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Commits
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9f2ee5ad68 |
A one-command uninstaller that keeps the headset usable
uninstall.sh replaces the README's thirteen uninstall commands. Run from a Frametop desktop, those commands stopped the input relay second, which took the keyboard and mouse away before the rest could be typed. And deleting ~/frametop first left Launch a program -> Desktop pointing at a missing script. The script works in two steps. Step 1 stops Frametop from starting: the launcher entry, the user services (disabled, not stopped), the SteamVR driver, the menu entries, and the eye grabber and Bluetooth fixes under /etc (one sudo). Everything running keeps running until the headset restarts, and the script offers to restart it. Step 2 runs once none of Frametop's programs run. It deletes the code, and asks before deleting the settings, recordings, and the dev container. It doesn't use the rest of the repo, so the Pages one-liner works even when ~/frametop is gone. --dry-run shows each command without running it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9d7c8a0b91 |
Experimental (#29)
* Input relay: typing with the pointer helper down no longer ends the relay Typing on a pass-through keyboard tells the helper "typing". With the helper not running (SteamVR off), that send raised ConnectionRefusedError and the relay exited, dropping every grab until systemd restarted it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * ft-steam: open Steam's menu through Steam's own UI steam/ft-steam menu opens the SteamVR dashboard on Steam's menu, or closes the dashboard if it's up, without pointer mode: it asks Steam's UI over its debugging port to show its dashboard overlay (ShowVROverlay, what Steam calls itself) and focus the Steam frame's left menu (MenuStore.OpenMainMenu). ft-steam check says whether those calls still exist, and update-check.py runs it, since a Steam client update can rename them. The CDP client moves from display-settings/steam_settings.py to steam/steamui.py, so both use it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Shortcuts: Steam menu, commands, and modifier taps Key combinations (and mouse and controller buttons) get two new actions: - steam_menu: Open Steam menu / close dashboard (steam/ft-steam menu). - command:CMD: run CMD with sh -c, as the relay's service, with layout/, float/ and steam/ on its PATH. Input Settings offers it for key combinations as Run a command... Both work without pointer mode. A modifier on its own is now a key combination too: a tap, pressed and released with no other key, mouse button, or scroll in between. A bound tap sends the desktop F24 before the release, so Plasma's launcher stays shut. The defaults gain a Meta tap for the Steam menu; this replaces META_DASHBOARD, which only worked in pointer mode. input/test/keys-test.py runs the relay against fake devices with every outgoing socket renamed, so it's safe next to the live relay. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Relay: share a key combination's Meta release with frame-voice A Meta+key combination (Meta+J for gaze_left, say) hides Meta's release from the desktop, and the relay skipped share_key for it too. frame-voice saw Meta go down on @frametop_keys and never come up, so it held all dictated text back, waiting for that release. Keys of grabbed keyboards are now shared as pressed, before key_binding() decides what the desktop gets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: ft-cutouts, the hand cutouts without pinches and grips hands/ft-cutouts on|off|status starts ft-camd and ft-hands as transient user units with ft-hands' new --no-gestures: hands are published for ft-screens' cutouts, but no pinch or grip is detected, so nothing clicks or drags and a closing hand doesn't raise the tracking rate. It needs a build and ft-camd's capabilities, not hands/run.sh install. Its units conflict with ft-handsctl's, so each stops the other, and they stop with SteamVR. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * ft-cutouts status: only the current run's tracker lines Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Gaze: say why gaze mode can't work yet, and open the calibration whenever it's missing Turning gaze mode on without a calibration opened Calibrate only on the off-to-on change, and only if it could open right then. With the headset off, the eye tracker silent, or the panel not built, or with gaze mode already on when the gaze service started, nothing opened and nothing said why: the pointer just stayed a mouse. - The gaze service now checks every second: gaze mode on, no calibration for the tracker in use, eyes seen -> the full calibration opens. One that closes unfinished opens again only after the headset comes off and on, gaze mode off and on, or Calibrate, so it doesn't loop. A start that fails retries every 10 s. - Its status says why gaze mode can't work yet (checks.problem): not calibrated and opening, open, closed unfinished, or can't open and why. - Input Settings shows that under the Gaze pointer switch, along with the gaze service not installed or not running and our tracker missing its frame grabber. - ft-gazectl on notes a missing calibration. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Gaze: install our eye tracker, prefer it, and say why a calibration dot wasn't taken A user on a fresh install got "Calibration failed: only 0 of 21 dots" with no reason. The installer never installed our tracker, so gaze used SteamVR's, and the only way SteamVR's tracker rejects a dot is losing an eye for most of the look. The panel just showed a red ring. - install.sh: step 9/10 installs our tracker (gaze/tracker/install.sh) after gaze mode, yes by default; it needs sudo, so --yes runs it only when sudo won't prompt. If it fails, gaze keeps SteamVR's tracker. Configs that still say GAZE_TRACKER=steam (the old template) are asked whether to switch. - GAZE_TRACKER=auto, the new default: ours when it's installed (the frame grabber, its unit, and ft-eyes' Python), else SteamVR's. ft-gazed rechecks every second, so installing it switches over. Input Settings lists Own tracker first as recommended, and says how to install it when it's missing (checking the host's /etc through /run/host from the dev container). - The calibration panel has a note line, orange over the instructions: why a dot wasn't taken (an eye lost, a blink, the eyes disagreeing for SteamVR's tracker, from steady_samples' new drop counts; ft-eyes' reply for ours), what a click is still waiting for after 1.5 s, and a failed calibration's most common reason, which the Gaze page shows too. steady_samples keeps the same samples as before (checked on 2037 windows of recordings); a lost eye is named before a blink, since its openness reads 0. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * README: link the Frametop Discord Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Wait for a new container to finish setting up before entering it container-up.sh starts the dev container in a scope of its own, so distrobox enter finds it running and skips its wait for distrobox-init. On a fresh install, init was still setting up passwordless sudo when dev-container.sh ran sudo dnf install, and sudo asked for a password with no terminal to read it from. container-up.sh now waits for container_setup_done itself, and the container's sudo calls use -n, so a password prompt fails at once with a clear message. Fixes #9 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Prevent small desktop overlay pointer movements from starting a drag * Clear reported drag state on controller release * Click stability: only a hand controller's press starts it The 3D mouse drives SteamVR's laser through the ft_pointer virtual controller, so its events reach the screens the same way a controller's do. The filter held every press, which turned the mouse's short drags (selecting a character or two, nudging a slider) into clicks. Mark button events from hand controllers and start the filter only on those. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Input relay: retry a new device until udev gives it to the input group A new /dev/input node is root:root 0600 until udev applies GROUP=input. The scan probed each new node once and marked it seen even when the open failed, so a node caught in that gap was never opened. Behind a KVM, a switch brings back a hub of devices at once: on the Frame, four nodes failed with EACCES in one switch, the keyboard was never grabbed, and its keys went to gamescope instead of the desktop screens. A node that isn't readable yet now waits for the next scan. * Screens: take a screen's overlays from one copy in the catcher While a button pressed on a screen is held, UpdateCatcher checks every tick whether the laser is still on one of the screen's overlays. It built that list from s.All().begin() and s.All().end(), but All() returns a std::array by value: iterators into two different temporaries, which is undefined behaviour. A clang build of ft-screens got a garbage length, threw std::length_error, and aborted on the first click, taking KWin and the desktop with it. * Gaze: leave SteamVR's gaze action alone during VR games From curiousjtuber's PR #13: with the gaze service running, SteamVR restarted its eye tracker every 10 to 13 s of Beat Saber, as if the headset came off, and each restart took input focus from the game. The PR stopped every read in a game. Only the action path reaches SteamVR (UpdateActionState on the gaze set at overlay-global priority, then GetEyeTrackingDataRelativeToNow); the mmap and our tracker are read-only files. So only the action is skipped while a scene app runs, and gaze keeps moving the pointer over the dashboard in a game. The action source is only used with --source action. Co-Authored-By: CuriousJ <curious.j.tuber@gmail.com> Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: --record-hz, and the hand recorder's design (hands/rec/DESIGN.md) ft-hands --record-hz N records at most N frame sets a second, for the hand recorder (10). DESIGN.md lays out the recorder: the headset panel, the session runner and its script, the files, review and export, consent. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: ft-handpanel, the hand recorder's headset panel A head-locked SteamVR overlay for the hand recorder (hands/rec/DESIGN.md): 1.2 m ahead, 12 degrees up, 36 degrees wide, drawn with stb_truetype into three shared DMA-BUFs as ft-gazepanel does. It shows the title, step, wrapped instruction, note, countdown, hand chips, near/far bar and a "Paused" cover, driven over @ft_handpanel. It also places the touch target, a 2 cm dot in its own overlay fixed in the room where the head was at the first command for that point, and logs head and controller poses to poses.jsonl at 250 Hz from a thread of its own. Both threads take one lock around OpenVR calls. --no-vr prints each picture's state to stdout (and --dump writes the pictures), for testing without a headset. hands/rec/build.sh builds it in the dev container. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: the recorder's worn check goes by the panel's backlight, as frame-job does Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: the hand recorder's session runner and guided script hands/rec/session.py runs a recording session from script.json: it starts ft-camd and a tracking ft-hands as transient units only if they aren't running, records each section as one take (ft-hands --record-only at 10 sets/s, a new sets-N.bin after each pause), drives ft-handpanel, and writes session.json, calibration.json (identifying fields removed), prompts.jsonl and take.json. Feedback comes from the live hands file and, in the controller sections, from the panel's device poll. It also runs from the command line (--dry-run, --speed, --ring, --no-start). hands/rec/script.json: 11 sections, about 9 minutes without the object and controller sections. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: the hand recorder's window, review and export hands/rec/ft_handrec.py + main.qml (Kirigami, dev container; host launcher hands/rec/ft-handrec): consent (CONSENT.md, asked again when its version changes; profile.json with a random contributor id), the before-you-start checklist with the lighting and free-space checks, the session controls (Space pauses, Esc stops), review with a frame-set viewer that deletes ranges, takes and sessions, export with progress and cancel (warns while the headset is worn), and the upload page (UPLOAD.md, the huggingface-cli command; HF_DATASET is a placeholder). --dry-run runs sessions without processes, for testing. hands/rec/takes.py (standard library): indexes sets.bin and sets-N.bin without reading pixels, reads one set's cameras, keeps deleted ranges in take.json, and exports: deleted sets left out, zstd -10 -T2 at nice 19, manifest.json and SHA256SUMS, nothing left behind on cancel. CONSENT.md and UPLOAD.md are drafts pending a legal review; the window says contributions aren't open yet. The dev container gains zstd. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Hands: upload from the hand recorder's window, export checks, a rehearsal hands/rec/validate.py (standard library; Linux and Windows, Python 3.12+) checks an export before upload and when it's received: SHA256SUMS, an allow-list of files, the manifest's schema and keys, the consent version, a uuid4 contributor, no identifying fields in calibration.json or device.json, every sets.bin.zst decompressed to its end as a stream with each FHSET01 header checked against the manifest, jsonl lines, the total size. It decompresses with compression.zstd, zstandard or the zstd program. validate.py DIR [--json]. hands/rec/hub.py uploads an export with huggingface_hub, as a pull request to contributions/<contributor>/<session>: validate first, refuse a repeat of the same export, check the login (whoami) and access (auth_check), upload_folder(create_pr=True) with the manifest summary as the description, then record the PR under "uploads" in session.json. Errors are explained (terms not accepted, not found, 401/403, network). --dry-run makes no network calls. FT_HANDREC_DATASET overrides HF_DATASET (DeeJanuz/frametop-hands); while the texts are drafts a real upload needs FT_HANDREC_ALLOW_UPLOAD=1. The Upload page shows the login with "Check again" and how to run hf auth login in a terminal (the token never enters the window), then Upload with a phase, progress and Cancel (hub.py as a child process), the PR link, and a warning for an export uploaded before. The manual command stays as the fallback. ft-handrec --hub-dry-run. session.py also saves device.json: cv.cad_from_cal and head from /persist/device_config.json, the labeller's shape, nothing identifying; export copies it. Session ids with a -N suffix are accepted everywhere. hands/rec/rehearse.sh runs it all without the headset: ft-ringplay plays 30 s of a capture into a ring, session.py records a short test script with ft-handpanel --no-vr and a tracker, then export, validate and a dry-run upload (--repo ID uploads for real). It runs in one frame-job scope, deletes its data and stops its processes, also on Ctrl+C. hands/rec/tests/test_validate.py covers good and broken exports and hub.py without the network. The dev container gains python3-huggingface-hub. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * README: Frametop doesn't work on the SteamOS beta yet Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit |
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072a294941 |
README: Frametop doesn't work on the SteamOS beta yet
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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7816633353 |
README: link the Frametop Discord
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8b854fd424 |
Uninstall cleans up after itself; a shorter install command
- desktops.sh uninstall also removes Launch as Standalone's app copies and the title bar decoration, and Display Settings' uninstall the profiles' launcher entries; its install writes them back from the saved profiles (new: ft-layout launchers) - the README says which settings an uninstall leaves - the install command is now curl -fsSL https://deejanuz.github.io/ frametop/get.sh | bash (GitHub Pages, from main) - ft-gaze logs "action manifest ...: ok" instead of "error 0" Found in a clean install test on the Frame (2026-10-01): uninstall, then get.sh from the headset into a fresh clone; everything installed and doctor.sh passed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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7bcda94267 |
Defer hand tracking; the README leads with what Frametop does now
- install.sh no longer offers hand tracking (it's heavy on the CPU and needs more work); hands/ still builds and installs by hand - the build container drops python3-opencv and python3-numpy, which only hand tracking's tools used: Fedora's OpenCV pulls in over a GB - README: a new opening and feature list, the Use section by topic (screens, mouse, floating windows, profiles, gaze), and new known limitations Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c257000a23 |
A one-line installer, and gaze mode in install.sh
- get.sh: curl ... | bash asks for stable (main) or experimental, clones or updates ~/frametop, and runs install.sh; run it again to update or switch - install.sh offers gaze mode (step 8, yes by default) and notes what to do if an SSH connection drops - Input Settings' Gaze page says when the gaze service isn't installed Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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12c42cd455 |
Bring the docs up to date with the code
- floating-windows.md and profiles.md describe what's built, with what isn't listed as such; the plans, phases, and branch notes are gone - hands-migration.md is gone: the move is done; its open items are in hands/README.md's Known issues - reference.md: Layout & profiles, every action, key combinations, floating windows, the gaze pointer, and hand tracking as they are - design.md gets the KWin findings from floating-windows.md - README, gaze/README, AGENTS, hazards, gaze-controllers, and the example config catch up with gaze, hands, and the stuck-key fix Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4c46d69b0c |
Check what Frametop needs from SteamOS after an update
On the Frame, a SteamOS update replaces SteamVR, KWin, and gamescope with the rest of the OS image. scripts/update-check.py, run by doctor.sh and report.sh, checks what Frametop uses from it: the OpenVR interface versions the installed programs were built against, the vrcmd --overlays format, the eye tracker's shared memory layout, host files, services, sockets, and the driver registration. doctor.sh --mark-good records the package versions once things work, and later runs say what changed and what to try by hand. The session no longer stops when mesavars.sh or flatpak.sh is missing. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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858dbe1562 |
Profiles: named layouts that open apps
A profile is a named layout plus the screens it hides and its apps' windows (docs/profiles.md). ft-layout save captures them (ft-floatd's "windows", after the KWin script reports every window as it is now); use opens them: the screens move, open windows of each app go to their places (on a screen, maximized or not, or floating), and missing apps start, once and then again for each window still missing 3 s after the first. Nothing closes. The desktop starts in FT_PROFILE or default_profile (ft-layout start, from the session script). Each profile gets a launcher entry (Frametop: NAME, in SteamVR's Launch a program list) that switches to it or starts the desktop in it. The relay's profile:NAME action and Input Settings' "Open profile" entries put one on a key, mouse button, or controller button. Display Settings' Layout page becomes Layout & profiles: Save as profile, Open profile, the profile's apps, and Start in profile. Plasma's own session restore is off in the Frametop session. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9d91ecbcaa |
Hide screens one at a time
ft-screens: "conceal <screen|all>" hides a screen on its own, whatever the
visibility mode or the hotkey says, until "reveal"; "concealed" lists them.
(Not "hide N": older builds read anything starting with "hide" as the hotkey.)
