Consolidate VR UI with Inconsolata neon styling and mount settings

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baketnk committed 2026-09-24 12:32:43 -04:00
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@@ -41,9 +41,11 @@ loaded between utterances; do not spawn Python/load 178 MB for every release.
## Minimal interaction
A small hand-attached status chip while armed; a compact review panel only when
needed. Allow head-relative placement for users who prefer it. No permanent large
dashboard obscuring the application.
The implemented menu consolidates review, status, controls and settings onto one
rendering surface, with world-space placement by default. Settings offer left
wrist, right wrist and head mounting. A smaller status-chip presentation while
armed remains a possible refinement, not a second implemented overlay. See
[the current UI and placement behavior](overlay.md).
```text
[ mic ] Ready · On-device [ settings ]
@@ -77,8 +79,9 @@ Recording… 00:04 [ Cancel ]
Implement the standalone `frameyap` executable, initialized
with `VRApplication_Overlay`. Frame accepted that application type and
`IVROverlay_028` in the probe. Use `CreateOverlay`, tracked-device-relative
transform, `ShowOverlay`/`HideOverlay`, and `PollNextOverlayEvent` for the panel.
`IVROverlay_028` in the probe. Use one `CreateOverlay` handle, an absolute world
transform or tracked-device-relative mount, `ShowOverlay`/`HideOverlay`, and
`PollNextOverlayEvent` for the panel.
Use SteamVR's overlay interaction rather than inventing scene controller rays.
Do not link an external scene host or launch another application behind the
@@ -93,11 +96,12 @@ eye targets or per-eye scene rendering. Keep tracking in compositor transforms,
not an application-rendered hand-pose animation loop. Do not promise a particular
GPU cost until measured.
A scene renderer's canvas/MSDF resources are not
an OpenVR overlay backend and are not imported here. Use a small independently
licensed font/icon set and minimal panel renderer. Any later source/asset reuse
requires an explicit license-reviewed extraction, never a runtime path into the
engine checkout.
A scene renderer's canvas/MSDF resources are not an OpenVR overlay backend and
are not imported here. The Inconsolata TTF used by kouseki is independently
bundled under its retained OFL; the panel renderer is original FrameYap code.
The neon HUD frame is a visual reference, not an engine dependency. Further
source/asset reuse requires an explicit license-reviewed extraction, never a
runtime path into the engine checkout.
### Controller bindings