Commit Graph
62 Commits
Author SHA1 Message Date
spoopyghosty0 7cf06e0332 Show room readiness and floor plans in the Frame UI 2026-10-18 19:56:10 -04:00
spoopyghosty0 ca10e109e6 Settings → Controllers recommends Test Quest Controllers for trying the button modes
A callout under the controller diagram (Get Test Quest Controllers: FramePort's own install question for its install link; Open … once it's in the library), a tooltip on the button, and the controller buttons help text points to it. ui_smoke gets a settings-controllers step.
2026-10-18 10:52:08 -04:00
spoopyghosty0 107215525f Save backups: choose the folder, quick actions, automatic snapshots (#352)
Settings -> Data picks the PC backup folder (e.g. a cloud-sync folder; old folders stay listed) and turns on
automatic snapshots (off by default): Quest launchers snapshot the saves when the game closes, under the launch lock,
keeping the newest three changed ones on the Frame, and FramePort imports them as automatic backups when it connects.
Agent v101. Checked on the Frame with BlazeRush (snapshot per close, one import per snapshot).
2026-10-17 21:29:32 -04:00
spoopyghosty0 fc5908618c Files: separate sections for PC VR games and Linux apps (#361)
Their entries open the install folder rather than Android storage, so they get their own "PC VR games" and
"Linux apps" sections next to Game storage. ui_smoke: linux-files step.
2026-10-17 15:58:13 -04:00
spoopyghosty0 d7f0d51472 Foveation as a per-game setting; "Sharpness" is "Render resolution" (#365)
Foveation (Default / Eye-tracked / Fixed / Off, radius, test) moves from Customize to Game settings →
Picture. It's a user preference, not part of the recipe: existing recipes are migrated once and Share
working config leaves it out. Agent v98 set_settings rewrites only the launcher's foveation exports, so a
change applies at the next game start without a rebuild (checked on the Frame: Fixed adds the FDM exports,
Default removes them). The APK-side parts (Batman allocation fix, Climb 2 bridge) stay in the build.
The scale setting's label is now "Render resolution (supersampling)". ui_smoke: game-settings-dialog step.
2026-10-17 15:46:35 -04:00
spoopyghosty0 818814c693 Install links: manifest version + update check at start
A manifest may name its build's version (top-level "version" or
"frameport": {"version"}). FramePort keeps it with the game's link record
and, at start (at most every 6 h), fetches remembered web manifests again;
a newer version marks the game link_update. The Library bar and the game
page offer to download and install it (one confirmation, same download path
as a first install, a name the user gave is kept). CLI: frameport
link-updates [--install]. Docs: INSTALL_BUTTON.md.
2026-10-17 01:12:06 -04:00
spoopyghosty0 d0dbbe32e5 Save backups for Quest games (discussion #352)
Agent v94: _backup_saves / _restore_saves stream a tar.gz of a game's internal
and external Android storage over the SSH exec channel (caches, IL2CPP and
shader caches, FrameBridge files, videos/OBBs and files over 64 MiB left out;
manifest with sha256 last). File work runs in podman unshare, holds the
launch lock and is refused while the game runs. Restore treats the archive as
untrusted (confined paths, no links/devices, size limits, hashes checked,
staged first), keeps the replaced saves as saves-before-restore.tar.gz (undo)
and puts them back if swapping fails.

PC: install/saves.py (save-backups/<pkg>/, keep 10 by default), game menu
section Saves (back up, restore..., open backups folder), Frame page
"Back up all saves", back up before deleting saves on uninstall, Settings ->
Data keep count, CLI frameport saves backup|list|restore|undo.
2026-10-16 11:47:07 -04:00
spoopyghosty0 6101314ce1 Library folders list + scans relink moved games (discussion #351)
Settings -> Library folders lists the folders Rescan scans (scan.roots: status,
games from each, remove, Add folder...), CLI frameport folders / rescan.
A scan that finds a library game elsewhere whose own files are gone and that
is the same build points the entry at the new place (title, tags, art, user
recipe, builds and installs stay); another version is taken only by Scan a
folder... (as Update with a newer APK/version), Rescan reports it; a second
copy leaves the existing one. A full scan no longer overwrites a user recipe.
