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