* Provide Decky automatic JSX runtime in Framey panel
* Add Decky settings sample for Framey authors
* Use official Decky settings path in sample backend
---------
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
* Host Decky plugin panels in Frame Control VR
* Record Framey VR verification limits
* Lock Frame before worn checks and clean private captures
* Browse and search the full Decky store in VR
* Show Decky plugin job progress in VR
* Show plugin quick actions and settings in Framey panel
* Add local Decky routes and toasts to Framey
---------
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
* Host Decky plugin panels in Frame Control VR
* Record Framey VR verification limits
* Lock Frame before worn checks and clean private captures
* Browse and search the full Decky store in VR
* Show Decky plugin job progress in VR
* Show plugin quick actions and settings in Framey panel
---------
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
* Host Decky plugin panels in Frame Control VR
* Record Framey VR verification limits
* Lock Frame before worn checks and clean private captures
* Browse and search the full Decky store in VR
* Show Decky plugin job progress in VR
---------
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
* Host Decky plugin panels in Frame Control VR
* Record Framey VR verification limits
* Lock Frame before worn checks and clean private captures
* Browse and search the full Decky store in VR
---------
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
* Live view: a Desktop view that stays still, and Control to tap on the Frame
The live view gets a second source and a way to use the Frame from it:
- Desktop: the app panel in use in the headset, streamed from its own window
(x11grab of gamescope's redirected window), so it doesn't move as the
wearer looks around. A picker shows any other panel, view only.
- Control: on the Desktop view a tap or click lands exactly where you put it;
drag is a mouse drag, press and hold right-clicks, two fingers scroll, and
on a computer the mouse, wheel and keyboard work directly. On the headset
view the view is a trackpad. A text field and key row type from a phone.
Input goes through gamescope's own EIS socket (the way Steam feeds Remote
Play input) with the libei already on the image: ui/frame_touch.py, over
the same long-lived ssh machinery as the keyboard agent, nothing to
install. It reaches the panel that has focus on either X display, which
the KDE Connect route can't. Verified on the Frame and from the iPhone app
in the Simulator.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: fixes from review
- Keys held on the Frame are released with buttons when Control stops or
the view loses focus; keys for the Frame no longer trigger Frame Control's
own shortcuts.
- Taps only act when the picture on screen is the panel in use; positions,
presses, keys, text and scrolls name their panel (display and window: ids
repeat across :0 and :1, told apart by pid), and the Frame drops them if
focus has moved on. Releases always go.
- While connecting, a tap keeps its position; on an error only releases wait
and retries back off; trimming a long queue never drops a release.
- Lifting one of two scrolling fingers ends the scroll; a cancelled touch
isn't a tap; clicks and holds on the bars around the picture do nothing.
- A capture loop from before a Live restart can't stop the new video.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: close the targeting gaps from the second review
- The focused panel's display comes from GAMESCOPE_FOCUS_DISPLAY (gamescope
packs ":1" into the first value), so a window id repeated across :0 and :1
can't be mistaken; the pid is only the fallback.
- Presses, keys, text and scrolls read focus afresh on the Frame; only moves
use a reading up to a second old.
- A gesture remembers the panel it started on and does nothing more if that
stops being the one in use; a press with no panel to aim at isn't sent.
- Opening a screenshot clears the panel Control would act on; switching to
another app releases held keys and buttons.
- Trimming keeps a click with its position; the error backoff holds for new
input too.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: fixes from the SWE-2 Max review
- The Frame side tracks keys as well as buttons and lets go of both when the
session ends.
- A stale tap tells the page, which re-reads the panels at once.
- A paused input device waits instead of ending the session; only a
disconnect does. An OS error on one event skips it.
- Presses check focus with two property reads and do the full lookup only
when it changed.
- Writes to an agent's stdin are serialized, so two devices sending at once
can't tear a line (the keyboard agent too).
- Connecting gives up with a message after 15 s instead of hanging on
"Connecting…"; text goes in 100-character pieces so releases don't wait
behind a long paste; a cancelled mouse gesture releases what's held.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: stale clears, pauses reconverge, pastes split per request
- The Frame says it has caught up as soon as an aimed event lands after a
stale one, so the page stops re-reading the panels.
