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DeeJanuz--frametop/session/frametop.conf.example
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DeeJanuzandClaude Opus 5.5 1f19732aaf Add Frametop Remote Access, a settings app for the VNC view
A GTK 4 / libadwaita app (remote/ft-remote-settings, on the host's own
Python like the gaze probe): remote access on and off (REMOTE, applied at
once when the desktop allows it), the tailnet name and address to connect
to, and the VNC password shown, copied, or replaced. The password stays
random and made on the Frame, in ~/.config/frametop-remote; none is in
the code.

session/remote-ctl.sh starts, stops, and reports remote access; the
session uses it and leaves a remote-capable marker, since KWin allows the
capture only in a desktop that started with REMOTE=1. The password
between krdp and the VNC bridge (local only, but on krdp's command line)
is now new at every start. The installer adds the app to the menu.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:55:49 -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's primary screen over VNC on the tailnet (port 5900; Frametop Remote Access, see README)
FLOAT_SLOTS=8 # screens backend: how many windows can float in VR at once (spare outputs; 0 turns it off; restart the desktop after a change)
FLOAT_MARGIN=300 # floating windows: pixels around each window on its output, so menus have room past its edges
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_CONTROLLER_PICKUP=1 # how hard a controller must move (x 0.35 m/s or 2 rad/s, for 100 ms) to take the laser back; raise it if resting controllers do (0.5 to 5)
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_IGNORE= # overlay keys the cursor passes through, comma-separated; vendor.app* covers an app (Frametop Input Settings > Ignored panels)
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
POINTER_GAZE_MOUSE=precision # gaze mode: the left button holds back its press, the mouse steers, the release clicks (precision) | clicks right away (direct)
POINTER_PRECISION_GAIN=0.5 # gaze precision (a button mapped to gaze_precision): the pointer turns this times the controller's turn
POINTER_PRECISION_DEADZONE=0.3 # gaze precision: degrees the controller turns before the pointer does (the press's own jolt)
POINTER_GAZE_DRAG_GAIN=1 # gaze drag (gaze_drag): the pointer turns this times the controller's turn
GAZE_TRACKER=steam # gaze service: steam = SteamVR's eye tracker | own = our own (gaze/tracker: its frame grabber needs gaze/tracker/install.sh; calibrated in the gaze probe with Own tracker)
GAZE_EYE=auto # gaze service: eye bias. auto = each eye weighted by how far off it was at your recent nudges | left | right = that eye counts twice
HANDS_SWAP_SIDES=0 # hand tracking (hands/run.sh install): 1 = the side cameras' names are swapped, which some SteamVR restarts cause (hands/tools/check_sides.py --ring tells)
HANDS_CPUS=5,6,7 # hand tracking: the CPUs its model threads run on
HANDS_CAMERAS=auto # hand tracking: auto (by the light) | mono (the IR cameras; also keeps ft-camd off the colour ones) | color | all
HANDS_BRIGHT=all # hand tracking, auto: the cameras in bright light, all | color
HANDS_BRIGHT_ON=40 # hand tracking, auto: the colour frames' mean brightness (0-255) that counts as bright (a dim room reads about 9)
HANDS_BRIGHT_OFF=25 # ... and back to the mono cameras under this
HANDS_COLOR_LEFT=color_video0 # hand tracking: which colour camera is passthrough_left (hands/tools/check_color.py tells)
HANDS_COLOR_CROP=subtract # hand tracking: how the colour calibration's crop applies, subtract | none (check_color.py tells)
POINTER_HANDS=0 # 1 = pinches click (on the release; hold and move to nudge the pointer first) and grips press and drag, with hand tracking
POINTER_PINCH_GAIN=0.5 # hands: the pointer moves this times the pinching hand's angle (precision)
POINTER_PINCH_DEADZONE=1.5 # hands: degrees the pinching hand moves before the pointer does (a tap's jitter)
POINTER_GRIP_GAIN=1 # hands: the pointer moves this times the gripping hand's angle
POINTER_GRIP_BELOW=0.35 # hands: grips beginning more than this (m) below the eyes are ignored (hands on a desk)
POINTER_PINCH_TYPING=1 # hands: no pinch within this many seconds of a key (typing touches thumb to index)
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)
DISPLAY_OFF_MIN=0 # minutes without use before frametop-power turns the displays off, even if the headset seems worn (0 = never)
DISPLAY_MOVE_MM=5 # displays off: the headset or a controller moving this far (mm) within 10 s counts as use
DISPLAY_MOVE_DEG=0.5 # displays off: or turning this far (degrees) within 10 s
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)