Files
lhns--steam-frame-nix/modules/vr-keyboard/vrkbd-patch.js
T
Pierre Kisters 2dc9ccb83e Home Manager modules for the Steam Frame
Portal fix, Steam-session keyboard layout, VR keyboard patch, hidden
apps, clipboard-sync and a Firefox Flatpak launcher, all under
steamFrame.*, plus the outer-session user-services mechanism.
2026-09-27 15:09:13 +02:00

173 lines
8.5 KiB
JavaScript

// Injected into Steam's SharedJSContext (CEF, 127.0.0.1:8080) by vrkbd-helper.
// Extends Steam's VR keyboard for gamescope app windows:
// - bottom row: Esc Ctrl Alt [space] AltGr and four separate arrow keys
// - Ctrl/Alt chords and Esc are pressed for real (Steam can't: in VR
// SteamClient.Input.ControllerKeyboardSetKeyState throws "Unknown method")
// - while Ctrl/Alt is active and the keyboard is open, the real modifier is
// held down, so e.g. Ctrl+scroll works
// - characters Steam's own key emulation (ControllerKeyboardSendText) turns
// into "1" -- anything non-ASCII or needing AltGr / a dead key on the X
// keymap -- are typed by the helper instead
// Everything goes through the CDP binding window.__vrkbdKey("<op>:<arg>"),
// executed by vrkbd-helper with xdotool on :0.
// Idempotent: safe to evaluate repeatedly.
(() => {
const VERSION = 5;
const send = (msg) => window.__vrkbdKey && window.__vrkbdKey(msg);
const wr = window.__vrkbdWr ||
(webpackChunksteamui.push([[Symbol('vrkbd')], {}, (r) => { window.__vrkbdWr = r; }]), window.__vrkbdWr);
const Layouts = wr(40222); // keyboard layouts (exports G$: enabled, r_: current)
const VKM = wr(5363).PE; // VirtualKeyboardManager class
const Status = wr(58508).qL; // .VRKeyboardStatus
// ---- bottom row ------------------------------------------------------------
// The keyboard window has a fixed height, so no extra row: Esc/Ctrl/Alt go
// left of the space bar, and Steam's arrow keys become four separate keys
// (stock layouts pair them as [Left, Up-when-shifted], [Right, Down-when-shifted]).
// Key type "Half" for all added keys; the stylesheet below sets their width.
const HALF = 2;
const k = (key, label) => ({ key, label, type: HALF });
const MODS = [k('VKX_Escape', 'Esc'), k('Control', 'Ctrl'), k('Alt', 'Alt')];
const ARROWS = [Layouts.Md, Layouts.GO, Layouts.xl, Layouts.B6] // Steam's ArrowLeft/Up/Down/Right
.map((a) => ({ ...a, type: HALF }));
const isArrow = (x) => (Array.isArray(x) ? x : [x]).some((y) => y && typeof y.key === 'string' && y.key.startsWith('Arrow'));
const bottomRow = (row) => {
const out = [];
for (const x of row) {
if (x === undefined || isArrow(x)) continue;
if (x && x.key === ' ') out.push(...MODS);
out.push(x);
}
out.splice(out.length - 1, 0, ...ARROWS); // before Close/Done (last entry)
return out;
};
let changed = false;
const patchLayout = (l) => {
if (!l || typeof l.rgLayout !== 'function' || l.rgLayout.__vrkbd === VERSION) return;
changed = true;
const orig = l.rgLayout.__vrkbdOrig || l.rgLayout;
const f = (opts) => { const rows = orig(opts); return [...rows.slice(0, -1), bottomRow(rows[rows.length - 1])]; };
f.__vrkbd = VERSION; f.__vrkbdOrig = orig;
l.rgLayout = f;
};
for (const l of Layouts.G$() || []) patchLayout(l);
patchLayout(Layouts.r_());
// ---- text: characters Steam's key emulation can't produce --------------------
// All keyboard text for gamescope windows ends up in
// SteamClient.Input.ControllerKeyboardSendText (via several paths, incl. the
// VR text override), which only maps plain ASCII on the base/shift levels;
// everything else comes out as "1". Hook that one call and hand those
// characters to the helper, in order; the rest passes through unchanged.
if (VKM.prototype.DispatchKeypress.__vrkbdOrig) { // undo the v4 hook
VKM.prototype.DispatchKeypress = VKM.prototype.DispatchKeypress.__vrkbdOrig;
}
const viaHelper = (c) => c.codePointAt(0) > 127 || '|@{[]}\\~^`'.includes(c);
const Input = SteamClient.Input;
if (Input.ControllerKeyboardSendText.__vrkbd !== VERSION) {
const orig = Input.ControllerKeyboardSendText.__vrkbdOrig || Input.ControllerKeyboardSendText;
const patched = function (text, ...rest) {
if (typeof text !== 'string') return orig.call(this, text, ...rest);
let run = '';
for (const c of text) {
if (viaHelper(c)) {
if (run) { orig.call(this, run, ...rest); run = ''; }
send('type:' + c);
} else run += c;
}
if (run) return orig.call(this, run, ...rest);
};
patched.__vrkbd = VERSION; patched.__vrkbdOrig = orig;
Input.ControllerKeyboardSendText = patched;
}
// ---- key handling ----------------------------------------------------------
const kbPopup = [...(g_PopupManager.GetPopups?.() || [])]
.find((p) => p.window?.document.querySelector('[data-key]'));
if (!kbPopup) return 'no keyboard popup yet';
// Widen the added half keys and slim AltGr; the space bar is the only
// flexible key, so it adjusts. Re-applied on every inject (the popup can be recreated).