2026-10-16 10:37:11 -04:00
spoopyghosty0 960da4469b Announcements: a one-time pop-up in the app
Source of truth: announcements/current.md on main (front matter: id, title,
date, optional image/button/expires; Markdown body), read from raw GitHub every
6 h like the catalog, so a push reaches users without a release. Ships
switched off (active: false).

Shown only to people who used FramePort before the announcement's date, never
on a first start; any close (X, click outside, Escape) dismisses that id for
good, and a new announcement = a new id. Centred over the content area, right
of the sidebar. announcements/README.md explains the file;
ui_smoke.py --announcement renders it.
2026-10-16 09:23:46 -04:00
spoopyghosty0 39e1762e53 Game menu: Update with a newer version… for Linux apps and PC VR games (#161)
Follow-up to "Update with a newer APK…": Linux apps take their new AppImage/archive or folder (a file or a folder
picker, like the app was added), PC VR games their new game folder. pipeline.replace_linux_app / replace_rift_game
re-run the add path (add_linux_app(replace=) / add_rift_game(replace=)): the entry keeps its package (so the Steam
shortcut), name, artwork, tags, switches and the user's recipe; a folder keeps the program chosen before if it's still
there, else FramePort picks again (and asks, for ambiguous PC VR games). A name that looks like another app's is
allowed with a heads-up.

The entry gets a new source_id, recorded in the deployment's recipe at install (no agent change):
components.source_replaced shows the Frame copy (and a PC install, pc_outdated) as outdated until then. Such an
install also re-sends same-size files changed after the last install (installer.changed_since), since uploads
otherwise skip files the Frame has with the same size. The old PC VR folder is left out of later scans
(replaced_dirs). CLI: frameport new-version <game> <path> (APKs too). Docs: INSTALL.md.
2026-10-15 20:10:50 -04:00
spoopyghosty0 3d260dccb1 OpenSSH uploads log in like the Frame connection; SSH key files in Settings (#242)
A Frame that only authorizes the user's own key refused OpenSSH, which
offered FramePort's keys alone (IdentitiesOnly), so every upload fell back
to Paramiko. The connection now records which login worked (Frame.auth):
after a login with this PC's own keys/agent OpenSSH also offers private
copies of ~/.ssh/id_* (OpenSSH skips its defaults once -i is given) and the
agent; a refused strict login is retried that way once. FramePort doesn't
add its key to the Frame for this.

New: Settings > Installing > SSH keys (library ssh.extra_keys, CLI
frameport frame ssh-keys): extra private key files for the connection and
OpenSSH, checked with Paramiko (passphrase keys: use the agent). OpenSSH
runs with -v and a refused login's error lists the keys offered and its
warnings. whoami's SID is read from bytes (non-ASCII user names).
Checked with Windows ssh.exe/sftp.exe against the Frame.
2026-10-15 19:58:58 -04:00
spoopyghosty0 cf18b30be9 Uninstall dialog: the delete-saves checkbox label wraps (it ran past the dialog; also the delete-files-on-this-PC, share-recipe and remove-FramePort checkboxes), games uninstalled from the Frame page show their name; Monitor: the agent's own workers aren't a running game (uninstalling showed the game as now playing while Steam restarted; agent v80) 2026-10-11 14:33:47 -04:00
spoopyghosty0 8accd6221a Install links: the homepage's example button is a demo link (frameport.app/demo/cool-game.json, published on the site). FramePort recognises every form of it without any network request and answers with a demo install question for "Cool Game"; Install tosses its cover out of the logo's portal (easter eggs off: "Nice, it works!"), nothing is downloaded or added. The landing page marks it as a demo link; open-link says it's the demo and stops 2026-10-10 21:47:57 -04:00
spoopyghosty0 351712172c Setup URL: the Frame finds FramePort, you allow it, the usual setup runs
One line for every Frame and PC, served by the project page: curl -sL spoopyghosty0.github.io/frameport/s | bash.
- bootstrap/setup.sh finds FramePort (stdlib mDNS on 5353 for _frameport-pair._tcp; else the USB cable's address and
  a /24 scan of /ping), asks with /hello, shows 4 digits, waits for Allow, then runs exactly the typed line's
  `curl -fsS <pc>/<code> | bash`: bootstrap.sh is unchanged.
- PairingServer (no second server): /ping, /hello (max 3 open asks), /wait (long poll; code only once allowed),
  decide(); announces itself over zeroconf while running (name, port, two words for this PC's key; never the code).
