Keyboard patch cleanup; arrow icons centered again

- drop cruft: v4 DispatchKeypress undo, unused VKM import and
  __vrkbdPatched flag, redundant VRKBD_DISPLAY env in the unit
- one wrap() helper for all replaced functions; key names for the
  stylesheet derived from the key definitions instead of repeated
- unpatch: restore every layout ever patched (also ones disabled since)
  and the remembered component class instead of walking the tree again
- helper: debounce re-injects after bursts of new JS contexts; resolve
  pending DevTools calls when the connection closes
- arrow icons vertically centered again (hint stays at the bottom edge)
- updated header comments
This commit is contained in:
Pierre Kisters committed 2026-09-27 15:43:29 +02:00
1 parent 630357b886
commit 7d8e2f14cf
4 files changed
+128 -143

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+13 -18
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@@ -1,20 +1,16 @@
# Esc/Ctrl/Alt and four arrow keys on Steam's VR keyboard.
# The keyboard is part of Steam's UI (hardcoded layouts in steamui JS), and in
# VR it can only send text; SteamClient.Input.ControllerKeyboardSetKeyState
# throws "Unknown method". So:
# - patch.js is injected at runtime into Steam's UI through its CEF
# DevTools port (127.0.0.1:8080; SteamOS starts Steam with
# -cef-enable-debugging). Steam's files are untouched, so updates don't undo
# it. It rebuilds the bottom row and, while Ctrl/Alt is active (or for Esc),
# hands the key combo to the helper instead of typing text. It also holds
# the real Ctrl/Alt down while the toggle is on (Ctrl+scroll), and routes
# characters Steam's key emulation turns into "1" (non-ASCII, AltGr/dead
# keys on the de keymap: |@{[]}\~^`äöü€…) to the helper.
# - helper.mjs keeps that injection alive (Steam restarts, keyboard popup
# recreated) and presses the combos with `xdotool key` on :0, where gamescope
# keeps X focus on the window selected in VR. It only accepts ctrl/alt
# chords and the extra keys, so the Steam UI can't use it to type text or
# press Enter.
# Runtime patch of Steam's on-screen (VR) keyboard. Steam's layouts are
# hardcoded in its UI, and in VR it can only send text (no Ctrl/Alt/Esc;
# SteamClient.Input.ControllerKeyboardSetKeyState throws "Unknown method").
# - patch.js is injected into Steam's running UI through its CEF DevTools port
# (127.0.0.1:8080; SteamOS starts Steam with -cef-enable-debugging); Steam's
# files are untouched. Bottom row: Esc Ctrl Alt [space] AltGr ← ↑ ↓ →, with
# AltGr + arrows = Pos1/PgUp/PgDn/End. Chords, Shift+arrows and characters
# Steam's key emulation turns into "1" (non-ASCII, AltGr/dead keys on the
# de keymap) are handed to the helper; Ctrl/Alt are held while toggled.
# - helper.mjs keeps the injection alive (Steam restarts, popup recreated),
# performs those requests with xdotool on :0 (X focus follows the window
# selected in VR) and reverts the patch when stopped (unpatch.js). Its
# allowlist can't type ASCII text or press Enter.
# Depends on Steam UI internals; tested with Steam client 1790377368.
{ config, pkgs, lib, ... }: {
imports = [ ./session.nix ];
@@ -39,7 +35,6 @@
"${./steam-keyboard-patch/unpatch.js}"
"${pkgs.xdotool}/bin/xdotool"
];
Environment = "VRKBD_DISPLAY=:0";
Restart = "always";
RestartSec = 5;
TimeoutStopSec = 5; # the helper unpatches Steam's UI on SIGTERM
+14 -2
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@@ -12,6 +12,7 @@ const UNPATCH = readFileSync(unpatchPath, 'utf8');
let current = null; // CDP `call` of the live session, if any
const CDP = 'http://127.0.0.1:8080/json/list';
const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
// :0 is the Steam session's Xwayland, where the VR app windows live.
const ENV = { ...process.env, DISPLAY: process.env.VRKBD_DISPLAY || ':0', LC_ALL: 'C.UTF-8' };
// Allowlist: requests come from Steam's UI JS, so the helper must not be able
@@ -76,14 +77,25 @@ async function session() {
const v = r.result?.result?.value ?? r.result?.exceptionDetails?.exception?.description;
if (v !== 'patched' || process.env.VRKBD_VERBOSE) console.log('inject:', v);
};
// New JS contexts (UI reload, popups) come in bursts: inject once after them.
