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https://github.com/lhns/steam-frame-nix.git
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Runtime patches no longer use webpack module ids or minified export names, which change with every Steam UI build: - modules/lib/finders.js: finder library (getWebpackRequire, findModule/findExport by source text and shape, resolveAll with a per-page cache, findFiberUp/findFiberDown/findInReactTree), installed once per page as window.__sfuiFind. - modules/lib/signatures.json: the signatures, per patch, shared by the patches and the checker. lib/default.nix mkPatch wraps a patch `(find, sigs, opts) => ...` with the library, its signatures and options; exposed as steamFrame.uiPatches.lib. - Keyboard patch (VERSION 10): layouts module, current/enabled layout getters, arrow keys, VR keyboard status and VirtualKeyboardManager are found by signature; if one doesn't match it reports which and leaves Steam untouched. unpatch.js uses references the patch remembered. The helper logs inject results when they change. - launcher-menu launch/pinned-desktop use the library's fiber helpers; launch no longer depends on the bar popup's window name. - scripts/check-signatures.mjs (+ webpack-modules.mjs): extracts module factories from the installed bundles without a browser and checks every signature (found / ambiguous / missing, with module ids and export names). README: "Finders and signatures", "After a Steam update".
228 lines
12 KiB
JavaScript
228 lines
12 KiB
JavaScript
// Injected into Steam's SharedJSContext (CEF, 127.0.0.1:8080) by helper.mjs.
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// Extends Steam's VR keyboard for gamescope app windows:
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// - bottom row: Esc Ctrl Alt [space] AltGr ← ↑ ↓ → Close, stable with Shift
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// and AltGr; AltGr + arrows = Pos1/PgUp/PgDn/End
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// - Ctrl/Alt chords, Esc, the AltGr arrow keys and Shift+arrows are pressed
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// for real (Steam can't: in VR SteamClient.Input.ControllerKeyboardSetKeyState
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// throws "Unknown method")
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// - while Ctrl/Alt is active and the keyboard is open, the real modifier is
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// held down, so e.g. Ctrl+scroll works
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// - characters Steam's own key emulation (ControllerKeyboardSendText) turns
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// into "1" -- anything non-ASCII or needing AltGr / a dead key on the X
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// keymap -- are typed by the helper instead
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// - Enter types Return for app windows, even if a Steam search box had focus
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// before (Steam then labels it "Search" and closes the keyboard instead)
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// Everything goes through the CDP binding window.__vrkbdKey("<op>:<arg>"),
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// executed by helper.mjs with xdotool on :0. Every replaced function keeps its
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// original as __vrkbdOrig (unpatch.js restores them, through the references
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// this patch remembers in window.__vrkbdRefs).
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//
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// This file is a function expression, called by the file lib/default.nix
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// (mkPatch) generates: (<this file>)(find, sigs, opts), with find the finder
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// library (lib/finders.js) and sigs this patch's module signatures
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// (lib/signatures.json, "steam-keyboard-patch"). Steam's webpack modules are
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// located by those signatures, not by module id or minified export name; if
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// one doesn't match, the patch returns an error and changes nothing.
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// Idempotent: safe to evaluate repeatedly.
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((find, sigs) => {
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const VERSION = 10;
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const send = (msg) => window.__vrkbdKey && window.__vrkbdKey(msg);
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let mods;
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try {
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mods = find.resolveAll(find.getWebpackRequire('webpackChunksteamui'), sigs);
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} catch (e) {
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return `signature not found, Steam left unpatched: ${e.message}`;
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}
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const Layouts = mods.layouts.exports; // currentLayout(), enabledLayouts(), arrow keys
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const Status = mods.vrStatus.exports.holder; // .VRKeyboardStatus
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const Manager = mods.keyboardManager.exports.VirtualKeyboardManager.prototype;
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// For unpatch.js, which runs without the finder library.
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window.__vrkbdRefs = { Manager, currentLayout: Layouts.currentLayout };
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let changed = false;
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// Replace obj[name] with make(original), once per VERSION.
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const wrap = (obj, name, make) => {
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if (obj[name].__vrkbd === VERSION) return;
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const orig = obj[name].__vrkbdOrig || obj[name];
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const f = make(orig);
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f.__vrkbd = VERSION; f.__vrkbdOrig = orig;
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obj[name] = f;
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changed = true;
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};
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// ---- bottom row ------------------------------------------------------------
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// The keyboard window has a fixed height, so no extra row: Esc/Ctrl/Alt go
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// left of the space bar, and Steam's arrow keys become four separate keys
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// (stock layouts pair them as [Left, Up-when-shifted], [Right, Down-when-shifted]).
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// Every entry is a [normal, shifted, altgr] triple: Steam's stock bottom row
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// lacks explicit variants, so with Shift the close icon jumps and with AltGr
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// keys turn into empty full-width panels. null as the shifted variant means
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// "same key, no shift label".
