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DeeJanuz--frametop/session/frametop.conf.example
T
DeeJanuzandClaude Opus 5.5 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>
2026-09-28 16:26:24 -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
POINTER_GAZE_HOLD=0.5 # gaze mode: a press held this long (s) without moving becomes a real press (to drag); moved or released sooner, it clicks where you let go
POINTER_GAZE_SHOW=1 # gaze mode: the dot shows this long (s) after the mouse moves it; also while a press is held, and a pulse per click
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)