mirror of
https://github.com/DeeJanuz/frametop.git
synced 2026-10-06 05:00:08 +02:00
A head-locked performance overlay kept catching the 3D mouse. It has no
input method, so SteamVR's laser passes through it, but the helper hit
tests every visible overlay with ComputeOverlayIntersection, and the dot
stuck to it whenever it crossed that corner of the view.
POINTER_IGNORE in frametop.conf now lists overlay keys the helper leaves
out of the collision, comma-separated shell patterns, so "vendor.app*"
covers a whole app, including panels it opens later. The laser starts
just before the cursor point, so an ignored panel nearer to you doesn't
catch it either.
Frametop Input Settings has a new Ignored panels page. It asks the
helper for SteamVR's overlays ("overlays", answered from the list's
thread once vrcmd has run again, even while the pointer is off), groups
them by app, and has a checkbox per panel and one for the whole app.
Frametop's own screens aren't offered, since ignoring one would leave
nothing to click the app on with the mouse. Entries for apps that
aren't open are listed so they can be removed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
40 lines
4.2 KiB
Plaintext
40 lines
4.2 KiB
Plaintext
# 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_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
|
|
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)
|