- Connect page: "Start setup" shows the static line, incoming asks as Allow / Deny cards (a toast elsewhere);
  "Use the setup command" keeps the address + code line; USB setup unchanged.
- The app key is created under a lock (the announcement and the page asked for it at once on a first start).
- Tests: approval/deny/limits/timeouts, the code never in the announcement, setup.sh end to end against a real server
  with a stub bootstrap (allowed and denied), digits match. ui_smoke --setup-url drives the page.
Checked on the dev Frame with a stub bootstrap: found by mDNS and by the scan fallback, allowed, code handed over.
2026-10-10 00:23:06 -04:00
spoopyghosty0 f7108c0ca4 Fix: a page change could die when a background thread set a control property mid-update
Flet packs a patch by iterating each control's _values dict; Prop.__set__ adds/removes keys there without a lock.
A property set on a background thread (the live Frame card's sample, job progress, the library loader) while the
event loop packed a patch raised "dictionary changed size during iteration" and the update was lost (seen in CI:
a sidebar click left the old page showing). serialize_flet_updates() now makes property writes take the same
re-entrant lock as patches (app.FLET_LOCK). Reproduced with Flet's own encoder: 16 failures in 4 s before, none
after; test_property_writes_wait_for_a_patch_being_packed. The showcase server and ui_smoke serialize like the app.
Tour re-recorded with the fix (clean, no fallback clicks).
2026-10-09 08:04:55 -04:00
spoopyghosty0 63f0125954 Showcase: demo library + docs screenshot renderer
scripts/showcase/: the fakes split out of ui_smoke (the pretend Frame now reads the demo library's state, fixed
dates, a Take screenshot fake, a frozen monitor stream for stills), web.py (the GUI in web mode driven by name
through Flutter's semantics tree, drawn cursor, eased pointer paths, settle detection, one browser per window),
steps.py (the step language shared by screenshots and the tour), demo_home.py (21 catalog games from
docs/showcase/demo-library.yaml + demo-analyses.json, art and store details fetched once and cached) and
render_docs.py (docs/showcase/shots.yaml -> docs/images, rewritten only on a visible change; --check for CI).
2026-10-09 00:00:13 -04:00
spoopyghosty0 6782ace43d Live view: status and actions on one row, Play in/Quality/address on a second (one row squeezed the status into single words); a bottom gap keeps the in-window player off the window edge; while it plays in the browser or mpv the stage says so with Open in browser; ui_smoke renders the streaming bar with a local test stream 2026-10-08 21:48:11 -04:00
spoopyghosty0 9b3c3b330a Cover buttons: play arrow centred (Material's glyph is already optically offset), smaller (60 px cards, 48 px shelf); ui_smoke shoots the Install/Update cover buttons 2026-10-08 20:22:46 -04:00
spoopyghosty0 46d8c5c379 demo_record: cards clip (hover, Play, launch rings, game page Play/Install); ui_smoke's pretend Frame can launch games 2026-10-08 20:15:12 -04:00
spoopyghosty0 76542b53e5 Library cards: hover lift, art zoom and scrim; frosted Play/Install button that fills on hover; launch animation (portal rings + Starting on Frame…); filled Frame glyph on solid buttons
C.CoverButton (grid + shelf), library.card_hover/hover_motion/scrim, game page Play shows Starting on … with a spinner; glyphs.solid + frame-solid.svg for primary buttons; reduce motion skips lift/zoom/rings. ui_smoke: card hover, button hover and launch frames.
2026-10-08 20:05:15 -04:00
spoopyghosty0 4a511ca6e3 Merge origin/main into ui-refresh
Main's microSD drives (agent v63), Linux app icons (agent v64), OBB detection, re-analysis and catalog entries,
on top of the UI refresh. Our monitor modules ({"modules": [...]}) move to agent v65 (MIN_AGENT_MODULES = 65).
Main's new UI uses the refreshed components: "Move to…" is in the game page's sectioned menu (MenuState.movable),
the .obb question and the Move dialog use C.dialog, the Frame page's drive picker C.dropdown, line-style icons.
