window-curvature: no bar flicker during a drag

The bar panel is no longer padded during a bar drag (its new size and the
compensated origin reached the compositor at different times, so the bar
flickered). SteamVR keeps sending the pressed bar's coordinates past its
edge, so the drag simply uses them. `barDragRoom` is removed.
This commit is contained in:
Pierre Kisters committed 2026-09-28 02:39:13 +02:00
1 parent 2feb3d405d
commit 817190facd
4 files changed
+17 -77

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+3 -9
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@@ -14,6 +14,8 @@ let
in {
imports = [
./steam-ui-patches.nix ./steamvr-debugger.nix
(lib.mkRemovedOptionModule [ "steamFrame" "dashboard" "windowCurvature" "barDragRoom" ]
"Not needed: SteamVR keeps sending the bar's coordinates past its edge during a drag.")
(lib.mkRemovedOptionModule [ "steamFrame" "dashboard" "windowCurvature" "snap" ]
"Snapping is a detent in drag pixels now: use steamFrame.dashboard.windowCurvature.snapPixels.")
];
@@ -61,14 +63,6 @@ in {
barDragPixelsPerUnit = value 60 ''
Bar pixels per 1.0 of curvature on the bottom-bar button.
'';
barDragRoom = mkOption {
type = types.ints.unsigned;
default = 160;
description = ''
Transparent room (px) added above and below the bar while its button
is dragged, so the laser stays on the panel; 0 = none.
'';
};
haptics = mkOption {
type = types.bool;
default = true;
@@ -105,7 +99,7 @@ in {
patch = mkPatch {
name = "window-curvature";
src = ./window-curvature/patch.js;
opts = removeAttrs cfg [ "enable" "snap" ];
opts = removeAttrs cfg [ "enable" "snap" "barDragRoom" ];
};
unpatch = ./window-curvature/unpatch.js;
} ];