const doc = kbPopup.window.document;
let style = doc.getElementById('vrkbd-style');
if (!style) { style = doc.createElement('style'); style.id = 'vrkbd-style'; doc.head.appendChild(style); }
style.textContent = ['VKX_Escape', 'Control', 'Alt', 'ArrowLeft', 'ArrowUp', 'ArrowDown', 'ArrowRight']
.map((key) => `[data-key="${key}"]`).join(',') + '{ width: 43px !important; }'
+ '[data-key="AltGr"]{ width: 52px !important; }';
const el = doc.querySelector('[data-key]');
let f = el[Object.keys(el).find((x) => x.startsWith('__reactFiber'))];
while (f && !(f.stateNode && f.stateNode.TypeKeyInternal)) f = f.return;
const inst = f?.stateNode;
if (!inst) return 'no keyboard component';
window.__vrkbdInst = inst;
let proto = Object.getPrototypeOf(inst);
while (proto && !Object.prototype.hasOwnProperty.call(proto, 'TypeKeyInternal')) proto = Object.getPrototypeOf(proto);
const active = (v) => (v & 7) !== 0; // toggle state bits: 1 one-shot, 2 locked
const release = (v) => { const z = v & 3; return (z === 1 ? 0 : z) | (v & 4); };
const SYMS = {
' ': 'space', Backspace: 'BackSpace', Enter: 'Return', Tab: 'Tab',
'.': 'period', ',': 'comma', '-': 'minus', '+': 'plus', '#': 'numbersign', '<': 'less',
'/': 'slash', 'ß': 'ssharp', 'ü': 'udiaeresis', 'ö': 'odiaeresis', 'ä': 'adiaeresis',
ArrowLeft: 'Left', ArrowRight: 'Right', ArrowUp: 'Up', ArrowDown: 'Down', // only with Ctrl/Alt; plain arrows stay Steam's
};
const keysym = (key) => {
if (key.startsWith('VKX_')) return key.slice(4);
if (SYMS[key]) return SYMS[key];
if (/^[a-zA-Z0-9]$/.test(key)) return key.toLowerCase();
return null;
};
if (proto.TypeKeyInternal.__vrkbd !== VERSION) {
const orig = proto.TypeKeyInternal.__vrkbdOrig || proto.TypeKeyInternal;
const patched = function (st) {
const key = st?.strKey;
const ts = this.state?.toggleStates || {};
const ctrl = active(ts.Control), alt = active(ts.Alt), shift = active(ts.Shift);
const special = key?.startsWith('VKX_');
const isToggle = key && ['Shift', 'CapsLock', 'Control', 'Alt', 'AltGr'].includes(key);
if (key && !isToggle && (special || ctrl || alt)) {
const sym = keysym(key);
if (sym) {
send('key:' + [ctrl && 'ctrl', alt && 'alt', shift && 'shift', sym].filter(Boolean).join('+'));
this.setState((s) => ({ ...s, toggleStates: { ...s.toggleStates,
Shift: release(s.toggleStates.Shift), Control: release(s.toggleStates.Control),
Alt: release(s.toggleStates.Alt), AltGr: release(s.toggleStates.AltGr) } }));
return;
}
}
return orig.call(this, st);
};
patched.__vrkbd = VERSION; patched.__vrkbdOrig = orig;
proto.TypeKeyInternal = patched;
changed = true;
}
// ---- held modifiers ---------------------------------------------------------
// Keep the real Ctrl/Alt pressed while the toggle is active and the keyboard is
// open (for Ctrl+scroll etc.). One timer per Steam UI instance.
if (!window.__vrkbdHoldTimer) {
window.__vrkbdHeld = { ctrl: false, alt: false };
window.__vrkbdHoldTimer = setInterval(() => {
const i = window.__vrkbdInst;
const ts = i?.state?.toggleStates || {};
const open = !!Status.VRKeyboardStatus?.bIsOpen;
for (const [mod, state] of [['ctrl', ts.Control], ['alt', ts.Alt]]) {
const want = open && active(state);
if (want !== window.__vrkbdHeld[mod]) {
window.__vrkbdHeld[mod] = want;
send((want ? 'down:' : 'up:') + mod);
}
}
}, 250);
}
// Re-render with the new row (only when something changed or it's a new instance).
if (changed || inst.__vrkbd !== VERSION) {
inst.__vrkbd = VERSION;
inst.setState({ standardLayout: Layouts.r_() });
inst.forceUpdate();
}
window.__vrkbdPatched = VERSION;
return 'patched';
})()