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Pierre Kisters aa9ca183f1 docs: README as overview + options, one docs page per feature
README keeps intro, feature list linking docs/, install, two sessions,
usage, the complete options table, changes outside Nix, rollback,
uninstall. Each feature's details (problem, what you get, configuration,
limitations, how it works) move to its own page in docs/; docs/dashboard.md
is split per feature and docs/changes-outside-nix.md becomes
docs/cleanup.md.
2026-09-29 01:02:28 +02:00

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# Window control bar
`dashboard.frameControls.*`, module `frame-controls` ([options](../README.md#options)).
A [SteamVR dashboard patch](ui-patches.md#steamvr-dashboard-patches).
## Problem
The controls under a dashboard window are fixed: some in the bottom bar,
others only in the three-dot menu (curvature, dock to a controller), and
theater windows have no "Float".
## What you get
- **long press** a bar icon or menu row (`longPressMs`; a progress ring
shows from half the time, at most after 1 s), then **Show in bar** in the
popup moves that control between bar and menu **for all windows**.
Placements survive SteamVR restarts and reboots (saved in
`~/.local/state/steam-frame-nix/ui-patches/frame-controls.json`, see
[Changes outside Nix](../README.md#changes-outside-nix-exceptions)).
Short presses stay stock.
- `inBar` / `inMenu` set where controls start; a popup choice wins until
that control's entry changes.
- `floatInTheater` gives theater windows the "Float" control.
With [window curvature](window-curvature.md), a drag 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.
## Configuration
```nix
steamFrame.dashboard.frameControls = {
enable = true;
# longPressMs = 1500;
# inBar = [ "curvature" ]; inMenu = [ "theater" ];
# floatInTheater = true;
};
```
## Limitations
- Laser only: no right-click or thumbstick click reaches the dashboard;
gamepad navigation sees stock controls.
- Placements are per control type, not per window.
- The three-dot button itself can't be moved.
## How it works
`frame-controls`, with [persistent state](ui-patches.md#persistent-state)
(placements). Works with window curvature through its
[contract](window-curvature.md#contract-for-other-patches).
Debugging: `window.__sfuiFrameControls.dump()`, `.placement()`, `.reset()`
(forget choices), `.log`, `window.__sfuiFrameControlsState`.