- After a device pause it lets go of everything it holds (releases that
arrived while paused were dropped), and waits for the device once per
batch, not once per event.
- The quick focus check no longer freshens the panel geometry's age.
- Each request carries at most about 100 characters of text.
- Turning Control off while it connects doesn't report an error.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* frame_touch: build the socket path on the Frame, so Windows can import it for tests
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* frame_touch: any event that goes through clears the stale flag
A trackpad move names no panel, so waiting for an aimed event could leave
the page re-reading panels for the rest of the session; a release still
aimed at the old panel doesn't count.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Trackpad and key row go through gamescope's input; KDE Connect only for accents and emoji
The pad reaches whichever panel has focus (Steam's menus too), needs nothing installed, and no longer clamps to 1280x720. Characters that aren't on a US keyboard start KDE Connect the first time they're typed.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
* Touch: a bare release no longer clears the stale-focus notice before the page has seen it
The page leaves the panel off releases, so a release says nothing about focus.
Found in review of the stale-latch fix.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
* Pad: keep typing in order and acknowledge it once, with accents through one KDE Connect queue
Review found accent-only input repeated forever (sent was false), text split
across two transports out of order, accents stuck until the next keypress,
duplicated on retry, and racy. A batch with an accent now sends its whole
keyboard through KDE Connect; later keys follow while any are queued; the
server owns one ordered, bounded queue drained by a single thread; sent means
the whole batch is taken.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
* Pad: drain the KDE Connect queue without losing, stranding or reordering input
Second review found the queue could be trimmed under an in-flight send (deleting
unsent events), the worker could retire as a request enqueued, and ASCII could
overtake an accent still being typed (or the reverse). The worker now takes its
batch out while sending and puts it back on failure, retires under the lock, and
each way waits out the other's estimated typing time.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
* Pad: count gamescope's real typing time, with the settle margin added once
Review found the estimate used 12 ms a character where the agent takes 16 ms
(32 shifted), and added the margin on every request so it piled up.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
* Document gamescope pad verification and shared-device limits
* Prevent Unicode input startup from deadlocking a headset switch
* Record real focused-panel click and ASCII key delivery
* Retain accepted Unicode input under queue saturation and failure
---------
Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Co-authored-by: SAPHID <saphid@users.noreply.github.com>
Keeps the four primary destinations and ports main's newer work into them:
the Home "Right now" panel (volume, cast, quick actions) replaces the old
device block, whose readings now live in the header's headset popover; the
install queue sits above the Apps views; Import from my Quest and My Meta
library sit with Browse; the pad, panel switcher, Mac view and media panels
take main's markup. Scrolling follows main's #scroll container. Settings
stays a tab, so main's header gear is not added. The old .home-status
toggle is gone (main's startup test caught it touching a missing node).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Primary tabs become Apps (Installed / Browse / Linux apps), Games (Installed /
Owned / Store), Tools and Settings, with shortcuts 1-4 and one Add / Install
chooser for catalogs, Steam, Linux apps, files and install links. Installed
rows show identity, one state and Open/Stop; the rest moves to app details.
Review fixes (#106): input, touch, approvals, artwork repair, keyboard helper
delivery and catalogue jobs stay bound to the headset they were meant for;
report preview follows the latest consent; failed Store reads are not an empty
library; keyboard access to device details and the Store sheet; the iOS
bundle ships the artwork renderer and OpenXR resources; typed addresses and
custom SSH ports survive setup; WebKit crashes recover; native preferences
survive relaunch; APK update rollback and repair stay retryable.
Refs #101, #104, #106
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Installs from the Android store, Import from my Quest and My Meta library
now go into one server-side queue and run one after another, instead of
being refused while another runs. The page shows the queue with Remove
for installs that haven't started; each queued install runs only on the
headset it was queued for.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
From a live test with a real account (71 owned entries):
- the size was cut off behind the package name; sizes now come first;
- a required data file Frame Control can't place as an OBB (The Climb's
1.8 GB main OBB) was never mentioned; the row now says it won't be
installed;
- the count said games, but Meta's list includes apps and environments.
