a042dc2850
The section-switch key was moved onto the scroll_view's direct child during the parity restructure, which silently disabled it: ScrollView::children() is Children::PositionalSingle, reconciled positionally with keys ignored. The column was therefore reused across section switches, diffing one section's controls into another's -- which re-sets a reused ComboBox's items (clearing WinUI's selection) but skips selected_index whenever the two sections' values compare equal, so every combo rendered empty until changed. Put the keyed column back inside a panel's child list, where the keyed diff path actually runs and the switch remounts. This is the same bug the original code carried a comment about; the comment now names the PositionalSingle trap that makes the key placement load-bearing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
722 lines
30 KiB
Rust
722 lines
30 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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//!
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//! **Structure mirrors the Apple client's 2026-07 settings revamp** (its
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//! `SettingsCategory` + `SettingsView+Sections.swift`), so the two desktop clients read the
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//! same way: General = session/app behavior, Display = everything about the picture,
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//! Input = touch/keyboard/mouse, Audio, Controllers, About. Each field carries its
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//! explanation DIRECTLY under it ([`described`]) rather than only on hover — the same move
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//! Apple made, for the same reason (guidance nobody hovers for is guidance nobody reads).
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//! Wording is shared verbatim wherever the setting means the same thing on both platforms;
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//! where the BEHAVIOR differs the text is deliberately Windows-specific (the forwarded-
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//! controller picker especially: Apple forwards one pad, this client forwards them all).
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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 (Vulkan Video)"),
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("d3d11va", "Hardware (Direct3D 11 / DXVA)"),
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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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// Preference-only by design: `resolve_codec` never auto-picks PyroWave, and asking for
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// it on a host or device that can't do it simply falls back down the ladder to HEVC.
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("pyrowave", "PyroWave (wired LAN)"),
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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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/// One field: the control with its explanation directly underneath (Apple's `described`).
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///
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/// The caption goes BELOW the control on purpose. An earlier revision put guidance only in
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/// hover tooltips because a paragraph *above* a control reads as that control's label — true,
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/// but a caption under it reads as a caption, which is how every Windows Settings page and
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/// the Apple client both do it. Width-capped for the same reason Apple caps at 360pt: a
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/// full-width caption runs into the control column and the whole cell reads as one block.
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fn described(control: impl Into<Element>, caption: &str) -> Element {
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vstack((
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control.into(),
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text_block(caption)
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.font_size(12.0)
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.foreground(ThemeRef::SecondaryText)
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.wrap()
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.max_width(420.0)
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// Stretch (the TextBlock default) CENTRES a MaxWidth-capped block in the leftover
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// width — the caption must be pinned left or it drifts away from its control.
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.horizontal_alignment(HorizontalAlignment::Left),
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))
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.spacing(5.0)
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.into()
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}
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/// A settings sub-section heading. Deliberately NOT the shared [`section`] helper: that one
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/// carries a 2px left inset (fine over the hosts/licenses lists it was written for), which
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/// here left every heading hanging one nudge right of the card edge below it. Flush left, so
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/// heading and card share one line.
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fn group_heading(label: &str) -> Element {
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text_block(label)
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.font_size(12.0)
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.semibold()
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.foreground(ThemeRef::SecondaryText)
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.horizontal_alignment(HorizontalAlignment::Left)
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.margin(edges(0.0, 14.0, 0.0, 2.0))
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.into()
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}
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/// One settings group: an optional sub-section label, a card of fields, and an optional
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/// form-level note under it (Apple's Section header/footer). Groups stack down the page.