let soon = null;
const injectSoon = () => { clearTimeout(soon); soon = setTimeout(() => inject().catch(() => {}), 3000); };
await new Promise((res, rej) => { ws.onopen = res; ws.onerror = rej; });
ws.onmessage = (e) => {
const m = JSON.parse(e.data);
if (m.id && pending.has(m.id)) { pending.get(m.id)(m); pending.delete(m.id); }
else if (m.method === 'Runtime.bindingCalled' && m.params.name === '__vrkbdKey') handle(m.params.payload);
else if (m.method === 'Runtime.executionContextCreated') setTimeout(inject, 3000);
else if (m.method === 'Runtime.executionContextCreated') injectSoon();
};
const closed = new Promise((res) => { ws.onclose = () => { current = null; res(); }; });
const closed = new Promise((res) => {
ws.onclose = () => {
current = null;
clearTimeout(soon);
for (const r of pending.values()) r({}); // unblock calls that will never be answered
pending.clear();
res();
};
});
current = call;
await call('Runtime.enable');
await call('Runtime.addBinding', { name: '__vrkbdKey' });
+94 -111
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@@ -1,140 +1,138 @@
// Injected into Steam's SharedJSContext (CEF, 127.0.0.1:8080) by helper.mjs.
// Extends Steam's VR keyboard for gamescope app windows:
// - bottom row: Esc Ctrl Alt [space] AltGr and four separate arrow keys
// - Ctrl/Alt chords and Esc are pressed for real (Steam can't: in VR
// SteamClient.Input.ControllerKeyboardSetKeyState throws "Unknown method")
// - bottom row: Esc Ctrl Alt [space] AltGr ← ↑ ↓ → Close, stable with Shift
// and AltGr; AltGr + arrows = Pos1/PgUp/PgDn/End
// - Ctrl/Alt chords, Esc, the AltGr arrow keys and Shift+arrows are pressed
// for real (Steam can't: in VR SteamClient.Input.ControllerKeyboardSetKeyState
// throws "Unknown method")
// - while Ctrl/Alt is active and the keyboard is open, the real modifier is
// held down, so e.g. Ctrl+scroll works
// - characters Steam's own key emulation (ControllerKeyboardSendText) turns
// into "1" -- anything non-ASCII or needing AltGr / a dead key on the X
// keymap -- are typed by the helper instead
// Everything goes through the CDP binding window.__vrkbdKey("<op>:<arg>"),
// executed by helper.mjs with xdotool on :0.
// executed by helper.mjs with xdotool on :0. Every replaced function keeps its
// original as __vrkbdOrig (unpatch.js restores them).
// Idempotent: safe to evaluate repeatedly.
(() => {
const VERSION = 7;
const VERSION = 8;
const send = (msg) => window.__vrkbdKey && window.__vrkbdKey(msg);
const wr = window.__vrkbdWr ||
(webpackChunksteamui.push([[Symbol('vrkbd')], {}, (r) => { window.__vrkbdWr = r; }]), window.__vrkbdWr);
const Layouts = wr(40222); // keyboard layouts (exports G$: enabled, r_: current)
const VKM = wr(5363).PE; // VirtualKeyboardManager class
const Status = wr(58508).qL; // .VRKeyboardStatus
let changed = false;
// Replace obj[name] with make(original), once per VERSION.
const wrap = (obj, name, make) => {
if (obj[name].__vrkbd === VERSION) return;
const orig = obj[name].__vrkbdOrig || obj[name];
const f = make(orig);
f.__vrkbd = VERSION; f.__vrkbdOrig = orig;
obj[name] = f;
changed = true;
};
// ---- bottom row ------------------------------------------------------------
// The keyboard window has a fixed height, so no extra row: Esc/Ctrl/Alt go
// left of the space bar, and Steam's arrow keys become four separate keys
// (stock layouts pair them as [Left, Up-when-shifted], [Right, Down-when-shifted]).
// Key type "Half" for all added keys; the stylesheet below sets their width.