Problems and warnings get their own coloured line; the verdict colours
now win over the row's grey text (they were grey before).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Every request made with an F-Droid repository's login (entry.jar, index,
APKs), redirects included, now uses the scoped check: same origin and
inside the repository directory by whole plain path segments. A
same-origin redirect elsewhere on the server gets no login.
- _child() refuses file names a server could normalise outside the
repository: double-encoded dots, ';' path parameters, encoded slashes or
backslashes (anything _credentials.path_segments rejects).
- Store page: moveLogin() strips the login from the address with plain
text matching first, then decodes with a fallback to the text as typed,
so '100%done', '%FF' or an address the URL parser rejects can no longer
leave the password in the field.
Tests: outgoing headers for '%252e%252e/...' and '..;/...' payloads and a
same-origin redirect outside the repository carry no Authorization; the
page test covers undecodable and unparseable logins.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Artwork: a saved login is only sent for URLs under the repository by whole
path segments. Paths with dot segments (plain or percent-encoded), encoded
slashes/backslashes, double encoding or ';' get nothing, since a server
could normalise them outside the repository. Checked again on every
redirect hop; Handler(scoped=True) does the same for urllib callers.
- Credentials file: every read-modify-write holds an inter-process lock
(source-credentials.lock, flock or msvcrt), so the CLI and the app can't
undo each other's saves or bring back a removed login.
- Store page: a login typed into the address moves into the login fields,
and out of the address field, before the add starts, and stays there if
it fails.
- Rate-limit backoff is keyed per login (anonymous or each token), so saving
a GitHub token after anonymous requests were limited is used at once.
Regression tests: outgoing artwork headers for traversal URLs and a
redirect to one, two processes churning the credentials file, anonymous
limit then token, and the page's login handling in node.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- The duplicate-name check now compiles each page's scripts together as one
module with node --check, where a top-level name declared twice is a
SyntaxError. Node's parser handles nested scopes, comments and strings,
which the old line scanner did not. Fixture tests show it catches same-line,
cross-block and const/function duplicates and ignores nested ones.
- The live view's loadPanels no longer logs expected offline or stale poll
failures (as refresh() does).
- After a render failure, openStoreApp skips the details request, and
loadOfferDetails no longer writes to a missing #detailInstallNote, which
threw an unhandled TypeError. store_detail.mjs now covers the full open flow.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review of #83: the display search shares one 6 s deadline (2 s per display)
and is remembered (found for good, not found for 30 s), so a stalled display
can't use up the server's 20 s. Control now shows a failed panel listing
instead of "Finding the headset's panels..." when the first one fails.
Page test (tests/page/desk_panels.mjs) covers the Desktop listing: the
headset's reason, initial failure and recovery.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Clicking any app in the Android tab opened an empty dialog, which shows as
a single horizontal line (its 1px border). The store's renderDetail was
replaced by the Devices page's renderDetail, declared further down the same
script: a later function declaration silently wins. The store's call then
rendered "Pick a headset." into the Devices panel and left #detailBody empty.
Every platform and both 0.4.x releases were affected.
The store's renderer is now renderAppDetail, and a render failure shows a
clear message with a Close button rather than an empty dialog. The same
clash hid the live view's loadPanels behind the Tools panel switcher's; that
one is now loadPanelSwitcher. Both names match the open store PR (#56).
Tests: a guard that no top-level name is declared twice in the page's
shared script scope, and tests/page/store_detail.mjs, which runs the real
store functions for a good listing and a broken one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
* Live view: a Desktop view that stays still, and Control to tap on the Frame
The live view gets a second source and a way to use the Frame from it:
- Desktop: the app panel in use in the headset, streamed from its own window
(x11grab of gamescope's redirected window), so it doesn't move as the
wearer looks around. A picker shows any other panel, view only.
- Control: on the Desktop view a tap or click lands exactly where you put it;
drag is a mouse drag, press and hold right-clicks, two fingers scroll, and
on a computer the mouse, wheel and keyboard work directly. On the headset
view the view is a trackpad. A text field and key row type from a phone.
