Files
lhns--steam-frame-nix/modules/window-curvature/patch.js
T
Pierre Kisters 5d15902ba1 Clearer file names and layout; docs/development.md
- steam-keyboard-patch.nix -> vr-keyboard-extra-keys.nix (option
  keyboard.vr.extraKeys), helper.mjs -> xdotool-helper.mjs;
  homeManagerModules.steam-keyboard-patch stays as an alias.
- vr-keyboard: panel.js/unpatch-panel.js/relay.mjs ->
  suggestions-panel/{patch,unpatch}.js + relay.mjs; decoder.js ->
  swipe-decoder.js; build.nix split into dictionary.nix and check.nix.
- modules/lib -> modules/steam-ui-patches/lib (the UI patch library).
- docs/development.md: repository layout (what runs where), runtime names.

Patch names, user services and state files are unchanged.
2026-09-29 01:42:34 +02:00

552 lines
27 KiB
JavaScript

// window-curvature: adjustable curvature per SteamVR dashboard window. The
// stock "Toggle Curvature" control becomes a wheel: in the More Options menu
// row (value shown on the right) and, if the control is in the bottom bar
// (e.g. via frame-controls), on that bar button (no value; steps and
// detents are felt as haptics). Click toggles (curved -> flat, flat -> stock
// curve); dragging up/down with the laser sets the curvature live.
//
// Target: SteamVR dashboard (vrwebhelper, DevTools 127.0.0.1:8087, title
// "systemui"). mkPatch patch (see steam-ui-patches/lib/default.nix); opts:
// { initial, max, step, detentPixels, detentPoints, dragThresholdPixels,
// dragPixelsPerUnit, barDragPixelsPerUnit, haptics }.
//
// Stock curvature (frame.curvature, systemui's `curvature` component):
// shouldCurve = m_bCurveOverride (set by ToggleCurvature(), cleared on dock
// change) else curved when docked in the dashboard, theater per setting, flat
// elsewhere. The frame renders transform "frame:<id>:curvature-origin" at
// z = shouldCurve ? DashboardStore.curvatureDistance (dashboard distance +
// 1.8 m) : 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 this patch hooks the mailbox
// SendMessage (steam-ui-patches/lib/hooks.js, shared with dashboard-windows)
// and rewrites the origin's z in outgoing scene graphs to stock / value
// (1 = stock, 2 = half the radius, 0 = flat = stock toggle off). On/off stays
// the stock state, so stock toggle and wheel always agree.
//
// Values per window (key: first overlay key) in
// window.__sfuiWindowCurvatureState (schema 1: { values, log }); kept across
// re-patch and unpatch, not across a dashboard reload. Without a stored value:
// opts.initial in the world or on a hand, 1 when docked in the dashboard or
// theater (so the Steam window stays concentric with the dashboard bar).
//
// Bar button: the bar panel (#legacy-frame-controls-<frameID>) is one button
// high, but while the trigger is held SteamVR keeps sending the pressed
// panel's coordinates past its edge, so the drag uses them as they come. The
// bar panel is never resized or moved (padding it made it flicker: size and
// origin reach the compositor at different times).
//
// Dragging: value = start value + drag distance / px per unit, rounded to
// step. Detent points hold in drag distance: the value stays there for
// opts.detentPixels of travel, then continues, so no value is skipped.
//
// Haptics (opts.haptics): VROverlay.TriggerOverlayHapticEffect with stock
// EOverlayHapticEffect values: SlidingEdge at 0/max, Snap at detent points,
// Sliding per step (at most every 30 ms). During a drag the dashboard's own
// haptics (hover clicks on buttons the laser passes) are muted.
//
// Contract with other patches (e.g. frame-controls' long press); this patch
// owns press-and-drag on its controls:
// - Every element it drives has the class `sfui-curv-ctl`.
// - When a press becomes a drag (opts.dragThresholdPixels px vertical from
// where the press started) it dispatches a bubbling CustomEvent
// `sfui-curv-dragstart` on the element (detail { frameID, where: 'menu' |
// 'bar' }); when that drag ends (release or cancelPress),
// `sfui-curv-dragend`.