// Every entry is a [normal, shifted, altgr] triple: Steam's stock bottom row
// lacks explicit variants, so with Shift the close icon jumps and with AltGr
// keys turn into empty full-width panels. With AltGr the arrows become
// Pos1/Ende/PgUp/PgDn (Shift+arrows stay arrows, for selecting).
const HALF = 2;
// keys turn into empty full-width panels. null as the shifted variant means
// "same key, no shift label".
const HALF = 2; // key type "Half"; widths set by the stylesheet
const k = (key, label) => ({ key, label, type: HALF });
// null as the shifted variant = "same key, no shift label". Steam still draws
// the AltGr variant as a small secondary label; the stylesheet hides that in
// the bottom row (the arrows keep theirs as a Pos1/Ende/Bild hint).
const same = (x) => [x, null, x];
const MODS = [k('VKX_Escape', 'Esc'), k('Control', 'Ctrl'), k('Alt', 'Alt')].map(same);
const half = (a) => ({ ...a, type: HALF });
const ARROWS = [ // Steam's ArrowLeft/Up/Down/Right keys
[Layouts.Md, k('VKX_Home', 'Pos1')],
[Layouts.GO, k('VKX_Prior', 'Bild↑')],
[Layouts.xl, k('VKX_Next', 'Bild↓')],
[Layouts.B6, k('VKX_End', 'Ende')],
].map(([a, alt]) => [half(a), null, alt]);
const MODS = [k('VKX_Escape', 'Esc'), k('Control', 'Ctrl'), k('Alt', 'Alt')];
const ALTGR_ARROWS = [k('VKX_Home', 'Pos1'), k('VKX_Prior', 'Bild↑'), k('VKX_Next', 'Bild↓'), k('VKX_End', 'Ende')];
const ARROWS = [Layouts.Md, Layouts.GO, Layouts.xl, Layouts.B6] // Steam's ArrowLeft/Up/Down/Right keys
.map((a, i) => [{ ...a, type: HALF }, null, ALTGR_ARROWS[i]]);
const first = (x) => (Array.isArray(x) ? x.find((y) => y) : x);
const isArrow = (x) => (Array.isArray(x) ? x : [x]).some((y) => y && typeof y.key === 'string' && y.key.startsWith('Arrow'));
const isArrow = (x) => (Array.isArray(x) ? x : [x]).some((y) => y?.key?.startsWith?.('Arrow'));
const bottomRow = (row) => {
const out = [];
for (const x of row) {
const key = first(x);
if (!key || isArrow(x)) continue;
if (key.key === ' ') out.push(...MODS);
if (key.key === ' ') out.push(...MODS.map(same));
out.push(same(key));
}
out.splice(out.length - 1, 0, ...ARROWS); // before Close/Done (last entry)
return out;
};
let changed = false;
const patchLayout = (l) => {
if (!l || typeof l.rgLayout !== 'function' || l.rgLayout.__vrkbd === VERSION) return;
changed = true;
const orig = l.rgLayout.__vrkbdOrig || l.rgLayout;
const f = (opts) => { const rows = orig(opts); return [...rows.slice(0, -1), bottomRow(rows[rows.length - 1])]; };
f.__vrkbd = VERSION; f.__vrkbdOrig = orig;
l.rgLayout = f;
};
for (const l of Layouts.G$() || []) patchLayout(l);
patchLayout(Layouts.r_());
window.__vrkbdLayouts ??= new Set(); // for unpatch.js, incl. layouts disabled since
for (const l of [...(Layouts.G$() || []), Layouts.r_()]) {
if (typeof l?.rgLayout !== 'function') continue;
window.__vrkbdLayouts.add(l);
wrap(l, 'rgLayout', (orig) => (opts) => {
const rows = orig(opts);
return [...rows.slice(0, -1), bottomRow(rows[rows.length - 1])];
});
}
// ---- text: characters Steam's key emulation can't produce --------------------
// All keyboard text for gamescope windows ends up in
// SteamClient.Input.ControllerKeyboardSendText (via several paths, incl. the
// VR text override), which only maps plain ASCII on the base/shift levels;
// everything else comes out as "1". Hook that one call and hand those
// characters to the helper, in order; the rest passes through unchanged.
