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DeeJanuz--frametop/session/frametop.conf.example
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DeeJanuzandClaude Opus 5.5 10f21273a6 Add gaze mode to the pointer: it goes where you look
MAGIC pointing (Zhai et al. 1999), off by default: with POINTER_GAZE=1,
"gaze on", or a button mapped to the new gaze_toggle action, the cursor ray
is the corrected gaze from ft-gazed while the gaze has the pointer. Moving
the mouse takes the pointer from where the gaze left it; looking more than
POINTER_GAZE_RETAKE (5 deg) away with the mouse still gives it back. The
pointer is aimed at the gaze, never steered toward it, and only fresh gaze
moves it, so a stopped service or a blink leaves it where it is. A mouse
nudge of up to POINTER_GAZE_NUDGE_MAX (8 deg) before a click is sent to
ft-gazed as a lesson in the eye tracker's error.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 22:51:51 -06:00

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# 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
POINTER_FOLLOW=0 # 1 = the cursor follows your head on a leash (a mouse button mapped to Head follow on/off toggles it)
POINTER_LEASH_DEG=10 # head follow: how far (degrees) your head can turn before the cursor comes along; 0 locks it to your view
POINTER_LEASH_DELAY=0.2 # head follow: how long (s) your head has to stay past the leash, so a glance doesn't move the cursor
POINTER_LEASH_RETURN=0.2 # head follow: once it comes along, how quickly (s) the cursor settles back to its place in your view
POINTER_FOLLOW_REACH=70 # head follow: how far (degrees) from the middle of your view the mouse can move the cursor
POINTER_GAZE=0 # 1 = the pointer goes where you look, the mouse does the last bit (needs the gaze service: gaze/run.sh install)
POINTER_GAZE_RETAKE=5 # gaze mode: how far (degrees) you look away from the pointer before the gaze takes it back from the mouse
POINTER_GAZE_NUDGE_MAX=8 # gaze mode: a mouse nudge up to this far (degrees) before a click is learned as the eye tracker's error
META_DASHBOARD=0 # 1 = a Meta tap on a pass-through keyboard toggles the SteamVR dashboard (pointer mode only)
SHARE_KEYS=0 # 1 = keys of keyboards grabbed for the desktop also go to @frametop_keys, for hotkey tools (any local process can listen)
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)