desktop: 用户端与裁判端两套页面(Tauri v2 + React),删掉 Slint 客户端

界面部分。后端在前一个提交里,这一提交把它接上,并删掉 client/。

用户端:
- 底部胶囊血条(宽度/数字/阈值/脉动可配),未接入时显示占位说明而不是 0;
- 瞄准器画在 canvas 上并与画面共用同一次变换计算——位置跟着缩放走、大小不跟,
  像真瞄具;偏移校准存的是画面比例而不是像素,换分辨率不会失效;
- 命中反馈:整屏闪红 + 抖动 + 准星旁的伤害数字。大号数字刻意不放画面正中:
  第一版放了,正好压住瞄准点。掉血事件由相邻两次读数之差派生(主板只报"现在多少血");
- 摄像头/装甲板下拉绑定、队伍号、镜像;改动要密码,退出/关闭也要。

裁判端:
- 两路等宽(flex: 1 1 0 + min-width: 0)各自独立缩放;
- 装甲板发现列表:id、地址、自报队伍、血量、四条齐不齐、静默多久、分到哪个槽位;
- 截图 PNG + ffmpeg 录 mp4,界面内回放(资源协议白名单外的目录给"用系统播放器打开"的退路)。

密码:Argon2id PHC,首启强制设置,会话内解锁一次。执行点在 Rust 侧命令里,界面上的
解锁对话框只是入口。故意不做 --camera-id 这类命令行覆盖:那是一条不用密码就能改绑的路。

其它:
- 配置换成 serde + toml,字段名统一 camelCase(磁盘=IPC=TS),仍然拒绝未知键名,
  原子写;旧客户端配置首次启动导入并备份成 .bak(只在默认路径下做);
- 演示模式(CAM_DEMO=1)合成协议数据报喂进真实接收路径,没有板子也能把整条链路跑起来;
- 仅 dev 的浏览器预览(?preview=referee),两重门保证不进正式产物(已验证);
- CSP 收紧成白名单,验证方式是"前端能不能连上后端":clients 从 0 变成 1 同时证明
  JS 加载、IPC、WebSocket、React effect 四件事。

删掉 client/:它的功能全部被 desktop/ 覆盖,且其中有几处真 bug 在新实现里改掉了
(槽位分配会让两格显示同一块板子、帧率窗口基线、密码哈希截断被当成密码错、录制文件名
同秒互相覆盖)。注意 client/ 里那几处**未提交**的改动随之丢弃,历史里的版本还在。

测试:protocol 15、cam-core 69、src-tauri 30;前端 tsc + vite build 通过。
This commit is contained in:
2026-10-14 19:28:49 +08:00
parent a89d7ae5fb
commit 4f7a142a39
36 changed files with 4234 additions and 8739 deletions
+109
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@@ -0,0 +1,109 @@
/**
* 裁判端的装甲板发现列表。
*
* 场上到底连上了几块板子、分别自报哪一队、现在多少血、多久没广播了——现场"裁判端没显示
* 血量"时,这一张表就是第一眼看的地方:它能区分"板子根本没上线"、"上线了但队伍号烧反了"
* 和"只有一条上报在发"。
*/
import { elapsed, teamColor, teamName } from "../lib/format";
import type { ArmorBoardDto, SlotsDto } from "../lib/types";
interface Props {
boards: ArmorBoardDto[];
slots: SlotsDto;
}
export function ArmorTable({ boards, slots }: Props) {
return (
<div className="armor-table">
<div className="armor-table__head">
<span>装甲板</span>
<span>地址</span>
<span>自报队伍</span>
<span>血量</span>
<span>四条</span>
<span>静默</span>
<span>槽位</span>
</div>
{boards.length === 0 && (
<div className="armor-table__empty">
还没有收到任何装甲板上报。主板每 200 ms 广播一次,确认它已上电、和这台机器在同一个
网络里。
</div>
)}
{boards.map((board) => {
const assigned =
slots.armorA === board.id ? "左(队伍一)" : slots.armorB === board.id ? "右(队伍二)" : "—";
return (
<div
key={board.id}
className={`armor-table__row${board.online ? "" : " armor-table__row--offline"}`}
>
<span className="mono">{board.idText}</span>
<span className="mono dim">{board.addr}</span>
<span style={{ color: teamColor(board.team) }}>{teamName(board.team)}</span>
<span className={`mono${board.hp === 0 ? " danger" : ""}`}>{board.hp}</span>
<span className={board.reportsAllPlates ? "dim" : "warn"}>
{board.platesSeen}/4
{!board.reportsAllPlates && " ⚠"}
</span>
<span className="dim">{board.online ? `${elapsed(board.silenceMs)}前` : "离线"}</span>
<span className="dim">{assigned}</span>
</div>
);
})}
</div>
);
}
/** 一行只读读数,裁判端每格下面用。 */
export function StatsLine({
stats,
diagnostics,
}: {
stats:
| {
status: string;
online: boolean;
hasFrames: boolean;
fps: number;
width: number;
height: number;
framesShown: number;
framesDropped: number;
lossPercent: number;
datagrams: number;
lastFrameBytes: number;
gapMs: number | null;
}
| undefined;
diagnostics: boolean;
}) {
if (!stats) {
return <div className="stats-line stats-line--empty">还没有这一路的数据</div>;
}
const parts: string[] = [];
if (diagnostics) {
if (stats.hasFrames) {