2026-10-08 17:01:24 -04:00
spoopyghosty0 35da9c569a Updates show a changelog: every version since yours in the update dialog, What's new after updating, Settings changelog
updates.fetch_changelog (GitHub releases list, cached 6 h, offline-safe), whats_new() strips the release footer, changelog_for/recent_history/pending_news (setting update.last_seen_version); update dialog lists each version (newest open), Library bar after an update, Settings -> Updates What's new...; ui_smoke --update uses fake changelog data.
2026-10-08 16:56:10 -04:00
spoopyghosty0 b20591540b scripts/demo_record.py: record short clips of the real GUI's animations (transit, live card, navigation, selection, themes)
- One Playwright context per clip (record_video), web mode with ui_smoke's fake Frame; MP4 (x264) + poster JPG via ffmpeg, blank start trimmed
- ui_smoke: install_fakes()/attach_fake_frame() factored out so the recorder reuses them (behaviour unchanged)
2026-10-08 15:40:40 -04:00
spoopyghosty0 676b025c5b ui_smoke: steps wait for their screenshot and mouse actions (names always match what they show)
- driver/shooter hand-off: the driver runs a step, signals ready, then waits (240 s max) for the shooter's screenshot + mouse actions before the next step; fixed STEP_SECONDS and the compensating sleeps (library-typed/-cleared, --hover, --gestures, --links) removed
- new step library-shelf-hover (the shelf's first card hovered: its Play button); hover positions per step
- mouse actions that save their own picture (menus) skip the duplicate -mouse shot; the -mouse shot waits the paint delay (typed search showed half-faded results)
- --links keeps the 1440x900 Add games click; --gestures positions updated for the shelf, fake screenshots keep the same day layout at any hour
2026-10-08 00:10:09 -04:00
spoopyghosty0 fac72d17c8 Setup checklist with inline fixes, gentle motion (Reduce motion setting), Settings index
- C.checklist/C.Check replace status_row: Frame 'Ready to play' (Install Lepton, Install Proton, Test, Restart the Frame when kernel keys run high), Settings Tools (Install per missing tool) and This PC
- Views fade in (150 ms AnimatedSwitcher, same-route redraws swap in place); the wordmark portal pulses once on connect; Settings > Appearance 'Reduce motion' (ui.reduce_motion) turns both off
- Settings: fixed index column (Appearance first, Remove FramePort last) that scrolls to sections; ui_smoke step settings-index
- Tests: checklist items, section order, reduce-motion default
2026-10-07 23:49:39 -04:00
spoopyghosty0 ce803340b0 Install progress as a transit: the game crosses the portal from the PC to the Frame (sidebar, game page, Activity)
- glyphs.transit_parts: the logo's monitor, portal and headset drawn whole (same paths/strokes), per theme colours, cached by TRANSIT_REV
- ui/transit.py: pure stage-name mapper (Analyze/Patch/Sign/Upload/Install/Test, overall fraction, waiting/failed, frame/pc) + tests
- components.Transit: created once, set() updates properties; cover rides into the portal at the progress head
- sidebar activity card (compact), game hero (updated from _on_job, no re-render), Activity running tile
- ui_smoke: a pretend running install (transit-game, transit-activity)
2026-10-07 23:08:58 -04:00
spoopyghosty0 4be34d20ca Live Frame card: the running game, its frame rate and the battery in the sidebar, from the shared monitor hub (Settings switch)
- app owns one MonitorHub; the Monitor tab subscribes (all modules) instead of owning a MonitorSession; the hub reconnects, _poll retries an error
- sidebar Frame card: battery ring (C.gauge), name + connection line; now-playing row (art, title, playing time, fps by level, 2-min sparkline) opens the Monitor
- card subscribes to games + battery every 5 s while connected, paused during uploads; setting ui.live_frame_card in Settings > Appearance
- ui/frame_card.py pure helpers + tests; ui_smoke injects FakeMonitorSession into the hub
2026-10-07 22:53:11 -04:00
spoopyghosty0 a90a8c27dc Install to and move games to a microSD card: Frame page Storage section, game menu Move to…
The Steam Frame page lists the Frame's drives (filesystem, free space, games on each; exFAT/NTFS cards say why they
can't hold games) and sets where new games go (library setting install.drive, default internal storage). Game menu
→ "Move to…" (Frame-installed games, agent v63) picks a drive in a dialog and queues a Frame job that follows the
agent's copy with progress (cancellable until the copy starts). The game page and the Frame page's installed list
show "on SD Card" / "SD Card not inserted"; a game whose card is out counts as installed, not "Not installed".
