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。
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/**
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* 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。
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*
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* # 打开面板 ≠ 解锁
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*
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* 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
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* (`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。
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*
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* # 发现列表按需放开
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*
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* 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
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* 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`)。
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*/
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import { useCallback, useEffect, useMemo, useState } from "react";
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import { api } from "../lib/ipc";
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import { teamName } from "../lib/format";
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import type {
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ConfigView,
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CrosshairConfig,
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HudView,
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Snapshot,
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} from "../lib/types";
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import { Button, Field, Section, Select, Slider, Switch } from "./controls";
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interface Props {
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snapshot: Snapshot;
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hud: HudView;
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onHud: (hud: HudView) => void;
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calibrating: boolean;
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onCalibrating: (active: boolean) => void;
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onClose: () => void;
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onNeedsUnlock: (reason: string) => void;
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onError: (message: string) => void;
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onInfo: (message: string) => void;
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/** 配置变了(身份/绑定)。App 用它立刻刷新顶层状态。 */
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onConfig: (config: ConfigView) => void;
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}
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/** 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。 */
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const SAVE_DEBOUNCE_MS = 350;
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export function SettingsPanel({
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snapshot,
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hud,
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onHud,
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calibrating,
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onCalibrating,
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onClose,
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onNeedsUnlock,
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onError,
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onInfo,
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onConfig,
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}: Props) {
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const config = snapshot.config;
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const locked = !snapshot.unlocked && config.role !== "referee";
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// 打开面板时放开发现列表(后端会校验是否已解锁)。
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useEffect(() => {
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if (locked) return;
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void api.setDiscoveryOpen(true).catch((err) => {
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onNeedsUnlock(err instanceof Error ? err.message : String(err));
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});
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return () => {
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void api.setDiscoveryOpen(false).catch(() => undefined);
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};
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}, [locked, onNeedsUnlock]);
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// HUD 的保存节流。滑杆一停就写。
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const [pending, setPending] = useState<HudView | null>(null);
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useEffect(() => {
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if (!pending) return;
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const timer = window.setTimeout(() => {
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setPending(null);
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void api.saveHud(pending).then(onConfig).catch((err) => {
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onError(err instanceof Error ? err.message : String(err));
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});
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}, SAVE_DEBOUNCE_MS);
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return () => window.clearTimeout(timer);
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}, [pending, onConfig, onError]);
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const update = useCallback(
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(change: (draft: HudView) => void) => {
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const next = structuredClone(hud);
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change(next);
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onHud(next);
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setPending(next);
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},
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[hud, onHud],
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);
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const run = async (action: () => Promise<ConfigView>) => {
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try {
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onConfig(await action());
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await api.refresh();
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} catch (err) {
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const message = err instanceof Error ? err.message : String(err);
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if (message.includes("密码")) {
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onNeedsUnlock(message);
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return;
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}
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onError(message);
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}
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};
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const cameraOptions = useMemo(
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() =>
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snapshot.cameras.map((camera) => ({
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value: camera.id,
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label: camera.idText,
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hint: `${camera.addr} · ${camera.online ? "在线" : "离线"}${
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snapshot.stats.find((s) => s.camera === camera.id)?.hasFrames ? "" : " · 无画面"
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}`,
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})),
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[snapshot.cameras, snapshot.stats],
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);
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const armorOptions = useMemo(
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() =>
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snapshot.armorBoards.map((board) => ({
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value: board.id,
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label: board.idText,
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hint: `${board.addr} · ${teamName(board.team)} · ${board.hp} 血 · ${
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board.online ? "在线" : "离线"
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}`,
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})),
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[snapshot.armorBoards],
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);
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return (
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<aside className="drawer">
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<header className="drawer__head">
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<h2 className="drawer__title">设置</h2>
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<div className="drawer__head-actions">
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{config.role === "team" && (
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<Button
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variant="ghost"
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onClick={() => {
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void api.lock().then(() => {
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onInfo("已重新上锁。");
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onClose();
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});
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}}
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>
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上锁
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</Button>
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)}
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<Button variant="ghost" onClick={onClose}>
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关闭
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</Button>
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</div>
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</header>
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{locked && (
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<p className="drawer__locked">
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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>
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</p>
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)}
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<div className="drawer__body">
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<Section title="身份">
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<Field label="这台机器是哪一端">
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<Select
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value={config.role}
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options={[
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{ value: "team", label: "用户端", hint: "一路画面 + 血条 + 瞄准器" },
