9.6 KiB
Development log
Origin (2026-10-01)
This project came out of one exploratory session. The owner asked an AI assistant (Claude, running as Claude Code in a Konsole inside the Frame's nested KDE desktop) to analyse the Steam Frame's environment, document it, and possibly change some things. The session started read-only. Write access was granted later, step by step, and every system-touching action was announced first and approved by the owner.
The broader notes from that session (hardware, display pipeline, KDE scale, ultrawide options, input devices) live in the parent exploration folder ~/Projects/SteamFrameExploration/ (README.md plus numbered 0X-*.md files) on the original headset. They aren't part of this repo. The parts relevant here are condensed in steam-frame-background.md.
Timeline
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Exploration. We found that KDE runs nested in gamescope's VR overlay, and that the mouse belongs to gamescope while the laser belongs to vrcompositor.
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Quick mouse investigation. It turned out to be only a grip-to-activate shortcut. Its binding showed that the laser takes any pose source, and the Frame HMD already binds a head-gaze laser.
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Driver written (
mouselaser, ~400 lines of C++). Built on-device with gcc 15.1 / cmake 3.29 / ninja against SteamVR's bundledopenvr_driver.h(API 2.1.0). -
Installed with
vrpathreg adddriver, after a backup ofopenvrpaths.vrpath. Then the owner restarted SteamVR. -
Verified working, from the owner's report and from
vrserver.txt:[Info] - mouselaser: mouselaser: ACTIVE (mouse drives the laser) [Info] - mouselaser: mouselaser: inactive (mouse back to desktop) [Info] - [Workshop] Successfully loaded binding file '.../vrcompositor_bindings_mouselaser.json' for app 'openvr.component.vrcompositor'. [Info] - mouselaser: mouselaser: mouse disappeared [Info] - mouselaser: mouselaser: using /dev/input/event6 (MCHOSE G3 A Mouse)- The toggle works, and the compositor loaded our bindings.
- The mouse is re-found after it sleeps or reconnects. Its event node moved from event5 to event6 and was still found.
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Moved into this repo as
0.1.0-experimental. Changes made while copying:- Removed the doubled log prefix: SteamVR already adds
mouselaser:. - Added a version line on startup.
install.shnow refuses to register if amouselaserdriver is already registered from another folder.
- Removed the doubled log prefix: SteamVR already adds
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Repo build tested (2026-10-01, 20:10). The old registration was removed,
./install.shwas run from the repo, and the owner rebooted. The owner confirmed it works. The log shows a singlemouselaser:prefix, which confirms the repo build is the one loading, and toggling works. -
0.2.0: wheel works as the thumbstick (2026-10-01). The owner asked for the mouse wheel to act like the controller joystick, to scroll lists.
- Finding: Steam UI lists read the compositor's
/actions/dualanalog; the Framesteam.clientbinding is haptics-only. Our bindings only hadscroll_discrete. - Change: added
dualanalog(position + touch) andscroll_smoothbindings. Replaced the 6-frame pulse with a time-basedStickStepper(one notch = one flick). The tilt wheel drives stick X. Four newwheel*settings. - Verified offline with a 120 Hz simulation: one notch gives one push, fast notches give separate pushes, and the queue is capped.
- On-headset test: works (owner, after a reboot). Lists scroll with the wheel, but it feels "a bit choppy". Tuning or a smoother mode is a follow-up.
- Finding: Steam UI lists read the compositor's
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Manage Add-ons. The driver appears in SteamVR's developer Manage Add-ons list, which is expected. From the dashboard JS (
chunk~*.js): the list shows non-resourceOnlydrivers, its toggle callssetEnabled, which writesdriver_<name>.enable(the same key our driver reads), and Unblock clearsblocked_by_safe_mode. Documented in the README as an in-VR kill switch. -
0.3.0: smoother wheel and tidier texts (2026-10-01). The owner found 0.2.0's scrolling "a bit choppy" and asked for some adjustment, plus a tidy-up of the text SteamVR shows.
- Added the
smoothwheel mode as the default: each notch bumps the stick, which eases back, and spinning holds it (see how-it-works). The 0.2.0 behaviour is still available aswheelMode: "step". New settings:wheelMode,wheelSmoothMin,wheelSmoothImpulse,wheelSmoothHoldMs,wheelSmoothDecayMs. - First tuning (hold 50 ms, decay 120 ms, impulse 0.25) dipped to about 0.45 between notches when spinning at 10/s, which risks retriggering steps. Retuned to 80 / 150 / 0.3, which ramps to a steady hold. Verified offline only.