// - window.__sfuiWindowCurvature.scalePressDragThreshold(factor) sets the
// current press's threshold to factor x opts.dragThresholdPixels, still
// measured from the press start, so small laser drift doesn't start a
// drag while a deliberate one still does; returns whether it applied
// (a press that is not yet a drag). The next press starts at 1x.
// - window.__sfuiWindowCurvature.cancelPress() ends the current press
// without its click (a drag keeps its value); returns whether a press
// was active.
// A patch with its own gesture on these elements lets mousemove through while
// undecided, drops its gesture on `sfui-curv-dragstart`, may raise the
// threshold with scalePressDragThreshold() while its gesture is under way,
// and calls cancelPress() when it takes the press over. Neither side reads
// the other's thresholds or restores the other's state.
//
// Debugging: window.__sfuiWindowCurvature: dump(), hits (rewrite/haptic
// counters), log, setValue(frameID, v), controls(), cancelPress(),
// scalePressDragThreshold(factor), pressing, dragValue(v0, dy, ppu, cur).
((find, sigs, opts, hooks) => {
const NAME = 'window-curvature';
const VERSION = 21;
const FLAT = 999; // origin distances >= this are "flat"
const ICON_OFF = 40, ICON_ON = 39; // Toggle Curvature action icons (sigs.curvatureAction)
const HAPTIC = { Snap: 3, Sliding: 4, SlidingEdge: 5 }; // EOverlayHapticEffect (sigs.hapticEffects)
const o = {
initial: 1, max: 3, step: 0.05, detentPixels: 24, detentPoints: [0, 1], dragThresholdPixels: 8, dragPixelsPerUnit: 120,
barDragPixelsPerUnit: 60, haptics: true, ...opts,
};
if (!(o.max > 0 && o.step > 0 && o.step <= o.max && o.initial >= 0 && o.initial <= o.max && o.detentPixels >= 0 &&
Array.isArray(o.detentPoints) && o.detentPoints.every((p) => p >= 0 && p <= o.max) &&
o.dragThresholdPixels >= 0 && o.dragPixelsPerUnit > 0 && o.barDragPixelsPerUnit > 0 &&
typeof o.haptics === 'boolean'))
return `invalid options ${JSON.stringify(opts)}`;
const id = JSON.stringify([VERSION, o]);
const prev = window.__sfuiWindowCurvature;
if (prev?.version === VERSION && prev.id === id) return prev.check();
const DS = window.DashboardStore, FS = window.FrameStore;
if (!DS || !FS) return 'not patched: window.DashboardStore/FrameStore missing';
const mods = find.resolvePatch('webpackChunkvrwebui', sigs);
if (typeof mods === 'string') return mods;
const mx = mods.mobx.module;
if (typeof mx.reaction !== 'function') return 'signature not found, dashboard left unpatched: mobx.reaction';
const proto = mods.mailbox.exports.Mailbox.prototype;
const resendStock = mods.sceneGraph.exports.resend;
const Curvature = mods.curvature.exports.Curvature;
const actions = mods.actions.exports.store;
const DOCK = mods.dock.exports.EDockLocation;
const CLS = mods.frameControlsClasses.exports; // { row, label }: CSS module class names
prev?.teardown?.(); // older VERSION or other options
// ---- state + log ---------------------------------------------------------------
let S = window.__sfuiWindowCurvatureState;
if (S?.schema !== 1) S = window.__sfuiWindowCurvatureState = { schema: 1, values: {} };
const logBuf = S.log ??= [];
const log = find.logger(logBuf);
const hits = { sends: 0, origins: 0, scaled: 0, haptics: 0 };
// ---- values ------------------------------------------------------------------------
const round = (v) => +(Math.round(v / o.step) * o.step).toFixed(6);
const clamp = (v) => Math.min(o.max, Math.max(0, v));
const fmt = (v) => (v <= 0 ? '0' : v.toFixed(o.step < 0.1 ? 2 : 1));
const curvatureOf = (f) => (f?.curvature instanceof Curvature ? f.curvature : null);
const keyOf = (f) => f.associatedSummonOverlayKeys?.[0] ?? `frame:${f.frameID}`;
const dockOf = (f) => f.docking?.visualDockLocation ?? f.docking?.dockLocation;
const strength = (f) => S.values[keyOf(f)] ??