Help texts install_drive / move_game, ui_smoke --fake-frame drives + the Move dialog, docs (FRAME_RUNTIME "Where
FramePort keeps games", INSTALL, PLAYBOOK row, CLAUDE.md).

Closes #90
2026-10-07 22:46:37 -04:00
spoopyghosty0 a4e8e20fcd Library: start typing anywhere to search
- Keys typed on the Library (no dialog open, search not focused) go into the search and focus it, cursor at the end; Backspace removes the last character; Esc in a non-empty search clears it
- Pure helpers library.typed_char / should_capture (tested); C.dialog_open reads Flet's page._dialogs (snack bars don't count)
- Search hint "Type to search games and tags"
- "Add a PC VR game folder…" is now "Add a PC game folder…" (it adds Windows games too)
- ui_smoke: library-typed step types "arc" after clicking the header
2026-10-07 22:41:34 -04:00
spoopyghosty0 fc1bee2673 Menus: grouped sections with headers, Select near the top, launch test under Troubleshoot, destructive last; compact rows
- ui/menus.py (no controls): menu_sections() builds a game's menu for the Library right-click and the game page's "…" (Header entries for Artwork/Recipe/Troubleshoot, destructive items last after a divider; the page leaves out what its hero and Where-it's-installed cards offer; Type on Frame left the game menu; "Run launch test on …"; Analyze again also on the page); process_menu() for Monitor (Copy first, End…/Force quit… with distinct icons, End game… last, disabled "Protected by SteamOS")
- C.menu_items: 32 px rows, small-caps headers (dropped when empty), ICON_S icons, disabled items without a handler; C.menu_button/C.check_item; menus get a BORDER_STRONG border + shadow (PopupMenuButton and theme popup_menu_theme for ContextMenus)
- Add games menu: new labels/icons, Rescan folders at the end (toolbar button kept); docs/help updated
- Icons whose ROUNDED variant is filled are OUTLINED again (Monitor nav, Sleep, file types, …); the consistency test checks an explicit line-style allow-list
- Library Tags chip: the tag icon no longer overlaps its label
- tests/test_menus.py; ui_smoke shoots the Add games and game page menus
2026-10-07 22:30:48 -04:00
spoopyghosty0 19addc1570 ui_smoke: a warm-up screen while the web fonts load (the first shot measured text with a fallback font: wrapped and overlapping labels) 2026-10-07 20:01:10 -04:00
spoopyghosty0 5973b6c85c Wordmark with a portal between Frame and Port; glyphs match Material icons in menus
- Dual themes: "Frame" (accent), a small tilted portal (rim from the accent into SECONDARY around a dark hole,
  generated in the active theme's colours, also for installed themes: glyphs.portal_mark), "Port" (SECONDARY)
- Glyphs: stroke 2 (was 1.75, lighter than Material's icons); menu items tint them TEXT like Material's own icons
- ui_smoke: waits until the web server listens (a fixed 6 s failed with a second smoke run on the machine)
2026-10-07 20:00:45 -04:00
spoopyghosty0 d74dc1aa61 Portal (OLED) and Original themes, installable theme files, both portals in the Portal theme
- Built-ins: Portal (default), Portal (OLED) (true black) and Original (the former violet; "classic" still maps to it)
- Portal now uses both of the logo's portals: orange stays the main action and selection; the new SECONDARY token
  (blue) colours outlined buttons, progress bars and switch tracks; "dual" themes add the blue-to-orange sidebar
  edge, the two-colour wordmark and the selected tab's fade. Original looks exactly as before
- Theme files: <data>/themes/*.json (name, base, dual, any subset of the colour tokens), checked on install (dark
  background, readable text, known colours; T.ThemeError says why). Settings -> Appearance: "Install theme file...",
  "Copy this theme as a file" (a template), a bin icon removes an installed theme
- docs/THEMES.md + docs/themes/example-theme.json (kept valid by a test); ui_smoke --themes includes installed themes
2026-10-07 20:00:44 -04:00
spoopyghosty0 7b14207f81 Portal theme, FramePort logo and glyphs, live theme switching in Settings
- Logo (a monitor that goes through a tilted portal and comes out as the Steam Frame) in the sidebar and welcome
  screen; src/assets/icon.png is the bundles' app icon (flet build; PyInstaller fallback via --icon)
- 24 px line glyphs (ui/icons/glyphs, ui/glyphs.py) replace Material icons for FramePort's own concepts: Frame,
  launch test, PC, live view, screenshots, Type on Frame, verified recipe, rebuild; shown as tinted images through
  C.as_icon and the button/menu helpers (same size as the Material icons next to them)
- Colour themes, dark only: "portal" (default; orange accent, blue PC side, status colours chosen so warnings never
  read as the accent) and "classic" (the previous violet). Settings -> Appearance theme cards switch live:
  app.restyle() rebuilds the shell and drops cached views (setting ui.theme)
- Theme colours are read when building: default arguments no longer capture tokens, module-level colour maps refill
  through T.on_change; tests/test_theme.py checks both
- ui_smoke.py --themes renders the picker and every theme after a live switch
2026-10-07 20:00:30 -04:00
spoopyghosty0 44dfd43692 Monitor feedback: updates from the stream's thread go through Flet's event loop (components.LoopUpdater: the window showed nothing until a click and the charts moved in bursts); intervals 0.1/0.25/0.5 s (0.5 s default; processes still scanned every 2 s, their GPU % averaged over it); charts in 1-second buckets (2 minutes at any interval); same-name processes with one parent collapse into a group row (click to open, end or force-kill all); tile headers line up; detail cards share one height; temperature boxes with mini charts and a Fan box; 'Monitor is using … of the Frame's CPU' 2026-10-07 17:26:20 -04:00
spoopyghosty0 29876ec046 README: Monitor section + screenshot (docs/images/monitor.png, ui_smoke --fake-frame --game: the fake monitor follows --game and sends two minutes at once so the charts are full). Monitor game card: the game's artwork is an art_fill control inside the box (copying its image onto the box showed nothing) 2026-10-07 17:05:15 -04:00
spoopyghosty0 375b976dcd Monitor tab: a live view of the Frame while the tab is shown (running game with fps, CPU/GPU/memory/temperature/power/battery tiles with 2-minute sparklines, details: per-core load, sensors, power split, network) and its processes (filter Game / Steam & SteamVR / All, search, sort; right-click: end, force kill, end game; critical programs ask again). frame/monitor.py = session + pure helpers, C.Sparkline/MeterBar on Flet's canvas (no charts extension), ui_smoke FakeMonitorSession + --only, docs 2026-10-07 16:55:09 -04:00
spoopyghosty0 d49b3ae884 Install links: FramePort-only manifest fields (frameport.description / frameport.icon) shown in the install question and used as the game's icon and description; readable titles for bare file links; handler scripts wait for the open window to take a link (a just-closed window's heartbeat swallowed clicks on Windows), the heartbeat is removed on close, and the Windows handler runs under conhost --headless (no console flash) 2026-10-07 16:35:21 -04:00
spoopyghosty0 ec701e6e56 Install links (FrameDrop's "Install with FrameDrop" button protocol), drop files on the Library, add a lone Windows .exe, VR / flat window choice, x86_64 Linux apps through FEX
- deeplink.py: framedrop:// and frameport:// links and the pasted https://framedropvr.com/install?manifest=|url= link; manifest framedrop.install/v1; https only (http on loopback), no credentials, no LAN addresses (also after DNS and redirects), sha256 checked, cancel/mismatch leave no .part
- urlhandler.py: per-scheme registration (Settings → Install links, links.framedrop / links.frameport, default on; another program's scheme only taken on request) through a handler script that queues the link and starts FramePort (a flet build bundle can't take a URL argument); the GUI's heartbeat + link inbox
- GUI: Add games → Install from a link… and Add a Windows program (.exe)…; confirmation before any download; files dropped on the Library (packaged app); CLI frameport open-link
- patch device.display_mode (Automatic / VR / Flat window), verified on the Frame with 4XVR
- x86_64 Linux apps run through FEX (agent v61: FEX installed unattended, STEAM_COMPAT_DATA_PATH set, RootFS from SteamOS's /usr/share/guestos/fex-mesa); verified on the Frame with an x86_64 test program; triage linux-x86-no-fex
2026-10-07 16:06:40 -04:00
spoopyghosty0 360dc105e1 Type on Frame is a sidebar tab (was a dialog): the virtual keyboard is connected while the tab is shown and removed when another tab opens or the Frame disconnects; the Frame page button and the game menu open the tab, the keyboard icon on the Frame card is gone. README screenshot redone 2026-10-07 09:24:17 -04:00
spoopyghosty0 ad924669d3 Live view tab: stream the Frame's headset view to a browser window on the PC
Source: SteamVR's built-in v4l2cam headset view (steamvr-v4l2cam.service -> v4l2loopback 'SteamVR'),
encoded with x264 on the Frame (fps=30 before scaling, nice 10, 3 threads) as fragmented MP4 over an
SSH exec channel; ffmpeg stops when the channel closes. A relay on 127.0.0.1 keeps the init segment and
the fragments since the last keyframe for late viewers and serves an MSE player page, opened in the
default browser (Flet can't show video outside flet build bundles). Verified on the dev Frame: 30 fps
in Edge, ~0.1 s behind the newest frame, 0.34 core at 720p with a quiet picture.