parts.push(`${stats.fps.toFixed(1)} fps`);
parts.push(`${stats.width}×${stats.height}`);
parts.push(`${(stats.lastFrameBytes / 1024).toFixed(1)} kB/帧`);
parts.push(`丢 ${stats.framesDropped}(${stats.lossPercent.toFixed(1)}%)`);
}
}
return (
<div className="stats-line">
<span className={stats.online ? "stats-line__status" : "stats-line__status warn"}>
{stats.status}
</span>
{parts.length > 0 && <span className="dim">{parts.join(" · ")}</span>}
</div>
);
}
+8 -1
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@@ -48,8 +48,15 @@ export function HealthBar({ health, config, compact = false }: Props) {
const total = 100;
const ratio = health.available ? Math.max(0, Math.min(1, (health.hp ?? 0) / total)) : 0;
// 宽度按配置收窄并居中。它挂在画面**下面**,所以不需要通栏——通栏反而像一条分隔线,
// 而不是一个可以一眼扫到的仪表。
const width = `${Math.round(config.width * 100)}%`;
return (
<div className={`healthbar${compact ? " healthbar--compact" : ""}`}>
<div
className={`healthbar${compact ? " healthbar--compact" : ""}`}
style={compact ? undefined : { width, margin: "0 auto" }}
>
<div
className="healthbar__track"
style={{ opacity: pulsing && !pulseOn ? 0.35 : 1 }}
+9 -6
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@@ -1,8 +1,11 @@
/**
* 命中反馈的整屏层:闪红 + 中央提示。
* 命中反馈的整屏层:闪红 + 顶部一条文字。
*
* 抖动与伤害数字由 `VideoSurface` 画在 canvas 上(它们要跟着瞄准点走),这里只负责
* 那一层全屏的、不需要对准任何东西的视觉反馈。
* # 大号数字刻意不放在画面正中
*
* 第一版把 `-7 / 100 → 93` 放在正中,结果它正好压在瞄准点上——被打中的那一下恰恰是最
* 需要看着准星的时候。现在数字由 `VideoSurface` 画在**准星旁边**(跟着瞄准点走,不挡
* 目标),这里只留闪红与顶部一条信息。
*
* `key={hit.seq}` 是让 CSS 动画每次都从头开始的关键:同一个元素上换属性不会重启动画,
* 于是第二下命中就再也闪不出来了——一个"第一次有效"的 bug。
@@ -26,9 +29,9 @@ export function HitFlash({ hit, config, relevant, label }: Props) {
return (
<div key={hit.seq} className="hit-flash" style={{ ["--flash" as string]: strength }}>
{label && <div className="hit-flash__label">{label}</div>}
<div className="hit-flash__value">
-{hit.damage}
<div className="hit-flash__banner">
{label && <span className="hit-flash__label">{label}</span>}
<span className="hit-flash__value">-{hit.damage}</span>
<span className="hit-flash__sub">
{hit.from} → {hit.to}
</span>
+201
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@@ -0,0 +1,201 @@
/**
* 录制、截图与录下来的东西。
*
* # 回放为什么可能失败
*
* 界面内回放走 Tauri 的资源协议,而那条协议只对 `tauri.conf.json` 里
* `assetProtocol.scope` 白名单的目录生效。默认录制目录在白名单里;如果现场把输出目录
* 改到别处,`<video>` 会加载失败——那时退回到"用系统播放器打开",而不是让人以为文件坏了。
*/
import { useCallback, useEffect, useState } from "react";
import { convertFileSrc } from "@tauri-apps/api/core";
import { api } from "../lib/ipc";
import { bytes, since } from "../lib/format";
import type { MediaFileDto, Snapshot } from "../lib/types";
import { Button } from "./controls";
interface Props {
snapshot: Snapshot;
onError: (message: string) => void;
onInfo: (message: string) => void;
}
export function MediaPanel({ snapshot, onError, onInfo }: Props) {
const [files, setFiles] = useState<MediaFileDto[]>([]);
const [playing, setPlaying] = useState<MediaFileDto | null>(null);
const [playbackFailed, setPlaybackFailed] = useState(false);
const [busy, setBusy] = useState(false);
const refresh = useCallback(() => {
void api.mediaFiles().then(setFiles, () => undefined);
}, []);
useEffect(() => {
refresh();
// 录制中每 2 秒刷一次列表:刚录完的那一段应该自己出现。
const timer = window.setInterval(refresh, 2000);