([DOCK.LeftHand, DOCK.RightHand, DOCK.World].includes(dockOf(f)) ? o.initial : 1);
const curved = (f) => !!curvatureOf(f)?.shouldCurve;
const shown = (f) => (curved(f) ? strength(f) : 0);
// Value for a drag of dy px (up = positive) from v0 at ppu px per unit, or
// null to keep cur. Detent points hold in drag distance: reaching one
// (or starting on it) holds the value there for detentPixels of travel,
// then it continues from the point, so no values are skipped. Off a point
// the value is rounded to step; a change of less than 0.6 steps away from
// cur is ignored (laser jitter at a step boundary).
const dragValue = (v0, dy, ppu, cur) => {
const dir = Math.sign(dy);
let v = v0, rest = Math.abs(dy), held = null;
const points = o.detentPoints.filter((p) => (dir > 0 ? p >= v0 : p <= v0)).sort((a, b) => dir * (a - b));
for (const p of points) {
const dist = Math.abs(p - v) * ppu;
if (rest <= dist) break;
rest -= dist; v = p;
if (rest <= o.detentPixels) { held = p; rest = 0; break; }
rest -= o.detentPixels;
}
const target = held ?? v + dir * rest / ppu;
const nv = clamp(held ?? round(target));
if (nv === cur || (held === null && Math.abs(target - cur) < o.step * 0.6)) return null;
return nv;
};
// ---- haptics -------------------------------------------------------------------------
// While a drag runs, the dashboard's own haptics (a click whenever the laser
// enters a button, e.g. menu rows the drag passes over) are muted, so only
// the value's ticks and detents are felt. The stock function is wrapped
// once (restored by teardown); our ticks call the original.
let lastHaptic = -Infinity, muteStock = false;
const ov = window.VRHTML?.VROverlay;
const stockHaptic = typeof ov?.TriggerOverlayHapticEffect === 'function'
? (ov.TriggerOverlayHapticEffect.__sfuiCurvOrig ?? ov.TriggerOverlayHapticEffect) : null;
if (stockHaptic) {
const wrapped = function (...a) { if (!muteStock) return stockHaptic.apply(this, a); };
wrapped.__sfuiCurvOrig = stockHaptic;
ov.TriggerOverlayHapticEffect = wrapped;
}
const haptic = (effect) => {
if (!o.haptics || !stockHaptic || typeof ov.ThisOverlayHandle !== 'function') return;
const now = performance.now();
if (effect === HAPTIC.Sliding && now - lastHaptic < 30) return;
lastHaptic = now;
try { stockHaptic.call(ov, ov.ThisOverlayHandle(), effect); hits.haptics++; } catch (e) { log('haptic failed', String(e)); }
};
const hapticFor = (v) => haptic(v <= 0 || v >= o.max ? HAPTIC.SlidingEdge
: o.detentPoints.includes(v) ? HAPTIC.Snap : HAPTIC.Sliding);
// ---- scene graph ---------------------------------------------------------------------
// Origin node ids may carry a "<prefix>::" (sub-scene); match the suffix.
const rewrite = (sg) => {
const byOrigin = new Map();
for (const f of FS.frames) {
const c = curvatureOf(f);
if (c?.shouldCurve) byOrigin.set(c.curvatureTransformOriginID, f);
}
if (!byOrigin.size) return;
const walk = (n) => {
if (!n || typeof n !== 'object') return;
if (Array.isArray(n)) { n.forEach(walk); return; }
const p = n.properties, nid = p?.id;
if (typeof nid === 'string' && nid.endsWith(':curvature-origin')) {
hits.origins++;
const i = nid.lastIndexOf('::');
const f = byOrigin.get(i < 0 ? nid : nid.slice(i + 2));
const t = p.translation, v = f && strength(f);
if (v > 0 && v !== 1 && Array.isArray(t) && t.length >= 3 && t[2] < FLAT) {
p.translation = [t[0], t[1], t[2] / v];
hits.scaled++;
}
}
if (n.children) walk(n.children);
};
walk(sg);
};
const hook = (args) => {
const msg = args[1];
if (msg?.type !== 'update_scene_graph') return;
hits.sends++;
rewrite(msg.scene_graph);
};
// Scene-graph resend (systemui's own debounced scheduler), at most every 40 ms.
