window-curvature, frame-controls: a curvature drag cancels the long press after the ring too

When the ring shows, frame-controls no longer takes the press over via
cancelPress(); it raises the press's drag threshold to 3x via the new
window.__sfuiWindowCurvature.scalePressDragThreshold(factor) (measured from
the press start). Laser drift keeps the long press, a deliberate drag starts
the curvature drag and cancels it. Completion still calls cancelPress().
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Pierre Kisters committed 2026-09-28 05:49:45 +02:00
1 parent 885a97aa59
commit c4401fa99f
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@@ -706,11 +706,15 @@ window until SteamVR restarts. Debugging: `window.__sfuiWindowCurvature.dump()`
every element the patch drives has class `sfui-curv-ctl`; when a press
becomes a drag, a bubbling `CustomEvent` `sfui-curv-dragstart` (detail
`{ frameID, where: 'menu' | 'bar' }`) is dispatched on it, and
`sfui-curv-dragend` when it ends; `window.__sfuiWindowCurvature.cancelPress()`
ends a press without its click. A patch with its own gesture lets
`mousemove` through while undecided, drops its gesture on
`sfui-curv-dragstart`, and calls `cancelPress()` when it takes the press
over.
`sfui-curv-dragend` when it ends;
`window.__sfuiWindowCurvature.scalePressDragThreshold(factor)` sets the
current press's drag threshold to `factor` × `dragThresholdPixels` (from the
press start; returns whether it applied, i.e. a press that is not yet a
drag); `window.__sfuiWindowCurvature.cancelPress()` ends a press without its
click. A patch with its own gesture lets `mousemove` through while
undecided, drops its gesture on `sfui-curv-dragstart`, may raise the
threshold while its gesture is under way, and calls `cancelPress()` when it
takes the press over.
**Caveats:** found by signature (`window-curvature` in `signatures.json`);
on mismatch the dashboard stays stock. Tested with SteamVR build 11008059.
@@ -742,8 +746,10 @@ steamFrame.dashboard.frameControls = {
```
With [window curvature](#window-curvature-dashboardwindowcurvature), a drag
before the ring shows adjusts curvature; once the ring shows, the long press
wins. Debugging: `window.__sfuiFrameControls.dump()`, `.placement()`,
on the curvature control adjusts curvature and cancels the long press, also
after the ring shows; once the ring shows, the drag needs 3× the usual travel
(`dragThresholdPixels`, counted from where the press started), so laser
drift during the hold doesn't cancel it. Debugging: `window.__sfuiFrameControls.dump()`, `.placement()`,
`.reset()` (forget choices), `.log`.
**Limitations:** laser only (no right-click or thumbstick click reaches the