return () => window.clearInterval(timer);
}, [refresh]);
const active = snapshot.recordings.filter((recording) => recording.active);
const cameras = snapshot.cameras.filter((camera) => camera.online).map((camera) => camera.id);
const guard = (action: Promise<unknown>) => {
setBusy(true);
void action
.then(() => api.refresh())
.catch((err) => onError(err instanceof Error ? err.message : String(err)))
.finally(() => setBusy(false));
};
return (
<div className="media-panel">
<div className="media-panel__actions">
<Button
variant="primary"
disabled={busy || cameras.length === 0}
title={cameras.length === 0 ? "还没有在线的摄像头" : undefined}
onClick={() => {
guard(api.startRecording(cameras));
onInfo("开始录制。停止之前请留在这台机器上——退出会先收尾再走。");
}}
>
录制全部在线画面
</Button>
<Button
disabled={busy || active.length === 0}
onClick={() => {
guard(api.stopRecording([]));
refresh();
}}
>
停止全部录制
</Button>
{[snapshot.slots.cameraA, snapshot.slots.cameraB]
.filter((id): id is number => id !== null)
.map((camera) => (
<Button
key={camera}
variant="ghost"
disabled={busy}
onClick={() => {
guard(api.screenshot(camera));
onInfo(`已截图 0x${camera.toString(16).toUpperCase().padStart(8, "0")}(存在录制目录的 shots/ 下)。`);
refresh();
}}
>
截图 {`0x${camera.toString(16).toUpperCase().padStart(8, "0")}`}
</Button>
))}
<Button
variant="ghost"
onClick={() => {
void api
.reveal(snapshot.config.recordingDir)
.catch((err) => onError(err instanceof Error ? err.message : String(err)));
}}
>
打开录制目录
</Button>
</div>
{active.length > 0 && (
<div className="media-panel__active">
{active.map((recording) => (
<div key={recording.camera} className="recording">
<span className="recording__dot" />
<span className="mono">{recording.cameraText}</span>
<span>
{recording.framesWritten} 帧 · {since(recording.startedMs)} · {recording.inputFps.toFixed(1)} fps
输入
</span>
{recording.framesDropped > 0 && (
<span className="warn" title="写盘跟不上时丢的帧。丢帧不报出来,回放里少半秒会被当成相机的问题。">
丢 {recording.framesDropped} 帧
</span>
)}
{recording.error && <span className="danger">ffmpeg:{recording.error}</span>}
<Button variant="ghost" onClick={() => { guard(api.stopRecording([recording.camera])); refresh(); }}>
停止
</Button>
</div>
))}
</div>
)}
<div className="media-panel__list">
{files.length === 0 && <p className="dim">录制目录里还没有文件。</p>}
{files.map((file) => (
<div key={file.path} className="media-row">
<span className={`media-row__kind media-row__kind--${file.kind}`}>
{file.kind === "video" ? "MP4" : "PNG"}
</span>
<span className="media-row__name" title={file.path}>
{file.name}
</span>
<span className="dim">{bytes(file.bytes)}</span>
<Button
variant="ghost"
onClick={() => {
setPlaybackFailed(false);
setPlaying(file.kind === "video" ? file : null);
if (file.kind === "image") {
void api.openFile(file.path).catch(() => undefined);
}
}}
>
{file.kind === "video" ? "播放" : "打开"}
</Button>
<Button
variant="ghost"
onClick={() => {
void api
.reveal(file.path)
.catch((err) => onError(err instanceof Error ? err.message : String(err)));
}}
>
在访达里显示
</Button>
</div>
))}
</div>
{playing && (
<div className="playback">
<div className="playback__head">
<span className="mono">{playing.name}</span>
<Button variant="ghost" onClick={() => setPlaying(null)}>
关闭
</Button>
</div>
{playbackFailed ? (
<div className="playback__fallback">
<p className="warn">