let lastResend = 0, resendTimer = null;
const resend = () => {
if (resendTimer) return;
resendTimer = setTimeout(() => {
resendTimer = null; lastResend = performance.now();
try { resendStock(); } catch (e) { log('resend failed', String(e)); }
}, Math.max(0, lastResend + 40 - performance.now()));
};
// 0 = off, > 0 = on with that strength. On/off via stock ToggleCurvature so
// Steam's state and icon match. 0 forgets the stored value.
const setValue = (f, v, why) => {
const c = curvatureOf(f);
if (!c) return;
v = clamp(round(v));
const from = shown(f);
if (v <= 0) {
delete S.values[keyOf(f)];
if (c.shouldCurve) c.ToggleCurvature();
} else {
S.values[keyOf(f)] = v;
if (!c.shouldCurve) c.ToggleCurvature();
}
log('set', { frame: f.frameID, key: keyOf(f), why, from, to: v });
resend();
updateUI(f);
};
// ---- UI ------------------------------------------------------------------------------
// Menu row: the value is shown on its right with small arrows above/below
// (only where the value can go). Bar button: no indicator.
const STYLE_ID = 'sfui-window-curvature-style';
const ROW = `.${CLS.row}`;
const CSS = `
.sfui-curv-ctl { cursor: ns-resize; }
.sfui-curv-ctl.sfui-dragging { background: var(--gamepadui-grey, #67707b) !important; }
.sfui-curv-ind { flex: none; align-self: stretch; position: relative; width: 3em; min-height: 0; font-size: 0.72em;
margin: -8px 0 -8px auto; font-variant-numeric: tabular-nums; line-height: 1; pointer-events: none;
user-select: none; }
${ROW}:first-child > .sfui-curv-ind { margin-top: -14px; }
${ROW}:last-child > .sfui-curv-ind { margin-bottom: -14px; }
.sfui-curv-ind > div { position: absolute; left: 0; right: 0; text-align: center; transform: translateY(-50%); }
.sfui-curv-ind > .sfui-curv-v { top: 50%; font-size: 1.2em; transform: translateY(calc(-50% + var(--sfui-curv-dy, 0px))); }
/* Arrows as CSS triangles (the arrow glyphs sit at different heights),
placed symmetrically around the number; their text only toggles visibility. */
.sfui-curv-ind > .sfui-curv-up, .sfui-curv-ind > .sfui-curv-dn {
left: 50%; right: auto; width: 0.6em; height: 0.36em; margin-left: -0.3em;
overflow: hidden; text-indent: -99em; background: currentColor; }
.sfui-curv-ind > .sfui-curv-up { top: calc(50% - 1.05em); clip-path: polygon(50% 0, 100% 100%, 0 100%); }
.sfui-curv-ind > .sfui-curv-dn { top: calc(50% + 1.05em); clip-path: polygon(0 0, 100% 0, 50% 100%); }
.sfui-curv-ind > .sfui-curv-up:empty, .sfui-curv-ind > .sfui-curv-dn:empty { visibility: hidden; }
`;
const ensureStyle = () => find.ensureStyle(document, STYLE_ID, CSS);
// Toggle Curvature action: invocation 2 with the curvature icons. Menu row:
// by position, verified (else found) by label; bar button: by React
// `control` prop.
const isCurvatureAction = (a) => {
const p = a?.partialParams;
return p?.invocation === 2 && p?.icon?.enum === ICON_OFF && p?.icon_active?.enum === ICON_ON;
};
const isCurvatureItem = (i) => i?.type === 2 && isCurvatureAction(actions.GetAction(i.action_id));
const inBar = (f) => (f.protoForSteam?.controls?.items_for_bottom_frame_controls ?? []).some(isCurvatureItem);
const panelOf = (fid) => document.getElementById(`legacy-frame-controls-additional-options-${fid}`);
const barOf = (fid) => document.getElementById(`legacy-frame-controls-${fid}`);
const curvatureRow = (f, panel) => {
const rows = [...panel.querySelectorAll(ROW)];
const items = (f.controlAdditionalOptionsItems ?? []).filter((i) => i.type === 2);
const idx = items.findIndex(isCurvatureItem);
if (idx < 0) return { why: 'no curvature action' };
const label = actions.GetAction(items[idx].action_id).protoForSteam?.display_name;
const text = (r) => r.querySelector(`.${CLS.label}`)?.textContent;
let row = rows.length === items.length ? rows[idx] : null;
if (!row || (label && text(row) !== label)) row = rows.find((r) => label && text(r) === label) ?? null;
return row ? { row } : { why: `row not found (${rows.length} rows, ${items.length} items)` };
};
const barButton = (node) => {
for (const b of node.querySelectorAll('.ButtonControl')) {
if (b.closest('[id^="legacy-frame-controls-additional-options-"]')) continue;
const fiber = find.findFiberUp(b, (x) => x.memoizedProps?.control != null, 12);
if (isCurvatureItem(fiber?.memoizedProps.control)) return b;
}
return null;
};
// Digits have no descenders, so translateY(-50%) centres them too high;
// shift by the measured ink offset (canvas measureText) to centre them
// optically between the arrows. (Steam's Chromium lacks text-box-trim.)