2026-10-05 20:05:06 -04:00
spoopyghosty0 c3a34ace99 Files, Screenshots and Library: right-click menus (Files and Screenshots; on one of several selected items they act on the whole selection) and click-and-drag multi-select in all three; selection bars moved below the lists so they don't shift items mid-drag; the Files row Download button works again (Flet never awaited it); ui_smoke --gestures drives real mouse drags and right-clicks 2026-10-05 15:43:06 -04:00
spoopyghosty0 05843633a7 Proton: the stable one is the default again (agent v51), Experimental suggested when a PC VR game fails; USB setup: "OR" between the two setup buttons and a Developer Mode pop-up first; tr_n crash in the catalog toast/Settings fixed; no "configs updated" toast on the first download 2026-10-05 14:55:23 -04:00
spoopyghosty0 22d10c1ff0 Merge the Linux apps GUI (Add games entries, Linux badge/filter, game page summary + missing-library warning, Frame-only actions, change program) 2026-10-05 00:09:42 -04:00
spoopyghosty0 8b9657b2e6 Frame power bar in the sidebar: Sleep / Restart / Shut down above the Frame card, each with a confirmation (agent v47 power: a user timer runs systemctl, since logind only allows it from the user's units). Restart verified on the device. ui_smoke: configurable port, power confirmation step 2026-10-05 00:07:16 -04:00
spoopyghosty0 bc6f6b7fe2 GUI for native arm64 Linux apps (GitHub #31): Add games -> Add a Linux app (arm64)... / folder (background job, opens the page), Linux badge + library platform filter, game page without recipe/patches (program + Change..., AppImage, OpenXR, source; missing-libraries callout), menus without conversion/recipe actions, Frame-only installs, Steam tags "Linux app on Frame"/"Linux", no Quest/Rift twins; safe local-file deletion for lone AppImages; Linux recipes don't follow the catalog; ui_smoke --linux 2026-10-05 00:06:12 -04:00
spoopyghosty0 8187c79d17 UI smoke: sample screenshots from the games' store screenshots (docs images of the Screenshots tab) 2026-10-04 23:54:59 -04:00
spoopyghosty0 d2c72264be Screenshots tab: Steam screenshots on the Frame, matched to games by play session
Agent v45: list_screenshots (screenshots.vdf + folders, every account; the Frame files headset shots under SteamVR
250820, so launch.sh now logs start/end to <anchor>/plays.log and upgrade_launchers adds it to existing launchers) and
delete_screenshots (only images in userdata/<id>/760/remote/<appid>/screenshots, links refused, vdf left to Steam).
PC: install/screenshots.py (thumbnail/full-image cache under screenshots-cache/<frame>, cancellable download).
GUI: Screenshots nav item (grid by day, game filter, viewer with prev/next, multi-select download/delete), game menu
entry; ui_smoke --fake-frame sample shots.
2026-10-04 23:47:08 -04:00
spoopyghosty0 5734c1fdee Use your own artwork: choose an image file for a game's cover, wide cover, banner, logo or icon (game menu, or from Find artwork), checked and stored as the user's pick so automatic fetches keep it 2026-10-04 20:31:09 -04:00
spoopyghosty0 7e2502a552 FramePort 0.6.0: Type on Frame screenshot in the README; sidebar keyboard icon compact next to the Frame name; docs: the shown app window is listed as Gamescope 2026-10-03 10:44:17 -04:00