ft-layout keeps it per screen ("hidden" in the layout), applies it when it
arranges the screens, and has hide/show N|all and hidden. Display Settings
gets a Shown switch per screen on the Visibility tab. ft-floatd floats a new
window that opens on a hidden screen, and puts a stray window on a screen
that shows. Profiles (next) use it to show only some screens.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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38843a4717 |
Launch apps floating, remember where they floated, and Launch as Standalone
ft-float launch APP / run COMMAND: ft-floatd starts the app and floats its first window (matched by process or desktop file name for 30 s) where that app last floated, or in front of you at the primary screen's density. Each app's place (pose relative to the primary screen, size in pixels, scale) is kept in ~/.config/frametop-float.json whenever one of its windows stops floating; the scale isn't applied yet, since rescaling can loop (written up in docs/floating-windows.md, Known problems). Launch as Standalone (float/ft_apps.py): the session writes copies of the apps' desktop files with that action and puts them first in XDG_DATA_DIRS, so it shows in the Application Launcher's and the taskbar's right-click menus in the Frametop desktop only. ft-floatd rewrites them when apps change. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f32187824a |
A float button in every window's title bar
Frametop's own window decoration (decoration/), a QML decoration for KWin's Aurorae engine drawn like Breeze, puts a float button left of Close. It's the Keep Below button with its own glyph: the KWin script floats a window when keep-below is set and docks it when it's cleared, and keeps the flag set on every floating window, so the button shows "back to the desktop" there. The session script installs the decoration for the Frametop desktop only; decoration/apply.sh switches a running desktop to it or back to Breeze. Not yet tried in a running KWin. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1e83f96b0f |
Float key in the input relay, docking everything, and the plan for profiles
The input relay owns the float key now: float_toggle (Meta+Shift+F unless the rules have their own key combinations) floats the window under the pointer, or the active one over the wallpaper, and docks it if it floats. dock_all puts every floating window back. Both are mappable to mouse and controller buttons, and work without pointer mode. The KWin script no longer registers a shortcut, and ft-floatd drops the old one. Key combinations move to Input Settings' Keyboard page. docs/floating-windows.md records the decisions from 2026-09-30 (the title bar button, Launch as Standalone, profiles), and docs/profiles.md plans profiles. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1f19732aaf |
Add Frametop Remote Access, a settings app for the VNC view
A GTK 4 / libadwaita app (remote/ft-remote-settings, on the host's own Python like the gaze probe): remote access on and off (REMOTE, applied at once when the desktop allows it), the tailnet name and address to connect to, and the VNC password shown, copied, or replaced. The password stays random and made on the Frame, in ~/.config/frametop-remote; none is in the code. session/remote-ctl.sh starts, stops, and reports remote access; the session uses it and leaves a remote-capable marker, since KWin allows the capture only in a desktop that started with REMOTE=1. The password between krdp and the VNC bridge (local only, but on krdp's command line) is now new at every start. The installer adds the app to the menu. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d888b6c3f1 | Merge branch 'pointer-ignore' into experimental | ||
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9c04207bb9 |
Let the pointer pass through panels you pick, like a performance overlay
A head-locked performance overlay kept catching the 3D mouse. It has no
input method, so SteamVR's laser passes through it, but the helper hit
tests every visible overlay with ComputeOverlayIntersection, and the dot
stuck to it whenever it crossed that corner of the view.
POINTER_IGNORE in frametop.conf now lists overlay keys the helper leaves
out of the collision, comma-separated shell patterns, so "vendor.app*"
covers a whole app, including panels it opens later. The laser starts
just before the cursor point, so an ignored panel nearer to you doesn't
catch it either.
Frametop Input Settings has a new Ignored panels page. It asks the
helper for SteamVR's overlays ("overlays", answered from the list's
thread once vrcmd has run again, even while the pointer is off), groups
them by app, and has a checkbox per panel and one for the whole app.
Frametop's own screens aren't offered, since ignoring one would leave
nothing to click the app on with the mouse. Entries for apps that
aren't open are listed so they can be removed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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ed9542d3b8 |
Merge branch 'layouts-headpin' into experimental
# Conflicts: # README.md # display-settings/ft_display_settings.py # display-settings/main.qml # docs/reference.md |
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b99fb97f32 |
Turn the displays off while the headset isn't used, and keep it awake on a charger
A display mount that covers the proximity sensor makes the headset seem worn, so SteamVR never turned its displays off and they stayed on all night. The new power service, ft-powerd (frametop-power.service), goes by use instead: after DISPLAY_OFF_MIN minutes in which the headset and controllers didn't move and no input device was used, it turns the backlight off, and the next movement or input turns it back on. The new Power tab in Frametop Display Settings sets that time and has a Stay awake while plugged in switch. The switch sets Steam's own "When Plugged In and Idle -> Sleep after" to Never through Steam's UI, so the Frame stays reachable remotely while the power button still works. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0be802c7e1 |