let ctx2d;
const inkShift = (el) => {
const cs = getComputedStyle(el);
ctx2d ??= document.createElement('canvas').getContext('2d');
ctx2d.font = `${cs.fontStyle} ${cs.fontWeight} ${cs.fontSize} ${cs.fontFamily}`;
const m = ctx2d.measureText('0123456789.');
const lh = parseFloat(cs.lineHeight) || parseFloat(cs.fontSize);
const baseline = lh / 2 + (m.fontBoundingBoxAscent - m.fontBoundingBoxDescent) / 2;
const inkCentre = baseline - (m.actualBoundingBoxAscent - m.actualBoundingBoxDescent) / 2;
return lh / 2 - inkCentre; // > 0: move down
};
const buildInd = () => {
const ind = document.createElement('div');
ind.className = 'sfui-curv-ind';
for (const c of ['sfui-curv-up', 'sfui-curv-v', 'sfui-curv-dn']) {
const d = document.createElement('div'); d.className = c; ind.appendChild(d);
}
return ind;
};
const renderInd = (ind, v) => {
const [up, num, dn] = ind.children;
up.textContent = v < o.max ? '▲' : '';
num.textContent = fmt(v);
dn.textContent = v > 0 ? '▼' : '';
if (ind.isConnected && !num.style.getPropertyValue('--sfui-curv-dy'))
num.style.setProperty('--sfui-curv-dy', `${inkShift(num).toFixed(2)}px`);
};
// `${frameID}:menu` / `${frameID}:bar` -> { key, fid, where, panel, el, ind, mo, down }
const controls = new Map();
function updateUI(f) {
const c = controls.get(`${f.frameID}:menu`);
if (c?.ind?.isConnected) renderInd(c.ind, shown(f));
}
// ---- input -----------------------------------------------------------------------------
// Presses/clicks are stopped at the element so React (root listener) never
// runs the stock onClick; a press that never became a drag is a click on
// mouseup. Drag is vertical and relative (the cylinder bends horizontally,
// so y barely moves as curvature changes); past the press's threshold
// (dragThresholdPixels, or as scaled by scalePressDragThreshold) it
// re-bases (no jump). One press at a time, window capture listeners.
const stop = (e) => e.stopPropagation();
const STOPPED = ['click', 'dblclick', 'mouseup', 'pointerdown', 'pointerup', 'contextmenu'];
let press = null; // { c, y0, v0, last, moved, threshold }
const emit = (c, type) => {
try {
c.el?.dispatchEvent(new CustomEvent(type, { bubbles: true, detail: { frameID: c.fid, where: c.where } }));
} catch (e) { log(`${type} listener failed`, String(e)); }
};
const onMove = (e) => {
const p = press;
if (!p) return;
const f = FS.GetFrame(p.c.fid);
if (!f) { endPress('frame gone'); return; }
const y = e.clientY;
p.last = y;
if (!p.moved) {
if (Math.abs(y - p.y0) < p.threshold) return;
p.moved = true;
muteStock = true;
p.c.el?.classList.add('sfui-dragging');
log('drag', { frame: p.c.fid, where: p.c.where });
emit(p.c, 'sfui-curv-dragstart');
if (press !== p) return; // a listener cancelled the press
p.y0 = p.last;
return;
}
const ppu = p.c.where === 'bar' ? o.barDragPixelsPerUnit : o.dragPixelsPerUnit;
const v = dragValue(p.v0, p.y0 - y, ppu, shown(f));
if (v === null) return;
setValue(f, v, 'drag');
hapticFor(v);
};
const onUp = (e) => {
if (e.button === 0) endPress('release');
};
// Ends the press; `release` of a press that never moved is a click.
