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139 lines
8.1 KiB
Markdown
139 lines
8.1 KiB
Markdown
# FrameYap
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Standalone, on-device voice typing for Steam Frame. **MIT licensed.** Early release (v0.1 in progress).
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Implemented: native OpenVR overlay, remappable controller actions, bounded SDL3 capture,
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persistent local Parakeet Redux worker, preview/explicit insertion through Gamescope,
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and an idempotent user-local installer. No Steam store AppID, sudo, desktop ASR
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server, cloud fallback or unrelated application dependency.
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**Status:** native ARM64 build, CPU inference on a public clip, overlay visibility,
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Gamescope discovery and native-only installation have been exercised on Frame.
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Live microphone → reviewed text → real target delivery is **not yet accepted**.
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**Inference runtime:** Redux weights are CC-BY-4.0 and run locally through the
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`moondream` Python package (its Kestrel runtime states that local inference is free
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and needs no API key). The build and tests never download it; the installer or you
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install it from PyPI into a Python environment. See [third-party notes](docs/third-party.md).
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No GitHub release is published yet.
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## Controls
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- **Right X (default Frame binding):** hold to record; release to
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transcribe. Repeated presses reached the controls-only diagnostic on Frame;
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live mic capture through this shortcut still needs guided acceptance. This
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PTT action is remappable through SteamVR bindings.
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- **Right B:** cancel/discard (or close quick chat). **Right A:** insert reviewed text with a trailing space.
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**Right Y:** open quick chat; press again to cycle its highlighted choice.
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**Submit** on the overlay (or double-tap left grip when active) sends that choice
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verbatim then Enter; outside quick chat it inserts pending review + Enter, or
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sends Enter alone when there is no text. Edit the `quick_inputs` list in
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`$XDG_CONFIG_HOME/frameyap/config.json` (restart to apply). Nothing submits
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automatically. Auto Insert is opt-in and off by default.
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- **Overlay:** Record/Stop, Cancel, paginated preview, Insert, Submit and Hold Quit
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(hold the button for 0.9 seconds before releasing).
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Review and settings share one Inconsolata/neon-framed surface. The header
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shows local time/date; Settings selects 12/24-hour time and date format/off.
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Hold the thin bar below the panel to freely move and rotate it with your
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controller; release to leave it at that pose. Drag the external lower-right
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bracket to scale it (world, head or wrist), keeping the upper-left anchored.
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Both handles use the app's gradient in transparent margins, like Steam's
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window handles. Settings → **Lock grab/scale** hides and disables both handles;
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the lock is saved. Position/size changes last for this run only.
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Wrist mounting fades the panel as its full orientation turns away from an
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upright viewer-facing pose (60°–75°), hiding interaction past that angle;
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world and head mounting do not fade.
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**Bindings** requests SteamVR's binding editor directly. Existing SteamVR overrides may supersede defaults. World-space by
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default; settings offer left wrist, right wrist and head mounting, plus recenter.
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Dashboard lasers provide clickable controls. Settings → Lasers anytime is an
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opt-in, default-off system-wide laser mode while the panel is visible; it may
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affect games and is separate from experimental input overrides.
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- **Theme and controls:** optional `$XDG_CONFIG_HOME/frameyap/config.json` selects
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panel colors, a font path and Frame controller button mappings; missing fonts
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fall back to bundled Inconsolata. The installer creates/checks this file and
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backs it up before repairs. See [overlay configuration](docs/overlay.md#user-theme-and-controller-configuration).
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- **Advanced debugging:** Settings toggle / `"advanced_debug": true` in config.
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Off by default. Restarts the worker and discards current work; full exceptions,
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worker output and transcripts go to private, bounded local logs. No raw audio
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archive. See [diagnostics](docs/worker.md#advanced-debugging).
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- **Experimental input priority:** set `"input_priority": "experimental"` in
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that config and enable SteamVR's Developer option **Enable global input from
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overlays**. FrameYap then requests priority for its bound controller sources.
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This may consume controls used by games or the dashboard; coexistence on Frame
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is under test. The default is `"normal"`; restart FrameYap after changing it.
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- **Review by default:** focus your destination, then press Insert (text + space) or
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explicitly Enter (text + space, then Enter). Settings → Auto insert is off by default:
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when enabled, it queues text + space only if Xwayland keyboard focus, active
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window and Gamescope focus match continuously from recording through delivery.
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Any uncertainty leaves a preview for manual Insert; it never sends Enter.
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This is not yet validated for live transcription on Frame. Maximum clip 20 seconds;
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accidental taps under 200 ms are discarded.
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- While the native app is Ready, it keeps the mic device open and discards idle
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audio instead of opening/closing on every PTT. Quit releases the device. Other
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apps may still hear/transmit your voice; FrameYap does not mute them.
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Physical gesture timing, global bindings during games, mic capture, target-app
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compatibility and headset comfort still need coordinated validation. Successful
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API initialization is not delivered input or human acceptance.
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## Build and test offline
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CMake 3.20+, C++20 compiler. Python 3.10+ runs the additional hardware-free tests.
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```sh
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cmake -S . -B build
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cmake --build build
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ctest --test-dir build --output-on-failure
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./build/frameyap --help
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```
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Default build has no hardware backends. It never downloads packages/models or
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initializes SteamVR, a microphone or input injection. Native dependencies and
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explicit launch/check commands are documented in [the build guide](docs/build.md).
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`--version` uses an ISO-like UTC build timestamp (with Git hash when available),
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not a numbered release; use that same tag when packaging the binary.
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## Installation
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The real installer accepts a versioned, checksummed prebuilt ARM64 archive:
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```sh
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sh install.sh --archive /path/to/frameyap-VERSION-linux-aarch64.tar.gz \
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--sha256 ARCHIVE_SHA256 --version VERSION
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```
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This is the **local-artifact command shape**, not an available public download.
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Installation is user-local, retains rollback, refuses active-app upgrades and
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foreign files, and does not launch or register automatically. Registration uses
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OpenVR application key `local.frameyap.overlay`, not a Steam store AppID.
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Autolaunch is opt-in. An installed desktop entry can be selected manually as a
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non-Steam shortcut. A basic launch from Steam's Non-Steam section opened the
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panel on one Frame; registration alone did not show an entry in the first checked
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dashboard menu. See [packaging and lifecycle](docs/packaging.md).
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For a native-only install, menu-driven inference needs a Python runtime you
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provide and the pinned model. Configure their absolute paths in
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`~/.config/frameyap/paths.conf` as described in the packaging guide; they are
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never fetched or bundled implicitly.
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A pinned GitHub one-command route is implemented in `install.sh --version TAG`,
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but **do not advertise or run it as a working public installation until a vetted
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release exists**. Native-only artifacts support the overlay/checks without an
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end-user compiler; a bundled-ASR distribution is not yet offered.
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## Project map
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- [Build guide](docs/build.md): implemented boundaries, build, controls, explicit tests.
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- [Design](docs/design.md): full target design; some features remain proposed.
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- [Installer design](docs/install-design.md) and [packaging](docs/packaging.md).
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- [Overlay](docs/overlay.md), [worker protocol](docs/worker.md),
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[dependency/license inventory](docs/third-party.md).
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- [TODO](TODO.md): release plan and open work items.
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Dated device-test records are kept locally (untracked) and are not authority for
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current device availability. Live microphone → reviewed text → target delivery has
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not been formally accepted; see Status above.
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No recordings, transcripts, private logs, model weights or runtime binaries are
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committed. The worker boundary is intentionally small for forks experimenting
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with other models/APIs; the default remains local-only Redux.
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