Commit Graph
7 Commits
Author SHA1 Message Date
DeeJanuzandClaude Opus 5.5 c2e5e861c8 Show floating windows as panels of their own
ft-screens makes a panel for each spare output (frametop.float.N), hidden
until ft-floatd floats a window on it. The panel shows only the window's
rectangle of the buffer at the density of the screen it came from, its
popups and dialogs get small panels over it, pressing its title bar
carries it while KWin's pointer stays put, the corner tab resizes the
window in pixels, and two more buttons close it and put it back on the
desktop. The session adds FLOAT_SLOTS spare outputs to KWin and starts
ft-floatd; ft-layout arranges only the screens' outputs, and the pointer
helper treats the new panels like screens. Not yet tried in the headset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:26:20 -06:00
DeeJanuzandClaude Opus 5.5 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>
2026-09-28 22:33:57 -06:00
DeeJanuzandClaude Opus 5.5 18aa0fec3a Put clicks where the cursor is on scaled desktop screens
With a screen's scale set to anything but 100%, clicks landed away from
the cursor, further off the further from the top left (#3). ft-screens
hands KWin panel positions in buffer pixels, and KWin's nested Wayland
backend (6.2.5, WaylandInputDevice) adds surface coordinates to its
output's logical position without dividing by the output's scale. At
125% a click at the middle of a 3440x1440 screen, (1720, 720), reached
KWin as logical (1720, 720), pixel (2150, 900).

ft-screens now keeps a scale per screen and divides pointer positions by
it. ft-layout sends each screen's scale, as KWin reports it after
applying, with a new "scale N s" command, whenever it applies scales:
at desktop start and from Frametop Display Settings. Screens default to
1, so an ft-layout that never sends it keeps the old behaviour.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 21:33:03 -06:00
DeeJanuzandClaude Opus 5.5 e84ac22313 Arrange the desktop's outputs the way the screens are around you
KWin's output positions now follow where the Frametop screens are in the room
instead of their numbers: a screen you see to the left of another is to its
left in Plasma, so the pointer and dragged windows cross straight to it.
Screens one above the other stack, and wrist-pinned screens go last.
ft-layout scale works this out from ft-screens' head pose and screen poses,
and runs after arranging, capturing, or pinning; ft-screens runs it half a
second after a screen is let go. With no head pose (headset off) KWin's
order is kept.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 22:51:07 -06:00
DeeJanuzandClaude Opus 5.5 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>
2026-09-26 17:06:42 -06:00
DeeJanuzandClaude Opus 5.5 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>
2026-09-26 16:54:31 -06:00
DeeJanuzandClaude Opus 5.5 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>
2026-09-26 16:14:13 -06:00