function endPress(why) {
const p = press;
muteStock = false;
if (!p) return false;
press = null;
window.removeEventListener('mousemove', onMove, true);
window.removeEventListener('mouseup', onUp, true);
p.c.el?.classList.remove('sfui-dragging');
if (p.moved) emit(p.c, 'sfui-curv-dragend');
const f = FS.GetFrame(p.c.fid);
if (why === 'release') {
if (!p.moved && f) setValue(f, curved(f) ? 0 : 1, `click (${p.c.where})`); // curved -> flat, flat -> stock
} else {
log('press ended', { frame: p.c.fid, where: p.c.where, why, dragged: p.moved });
}
return true;
}
const onDown = (c) => (e) => {
e.stopPropagation(); e.preventDefault();
const f = FS.GetFrame(c.fid);
if (e.button !== 0 || !f) return;
endPress('new press');
press = { c, y0: e.clientY, last: e.clientY, v0: shown(f), moved: false, threshold: o.dragThresholdPixels };
window.addEventListener('mousemove', onMove, true);
window.addEventListener('mouseup', onUp, true);
};
// ---- controls --------------------------------------------------------------------------
const setEl = (c, el) => {
if (c.el === el) return;
if (c.el) detach(c);
c.el = el;
el.classList.add('sfui-curv-ctl');
if (press?.c === c && press.moved) el.classList.add('sfui-dragging'); // re-rendered mid-drag
el.addEventListener('mousedown', c.down);
for (const t of STOPPED) el.addEventListener(t, stop);
};
function detach(c) {
c.el.classList.remove('sfui-curv-ctl', 'sfui-dragging');
c.el.removeEventListener('mousedown', c.down);
for (const t of STOPPED) c.el.removeEventListener(t, stop);
}
const newControl = (key, fid, where, panel) => {
const c = { key, fid, where, panel, el: null, ind: where === 'menu' ? buildInd() : null };
c.down = onDown(c);
c.mo = new MutationObserver(() => {
if (!c.el?.isConnected || (c.ind && c.ind.parentElement !== c.el)) queueSync();
});
c.mo.observe(panel, { childList: true, subtree: true });
controls.set(key, c);
return c;
};
function removeControl(key) {
const c = controls.get(key);
if (!c) return;
if (press?.c === c) endPress('control removed');
c.mo.disconnect();
if (c.el) detach(c);
c.ind?.remove();
controls.delete(key);
}
const injectMenu = (f) => {
const key = `${f.frameID}:menu`, panel = panelOf(f.frameID);
if (!panel) return 'no panel';
let c = controls.get(key);
if (c && c.panel !== panel) { removeControl(key); c = null; }
if (c?.el?.isConnected && c.ind.parentElement === c.el) { renderInd(c.ind, shown(f)); return 'ok'; }
const r = curvatureRow(f, panel);
if (!r.row) return r.why;
ensureStyle();
c ??= newControl(key, f.frameID, 'menu', panel);
setEl(c, r.row);
r.row.append(c.ind);
renderInd(c.ind, shown(f));
return 'ok';
};
const injectBar = (f) => {
const key = `${f.frameID}:bar`, node = barOf(f.frameID);
if (!node) return 'no bar panel';
let c = controls.get(key);
if (c && c.panel !== node) { removeControl(key); c = null; }
if (c?.el?.isConnected && node.contains(c.el)) return 'ok';
const btn = barButton(node);
if (!btn) return 'bar button not found';
ensureStyle();
c ??= newControl(key, f.frameID, 'bar', node);
setEl(c, btn);
return 'ok';
};
// Inject into open menus and bars holding the curvature action, retrying
// until React rendered them (bars only while visible: hidden frames have no
// bar panel).