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{ value: "referee", label: "裁判端", hint: "两路 + 双方血量 + 录制" },
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]}
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onChange={(role) => void run(() => api.setRole(role))}
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/>
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</Field>
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<p className="section__note">
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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。
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</p>
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</Section>
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{config.role === "team" && (
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<>
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<Section
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title="绑定"
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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。"
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>
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<Field label="摄像头(图传板)">
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<Select
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value={config.cameraId}
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options={cameraOptions}
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onChange={(id) => void run(() => api.bindCamera(id))}
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/>
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</Field>
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<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。">
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<Select
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value={config.armorId}
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options={armorOptions}
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onChange={(id) => void run(() => api.bindArmor(id))}
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/>
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</Field>
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<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。">
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<Select
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value={config.team}
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options={[
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{ value: 0, label: "队伍一(红)" },
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{ value: 1, label: "队伍二(蓝)" },
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]}
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onChange={(team) => void run(() => api.setTeam(team))}
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/>
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</Field>
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<Switch
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checked={config.mirror}
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label="左右镜像画面(摄像头装反了)"
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onChange={(mirror) => void run(() => api.setMirror(mirror))}
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/>
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{cameraOptions.length === 0 && (
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<p className="section__note section__note--warn">
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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
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网络里,然后稍等。
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</p>
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)}
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</Section>
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<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。">
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<Switch
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checked={hud.crosshair.visible}
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label="显示瞄准器"
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onChange={(visible) =>
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update((draft) => {
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draft.crosshair.visible = visible;
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})
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}
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/>
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<Field label="样式">
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<Select
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value={hud.crosshair.style}
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options={[
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{ value: "cross", label: "四臂十字" },
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{ value: "cross-dot", label: "十字 + 中心点" },
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{ value: "circle-dot", label: "圆环 + 中心点" },
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{ value: "dot", label: "只有点" },
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]}
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onChange={(style) =>
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update((draft) => {
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draft.crosshair.style = style;
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})
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}
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/>
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</Field>
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<Field label="大小" hint="画面短边的比例">
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<Slider
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value={hud.crosshair.size}
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min={0.01}
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max={0.2}
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step={0.005}
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format={(value) => `${(value * 100).toFixed(1)}%`}
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onChange={(size) =>
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update((draft) => {
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draft.crosshair.size = size;
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})
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}
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/>
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</Field>
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<Field label="线宽">
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<Slider
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value={hud.crosshair.thickness}
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min={0.001}
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max={0.02}
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step={0.0005}
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format={(value) => value.toFixed(4)}
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onChange={(thickness) =>
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update((draft) => {
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draft.crosshair.thickness = thickness;
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})
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}
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/>
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</Field>
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<Field label="中心空隙">
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<Slider
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value={hud.crosshair.gap}
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min={0}
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max={0.1}
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step={0.002}
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format={(value) => `${(value * 100).toFixed(1)}%`}
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onChange={(gap) =>
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update((draft) => {
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draft.crosshair.gap = gap;
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})
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}
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/>
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</Field>
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<Field label="颜色">
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<input
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className="color"
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type="color"
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value={hud.crosshair.color}
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onChange={(event) =>
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update((draft) => {
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draft.crosshair.color = event.target.value;
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})
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}
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/>
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</Field>
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<Calibration
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crosshair={hud.crosshair}
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calibrating={calibrating}
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onCalibrating={onCalibrating}
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onChange={(offsetX, offsetY) =>
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update((draft) => {
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draft.crosshair.offsetX = offsetX;
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draft.crosshair.offsetY = offsetY;
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||||
})
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||||
}
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/>
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</Section>
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<Section title="叠加与提示">
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<Switch
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checked={hud.grid.visible}
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label="显示网格"
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onChange={(visible) =>
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update((draft) => {
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draft.grid.visible = visible;
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||||
})
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||||
}
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||||
/>
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||||
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{hud.grid.visible && (
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<>
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||||
<Field label="网格样式">
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||||
<Select
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||||
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}
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||||
step={1}
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||||
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>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user