Add named layouts and a head pin for screens
Named layouts: Save current arrangement in Frametop Display Settings now asks for a name, and saved layouts are listed with the presets under Arrangement, with rename and delete next to the list. A named layout is the custom arrangement under a name: each screen's place relative to your head, width, curve, and pin, but not resolution or scale. Using one copies it into the custom arrangement, so desktop start, Meta+Shift+R, and Arrange now apply it unchanged; "active" remembers the name, and a plain capture clears it. ft-layout gains save, use, layouts, rename, and delete. A layout saved with fewer screens than there are now leaves the others where they were saved last, or where the preset puts them. Head pin: ft-screens' pin command takes "head" as well as left and right, and pins the screen to the headset (device 0) where it is, like a HUD. A head-pinned screen skips the wrist facing rule and shows whenever the screens do. Carrying it re-pins it to the head on release, like a wrist pin, so it can be adjusted in VR. The Visibility tab (now Visibility & pins) sets each screen's pin: in the room, either wrist, or your head, and the pin command now rejects anything but left, right, or head (it used to take anything else as left). This removes the "no HUD" limit from the docs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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14879023f3 |
Let the 3D mouse click all of SteamVR's Settings page
Most of SteamVR's Settings page took no clicks from the 3D mouse: they went through to a desktop screen behind it, and the page covered the dot. Steam's pages (Library and the rest) are drawn in valve.steam.gamepadui.main, which ComputeOverlayIntersection hits exactly. For SteamVR Settings that overlay is hidden and the page is drawn by the dashboard's scene-graph panel, whose shape OpenVR doesn't give out. The helper guessed a plane and a 0.5 m circle from the panel's transform, but its origin is at the page's left edge and the page's surface is nearer than that plane, so the laser, starting a few cm in front of the guess, started behind the page. On that page only (dashboard open, the main overlay hidden, the line of sight crossing the page's measured area), the laser now starts 25 cm from the eye so SteamVR's own hit test finds the page. The dot is drawn 0.6 m out, in front of the page, and the laser-catching dot sits 8 m out, invisible, with SteamVR's hit dot hidden on it. The beam and SteamVR's hit dot show there, like a controller's; everywhere else nothing changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0d50efec45 |
Map the Frame controllers' buttons; make gaze clicks correctable
The Frame controllers aren't input devices on the host, so the pointer helper reads them with SteamVR input (vrbuttons.h, actions/), one action set per button, and sends presses to the relay, which does the mapped action like for a mouse button. Only mapped buttons are taken, at an overlay-global priority (SteamVR's experimental "Enable global input from overlays"), and only outside games unless In games is on. Frametop Input Settings gets a Controllers page to map them. Gaze mode: a left press while the gaze has the pointer isn't sent at once. The pointer stops, you drag it onto what you meant with the button held, and the release clicks there; a press held still for POINTER_GAZE_HOLD (0.5 s) becomes a real press, for drags. The dot shows only while the mouse moves it (POINTER_GAZE_SHOW), while a press is held, and as a pulse per click. Outside games the pointer stays on while gaze mode is on. ft-gazed takes a third of each lesson's offset instead of all of it: in the first live test one 6 degree lesson moved everything and put the next target 7 degrees off. Frametop Input Settings gets a Gaze page. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c43418085d |
Add a potential hazards doc for the input changes
It lists what can go wrong with the relay taking the volume keys (keymaps left remapped after a crash, the headset's click button on the same device, wpctl stepping the default output), with key releases (a key left held in the desktop when its release never arrives), and with keyboards grabbed for typing (hotkey tools lose them; SHARE_KEYS is off by default). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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cfe5990b12 |
Mark head follow as experimental
It works but is only lightly tested, and what's left is mostly tuning its settings. Frametop Input Settings now says so under the Head follow switch, and the README, design notes, and button action name say it too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9addd8c669 |
Move the head-follow cursor only after the head passes the leash
Easing the reference toward the head all the time moved the cursor on every small head movement, so a cursor parked in a corner of the view drifted. Now nothing moves while the head stays within the leash. Once the head has been past it for POINTER_LEASH_DELAY (0.2 s, so a glance out and back doesn't count), the reference eases all the way to where you face (POINTER_LEASH_RETURN) and the cursor lands back in its place in the view, then the leash waits again. Leaning inside the leash no longer moves the cursor either. Leash 0 stays head-locked. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9f4b61729d |
Settle head follow back on where you look; let the mouse reach 70 degrees