let syncTimer = null, retries = 0;
const failed = new Map(); // key -> last reason logged
const sync = () => {
syncTimer = null;
const want = new Map();
for (const f of FS.frames) {
if (f.isControlAdditionalOptionsOpen) want.set(`${f.frameID}:menu`, f);
if (inBar(f)) want.set(`${f.frameID}:bar`, f);
}
for (const key of [...controls.keys()]) if (!want.has(key)) removeControl(key);
for (const key of [...failed.keys()]) if (!want.has(key)) failed.delete(key);
let pending = false;
for (const [key, f] of want) {
const bar = key.endsWith(':bar');
const r = bar ? injectBar(f) : injectMenu(f);
if (r === 'ok') { failed.delete(key); continue; }
if (bar ? !f.isCurrentlyVisible : r === 'no curvature action') continue; // hidden frame / not in this menu
pending = true;
if (failed.get(key) !== r) { failed.set(key, r); log('inject failed', { frame: f.frameID, where: bar ? 'bar' : 'menu', why: r }); }
}
if (pending && retries < 12) { retries++; syncTimer = setTimeout(sync, 60 * retries); } else retries = 0;
};
function queueSync() { if (!syncTimer) syncTimer = setTimeout(sync, 0); }
hooks.before(proto, 'SendMessage', NAME, hook);
const disposers = [
mx.reaction(
() => FS.frames.map((f) => [f.frameID, f.isControlAdditionalOptionsOpen ? 1 : 0, curved(f) ? 1 : 0, dockOf(f),
inBar(f) ? 1 : 0, f.isCurrentlyVisible ? 1 : 0].join(':')).join(','),
() => { retries = 0; queueSync(); for (const f of FS.frames) updateUI(f); },
),
mx.reaction(() => DS.curvatureDistance, () => resend()),
];
const teardown = () => {
endPress('teardown');
if (stockHaptic && ov.TriggerOverlayHapticEffect?.__sfuiCurvOrig === stockHaptic) ov.TriggerOverlayHapticEffect = stockHaptic;
for (const d of disposers.splice(0)) d();
clearTimeout(syncTimer); clearTimeout(resendTimer);
for (const key of [...controls.keys()]) removeControl(key);
document.getElementById(STYLE_ID)?.remove();
hooks.remove(proto, 'SendMessage', NAME);
if (window.__sfuiWindowCurvature === state) delete window.__sfuiWindowCurvature;
try { resendStock(); } catch { /* applies with the next scene-graph update */ }
};
const check = () => {
if (!hooks.has(proto, 'SendMessage', NAME)) hooks.before(proto, 'SendMessage', NAME, hook);
queueSync();
return 'unchanged';
};
const dump = () => FS.frames.map((f) => ({
frame: f.frameID, title: f.title, key: keyOf(f), dock: dockOf(f), curved: curved(f),
override: curvatureOf(f)?.m_bCurveOverride, stored: S.values[keyOf(f)], shown: shown(f),
stockDistance: curvatureOf(f)?.curvatureOriginDistance,
appliedDistance: curved(f) ? DS.curvatureDistance / strength(f) : null,
menuOpen: f.isControlAdditionalOptionsOpen, inBar: inBar(f), visible: f.isCurrentlyVisible,
control: !!controls.get(`${f.frameID}:menu`)?.el?.isConnected,
barControl: !!controls.get(`${f.frameID}:bar`)?.el?.isConnected,
}));
const state = {
version: VERSION, id, opts: o, hits, log: logBuf, state: S, teardown, check, dump, dragValue,
setValue: (fid, v) => { const f = FS.GetFrame(fid); if (f) setValue(f, v, 'api'); return f ? shown(f) : 'no frame'; },
cancelPress: () => endPress('cancelled'),
scalePressDragThreshold: (factor) => {
const p = press;
if (!p || p.moved || !(factor >= 0 && Number.isFinite(factor))) return false;
p.threshold = factor * o.dragThresholdPixels;
log('press drag threshold', { frame: p.c.fid, where: p.c.where, px: p.threshold });
return true;
},
controls: () => [...controls.values()].map((c) => ({ frame: c.fid, where: c.where, connected: !!c.el?.isConnected })),
get pressing() { return press && { frame: press.c.fid, where: press.c.where, dragging: press.moved, threshold: press.threshold }; },
};
window.__sfuiWindowCurvature = state;
log('patched', { version: VERSION, opts: o });
resend();
queueSync();
return `patched (initial ${o.initial}, max ${o.max}, step ${o.step}, detent ${o.detentPixels} px at ${o.detentPoints.join('/')}, ` +
`haptics ${o.haptics ? 'on' : 'off'})`;
})