871ebb31ce
Client-side supersampling/downscaling: the client asks the host to render and encode at chosen-resolution × scale (the host does no scaling) and the presenter rescales the decoded frame to the display. >1 supersamples for sharpness; <1 lightens the host GPU and the link. Default 1.0 = Native, the prior behavior. The geometry lives once in punktfunk_core::render_scale (multiply, preserve aspect ratio, floor to even, clamp to the codec's per-axis ceiling — 4096 for H.264, 8192 otherwise), the Rust twin of the Apple client's RenderScale.swift, consumed by the native session client, the presenter's match-window path, the Windows/Linux settings UIs, Decky, and Android (settings + host connect + unit test). Implemented and platform-verified by the Apple-client-features session (Linux+Android+Apple green there); the punktfunk-core wiring (pub mod render_scale) is restored here after being lost in a working-tree reconciliation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
524 lines
21 KiB
Rust
524 lines
21 KiB
Rust
//! The settings screen. Every control writes straight back to the persisted [`Settings`]
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//! (there is no Apply step), via the small [`setting_combo`]/[`setting_toggle`] builders.
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use super::style::*;
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use super::{AppCtx, Screen};
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use crate::trust::Settings;
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use pf_client_core::trust::StatsVerbosity;
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use punktfunk_core::config::GamepadPref;
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use std::sync::Arc;
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use windows_reactor::*;
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/// `(0, 0)` = the native size of the display the window is on, resolved at connect.
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const RESOLUTIONS: &[(u32, u32)] = &[
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(0, 0),
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(1280, 720),
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(1920, 1080),
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(2560, 1440),
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(3840, 2160),
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];
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/// `0` = the display's native refresh, resolved at connect.
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const REFRESH: &[u32] = &[0, 30, 60, 90, 120, 144, 165, 240];
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/// Render-scale multipliers (persisted as f64; mirrors [`punktfunk_core::render_scale::PRESETS`]).
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/// `1.0` = Native. Applied at connect and each match-window resize.
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const RENDER_SCALES: &[f64] = &[0.5, 0.67, 0.75, 1.0, 1.25, 1.5, 2.0, 3.0, 4.0];
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/// A compact label for a render-scale multiplier: "Native" / "1.5×" / "2× (supersample)".
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fn render_scale_label(scale: f64) -> String {
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if scale == 1.0 {
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"Native".to_string()
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} else if scale > 1.0 {
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format!("{scale}\u{00D7} (supersample)")
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} else {
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format!("{scale}\u{00D7}")
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}
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}
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/// Decode backend presets: `(stored value, display label)`.
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// A stored legacy "hardware" (the D3D11VA era) matches no preset, so the combo shows
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// Automatic — which is exactly how the session's decoder chain reads that value.
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const DECODERS: &[(&str, &str)] = &[
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("auto", "Automatic (GPU, fall back to CPU)"),
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("vulkan", "Hardware (GPU / Vulkan Video)"),
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("software", "Software (CPU)"),
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];
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/// Audio channel presets: `(channel count, display label)`. The host clamps to what it can
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/// capture; the resolved count drives the decoder + WASAPI render layout.
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const AUDIO_CHANNELS: &[(u8, &str)] = &[(2, "Stereo"), (6, "5.1 Surround"), (8, "7.1 Surround")];
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/// Preferred-codec presets: `(stored value, display label)`. Soft — the host falls back if it
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/// can't encode the chosen codec.
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const CODECS: &[(&str, &str)] = &[
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("auto", "Automatic"),
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("hevc", "HEVC (H.265)"),
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("h264", "H.264 (AVC)"),
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("av1", "AV1"),
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];
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/// Virtual-pad presets: `(stored value, display label)` — the pad the HOST creates. Same set the
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/// GTK client offers; "Automatic" resolves from the physical controller at connect.
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const GAMEPADS: &[(&str, &str)] = &[
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("auto", "Automatic (match the controller)"),
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("xbox360", "Xbox 360"),
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("dualsense", "DualSense"),
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("xboxone", "Xbox One"),
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("dualshock4", "DualShock 4"),
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];
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/// Stats-overlay tiers: `(stored value, display label)` — the cross-client verbosity ladder
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/// (Compact ⊂ Normal ⊂ Detailed); Ctrl+Alt+Shift+S cycles it live in the session window.
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const STATS_TIERS: &[(StatsVerbosity, &str)] = &[
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(StatsVerbosity::Off, "Off"),
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(StatsVerbosity::Compact, "Compact"),
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(StatsVerbosity::Normal, "Normal"),
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(StatsVerbosity::Detailed, "Detailed"),
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];
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/// Touch-input presets: `(stored value, display label)` — how a touchscreen's fingers drive
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/// the host. The cross-client set (Android/Apple); only meaningful on a touchscreen device.
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const TOUCH_MODES: &[(&str, &str)] = &[
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("trackpad", "Trackpad"),
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("pointer", "Direct pointer"),
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("touch", "Touch passthrough"),
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];
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/// Host compositor presets: `(stored value, display label)`. Advisory — the host falls back to
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/// auto-detect when the choice is unavailable. Only meaningful against a Linux host.
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const COMPOSITORS: &[(&str, &str)] = &[
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("auto", "Automatic"),
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("kwin", "KWin"),
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("wlroots", "wlroots (Sway/Hyprland)"),
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("mutter", "Mutter (GNOME)"),
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("gamescope", "gamescope"),
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];
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/// A `ComboBox` bound to one settings field: shows `names`, starts at `current`, and runs
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/// `apply(settings, picked_index)` under the settings lock, then saves. The index handed to
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/// `apply` is already clamped to `names`.
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fn setting_combo(
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ctx: &Arc<AppCtx>,
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header: &str,
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names: Vec<String>,
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current: usize,
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apply: impl Fn(&mut Settings, usize) + 'static,
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) -> ComboBox {
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let ctx = ctx.clone();
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let max = names.len().saturating_sub(1);
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ComboBox::new(names)
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.header(header)
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.selected_index(current as i32)
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.on_selection_changed(move |i: i32| {
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let mut s = ctx.settings.lock().unwrap();
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apply(&mut s, (i.max(0) as usize).min(max));
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s.save();
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})
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}
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/// The labels of a `(value, label)` preset table, plus the index of `is_current`'s match.
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fn presets<V>(table: &[(V, &str)], is_current: impl Fn(&V) -> bool) -> (Vec<String>, usize) {
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let names = table.iter().map(|(_, l)| l.to_string()).collect();
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let current = table.iter().position(|(v, _)| is_current(v)).unwrap_or(0);
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(names, current)
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}
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/// A `ToggleSwitch` bound to one boolean settings field.
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fn setting_toggle(
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ctx: &Arc<AppCtx>,
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header: &str,
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on: bool,
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apply: impl Fn(&mut Settings, bool) + 'static,
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) -> ToggleSwitch {
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let ctx = ctx.clone();
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ToggleSwitch::new(on)
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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_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 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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/// 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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// The D1 tri-state: Native, Match window (a virtual index 1, stored as the
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// `match_window` flag), then the explicit sizes.
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let (res_names, res_i) = {
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let names: Vec<String> = std::iter::once("Native display".to_string())
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.chain(std::iter::once("Match window".to_string()))
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.chain(
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RESOLUTIONS
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.iter()
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.skip(1)
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.map(|&(w, h)| format!("{w} \u{00D7} {h}")),
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)
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.collect();
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let i = if s.match_window {
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1
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} else {
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RESOLUTIONS
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.iter()
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.position(|&(w, h)| w == s.width && h == s.height)
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.map(|i| if i == 0 { 0 } else { i + 1 })
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.unwrap_or(0)
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};
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(names, i)
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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.match_window = i == 1;
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(s.width, s.height) = if i <= 1 { (0, 0) } else { RESOLUTIONS[i - 1] };
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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; \u{201C}Match window\u{201D} \
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follows the stream window, including mid-stream resizes.",
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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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.map(|&r| {
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if r == 0 {
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"Native".into()
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} else {
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format!("{r} Hz")
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}
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})
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.collect();
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let i = REFRESH.iter().position(|&r| r == s.refresh_hz).unwrap_or(0);
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(names, i)
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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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.tooltip("\u{201C}Native\u{201D} resolves to this display's refresh rate at connect.");
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let (scale_names, scale_i) = {
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let names: Vec<String> = RENDER_SCALES
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.iter()
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.map(|&x| render_scale_label(x))
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.collect();
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let i = RENDER_SCALES
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.iter()
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.position(|&x| (x - s.render_scale).abs() < 1e-6)
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.unwrap_or_else(|| RENDER_SCALES.iter().position(|&x| x == 1.0).unwrap());
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(names, i)
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};
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let scale_combo = setting_combo(ctx, "Render scale", scale_names, scale_i, |s, i| {
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s.render_scale = RENDER_SCALES[i];
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})
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.tooltip(
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"Supersample for sharpness (above 1\u{00D7}, more bandwidth and decode) or render below \
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native (below 1\u{00D7}) for a lighter host \u{2014} this device resamples to the window.",
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);
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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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.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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let fullscreen_toggle = setting_toggle(
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ctx,
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"Start streams fullscreen",
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s.fullscreen_on_stream,
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|s, on| s.fullscreen_on_stream = on,
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)
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.tooltip("The stream window opens fullscreen; F11 or Alt+Enter switches back live.");
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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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.tooltip(
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"Hardware decode (Vulkan Video) is far lighter than software \u{2014} keep it on \
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Automatic 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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let gpu_combo = (gpus.len() > 1).then(|| {
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let mut names = vec!["Automatic (the display's GPU)".to_string()];
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names.extend(gpus.iter().cloned());
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let current = gpus
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.iter()
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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(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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.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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let ctx = ctx.clone();
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NumberBox::new(f64::from(s.bitrate_kbps) / 1000.0)
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.header("Bitrate (Mb/s, 0 = automatic)")
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.range(0.0, 3000.0)
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.on_value_changed(move |v: f64| {
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let mut s = ctx.settings.lock().unwrap();
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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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.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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// Controller forwarding: Automatic forwards EVERY real controller, each as its own pad;
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// pinning one restricts the session to that single controller (single-player). Persisted
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// by stable key (`Settings::forward_pad`, GTK parity) so the pin survives restarts AND
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// reaches the spawned session binary, whose service applies the same key.