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fn group(header: Option<&str>, fields: Vec<Element>, footer: Option<&str>) -> Vec<Element> {
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let mut out = Vec::with_capacity(3);
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if let Some(h) = header {
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out.push(group_heading(h));
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}
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out.push(card(vstack(fields).spacing(14.0)).into());
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if let Some(f) = footer {
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out.push(
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text_block(f)
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.font_size(12.0)
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.foreground(ThemeRef::SecondaryText)
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.wrap()
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.horizontal_alignment(HorizontalAlignment::Left)
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.margin(edges(0.0, 6.0, 0.0, 0.0))
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.into(),
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);
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}
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out
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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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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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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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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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let auto_wake_toggle = setting_toggle(ctx, "Auto-wake on connect", s.auto_wake, |s, on| {
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s.auto_wake = on
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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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// --- 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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// 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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});
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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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// 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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};
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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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// --- 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")
|
||
.selected_index(fwd_i as i32)
|
||
.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
|
||
// 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();
|
||
s.forward_pad = key.unwrap_or_default();
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||
s.save();
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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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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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});
|
||
let invert_scroll_toggle =
|
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setting_toggle(ctx, "Invert scroll direction", s.invert_scroll, |s, on| {
|
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s.invert_scroll = on
|
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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,
|
||
);
|
||
|
||
// --- 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;
|
||
});
|
||
let mic_toggle = setting_toggle(
|
||
ctx,
|
||
"Stream microphone to the host",
|
||
s.mic_enabled,
|
||
|s, on| s.mic_enabled = on,
|
||
);
|
||
|
||
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);
|
||
});
|
||
|
||
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,
|
||
);
|
||
// 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, 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.",
|
||
),
|
||
described(
|
||
invert_scroll_toggle,
|
||
"Reverses the wheel and trackpad scroll direction sent to the host.",
|
||
),
|
||
],
|
||
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",
|
||
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",
|
||
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.",
|
||
),
|
||
described(
|
||
auto_wake_toggle,
|
||
"Connecting to a saved host that\u{2019}s offline sends Wake-on-LAN and \
|
||
waits for it to boot. Turn off if hosts behind a VPN look offline when \
|
||
they aren\u{2019}t.",
|
||
),
|
||
],
|
||
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("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
|
||
// 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.
|
||
// No max-width cap here (unlike the other pages): the NavigationView already spends the
|
||
// left third on its pane, so a 640-wide column left the cards as a narrow ribbon.
|
||
// The category title is rendered HERE, not via NavigationView's Header: that header's
|
||
// left inset belongs to WinUI's own template (a string prop is all we can set), so it
|
||
// sat noticeably right of the cards under it. In the content column it shares the cards'
|
||
// left edge by construction.
|
||
let titled: Vec<Element> = std::iter::once(
|
||
text_block(title)
|
||
.font_size(28.0)
|
||
.semibold()
|
||
.horizontal_alignment(HorizontalAlignment::Left)
|
||
.margin(edges(0.0, 0.0, 0.0, 6.0))
|
||
.into(),
|
||
)
|
||
.chain(groups)
|
||
.collect();
|
||
// The keyed column MUST sit inside a panel's child list, not directly under the
|
||
// scroll_view: `ScrollView::children()` is `Children::PositionalSingle`, which
|
||
// reconciles its one child POSITIONALLY and ignores keys outright. Keyed straight onto
|
||
// the scroll_view's child, the section switch silently diffs one section's controls into
|
||
// another's — which re-sets each reused ComboBox's items (clearing WinUI's selection)
|
||
// but skips `selected_index` whenever the two sections' values compare equal, so the
|
||
// combos render blank until touched. A panel (vstack) takes the keyed path, so the key
|
||
// remounts the whole column and every prop is applied fresh.
|
||
let content = scroll_view(
|
||
vstack(vec![vstack(titled).spacing(10.0).with_key(section).into()])
|
||
.margin(edges(24.0, 20.0, 28.0, 40.0)),
|
||
)
|
||
.opacity(progress)
|
||
.margin(edges(0.0, (1.0 - progress) * 22.0, 0.0, 0.0));
|
||
NavigationView::new(items, content)
|
||
.pane_title("Settings")
|
||
.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()
|
||
}
|