Files
Toastconcern--FrameStudio/src/menu_input.h
T
ToastconcernandClaude Opus 5.5 f7345a5ac3 Frame Studio and Frame Home: cross-platform builds
Frame Studio now builds for Windows (x64, x86, ARM64), Linux (x64, x86, ARM64)
and macOS (Apple Silicon, Intel):
- studio/platform.h with Win32 and POSIX implementations (dialogs through
  tinyfiledialogs on Linux/macOS), a GLFW window beside the Win32 one, and a
  platform-neutral frame pacer
- MoltenVK support in the renderer (portability enumeration) and bundled in
  the macOS app
- 32-bit builds: large-address-aware, LZMA packing within a 32-bit address space
- unaligned file reads in the loaders go through loadUnaligned (no UB)
- scripts/build-studio.sh, studio/build_windows.bat [x64|x86|arm64],
  cmake/llvm-mingw.cmake, and a GitHub Actions workflow building every target

Frame Home installs without Studio: frame/install-frame-home.{sh,ps1} and
"Install Frame Home.bat" (packaged as FrameHome-installer.zip).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 12:03:25 -05:00

67 lines
3.3 KiB
C++

#pragma once
// Walking while the Steam menu is open. SteamVR gives a scene app (Frame Home) no controller input while its
// dashboard — the Steam menu — is up, even when you're looking away from it. frame-switcher, an overlay app that
// always runs, takes the sticks through a global-priority action set (steamvr.globalActionSetPriority) whenever the
// menu is up, Frame Home is the environment, and that hand isn't pointing at a panel, and passes them to Frame Home
// through a shared page (/dev/shm/framehome-sticks). Pointing at the menu still drives the menu.
#include <fcntl.h>
#include <sys/mman.h>
#include <sys/stat.h>
#include <unistd.h>
#include <atomic>
#include <chrono>
#include <cstdint>
#include <cstring>
struct MenuSticks {
static constexpr uint32_t kMagic = 0x46534b31; // "FSK1"
uint32_t magic;
std::atomic<uint32_t> seq; // odd while being written
double time; // CLOCK_MONOTONIC seconds when written (both processes share the clock)
float lx, ly, rx, ry; // thumbsticks
uint8_t left, right; // which hands are taken for walking / turning
uint8_t aimValid;
float aim[12]; // right hand's aim pose in standing space (3x4, row-major)
};
inline double menuNow() { return std::chrono::duration<double>(std::chrono::steady_clock::now().time_since_epoch()).count(); }
inline MenuSticks* menuSticksMap(bool create) {
const int fd = open("/dev/shm/framehome-sticks", O_RDWR | (create ? O_CREAT : 0), 0600);
if (fd < 0) return nullptr;
if (create && ftruncate(fd, sizeof(MenuSticks)) != 0) { close(fd); return nullptr; }
struct stat st;
if (fstat(fd, &st) != 0 || st.st_size < static_cast<off_t>(sizeof(MenuSticks))) { close(fd); return nullptr; } // not sized yet
void* p = mmap(nullptr, sizeof(MenuSticks), PROT_READ | PROT_WRITE, MAP_SHARED, fd, 0);
close(fd);
return p == MAP_FAILED ? nullptr : static_cast<MenuSticks*>(p);
}
// A consistent copy (seqlock); false when there is nothing recent (within maxAge seconds).
inline bool menuSticksRead(const MenuSticks* m, MenuSticks& out, double maxAge = 0.15) {
if (!m || m->magic != MenuSticks::kMagic) return false;
for (int tries = 0; tries < 4; ++tries) {
const uint32_t a = m->seq.load(std::memory_order_acquire);
if (a & 1) continue;
std::memcpy(static_cast<void*>(&out), static_cast<const void*>(m), sizeof out);
std::atomic_thread_fence(std::memory_order_acquire);
if (m->seq.load(std::memory_order_relaxed) == a) return menuNow() - out.time < maxAge;
}
return false;
}
inline void menuSticksWrite(MenuSticks* m, const MenuSticks& v) {
if (!m) return;
uint32_t s = m->seq.load(std::memory_order_relaxed);
if (s & 1) ++s; // a writer killed mid-write left it odd: start even again
m->seq.store(s + 1, std::memory_order_release);
std::atomic_thread_fence(std::memory_order_release);
m->time = v.time; m->lx = v.lx; m->ly = v.ly; m->rx = v.rx; m->ry = v.ry;
m->left = v.left; m->right = v.right; m->aimValid = v.aimValid;
std::memcpy(m->aim, v.aim, sizeof m->aim);
m->magic = MenuSticks::kMagic;
std::atomic_thread_fence(std::memory_order_release);
m->seq.store(s + 2, std::memory_order_release);
}