if (VKM.prototype.DispatchKeypress.__vrkbdOrig) { // undo the v4 hook
VKM.prototype.DispatchKeypress = VKM.prototype.DispatchKeypress.__vrkbdOrig;
}
// everything else comes out as "1". Hand those characters to the helper, in
// order; the rest passes through unchanged. (helper.mjs checks the same set.)
const viaHelper = (c) => c.codePointAt(0) > 127 || '|@{[]}\\~^`'.includes(c);
const Input = SteamClient.Input;
if (Input.ControllerKeyboardSendText.__vrkbd !== VERSION) {
const orig = Input.ControllerKeyboardSendText.__vrkbdOrig || Input.ControllerKeyboardSendText;
const patched = function (text, ...rest) {
if (typeof text !== 'string') return orig.call(this, text, ...rest);
let run = '';
for (const c of text) {
if (viaHelper(c)) {
if (run) { orig.call(this, run, ...rest); run = ''; }
send('type:' + c);
} else run += c;
}
if (run) return orig.call(this, run, ...rest);
};
patched.__vrkbd = VERSION; patched.__vrkbdOrig = orig;
Input.ControllerKeyboardSendText = patched;
}
wrap(SteamClient.Input, 'ControllerKeyboardSendText', (orig) => function (text, ...rest) {
if (typeof text !== 'string') return orig.call(this, text, ...rest);
let run = '';
for (const c of text) {
if (viaHelper(c)) {
if (run) { orig.call(this, run, ...rest); run = ''; }
send('type:' + c);
} else run += c;
}
if (run) return orig.call(this, run, ...rest);
});
// ---- key handling ----------------------------------------------------------
// ---- keyboard component -------------------------------------------------------
const kbPopup = [...(g_PopupManager.GetPopups?.() || [])]
.find((p) => p.window?.document.querySelector('[data-key]'));
if (!kbPopup) return 'no keyboard popup yet';
// Widen the added half keys and slim AltGr; the space bar is the only
// flexible key, so it adjusts. Re-applied on every inject (the popup can be recreated).
const doc = kbPopup.window.document;
const el = doc.querySelector('[data-key]');
let fiber = el[Object.keys(el).find((x) => x.startsWith('__reactFiber'))];
while (fiber && !fiber.stateNode?.TypeKeyInternal) fiber = fiber.return;
const inst = fiber?.stateNode;
if (!inst) return 'no keyboard component';
let proto = Object.getPrototypeOf(inst);
while (!Object.prototype.hasOwnProperty.call(proto, 'TypeKeyInternal')) proto = Object.getPrototypeOf(proto);
window.__vrkbdInst = inst; // for the hold timer and unpatch.js
window.__vrkbdProto = proto;
// Stylesheet, re-applied on every inject (the popup can be recreated). The
// space bar is the only flexible key, so it absorbs the width changes.
const sel = (keys, suffix = '') => keys.map((key) => `[data-key="${key}"]${suffix}`).join(',');
const lastRow = Math.max(...[...doc.querySelectorAll('[data-key-row]')].map((e) => +e.getAttribute('data-key-row')));
const added = [...MODS, ...ARROWS.map(first), ...ALTGR_ARROWS].map((x) => x.key);
let style = doc.getElementById('vrkbd-style');
if (!style) { style = doc.createElement('style'); style.id = 'vrkbd-style'; doc.head.appendChild(style); }
style.textContent = ['VKX_Escape', 'Control', 'Alt', 'ArrowLeft', 'ArrowUp', 'ArrowDown', 'ArrowRight',
'VKX_Home', 'VKX_Prior', 'VKX_Next', 'VKX_End']
.map((key) => `[data-key="${key}"]`).join(',') + '{ width: 43px !important; }'
+ '[data-key="AltGr"]{ width: 52px !important; }'
// Secondary (AltGr) labels in the bottom row, except the arrows' hints.
+ `[data-key-row="${Math.max(...[...doc.querySelectorAll('[data-key-row]')].map((e) => +e.getAttribute('data-key-row')))}"]`
+ ':not([data-key^="Arrow"]) span ~ span { display: none !important; }'
// Arrow keys: smaller icon, raised, and a smaller Pos1/Ende/Bild hint at
// the bottom edge, so the two don't overlap on the half-width keys.