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const HALF = 2; // key type "Half"; widths set by the stylesheet
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const k = (key, label) => ({ key, label, type: HALF });
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const same = (x) => [x, null, x];
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const MODS = [k('VKX_Escape', 'Esc'), k('Control', 'Ctrl'), k('Alt', 'Alt')];
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const ALTGR_ARROWS = [k('VKX_Home', 'Pos1'), k('VKX_Prior', 'Bild↑'), k('VKX_Next', 'Bild↓'), k('VKX_End', 'Ende')];
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const ARROWS = [Layouts.arrowLeft, Layouts.arrowUp, Layouts.arrowDown, Layouts.arrowRight] // Steam's own keys
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.map((a, i) => [{ ...a, type: HALF }, null, ALTGR_ARROWS[i]]);
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const first = (x) => (Array.isArray(x) ? x.find((y) => y) : x);
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const isArrow = (x) => (Array.isArray(x) ? x : [x]).some((y) => y?.key?.startsWith?.('Arrow'));
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const bottomRow = (row) => {
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const out = [];
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for (const x of row) {
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const key = first(x);
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if (!key || isArrow(x)) continue;
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if (key.key === ' ') out.push(...MODS.map(same));
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out.push(same(key));
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}
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out.splice(out.length - 1, 0, ...ARROWS); // before Close/Done (last entry)
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return out;
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};
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window.__vrkbdLayouts ??= new Set(); // for unpatch.js, incl. layouts disabled since
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for (const l of [...(Layouts.enabledLayouts() || []), Layouts.currentLayout()]) {
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if (typeof l?.rgLayout !== 'function') continue;
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window.__vrkbdLayouts.add(l);
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wrap(l, 'rgLayout', (orig) => (opts) => {
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const rows = orig(opts);
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return [...rows.slice(0, -1), bottomRow(rows[rows.length - 1])];
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});
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}
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// ---- text: characters Steam's key emulation can't produce --------------------
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// All keyboard text for gamescope windows ends up in
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// SteamClient.Input.ControllerKeyboardSendText (via several paths, incl. the
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// VR text override), which only maps plain ASCII on the base/shift levels;
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// everything else comes out as "1". Hand those characters to the helper, in
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// order; the rest passes through unchanged. (helper.mjs checks the same set.)
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const viaHelper = (c) => c.codePointAt(0) > 127 || '|@{[]}\\~^`'.includes(c);
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wrap(SteamClient.Input, 'ControllerKeyboardSendText', (orig) => function (text, ...rest) {
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if (typeof text !== 'string') return orig.call(this, text, ...rest);
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let run = '';
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for (const c of text) {
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if (viaHelper(c)) {
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if (run) { orig.call(this, run, ...rest); run = ''; }
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send('type:' + c);
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} else run += c;
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}
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if (run) return orig.call(this, run, ...rest);
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});
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// ---- Enter for app windows ------------------------------------------------------
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// The manager keeps the props of the last focused Steam text field
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// (m_ActiveElementProps, set on DOM focus) until that field gets a gamepad
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// blur, which doesn't happen when you leave the dashboard. Search boxes
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// carry strEnterKeyLabel "#SearchEnterKeyLabel" ("Suchen") and an
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// onEnterKeyPress returning "VKClose", so when the keyboard is then opened
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// for an app window, Enter shows "Suchen", runs the Steam search and hides
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// the keyboard instead of typing Return. While the keyboard serves
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// something other than this Steam UI (the same test Steam uses for its
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// text dispatch, in the VirtualKeyboardManager's module), ignore those
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// props and the dismiss-on-Enter flag.
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const forOther = (m) => {
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const s = Status.VRKeyboardStatus, ui = m.m_Instance;
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return !!s?.bIsOpen && !(s.sOverlayKey && s.sOverlayKey === ui?.GetVROverlayKey?.()) &&
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!(s.unAppID && s.unAppID === ui?.MainRunningAppID);
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};
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wrap(Manager, 'GetEnterKeyLabel', (orig) => function (...a) {
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return forOther(this) ? undefined : orig.apply(this, a);
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});
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wrap(Manager, 'HandleVirtualKeyDown', (orig) => function (key, ...rest) {
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if (key !== 'Enter' || !forOther(this)) return orig.call(this, key, ...rest);
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const props = this.m_ActiveElementProps, dismiss = this.m_bDismissOnEnter;
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this.m_ActiveElementProps = null; this.m_bDismissOnEnter = false;
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try { return orig.call(this, key, ...rest); } finally {
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if (this.m_ActiveElementProps === null) this.m_ActiveElementProps = props;
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if (this.m_bDismissOnEnter === false) this.m_bDismissOnEnter = dismiss;
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}
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});
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// ---- keyboard component -------------------------------------------------------
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const kbPopup = [...(g_PopupManager.GetPopups?.() || [])]
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.find((p) => p.window?.document.querySelector('[data-key]'));
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if (!kbPopup) return 'no keyboard popup yet';
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const doc = kbPopup.window.document;
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// The keyboard component: nearest fiber above a key whose instance has TypeKeyInternal.