界面内回放失败——多半是这个目录不在资源协议的白名单里(改成默认的录制目录,或者
直接看下面这一条)。
</p>
<Button variant="primary" onClick={() => void api.openFile(playing.path).catch(() => undefined)}>
用系统播放器打开
</Button>
</div>
) : (
<video
className="playback__video"
src={convertFileSrc(playing.path)}
controls
autoPlay
onError={() => setPlaybackFailed(true)}
/>
)}
</div>
)}
</div>
);
}
+767
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@@ -0,0 +1,767 @@
/**
* 设置抽屉。两端的"改东西"都收在这里,所以密码闸门也只有一个入口。
*
* # 打开面板 ≠ 解锁
*
* 面板本身由 `App` 在**解锁之后**才挂载,但面板里的每个改动仍然各自过一次后端闸门
* (`bind_camera` 等都会校验)。所以即使有人把这里改成"不需要密码",配置也改不动。
*
* # 发现列表按需放开
*
* 挂载时调 `set_discovery_open(true)`,卸载时关掉。这是用户端唯一会列出别的图传板的
* 时候——**画面不会**因此进来,接收端那道闸门只管帧,不管发现(见 `cam_core::receiver`)。
*/
import { useCallback, useEffect, useMemo, useState } from "react";
import { api } from "../lib/ipc";
import { teamName } from "../lib/format";
import type {
ConfigView,
CrosshairConfig,
HudView,
Snapshot,
} from "../lib/types";
import { Button, Field, Section, Select, Slider, Switch } from "./controls";
interface Props {
snapshot: Snapshot;
hud: HudView;
onHud: (hud: HudView) => void;
calibrating: boolean;
onCalibrating: (active: boolean) => void;
onClose: () => void;
onNeedsUnlock: (reason: string) => void;
onError: (message: string) => void;
onInfo: (message: string) => void;
/** 配置变了(身份/绑定)。App 用它立刻刷新顶层状态。 */
onConfig: (config: ConfigView) => void;
}
/** HUD 的滑杆每动一下都会触发保存,节流一下,免得写盘几十次。 */
const SAVE_DEBOUNCE_MS = 350;
export function SettingsPanel({
snapshot,
hud,
onHud,
calibrating,
onCalibrating,
onClose,
onNeedsUnlock,
onError,
onInfo,
onConfig,
}: Props) {
const config = snapshot.config;
const locked = !snapshot.unlocked && config.role !== "referee";
// 打开面板时放开发现列表(后端会校验是否已解锁)。
useEffect(() => {
if (locked) return;
void api.setDiscoveryOpen(true).catch((err) => {
onNeedsUnlock(err instanceof Error ? err.message : String(err));
});
return () => {
void api.setDiscoveryOpen(false).catch(() => undefined);
};
}, [locked, onNeedsUnlock]);
// HUD 的保存节流。滑杆一停就写。
const [pending, setPending] = useState<HudView | null>(null);
useEffect(() => {
if (!pending) return;
const timer = window.setTimeout(() => {
setPending(null);
void api.saveHud(pending).then(onConfig).catch((err) => {
onError(err instanceof Error ? err.message : String(err));
});
}, SAVE_DEBOUNCE_MS);
return () => window.clearTimeout(timer);
}, [pending, onConfig, onError]);
const update = useCallback(
(change: (draft: HudView) => void) => {
const next = structuredClone(hud);
change(next);
onHud(next);
setPending(next);
},
[hud, onHud],
);
const run = async (action: () => Promise<ConfigView>) => {
try {
onConfig(await action());
await api.refresh();
} catch (err) {
const message = err instanceof Error ? err.message : String(err);
if (message.includes("密码")) {
onNeedsUnlock(message);
return;
}
onError(message);
}
};
const cameraOptions = useMemo(
() =>
snapshot.cameras.map((camera) => ({
value: camera.id,
label: camera.idText,
hint: `${camera.addr} · ${camera.online ? "在线" : "离线"}${
snapshot.stats.find((s) => s.camera === camera.id)?.hasFrames ? "" : " · 无画面"
}`,
})),
[snapshot.cameras, snapshot.stats],
);
const armorOptions = useMemo(
() =>
snapshot.armorBoards.map((board) => ({
value: board.id,
label: board.idText,
hint: `${board.addr} · ${teamName(board.team)} · ${board.hp} 血 · ${