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let pads = ctx.gamepad.pads();
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let (fwd_names, fwd_i) = {
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let mut names = vec!["Automatic (all controllers)".to_string()];
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names.extend(pads.iter().map(|p| {
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let kind = p.kind_label();
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if kind.is_empty() {
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p.name.clone()
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} else {
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format!("{} \u{00B7} {kind}", p.name)
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}
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}));
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let i = (!s.forward_pad.is_empty())
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.then(|| pads.iter().position(|p| p.key == s.forward_pad))
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.flatten()
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.map_or(0, |i| i + 1);
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(names, i)
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};
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let forward_combo = {
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let svc = ctx.gamepad.clone();
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let ctx2 = ctx.clone();
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let keys: Vec<String> = pads.iter().map(|p| p.key.clone()).collect();
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ComboBox::new(fwd_names)
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.header("Forwarded controller")
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.selected_index(fwd_i as i32)
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.on_selection_changed(move |i: i32| {
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let sel = i.max(0) as usize;
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let key = if sel == 0 {
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None
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} else {
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keys.get(sel - 1).cloned()
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};
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// Apply live to the gamepad service and persist — the spawned session
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// reads `forward_pad` at connect.
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svc.set_pinned(key.clone());
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let mut s = ctx2.settings.lock().unwrap();
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s.forward_pad = key.unwrap_or_default();
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s.save();
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})
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.tooltip(
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"Every connected controller is forwarded, each as its own player. Pick one \
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to force single-player \u{2014} only it reaches the host.",
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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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.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 (touch_names, touch_i) = presets(TOUCH_MODES, |v| *v == s.touch_mode);
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let touch_combo = setting_combo(ctx, "Touch input", touch_names, touch_i, |s, i| {
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s.touch_mode = TOUCH_MODES[i].0.to_string();
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})
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.tooltip(
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"How a touchscreen drives the host: Trackpad nudges a cursor (tap to click), Direct \
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pointer jumps to your finger, Touch passthrough sends real touches.",
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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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.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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.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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.tooltip("Sends the default microphone to the host's virtual mic source.");
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let (hud_names, hud_i) = presets(STATS_TIERS, |v| *v == s.stats_verbosity());
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let hud_combo = setting_combo(ctx, "Stats overlay (HUD)", hud_names, hud_i, |s, i| {
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s.set_stats_verbosity(STATS_TIERS[i].0);
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})
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.tooltip(
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"How much the in-stream overlay shows: Compact (fps \u{00B7} latency \u{00B7} bitrate \
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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();
|
||
button("Third-party licenses").on_click(move || ss.call(Screen::Licenses))
|
||
};
|
||
let library_toggle = setting_toggle(
|
||
ctx,
|
||
"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
|
||
// in at compile time.
|
||
let about_identity = vstack((
|
||
text_block("Punktfunk").font_size(20.0).semibold(),
|
||
text_block(concat!("Version ", env!("CARGO_PKG_VERSION")))
|
||
.font_size(12.0)
|
||
.foreground(ThemeRef::SecondaryText),
|
||
))
|
||
.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(),
|
||
]),
|
||
),
|
||
"audio" => (
|
||
"Audio",
|
||
settings_card(vec![channels_combo.into(), mic_toggle.into()]),
|
||
),
|
||
"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(),
|
||
]),
|
||
),
|
||
};
|
||
|
||
// 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.
|
||
let items = vec![
|
||
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("About").tag("about").icon(Symbol::Help),
|
||
];
|
||
// The card is KEYED by section so switching panes REMOUNTS it instead of diffing one
|
||
// section's controls into another's: an in-place diff re-sets a reused ComboBox's items
|
||
// (which clears WinUI's selection) but skips `selected_index` whenever the two sections'
|
||
// values compare equal — the combo then renders with no selected option. A fresh mount
|
||
// applies every prop, so the selection always displays.
|
||
//
|
||
// 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)])
|
||
.opacity(progress)
|
||
.margin(edges(0.0, (1.0 - progress) * 22.0, 0.0, 0.0));
|
||
NavigationView::new(items, content)
|
||
.pane_title("Settings")
|
||
.header(title)
|
||
.selected_tag(section)
|
||
.on_selection_changed({
|
||
let ss = set_section.clone();
|
||
move |tag: String| ss.call(tag)
|
||
})
|
||
.settings_visible(false)
|
||
.back_enabled(true)
|
||
.on_back_requested({
|
||
let ss = set_screen.clone();
|
||
move || ss.call(Screen::Hosts)
|
||
})
|
||
.into()
|
||
}
|