+ '[data-key^="Arrow"] span ~ span { font-size: 7px !important; top: auto !important; bottom: 3px !important; line-height: 1 !important; }'
+ '[data-key^="Arrow"] span:first-child svg { height: 18px !important; transform: translateY(-4px); }'
// AltGr variants of the arrows: labels slightly smaller than the 16px default.
+ ['VKX_Home', 'VKX_Prior', 'VKX_Next', 'VKX_End'].map((key) => `[data-key="${key}"] span`).join(',')
+ ' { font-size: 13px !important; }';
const el = doc.querySelector('[data-key]');
let f = el[Object.keys(el).find((x) => x.startsWith('__reactFiber'))];
while (f && !(f.stateNode && f.stateNode.TypeKeyInternal)) f = f.return;
const inst = f?.stateNode;
if (!inst) return 'no keyboard component';
window.__vrkbdInst = inst;
let proto = Object.getPrototypeOf(inst);
while (proto && !Object.prototype.hasOwnProperty.call(proto, 'TypeKeyInternal')) proto = Object.getPrototypeOf(proto);
style.textContent = [
`${sel(added)} { width: 43px !important; }`,
'[data-key="AltGr"] { width: 52px !important; }',
// Steam draws the AltGr variant as a small secondary label: hide it in the
// bottom row, except on the arrows, where it's the Pos1/Ende/Bild hint.
`[data-key-row="${lastRow}"]:not([data-key^="Arrow"]) span ~ span { display: none !important; }`,
// Arrow keys: smaller (still centered) icon and a small hint at the bottom edge.
'[data-key^="Arrow"] span ~ span { font-size: 7px !important; top: auto !important; bottom: 3px !important; line-height: 1 !important; }',
'[data-key^="Arrow"] span:first-child svg { height: 18px !important; }',
`${sel(ALTGR_ARROWS.map((x) => x.key), ' span')} { font-size: 13px !important; }`,
].join('\n');
// ---- key handling ----------------------------------------------------------
const active = (v) => (v & 7) !== 0; // toggle state bits: 1 one-shot, 2 locked
const release = (v) => { const z = v & 3; return (z === 1 ? 0 : z) | (v & 4); };
const TOGGLES = ['Shift', 'CapsLock', 'Control', 'Alt', 'AltGr'];
const SYMS = {
' ': 'space', Backspace: 'BackSpace', Enter: 'Return', Tab: 'Tab',
'.': 'period', ',': 'comma', '-': 'minus', '+': 'plus', '#': 'numbersign', '<': 'less',
'/': 'slash', 'ß': 'ssharp', 'ü': 'udiaeresis', 'ö': 'odiaeresis', 'ä': 'adiaeresis',
ArrowLeft: 'Left', ArrowRight: 'Right', ArrowUp: 'Up', ArrowDown: 'Down', // only with Ctrl/Alt; plain arrows stay Steam's
ArrowLeft: 'Left', ArrowRight: 'Right', ArrowUp: 'Up', ArrowDown: 'Down',
};
const keysym = (key) => {
if (key.startsWith('VKX_')) return key.slice(4);
@@ -142,32 +140,19 @@
if (/^[a-zA-Z0-9]$/.test(key)) return key.toLowerCase();
return null;
};
if (proto.TypeKeyInternal.__vrkbd !== VERSION) {
const orig = proto.TypeKeyInternal.__vrkbdOrig || proto.TypeKeyInternal;
const patched = function (st) {
const key = st?.strKey;
const ts = this.state?.toggleStates || {};
const ctrl = active(ts.Control), alt = active(ts.Alt), shift = active(ts.Shift);
// Extra keys always; Shift+arrow too (Steam's own arrow path drops Shift).
const special = key?.startsWith('VKX_') || (shift && key?.startsWith('Arrow'));
const isToggle = key && ['Shift', 'CapsLock', 'Control', 'Alt', 'AltGr'].includes(key);
if (key && !isToggle && (special || ctrl || alt)) {
const sym = keysym(key);
if (sym) {
send('key:' + [ctrl && 'ctrl', alt && 'alt', shift && 'shift', sym].filter(Boolean).join('+'));
this.setState((s) => ({ ...s, toggleStates: { ...s.toggleStates,
Shift: release(s.toggleStates.Shift), Control: release(s.toggleStates.Control),
Alt: release(s.toggleStates.Alt), AltGr: release(s.toggleStates.AltGr) } }));
return;
}
}
return orig.call(this, st);
};
patched.__vrkbd = VERSION; patched.__vrkbdOrig = orig;
proto.TypeKeyInternal = patched;
changed = true;
}
wrap(proto, 'TypeKeyInternal', (orig) => function (st) {
const key = st?.strKey;
const ts = this.state?.toggleStates || {};
const ctrl = active(ts.Control), alt = active(ts.Alt), shift = active(ts.Shift);
// Extra keys always; Shift+arrow too (Steam's own arrow path drops Shift).
