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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>
27 lines
2.5 KiB
Plaintext
27 lines
2.5 KiB
Plaintext
# Frametop settings, read by session/frametop-session.sh on the Frame.
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# Installed to ~/.config/frametop.conf. Environment variables with an FT_ prefix override these.
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BACKEND=screens # screens: ft-screens, each screen its own resolution and size (set in Frametop Display Settings,
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# saved in ~/.config/frametop-layout.json) | gamescope: the old path, settings below
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SCREENS=2 # gamescope: number of desktop screens (VR panels)
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WIDTH=1920 # gamescope: pixels per screen (at most 1920x1080 worth)
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HEIGHT=1080
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PHYS_WIDTH=1.6 # gamescope: panel width in metres, docked
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REMOTE=0 # 1 = serve the desktop over VNC on the tailnet (port 5900; see README)
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POINTER=0 # 1 = the mouse drives the universal 3D pointer (ft_pointer driver) instead of a plain mouse
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POINTER_SENSITIVITY=0.03 # degrees per mouse count
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POINTER_IDLE=30 # seconds without mouse use before the controllers get their laser back
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POINTER_WAKE_COUNTS=40 # mouse counts within 1 s needed to wake or re-claim the laser (ignores desk jitter)
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POINTER_DISTANCE=1.5 # metres to the cursor when it isn't on a panel
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POINTER_CURSOR_DEG=0.4 # size of the free-space dot, in degrees
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POINTER_ORIGIN_FRACTION=0.95 # laser starts this far along eye->cursor: its beam is a few cm, SteamVR's hit dot tiny
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POINTER_LASER_WIDTH=0.8 # controller beam width (dashboard.laserRayWidthScale), set once at helper start
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POINTER_ORIGIN_MARGIN=0.15 # the laser starts at least this far (m) in front of its target, so small floating controls stay hittable
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POINTER_SCENE_RADIUS=0.5 # texture-less dashboard overlays (dock, window controls): hit radius (m) around their origin
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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
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POINTER_FOLLOW=0 # 1 = the cursor follows your head on a leash (a mouse button mapped to Head follow on/off toggles it)
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POINTER_LEASH_DEG=10 # head follow: how far (degrees) your head can turn before the cursor comes along; 0 locks it to your view
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META_DASHBOARD=0 # 1 = a Meta tap on a pass-through keyboard toggles the SteamVR dashboard (pointer mode only)
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SHARE_KEYS=0 # 1 = keys of keyboards grabbed for the desktop also go to @frametop_keys, for hotkey tools (any local process can listen)
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LAYOUT_GRAB_OFFSET=0.075 # arranging screens: where the floating window's grab bar is, in metres below the screen
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LAYOUT_SLIDE_SPEED=0.5 # arranging screens: how fast the invisible controller slides a grabbed screen (m/s)
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