board.online ? "在线" : "离线"
}`,
})),
[snapshot.armorBoards],
);
return (
<aside className="drawer">
<header className="drawer__head">
<h2 className="drawer__title">设置</h2>
<div className="drawer__head-actions">
{config.role === "team" && (
<Button
variant="ghost"
onClick={() => {
void api.lock().then(() => {
onInfo("已重新上锁。");
onClose();
});
}}
>
上锁
</Button>
)}
<Button variant="ghost" onClick={onClose}>
关闭
</Button>
</div>
</header>
{locked && (
<p className="drawer__locked">
这个面板的改动需要密码。<button onClick={() => onNeedsUnlock("改动设置需要密码")}>立即解锁</button>
</p>
)}
<div className="drawer__body">
<Section title="身份">
<Field label="这台机器是哪一端">
<Select
value={config.role}
options={[
{ value: "team", label: "用户端", hint: "一路画面 + 血条 + 瞄准器" },
{ value: "referee", label: "裁判端", hint: "两路 + 双方血量 + 录制" },
]}
onChange={(role) => void run(() => api.setRole(role))}
/>
</Field>
<p className="section__note">
离开用户端要密码:否则切到裁判端就能看两路画面、也能随便改配置。
</p>
</Section>
{config.role === "team" && (
<>
<Section
title="绑定"
hint="图传板与装甲板都用 MAC 派生的 id 标识,重启不变,所以绑定是稳的。改动需要密码。"
>
<Field label="摄像头(图传板)">
<Select
value={config.cameraId}
options={cameraOptions}
onChange={(id) => void run(() => api.bindCamera(id))}
/>
</Field>
<Field label="装甲板主板" hint="决定血条读谁的血量。下拉里是场上正在广播的板子。">
<Select
value={config.armorId}
options={armorOptions}
onChange={(id) => void run(() => api.bindArmor(id))}
/>
</Field>
<Field label="自己属于哪一边" hint="改错队号会让血条显示对手的血量。">
<Select
value={config.team}
options={[
{ value: 0, label: "队伍一(红)" },
{ value: 1, label: "队伍二(蓝)" },
]}
onChange={(team) => void run(() => api.setTeam(team))}
/>
</Field>
<Switch
checked={config.mirror}
label="左右镜像画面(摄像头装反了)"
onChange={(mirror) => void run(() => api.setMirror(mirror))}
/>
{cameraOptions.length === 0 && (
<p className="section__note section__note--warn">
现在没有发现任何图传板。板子每 2 秒广播一次,确认它已上电、和这台机器在同一个
网络里,然后稍等。
</p>
)}
</Section>
<Section title="瞄准器" hint="位置跟着画面走,大小不跟着缩放走——放大后准星更精确。">
<Switch
checked={hud.crosshair.visible}
label="显示瞄准器"
onChange={(visible) =>
update((draft) => {
draft.crosshair.visible = visible;
})
}
/>
<Field label="样式">
<Select
value={hud.crosshair.style}
options={[
{ value: "cross", label: "四臂十字" },
{ value: "cross-dot", label: "十字 + 中心点" },
{ value: "circle-dot", label: "圆环 + 中心点" },
{ value: "dot", label: "只有点" },
]}
onChange={(style) =>
update((draft) => {
draft.crosshair.style = style;
})
}
/>
</Field>
<Field label="大小" hint="画面短边的比例">
<Slider
value={hud.crosshair.size}
min={0.01}
max={0.2}
step={0.005}
format={(value) => `${(value * 100).toFixed(1)}%`}
onChange={(size) =>
update((draft) => {
draft.crosshair.size = size;
})
}
/>
</Field>
<Field label="线宽">
<Slider
value={hud.crosshair.thickness}
min={0.001}
max={0.02}
step={0.0005}
format={(value) => value.toFixed(4)}
onChange={(thickness) =>
update((draft) => {
draft.crosshair.thickness = thickness;
})
}
/>
</Field>
<Field label="中心空隙">
<Slider
value={hud.crosshair.gap}
min={0}
max={0.1}
step={0.002}
format={(value) => `${(value * 100).toFixed(1)}%`}
onChange={(gap) =>
update((draft) => {
draft.crosshair.gap = gap;
})
}
/>
</Field>
<Field label="颜色">
<input
className="color"
type="color"
value={hud.crosshair.color}
onChange={(event) =>
update((draft) => {
draft.crosshair.color = event.target.value;
})
}