const special = key?.startsWith('VKX_') || (shift && key?.startsWith('Arrow'));
const sym = key && !TOGGLES.includes(key) && (special || ctrl || alt) && keysym(key);
if (!sym) return orig.call(this, st);
send('key:' + [ctrl && 'ctrl', alt && 'alt', shift && 'shift', sym].filter(Boolean).join('+'));
this.setState((s) => ({ ...s, toggleStates: { ...s.toggleStates,
Shift: release(s.toggleStates.Shift), Control: release(s.toggleStates.Control),
Alt: release(s.toggleStates.Alt), AltGr: release(s.toggleStates.AltGr) } }));
});
// ---- held modifiers ---------------------------------------------------------
// Keep the real Ctrl/Alt pressed while the toggle is active and the keyboard is
@@ -175,8 +160,7 @@
if (!window.__vrkbdHoldTimer) {
window.__vrkbdHeld = { ctrl: false, alt: false };
window.__vrkbdHoldTimer = setInterval(() => {
const i = window.__vrkbdInst;
const ts = i?.state?.toggleStates || {};
const ts = window.__vrkbdInst?.state?.toggleStates || {};
const open = !!Status.VRKeyboardStatus?.bIsOpen;
for (const [mod, state] of [['ctrl', ts.Control], ['alt', ts.Alt]]) {
const want = open && active(state);
@@ -194,6 +178,5 @@
inst.setState({ standardLayout: Layouts.r_() });
inst.forceUpdate();
}
window.__vrkbdPatched = VERSION;
return 'patched';
})()
+7 -12
View File
@@ -2,28 +2,23 @@
// when it stops (service stopped, module disabled). Every patched function
// keeps its original as __vrkbdOrig. Safe to run when nothing is patched.
(() => {
const wr = window.__vrkbdWr;
if (!wr) return 'not patched';
if (!window.__vrkbdWr) return 'not patched';
const unwrap = (obj, name) => {
const f = obj?.[name];
if (f && f.__vrkbdOrig) obj[name] = f.__vrkbdOrig;
if (f?.__vrkbdOrig) obj[name] = f.__vrkbdOrig;
};
const Layouts = wr(40222);
for (const l of [...(Layouts.G$() || []), Layouts.r_()]) unwrap(l, 'rgLayout');
for (const l of window.__vrkbdLayouts || []) unwrap(l, 'rgLayout');
unwrap(SteamClient.Input, 'ControllerKeyboardSendText');
unwrap(wr(5363).PE.prototype, 'DispatchKeypress');
unwrap(window.__vrkbdProto, 'TypeKeyInternal');
clearInterval(window.__vrkbdHoldTimer);
const inst = window.__vrkbdInst;
if (inst) {
let proto = Object.getPrototypeOf(inst);
while (proto && !Object.prototype.hasOwnProperty.call(proto, 'TypeKeyInternal')) proto = Object.getPrototypeOf(proto);
unwrap(proto, 'TypeKeyInternal');
delete inst.__vrkbd;
inst.setState({ standardLayout: Layouts.r_() });
inst.setState({ standardLayout: window.__vrkbdWr(40222).r_() });
inst.forceUpdate();
}
for (const p of g_PopupManager.GetPopups?.() || []) p.window?.document.getElementById('vrkbd-style')?.remove();
for (const k of ['__vrkbdHoldTimer', '__vrkbdHeld', '__vrkbdInst', '__vrkbdPatched']) delete window[k];
for (const k of ['__vrkbdHoldTimer', '__vrkbdHeld', '__vrkbdInst', '__vrkbdProto', '__vrkbdLayouts']) delete window[k];
return 'unpatched';
})()