
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/// state (this page stays hook-free): `on_selection_changed` is wired in the reactor backend, so
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/// only a root `AsyncSetState` reliably re-renders the new section in. `progress` is the
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/// section-switch entrance tween (0 → 1), mapped onto the content column's opacity + offset.
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pub(crate) fn settings_page(
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ctx: &Arc<AppCtx>,
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set_screen: &AsyncSetState<Screen>,
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section: &str,
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set_section: &AsyncSetState<String>,
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progress: f64,
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) -> Element {
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let s = ctx.settings.lock().unwrap().clone();
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// --- Display ---------------------------------------------------------------------------
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@@ -138,7 +144,11 @@ pub(crate) fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen
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};
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let res_combo = setting_combo(ctx, "Resolution", res_names, res_i, |s, i| {
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(s.width, s.height) = RESOLUTIONS[i];
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});
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})
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.tooltip(
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"The host creates a virtual display at exactly this size. \u{201C}Native display\u{201D} \
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resolves to the monitor this window is on at connect.",
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);
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let (hz_names, hz_i) = {
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let names: Vec<String> = REFRESH
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.iter()
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@@ -155,17 +165,26 @@ pub(crate) fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen
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};
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let hz_combo = setting_combo(ctx, "Refresh rate", hz_names, hz_i, |s, i| {
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s.refresh_hz = REFRESH[i];
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});
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})
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.tooltip("\u{201C}Native\u{201D} resolves to this display's refresh rate at connect.");
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let (comp_names, comp_i) = presets(COMPOSITORS, |v| *v == s.compositor);
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let comp_combo = setting_combo(ctx, "Host compositor", comp_names, comp_i, |s, i| {
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s.compositor = COMPOSITORS[i].0.to_string();
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});
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})
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.tooltip(
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"Linux hosts only, and advisory \u{2014} the host falls back to auto-detect when the \
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choice is unavailable.",
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);
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// --- Video -----------------------------------------------------------------------------
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let (dec_names, dec_i) = presets(DECODERS, |v| *v == s.decoder);
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let decoder_combo = setting_combo(ctx, "Video decoder", dec_names, dec_i, |s, i| {
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s.decoder = DECODERS[i].0.to_string();
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});
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})
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.tooltip(
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"Hardware decode (D3D11VA) is far lighter than software \u{2014} keep it on Automatic \
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unless debugging.",
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);
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// GPU picker, only on a multi-GPU box (hybrid laptop, eGPU): which adapter decodes + presents.
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// Stored as the adapter description; empty = automatic (the window's monitor's adapter).
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let gpus = crate::gpu::adapter_names();
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@@ -177,24 +196,25 @@ pub(crate) fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen
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.position(|n| *n == s.adapter)
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.map_or(0, |i| i + 1);
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let gpus = gpus.clone();
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setting_combo(
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ctx,
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"GPU (decode + present, applies to the next stream)",
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names,
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current,
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move |s, i| {
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s.adapter = if i == 0 {
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String::new()
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} else {
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gpus[i - 1].clone()
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};
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},
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setting_combo(ctx, "GPU", names, current, move |s, i| {
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s.adapter = if i == 0 {
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String::new()
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} else {
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gpus[i - 1].clone()
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};
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})
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.tooltip(
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"Which adapter decodes and presents the stream. Applies to the next stream; \
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Automatic uses the GPU driving this window's display.",
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)
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});
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let (codec_names, codec_i) = presets(CODECS, |v| *v == s.codec);
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let codec_combo = setting_combo(ctx, "Video codec", codec_names, codec_i, |s, i| {
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s.codec = CODECS[i].0.to_string();
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});
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})
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.tooltip(
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"A soft preference \u{2014} the host falls back to the best codec both sides support.",
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);
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// Free-form Mb/s (0 = host default) instead of presets, so a speed-test recommendation
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// round-trips exactly.
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let bitrate_box = {
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@@ -207,10 +227,18 @@ pub(crate) fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen
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s.bitrate_kbps = (v.clamp(0.0, 3000.0) * 1000.0) as u32;
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s.save();
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})
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.tooltip(
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"0 lets the host decide. Run a per-host speed test from the host list for a \
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recommendation.",
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)
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};
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let hdr_toggle = setting_toggle(ctx, "HDR (10-bit, BT.2020 PQ)", s.hdr_enabled, |s, on| {
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s.hdr_enabled = on
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});
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})
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.tooltip(
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"Advertise 10-bit HDR10 so the host upgrades HDR content. Needs a display in HDR mode; \
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SDR content is unaffected.",
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);
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// --- Input -----------------------------------------------------------------------------
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// Which physical controller forwards as pad 0: automatic = the most recently connected;
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@@ -247,87 +275,129 @@ pub(crate) fn settings_page(ctx: &Arc<AppCtx>, set_screen: &AsyncSetState<Screen
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ids.get(sel - 1).copied()
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});
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})
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.tooltip(
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"Exactly one controller is forwarded to the host; \u{201C}Automatic\u{201D} \
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picks the most recently connected.",
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)
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};
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let (pad_names, pad_i) = presets(GAMEPADS, |v| {
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GamepadPref::from_name(v) == GamepadPref::from_name(&s.gamepad)
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});
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let pad_combo = setting_combo(ctx, "Gamepad type", pad_names, pad_i, |s, i| {
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s.gamepad = GAMEPADS[i].0.to_string();
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});
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})
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.tooltip(
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"The virtual pad the host creates. \u{201C}Automatic\u{201D} matches your physical \
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controller.",
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);
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let shortcuts_toggle = setting_toggle(
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ctx,
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"Capture system shortcuts (Alt+Tab, Win, \u{2026})",
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s.inhibit_shortcuts,
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|s, on| s.inhibit_shortcuts = on,
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);
