# Frametop settings, read by session/frametop-session.sh on the Frame. # Installed to ~/.config/frametop.conf. Environment variables with an FT_ prefix override these. BACKEND=screens # screens: ft-screens, each screen its own resolution and size (set in Frametop Display Settings, # saved in ~/.config/frametop-layout.json) | gamescope: the old path, settings below SCREENS=2 # gamescope: number of desktop screens (VR panels) WIDTH=1920 # gamescope: pixels per screen (at most 1920x1080 worth) HEIGHT=1080 PHYS_WIDTH=1.6 # gamescope: panel width in metres, docked REMOTE=0 # 1 = serve the desktop over VNC on the tailnet (port 5900; see README) POINTER=0 # 1 = the mouse drives the universal 3D pointer (ft_pointer driver) instead of a plain mouse POINTER_SENSITIVITY=0.03 # degrees per mouse count POINTER_IDLE=30 # seconds without mouse use before the controllers get their laser back POINTER_WAKE_COUNTS=40 # mouse counts within 1 s needed to wake or re-claim the laser (ignores desk jitter) POINTER_DISTANCE=1.5 # metres to the cursor when it isn't on a panel POINTER_CURSOR_DEG=0.4 # size of the free-space dot, in degrees POINTER_ORIGIN_FRACTION=0.95 # laser starts this far along eye->cursor: its beam is a few cm, SteamVR's hit dot tiny POINTER_LASER_WIDTH=0.8 # controller beam width (dashboard.laserRayWidthScale), set once at helper start POINTER_ORIGIN_MARGIN=0.15 # the laser starts at least this far (m) in front of its target, so small floating controls stay hittable POINTER_SCENE_RADIUS=0.5 # texture-less dashboard overlays (dock, window controls): hit radius (m) around their origin POINTER_EDGE_REACH=0.3 # just off a panel, the cursor stays on its plane this far (m), to reach its resize edges and window controls LAYOUT_GRAB_OFFSET=0.075 # arranging screens: where the floating window's grab bar is, in metres below the screen LAYOUT_SLIDE_SPEED=0.5 # arranging screens: how fast the invisible controller slides a grabbed screen (m/s)