/>
</Field>
<Calibration
crosshair={hud.crosshair}
calibrating={calibrating}
onCalibrating={onCalibrating}
onChange={(offsetX, offsetY) =>
update((draft) => {
draft.crosshair.offsetX = offsetX;
draft.crosshair.offsetY = offsetY;
})
}
/>
</Section>
<Section title="叠加与提示">
<Switch
checked={hud.grid.visible}
label="显示网格"
onChange={(visible) =>
update((draft) => {
draft.grid.visible = visible;
})
}
/>
{hud.grid.visible && (
<>
<Field label="网格样式">
<Select
value={hud.grid.style}
options={[
{ value: "thirds", label: "三分线" },
{ value: "squares", label: "等分方格" },
{ value: "cross", label: "中心十字" },
]}
onChange={(style) =>
update((draft) => {
draft.grid.style = style;
})
}
/>
</Field>
{hud.grid.style === "squares" && (
<Field label="等分数">
<Slider
value={hud.grid.divisions}
min={2}
max={16}
step={1}
format={(value) => `${value} 格`}
onChange={(divisions) =>
update((draft) => {
draft.grid.divisions = divisions;
})
}
/>
</Field>
)}
<Field label="网格明显程度">
<Slider
value={hud.grid.opacity}
min={0.05}
max={1}
step={0.01}
format={(value) => value.toFixed(2)}
onChange={(opacity) =>
update((draft) => {
draft.grid.opacity = opacity;
})
}
/>
</Field>
</>
)}
<Switch
checked={hud.showZoom}
label="显示放大倍率"
onChange={(showZoom) =>
update((draft) => {
draft.showZoom = showZoom;
})
}
/>
<Switch
checked={hud.hitFeedback.flash}
label="被打中时闪红"
onChange={(flash) =>
update((draft) => {
draft.hitFeedback.flash = flash;
})
}
/>
<Switch
checked={hud.hitFeedback.shake}
label="被打中时画面抖动"
onChange={(shake) =>
update((draft) => {
draft.hitFeedback.shake = shake;
})
}
/>
<Switch
checked={hud.hitFeedback.marker}
label="在瞄点旁显示伤害数字"
onChange={(marker) =>
update((draft) => {
draft.hitFeedback.marker = marker;
})
}
/>
<Field label="反馈强度">
<Slider
value={hud.hitFeedback.intensity}
min={0.2}
max={2}
step={0.1}
format={(value) => `${value.toFixed(1)}×`}
onChange={(intensity) =>
update((draft) => {
draft.hitFeedback.intensity = intensity;
})
}
/>
</Field>
</Section>
<Section title="血条">
<Switch
checked={hud.health.visible}
label="显示血条"
onChange={(visible) =>
update((draft) => {
draft.health.visible = visible;
})
}
/>
<Switch
checked={hud.health.showNumbers}
label="显示血量数字"
onChange={(showNumbers) =>
update((draft) => {
draft.health.showNumbers = showNumbers;
})
}
/>
<Switch
checked={hud.health.showTeamName}
label="显示队伍名"
onChange={(showTeamName) =>
update((draft) => {
draft.health.showTeamName = showTeamName;
})
}
/>
<Switch
checked={hud.health.pulse}
label="低血时脉动"
onChange={(pulse) =>
update((draft) => {
draft.health.pulse = pulse;
})
}
/>
<Field label="低血阈值">
<Slider
value={hud.health.lowThreshold}
min={5}
max={100}
step={5}
format={(value) => `${value} 血`}
onChange={(lowThreshold) =>
update((draft) => {
draft.health.lowThreshold = lowThreshold;
})
}
/>
</Field>
<Field label="血条宽度" hint="占画面宽度的比例">
<Slider
value={hud.health.width}
min={0.15}
max={0.9}
step={0.01}
format={(value) => `${(value * 100).toFixed(0)}%`}
onChange={(width) =>
update((draft) => {
draft.health.width = width;
})
}
/>
</Field>
</Section>
</>
)}
{config.role === "referee" && (
<Section
title="裁判端槽位"
hint="默认按装甲板自报的队伍自动分左右。有烧错固件的板子时打开手动指定。"
>
<Switch
checked={snapshot.slots.manual}
label="手动指定槽位"
onChange={(manual) =>
void run(() =>
api.setRefereeSlots({
cameraA: snapshot.slots.cameraA,
cameraB: snapshot.slots.cameraB,
armorA: snapshot.slots.armorA,
armorB: snapshot.slots.armorB,
manual,
}),
)
}
/>
{snapshot.slots.manual && (
<>
<Field label="左格:队伍一摄像头">
<Select
value={snapshot.slots.cameraA}
options={cameraOptions}
onChange={(cameraA) =>
void run(() =>
api.setRefereeSlots({ ...snapshot.slots, cameraA, manual: true }),
)
}
/>
</Field>
<Field label="左格:队伍一装甲板">
<Select
value={snapshot.slots.armorA}
options={armorOptions}
onChange={(armorA) =>
void run(() =>
api.setRefereeSlots({ ...snapshot.slots, armorA, manual: true }),
)
}
/>
</Field>
<Field label="右格:队伍二摄像头">
<Select
value={snapshot.slots.cameraB}
options={cameraOptions}
onChange={(cameraB) =>
void run(() =>
api.setRefereeSlots({ ...snapshot.slots, cameraB, manual: true }),
)
}
/>
</Field>
<Field label="右格:队伍二装甲板">
<Select
value={snapshot.slots.armorB}
options={armorOptions}
onChange={(armorB) =>
void run(() =>
api.setRefereeSlots({ ...snapshot.slots, armorB, manual: true }),
)
}
/>
</Field>
</>
)}
</Section>
)}
<Section title="录制与截图" hint="截图存 PNG,录制存 mp4(需要 ffmpeg)。">
<Field label="输出目录">
<input
className="input"
type="text"
defaultValue={config.recordingDir}
onBlur={(event) => {
const value = event.target.value.trim();
if (value !== config.recordingDir) {
void run(() => api.setRecordingOptions({ dir: value, ffmpeg: null, crf: null, preset: null }));
}
}}
/>
</Field>
<Field label="ffmpeg 路径" hint="默认从 PATH 找。找不到就录不了,但界面照常用。">
<input
className="input"
type="text"
defaultValue={config.ffmpeg}
onBlur={(event) => {
const value = event.target.value.trim();
if (value && value !== config.ffmpeg) {
void run(() => api.setRecordingOptions({ dir: null, ffmpeg: value, crf: null, preset: null }));
}
}}
/>
</Field>
<p className="section__note">
界面内回放要目录在资源协议的白名单里(默认的 ~/Movies/cam-desktop 就在)。
改到别处时回放会失败,界面上会给出"用系统播放器打开"的退路。
</p>
</Section>
<Section title="安全" hint="密码只挡现场随手改绑;配置文件与程序都在本机,愿意改的人绕得过去。">
<ChangePassword onDone={onInfo} onError={onError} />
<div className="row">
<Button
variant="danger"
onClick={() => {
if (!window.confirm("清空配置?旧文件会被改名成 .bak,然后需要重启程序。")) return;
void api.clearConfig().then(
(message) => onInfo(message),
(err) => {
const text = err instanceof Error ? err.message : String(err);
if (text.includes("密码")) onNeedsUnlock(text);
else onError(text);
},
);
}}
>
清空配置
</Button>
<Button
variant="danger"
onClick={() => {
if (!window.confirm("退出程序?正在进行的录制会先收尾。")) return;
void api.quit().catch((err) => {
const text = err instanceof Error ? err.message : String(err);
if (text.includes("密码")) onNeedsUnlock(text);
else onError(text);
});
}}
>
退出程序
</Button>
</div>
</Section>
</div>
</aside>
);
}
/** 瞄准器偏移:拖画面校准 + 数值微调 + 归零。 */
function Calibration({
crosshair,
calibrating,
onCalibrating,
onChange,
}: {
crosshair: CrosshairConfig;
calibrating: boolean;
onCalibrating: (active: boolean) => void;
onChange: (offsetX: number, offsetY: number) => void;
}) {
return (
<div className="calibration">
<Switch
checked={calibrating}
label="拖动画面校准瞄准点"
onChange={onCalibrating}
/>
<p className="section__note">
摄像头与枪管不同轴时用这里把瞄点挪到弹着点上。偏移存的是**画面比例**,所以换分辨率、
换窗口大小都不影响它。
</p>
<Field label="水平偏移" hint={`${(crosshair.offsetX * 100).toFixed(2)}%`}>
<Slider
value={crosshair.offsetX}
min={-0.3}
max={0.3}
step={0.001}
format={(value) => `${(value * 100).toFixed(2)}%`}
onChange={(value) => onChange(value, crosshair.offsetY)}
/>
</Field>
<Field label="垂直偏移" hint={`${(crosshair.offsetY * 100).toFixed(2)}%`}>
<Slider
value={crosshair.offsetY}
min={-0.3}
max={0.3}
step={0.001}
format={(value) => `${(value * 100).toFixed(2)}%`}
onChange={(value) => onChange(crosshair.offsetX, value)}
/>
</Field>
<Button variant="ghost" onClick={() => onChange(0, 0)}>
偏移归零
</Button>
</div>
);
}
/** 改密码。 */
function ChangePassword({
onDone,
onError,
}: {
onDone: (message: string) => void;
onError: (message: string) => void;
}) {
const [current, setCurrent] = useState("");
const [fresh, setFresh] = useState("");
const [busy, setBusy] = useState(false);
return (
<div className="password-change">
<input
className="input"
type="password"
placeholder="当前密码"
autoComplete="off"
value={current}
onChange={(event) => setCurrent(event.target.value)}
/>
<input
className="input"
type="password"
placeholder="新密码(≥4 位)"
autoComplete="new-password"
value={fresh}
onChange={(event) => setFresh(event.target.value)}
/>
<Button
disabled={busy || fresh.length < 4}
onClick={() => {
setBusy(true);
void api
.setPassword(fresh, current)
.then(() => {
onDone("密码已更新。");
setCurrent("");
setFresh("");
})
.catch((err) => onError(err instanceof Error ? err.message : String(err)))
.finally(() => setBusy(false));
}}
>
{busy ? "保存中…" : "修改密码"}
</Button>
</div>
);
}
+96
View File
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/**
* 顶部状态条:身份、连接、演示模式、说明、以及进入设置的入口。
*
* 演示模式的标记**必须显眼**:那一整屏画面与血量都是本机合成的,截图或验收时把它当成
* 真实链路会得出完全错误的结论。
*/
import type { ReactNode } from "react";
import { pushNote, useAppStore } from "../lib/store";
import type { Snapshot } from "../lib/types";
import { Button } from "./controls";
interface Props {
snapshot: Snapshot;
onOpenSettings: () => void;
onOpenMedia?: () => void;
extra?: ReactNode;
}
export function TopBar({ snapshot, onOpenSettings, onOpenMedia, extra }: Props) {
const { connected, notes } = useAppStore();
return (
<header className="topbar">
<div className="topbar__left">
<span className="topbar__brand">cam-desktop</span>
<span className={`tag tag--${snapshot.role}`}>
{snapshot.role === "team" ? "用户端" : "裁判端"}
</span>
{snapshot.demo && (
<button
className="tag tag--demo tag--button"
title="所有画面与血量都是本机合成的假数据,不代表场上的任何一块板子。"
onClick={() =>
pushNote("演示模式:画面与血量由本机合成,不是真实链路。截图或验收时别把它当成现场数据。")
}
>
演示模式 · 合成画面
</button>
)}
{!connected && <span className="tag tag--warn">通道断开,重连中</span>}
{snapshot.recordings.length > 0 && (
<span className="tag tag--recording">
<span className="recording__dot" /> 录制中 ×{snapshot.recordings.length}
</span>
)}
{extra}
</div>
<div className="topbar__right">
{notes.slice(-1).map((note, index) => (
<span key={index} className="topbar__note">
{note}
</span>
))}
<span className="dim mono" title="连着这个后端的界面数">
界面 {snapshot.clients}
</span>
{onOpenMedia && (
<Button variant="ghost" onClick={onOpenMedia}>
录制与回放
</Button>
)}
<Button variant="ghost" onClick={onOpenSettings}>
设置
</Button>
</div>
</header>
);
}
/** 浮动提示(错误/信息)。 */
export function Toast({
message,
kind,
onClose,
}: {
message: string;
kind: "info" | "error";
onClose: () => void;
}) {
return (
<div className={`toast toast--${kind}`} onClick={onClose} role="alert">
<span>{message}</span>
<span className="toast__close">✕</span>
</div>
);
}