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)
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.tooltip("Off: Alt+Tab, Win & co. act on this machine while the stream input is captured.");
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// --- Audio -----------------------------------------------------------------------------
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let (ac_names, ac_i) = presets(AUDIO_CHANNELS, |v| *v == s.audio_channels);
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let channels_combo = setting_combo(ctx, "Audio channels", ac_names, ac_i, |s, i| {
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s.audio_channels = AUDIO_CHANNELS[i].0;
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});
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})
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.tooltip("The host downmixes if its output has fewer channels.");
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let mic_toggle = setting_toggle(
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ctx,
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"Stream microphone to the host",
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s.mic_enabled,
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|s, on| s.mic_enabled = on,
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);
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)
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.tooltip("Sends the default microphone to the host's virtual mic source.");
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let hud_toggle = setting_toggle(ctx, "Show the stats overlay (HUD)", s.show_hud, |s, on| {
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s.show_hud = on
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})
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.tooltip("The in-stream overlay: mode, codec, fps, bitrate, latency, decode path.");
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let back_btn = button("Back").accent().icon(SymbolGlyph::Back).on_click({
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let ss = set_screen.clone();
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move || ss.call(Screen::Hosts)
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});
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let licenses_button = {
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let ss = set_screen.clone();
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button("Third-party licenses").on_click(move || ss.call(Screen::Licenses))
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};
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page(vec![
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page_header("Settings", back_btn),
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section("DISPLAY"),
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settings_card(
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"Display",
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"The host creates a virtual display at exactly this mode. The compositor choice is \
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advisory (Linux hosts only).",
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vec![res_combo.into(), hz_combo.into(), comp_combo.into()],
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),
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section("VIDEO"),
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settings_card(
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// The selected section's content — per-control guidance lives on hover tooltips, so the
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// card is just the controls.
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let (title, card): (&str, Element) = match section {
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"video" => (
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"Video",
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"Hardware decode (D3D11VA) is far lighter than software — keep it on Automatic \
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unless debugging. Run a per-host speed test (host list) before setting a high \
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bitrate.",
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{
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settings_card({
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let mut controls: Vec<Element> = vec![decoder_combo.into()];
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if let Some(c) = gpu_combo {
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controls.push(c.into());
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}
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controls.extend([codec_combo.into(), bitrate_box.into(), hdr_toggle.into()]);
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controls.extend([
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codec_combo.into(),
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bitrate_box.into(),
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hdr_toggle.into(),
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hud_toggle.into(),
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]);
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controls
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},
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}),
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),
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section("INPUT"),
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settings_card(
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"input" => (
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"Input",
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"Exactly one controller is forwarded to the host; \u{201C}Automatic\u{201D} picks the \
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most recently connected. The gamepad type is the virtual pad the host creates.",
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vec![
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settings_card(vec![
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forward_combo.into(),
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pad_combo.into(),
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shortcuts_toggle.into(),
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],
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]),
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),
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section("AUDIO"),
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settings_card(
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"audio" => (
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"Audio",
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"Request stereo or surround — the host downmixes if its output has fewer.",
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vec![channels_combo.into(), mic_toggle.into()],
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settings_card(vec![channels_combo.into(), mic_toggle.into()]),
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),
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section("ABOUT"),
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settings_card(
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"About",
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"punktfunk is licensed under MIT OR Apache-2.0.",
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vec![licenses_button.into()],
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"about" => ("About", settings_card(vec![licenses_button.into()])),
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_ => (
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"Display",
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settings_card(vec![res_combo.into(), hz_combo.into(), comp_combo.into()]),
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),
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])
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};
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// The stock WinUI sidebar (Windows-Settings pattern): pane on the left, the section's card
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// as content, the NavigationView's own back arrow returning to the host list. Auto display
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// mode collapses the pane on a narrow window, exactly like Windows Settings.
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let items = vec![
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NavViewItem::new("Display")
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.tag("display")
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.icon(Symbol::FullScreen),
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NavViewItem::new("Video").tag("video").icon(Symbol::Video),
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NavViewItem::new("Input")
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.tag("input")
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.icon(Symbol::Keyboard),
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NavViewItem::new("Audio").tag("audio").icon(Symbol::Volume),
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NavViewItem::new("About").tag("about").icon(Symbol::Help),
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];
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// The card is KEYED by section so switching panes REMOUNTS it instead of diffing one
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// section's controls into another's: an in-place diff re-sets a reused ComboBox's items
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// (which clears WinUI's selection) but skips `selected_index` whenever the two sections'
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// values compare equal — the combo then renders with no selected option. A fresh mount
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// applies every prop, so the selection always displays.
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//
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// The content column (not the NavigationView — the sidebar must stay put) carries the
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// section-switch entrance: fade + slide-up from the root-driven tween.
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let content = page_wide(vec![card.with_key(section)])
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.opacity(progress)
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.margin(edges(0.0, (1.0 - progress) * 22.0, 0.0, 0.0));
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NavigationView::new(items, content)
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.pane_title("Settings")
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.header(title)
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.selected_tag(section)
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.on_selection_changed({
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let ss = set_section.clone();
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move |tag: String| ss.call(tag)
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})
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.settings_visible(false)
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.back_enabled(true)
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.on_back_requested({
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let ss = set_screen.clone();
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move || ss.call(Screen::Hosts)
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})
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.into()
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}
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