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const inst = find.findFiberUp(doc.querySelector('[data-key]'),
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(f) => typeof f.stateNode?.TypeKeyInternal === 'function', 200)?.stateNode;
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if (!inst) return 'no keyboard component';
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let proto = Object.getPrototypeOf(inst);
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while (!Object.prototype.hasOwnProperty.call(proto, 'TypeKeyInternal')) proto = Object.getPrototypeOf(proto);
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window.__vrkbdInst = inst; // for the hold timer and unpatch.js
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window.__vrkbdProto = proto;
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// Stylesheet, re-applied on every inject (the popup can be recreated). The
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// space bar is the only flexible key, so it absorbs the width changes.
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const sel = (keys, suffix = '') => keys.map((key) => `[data-key="${key}"]${suffix}`).join(',');
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const lastRow = Math.max(...[...doc.querySelectorAll('[data-key-row]')].map((e) => +e.getAttribute('data-key-row')));
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const added = [...MODS, ...ARROWS.map(first), ...ALTGR_ARROWS].map((x) => x.key);
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let style = doc.getElementById('vrkbd-style');
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if (!style) { style = doc.createElement('style'); style.id = 'vrkbd-style'; doc.head.appendChild(style); }
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style.textContent = [
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`${sel(added)} { width: 43px !important; }`,
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'[data-key="AltGr"] { width: 52px !important; }',
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// Steam draws the AltGr variant as a small secondary label: hide it in the
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// bottom row, except on the arrows, where it's the Pos1/Ende/Bild hint.
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`[data-key-row="${lastRow}"]:not([data-key^="Arrow"]) span ~ span { display: none !important; }`,
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// Arrow keys: smaller (still centered) icon and a small hint at the bottom edge.
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'[data-key^="Arrow"] span ~ span { font-size: 7px !important; top: auto !important; bottom: 3px !important; line-height: 1 !important; }',
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'[data-key^="Arrow"] span:first-child svg { height: 18px !important; }',
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`${sel(ALTGR_ARROWS.map((x) => x.key), ' span')} { font-size: 13px !important; }`,
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].join('\n');
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// ---- key handling ----------------------------------------------------------
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const active = (v) => (v & 7) !== 0; // toggle state bits: 1 one-shot, 2 locked
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const release = (v) => { const z = v & 3; return (z === 1 ? 0 : z) | (v & 4); };
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const TOGGLES = ['Shift', 'CapsLock', 'Control', 'Alt', 'AltGr'];
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const SYMS = {
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' ': 'space', Backspace: 'BackSpace', Enter: 'Return', Tab: 'Tab',
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'.': 'period', ',': 'comma', '-': 'minus', '+': 'plus', '#': 'numbersign', '<': 'less',
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'/': 'slash', 'ß': 'ssharp', 'ü': 'udiaeresis', 'ö': 'odiaeresis', 'ä': 'adiaeresis',
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ArrowLeft: 'Left', ArrowRight: 'Right', ArrowUp: 'Up', ArrowDown: 'Down',
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};
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const keysym = (key) => {
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if (key.startsWith('VKX_')) return key.slice(4);
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if (SYMS[key]) return SYMS[key];
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if (/^[a-zA-Z0-9]$/.test(key)) return key.toLowerCase();
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return null;
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};
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wrap(proto, 'TypeKeyInternal', (orig) => function (st) {
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const key = st?.strKey;
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const ts = this.state?.toggleStates || {};
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const ctrl = active(ts.Control), alt = active(ts.Alt), shift = active(ts.Shift);
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// Extra keys always; Shift+arrow too (Steam's own arrow path drops Shift).
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const special = key?.startsWith('VKX_') || (shift && key?.startsWith('Arrow'));
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const sym = key && !TOGGLES.includes(key) && (special || ctrl || alt) && keysym(key);
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if (!sym) return orig.call(this, st);
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send('key:' + [ctrl && 'ctrl', alt && 'alt', shift && 'shift', sym].filter(Boolean).join('+'));
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this.setState((s) => ({ ...s, toggleStates: { ...s.toggleStates,
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Shift: release(s.toggleStates.Shift), Control: release(s.toggleStates.Control),
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Alt: release(s.toggleStates.Alt), AltGr: release(s.toggleStates.AltGr) } }));
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});
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// ---- held modifiers ---------------------------------------------------------
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// Keep the real Ctrl/Alt pressed while the toggle is active and the keyboard is
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// open (for Ctrl+scroll etc.). One timer per Steam UI instance.
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if (!window.__vrkbdHoldTimer) {
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window.__vrkbdHeld = { ctrl: false, alt: false };
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window.__vrkbdHoldTimer = setInterval(() => {
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const ts = window.__vrkbdInst?.state?.toggleStates || {};
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const open = !!Status.VRKeyboardStatus?.bIsOpen;
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for (const [mod, state] of [['ctrl', ts.Control], ['alt', ts.Alt]]) {
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const want = open && active(state);
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if (want !== window.__vrkbdHeld[mod]) {
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window.__vrkbdHeld[mod] = want;
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send((want ? 'down:' : 'up:') + mod);
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}
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}
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}, 250);
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}
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// Re-render with the new row (only when something changed or it's a new instance).
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if (changed || inst.__vrkbd !== VERSION) {
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inst.__vrkbd = VERSION;
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inst.setState({ standardLayout: Layouts.currentLayout() });
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inst.forceUpdate();
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}
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return 'patched';
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})
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