- Texts: added
resources/localization/localization.json(en_US, es_ES) for SteamVR's binding screens. ModelMouse Laser (virtual), manufacturerframe-unboundedMouse-vibed, and a clearer binding name and description. - The display name in Manage Add-ons can't be changed from the driver: the dashboard looks it up in its own
driverPrettyNamestable and otherwise falls back to the manifest namemouselaser. - On-headset test: working (owner, after a reboot).
- Added the
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Pre-commit review, 0.3.1 (2026-10-01).
- Logs: clean load, activation and binding load. No crash. The only vrserver coredump predates the driver (2026-09-28).
no suitable devicesandsteam.client … no configured bindingare benign. - A clean build from only the files that would be committed works. clang
-Wall -Wextra -Wshadowreports nothing in our code. No personal data in the tree. - Fix:
MouseReadernow stops its thread in its destructor. Previously, if SteamVR destroyed the device withoutDeactivate(), the joinablestd::threadwouldstd::terminatevrserver. This never happened in the logs; it is defensive. - Added
tests/wheel_sim.cpp(optional,-DMOUSELASER_TESTS=ON) andCMAKE_EXPORT_COMPILE_COMMANDS, so clangd findsopenvr_driver.h. - 0.3.1 is built but not yet rebooted into.
- Logs: clean load, activation and binding load. No crash. The only vrserver coredump predates the driver (2026-09-28).
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License: MIT (2026-10-01).
- The owner asked for an open-source license. The only Valve code involved is the OpenVR driver header. It is BSD-3-Clause in the public SDK and not vendored: we compile against SteamVR's local copy.
- MIT was chosen over GPL because the driver is a plugin loaded into proprietary
vrserver, where GPL plugin licensing is a grey area. MIT is also common for SteamVR drivers. - Copyright holder:
Andalu30(the GitHub handle from the remote). The README notes third-party code and trademarks.
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Demo media (2026-10-01). The owner recorded
~/Videos/mousedemo.mp4(44.2 s, 1920×1080, 20 fps). It was trimmed (first 3 s and last 2 s removed, leaving 39.2 s) and converted todocs/media/demo.webp, which the README shows as the hero image. -
Back button, 0.4.0 (2026-10-04). The mouse's back side button (BTN_SIDE, setting
backButton) is now bound to the compositor's/actions/lasermouse/in/back. That is the same action as the right Frame controller's B; right A ishome. The owner reports Back works in the Steam UI and not on the KDE overlay. Investigating KDE separately (seesteam-frame-background.md, input path) showed two causes: gamescope doesn't forward SteamVR Back to its windows, and KWin's X11 nested backend drops X buttons 8 and up even with laser mode off. The driver can't fix either one, and nothing was added for it. -
Stylus role, 0.5.0 (2026-10-04). Untested on the headset.
- Problems: (a) pressing the toggle sometimes grabbed the mouse but the laser flashed briefly or never showed, leaving neither the KDE cursor nor the laser; (b) the real left controller's laser conflicted with the virtual device.
- An earlier session tried 0.4.1 (delay before pressing the grip), 0.4.2 (stay connected) and 0.4.3 (parked valid pose while off), all as the left hand. The owner reverted them from git. Its capture finding is kept: a device whose pose goes invalid or disconnects is dropped as the compositor's laser pointer until a new "user interaction started", so a quick off/on fails. Staying connected as the left hand caused conflict (b).
- Change:
rolenow defaults to Stylus (5), whose user path is/user/stylusand which is never a hand. The bindings repeat every hand entry for/user/stylus(the HMD's own binding shows the compositor laser accepts pose sources that aren't hands). With a role other than a hand, the device stays connected with a valid pose, parked straight up while off. Hand roles keep the old disconnect-while-off behaviour. The profile's binding UI mode issingle_device. - Added logging of SteamVR events about our device, plus interaction, role and dashboard events, to look for a "laser is up" signal. Grabbing the mouse only once the laser is up (or releasing the grab automatically) needs that signal; nothing is gated yet.
- Open question: whether vrcompositor's laser actually picks a
/user/styluspointer, and whether "quick mouse" via/user/stylus/input/gripbrings the laser up.
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SteamVR primer (2026-10-04). Added
docs/steamvr-primer.md, an accessible overview for developers new to SteamVR. It gathers the parent exploration notes (01–09), this repo's docs and new checks on the headset. New facts recorded there:frame_hmdandframe_controllerare resource-only, and thecvdriver adds the headset and both controllers. Also the full list of compositor action sets, the controller roles and their user paths, and thevrcmdoptions.
State at hand-off
- The driver is registered from this repo (
<repo>/driver/mouselaser). The old prototype registration has been removed. - Nothing is vendored. The build depends on SteamVR's bundled header.
- Licensed MIT (see
LICENSE). SPDX tags are on the sources.