The leash only moved its reference when the head reached the leash's end, so after turning back it sat up to the leash off, and recentring meant overshooting with the head. The reference now eases toward the head's facing (POINTER_LEASH_RETURN, 0.2 s) and never lags more than the leash, so the cursor settles back to its place in the view once the head stops. The mouse can now move the cursor up to POINTER_FOLLOW_REACH (70 degrees) from the middle of the view, up from a fixed 40. Both are sliders on the Pointer page. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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137705cbfd |
Add head follow: the pointer comes along when you turn your head
Off by default. With POINTER_FOLLOW=1 (a switch on the Pointer page of Frametop Input Settings, or a mouse button mapped to Head follow on/off), the cursor rides on a reference direction leashed POINTER_LEASH_DEG (10) from where you face. Within the leash it stays put in the room; past it, it turns with your head and keeps its offset. A leash of 0 locks it to your view. Head roll is ignored, the cursor stays within 40 degrees of the reference, and it holds still in the room while the left button is down so the head can't nudge a click or a drag. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8f051db083 |
Send typing to the panel clicked last
An ungrabbed keyboard reached both sides at once: gamescope, which in VR reads every input device itself (the SteamOS build's InputStealer), typed into its focused app, and ft-screens typed into the desktop. Space in the desktop paused Spotify on the dashboard, including every space frame-voice dictated. And while the SteamVR dashboard was open, the desktop got no keys at all. Typing now follows the last click. ft-screens sees clicks on its own screens; the pointer helper reports the panel under the dot on each mouse press, so a click on any other panel sends typing to Steam. While typing goes to the desktop and the screens are showing, ft-screens tells the relay every second, and the relay grabs pass-through keyboards. A grab waits until no key is down, and the relay lets go if ft-screens stops reporting. Controller clicks on other panels aren't visible to overlay apps, so they don't move typing (noted in the README). A program that reads every keyboard for a hotkey loses a grabbed one. Repeating the keys on another input device doesn't work, since gamescope reads that too, so with SHARE_KEYS=1 the relay sends them to @frametop_keys as datagrams with the device name. It's off by default: any local process that binds that name first would get every key typed into the desktop. The docs now say gamescope reads keyboards and the headset's buttons itself; they said SteamVR passed keys on to it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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bc74097331 |
Fix the installer; start the desktop without the Steam client's environment
install.sh: a comment with an apostrophe inside a single-quoted command (from the distrobox pin) ended the quote and broke the script at step 1. The VR launcher started the desktop with the Steam client's environment, including LD_LIBRARY_PATH to Steam's runtime, whose libavcodec has no H.264 decoder: VLC in the desktop couldn't play most videos. The session script now drops the client's variables before starting anything, so apps use the system's libraries and codecs. The README and the installer now recommend setting Steam's Sleep after (When Plugged In and Idle) to Never; Steam suspends the Frame after an hour otherwise, even while charging. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b0036cdeae |
Rewrite the README and docs in plainer prose
The README drops the bold headlines on every item and reads as prose. The reference is brought up to date and loses its bold labels. The design doc is reorganized by topic instead of as a dated work log, keeping the technical findings. The setup guide uses subheadings for troubleshooting. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3fb8c717e4 |
Pin distrobox, add known limitations and a bug-report script
The installer clones distrobox 1.8.2.5 instead of the latest code, so an upstream change can't break new installs. scripts/report.sh collects versions, service states, settings, and logs for an issue, with Bluetooth addresses and the headset serial masked. The README lists the known limitations and how to report problems. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b9dc805e75 |
Hide the screens during VR games unless the dashboard is open
A new setting, During VR games: with Always, the screens hide while a VR game runs and show while the SteamVR dashboard is open (the default), or stay visible over the game. The hotkey still shows them; a game starting or stopping resets it. Socket command: ingames hide|visible. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c18f6c732a |
Keep the controllers in VR games while the screens stay up
Visible screens kept SteamVR's laser mouse on, which takes the controllers away from a VR game. Now, by default, that's off while a scene app runs: the screens stay over the game and the 3D mouse or the dashboard works them. Frametop Display Settings has the choice (always, except during VR games, only with the dashboard open); the socket command is controllers. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d439bc3f25 |
Frametop: a multi-screen desktop and universal 3D mouse for the Steam Frame
Several KDE Plasma screens floating in SteamVR, each a real monitor of any resolution and shape, shown by our own compositor (ft-screens), with a layout, wrist pinning, and visibility modes; a Bluetooth mouse that drives all of SteamVR as a room-anchored 3D pointer (input relay, ft-pointer helper, ft_pointer SteamVR driver); two settings apps; and Bluetooth LE fixes. Installs on the headset with ./install.sh. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |