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lhns--steam-frame-nix/docs/window-curvature.md
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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
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2026-09-29 01:02:28 +02:00

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Window curvature

dashboard.windowCurvature.*, module window-curvature (options).

A SteamVR dashboard patch.

Problem

SteamVR dashboard windows are either curved (fixed radius) or flat, and world windows start flat.

What you get

The "Toggle Curvature" row of a window's three-dot menu becomes a control showing the window's value; the same control in the bottom bar (see window control bar) works without the value, with haptic steps.

  • click: curved → flat, flat → stock (1);
  • drag up/down with the laser: curvature from 0 (flat) to max, relative to stock (2 = half the radius), rounded to step, with a detent of detentPixels of drag at each of detentPoints (no values skipped), and haptics (haptics) for detents, edges and steps. Drag distance: dragPixelsPerUnit in the menu, barDragPixelsPerUnit on the bar button, after dragThresholdPixels.

A window without its own value is shown at initial once curved in the world or on a hand, at 1 in the dashboard or theater. Values are kept per window until SteamVR restarts.

Configuration

steamFrame.dashboard.windowCurvature = {
  enable = true;
  # initial = 1.0;  max = 3.0;  step = 0.05;
  # detentPoints = [ 0 1.0 ];  detentPixels = 24;
  # dragPixelsPerUnit = 60;    # full range in one drag (see below)
};

Limitations

  • Laser only; with gamepad navigation the row is the stock toggle.
  • No thumbstick scrolling (SteamVR sends no wheel events to the menu).
  • The laser stops at the menu's edge (~190 px above the row): with the default 120 px per 1.0, 0 → 1 fits into one drag, 0 → 3 takes two. Lower dragPixelsPerUnit (≤ 60) for the full range in one drag.

How it works

Stock curvature: the frame renders a transform frame:<id>:curvature-origin at z = DashboardStore.curvatureDistance when curved, else 1000; its panels reference it as curvature-origin-id and vrcompositor bends them onto a cylinder around it (curvature = 1/radius). Those MobX properties are non-configurable, so the patch hooks the mailbox SendMessage (shared hooks, shared with dashboard windows) and rewrites the origin's z in outgoing scene graphs to stock / value. On/off stays the stock toggle state, so stock toggle and wheel always agree.

Values are kept per window (key: first overlay key) in window.__sfuiWindowCurvatureState, across re-patch and unpatch, not across a dashboard reload. The bar button uses the coordinates SteamVR keeps sending past the pressed panel's edge while the trigger is held; the bar panel is never resized.

Debugging: window.__sfuiWindowCurvature.dump() (.log recent events).

Contract for other patches

For patches handling presses on the curvature controls (e.g. the window control bar's long press): 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.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. The window control bar uses factor 3 once its progress ring shows.