Input goes through gamescope's own EIS socket (the way Steam feeds Remote
Play input) with the libei already on the image: ui/frame_touch.py, over
the same long-lived ssh machinery as the keyboard agent, nothing to
install. It reaches the panel that has focus on either X display, which
the KDE Connect route can't. Verified on the Frame and from the iPhone app
in the Simulator.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: fixes from review
- Keys held on the Frame are released with buttons when Control stops or
the view loses focus; keys for the Frame no longer trigger Frame Control's
own shortcuts.
- Taps only act when the picture on screen is the panel in use; positions,
presses, keys, text and scrolls name their panel (display and window: ids
repeat across :0 and :1, told apart by pid), and the Frame drops them if
focus has moved on. Releases always go.
- While connecting, a tap keeps its position; on an error only releases wait
and retries back off; trimming a long queue never drops a release.
- Lifting one of two scrolling fingers ends the scroll; a cancelled touch
isn't a tap; clicks and holds on the bars around the picture do nothing.
- A capture loop from before a Live restart can't stop the new video.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: close the targeting gaps from the second review
- The focused panel's display comes from GAMESCOPE_FOCUS_DISPLAY (gamescope
packs ":1" into the first value), so a window id repeated across :0 and :1
can't be mistaken; the pid is only the fallback.
- Presses, keys, text and scrolls read focus afresh on the Frame; only moves
use a reading up to a second old.
- A gesture remembers the panel it started on and does nothing more if that
stops being the one in use; a press with no panel to aim at isn't sent.
- Opening a screenshot clears the panel Control would act on; switching to
another app releases held keys and buttons.
- Trimming keeps a click with its position; the error backoff holds for new
input too.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: fixes from the SWE-2 Max review
- The Frame side tracks keys as well as buttons and lets go of both when the
session ends.
- A stale tap tells the page, which re-reads the panels at once.
- A paused input device waits instead of ending the session; only a
disconnect does. An OS error on one event skips it.
- Presses check focus with two property reads and do the full lookup only
when it changed.
- Writes to an agent's stdin are serialized, so two devices sending at once
can't tear a line (the keyboard agent too).
- Connecting gives up with a message after 15 s instead of hanging on
"Connecting…"; text goes in 100-character pieces so releases don't wait
behind a long paste; a cancelled mouse gesture releases what's held.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* Control: stale clears, pauses reconverge, pastes split per request
- The Frame says it has caught up as soon as an aimed event lands after a
stale one, so the page stops re-reading the panels.
- After a device pause it lets go of everything it holds (releases that
arrived while paused were dropped), and waits for the device once per
batch, not once per event.
- The quick focus check no longer freshens the panel geometry's age.
- Each request carries at most about 100 characters of text.
- Turning Control off while it connects doesn't report an error.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* frame_touch: build the socket path on the Frame, so Windows can import it for tests
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
* frame_touch: any event that goes through clears the stale flag
A trackpad move names no panel, so waiting for an aimed event could leave
the page re-reading panels for the rest of the session; a release still
aimed at the old panel doesn't count.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Home → Keyboard and trackpad, in every version of Frame Control (Mac,
Windows, Linux, iPhone, iPad) with nothing to install on the device in
your hand. On a phone: a trackpad (drag, tap, two-finger scroll and
right-click) and a field that types on the Frame. On a computer: click
the pad to pass the mouse and keyboard through; Esc to stop.
First-party route: ui/frame_input_agent.py runs on the Frame and talks
KDE Connect's LAN protocol (v7) to kdeconnectd as if it were a phone.
KDE Connect isn't on the image, but Valve's package repository has it;
the agent fetches it and four libraries into ~ (no root, survives
updates), starts it, pairs by itself (accepting over D-Bus), and stops
it again when the last device disconnects. Each device has its own
identity; a stuck KDE Connect is restarted once.
Verified against the real Frame (SteamOS 0.4.1): first-time install,
pairing, pointer moves from the Mac's server and the iPhone app
(Simulator), Mac and iPhone at once, two installs at once, a frozen
daemon replaced, and the daemon stopping when the app quits.
Reviewed by GPT-6 Astra (xhigh) over seven rounds; all findings fixed
except per-event delivery acknowledgement (documented known limit).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>