Initial FrameAssistant baseline from the vrdashboard template

Template stripped to the overlay platform (examples, demo UI and Frame
test package removed), renamed to FrameAssistant, and working rules for
the project recorded in CLAUDE.md.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2026-10-05 00:06:58 +02:00
co-authored by Claude Opus 5.5
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# FrameAssistant
**Steam Frame companion for Home Assistant.**
FrameAssistant runs on the Steam Frame (and on x86_64 Linux PCs with SteamVR). It connects
the headset to Home Assistant in both directions:
- **Sensors:** it reports the state of the headset and its surroundings to Home Assistant.
- **Services:** Home Assistant can call it, e.g. to show notifications in the headset.
- **Dashboard:** a SteamVR dashboard tab to view and control Home Assistant from inside VR.
> **Status:** early development. The overlay platform works on the Frame; the Home Assistant
> parts are being planned.
### Platform
FrameAssistant grew out of a SteamVR dashboard-overlay template, which it still builds on:
- **Plain QML UI:** rendered off-screen and shown as a SteamVR dashboard tab. Users can float or
pin the tab anywhere, and it stays visible in games.
- **Input:** SteamVR's laser (as mouse), thumbstick scrolling, the SteamVR keyboard (opens
for text fields), and D-pad/button navigation via rebindable SteamVR Input actions.
- **Vulkan** by default, with **OpenGL** as an automatic fallback. On the Frame, Vulkan is
about 1.9× faster, since OpenGL runs through zink there.
- **Several views per app** ("surfaces"), e.g. several dashboard tabs sharing one QML engine
and its data.
- **Develop without a headset:** desktop preview window, offscreen snapshots, benchmark.
- **Frame packages** of about 3 MB, using SteamOS's own Qt; a self-contained variant with Qt
bundled is also available. Packages come with `install.sh`/`uninstall.sh` and a deploy
script.
## Quick start
Requirements:
- CMake ≥ 3.22, Ninja, a C++20 compiler, and Qt ≥ 6.5 (Quick, QuickControls2, OpenGL;
Test for the tests)
- Vulkan headers (optional; without them the build is OpenGL only)
- Docker or Podman, for the Frame builds
The OpenVR SDK files are downloaded automatically when CMake configures the build
(`-DOPENVR_ROOT=<sdk>` to build offline).
```sh
cmake --preset native-debug && cmake --build --preset native-debug
ctest --preset native-debug
build/native-debug/bin/frame-assistant --desktop # UI in a window, no SteamVR
build/native-debug/bin/frame-assistant --snapshot out.png # one frame through the VR path
build/native-debug/bin/frame-assistant # as dashboard tab (SteamVR running)
build/native-debug/bin/frame-assistant --install-manifest # register + auto-start with SteamVR
```
On the Steam Frame:
```sh
scripts/package-release.sh # → dist/frame-assistant-0.1.0-linux-arm64.tar.gz
scripts/deploy-to-frame.sh <user>@<frame> # copy over SSH and install (SteamVR must run)
```
Details are in [docs/STEAM-FRAME.md](docs/STEAM-FRAME.md).
## Development
- **App identity** (app key `net.matzman.frameassistant`, tab name, executable name
`frame-assistant`, texture size) is set in the root `CMakeLists.txt`. The executable must not
be named like a SteamVR process such as `vrdashboard` (CMake checks this).
- **UI:** `src/qml/`, with `Main.qml` as the root. List new QML files under `QML_FILES` in
`vrdash_add_dashboard()` in `src/CMakeLists.txt`. Iterate with `--desktop` and `--snapshot`.
- **C++ logic:** the app class `src/Dashboard.h/.cpp` derives from `DashboardApplication`.
It adds views in its constructor (`addSurface()`), keeps its objects as members and wires
them up in the `loading()`/`started()` overrides.
- **Controller buttons:** actions and default bindings are in `resources/input/`.
- **Ship it:** `scripts/package-release.sh` and `scripts/deploy-to-frame.sh`, see
[docs/STEAM-FRAME.md](docs/STEAM-FRAME.md).
How the pieces fit together: [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md).
## Command line
`frame-assistant` understands:
| Option | Meaning |
|--------|---------|
| *(none)* | Run as SteamVR dashboard overlay (SteamVR must be running) |
| `--desktop` | Show the UI in desktop windows, one per surface; no SteamVR |
| `--snapshot <png>` | Render one frame per surface off-screen and save it (`<name>-<id>.png` with several surfaces) |
| `--benchmark <frames>` | Render frames back to back with a full GPU wait each and print frame times |
| `--graphics-api vulkan\|opengl` | Render backend. Default: Vulkan, falling back to OpenGL if Vulkan doesn't start; an explicit choice never falls back |
| `--app-key <key>`, `--app-name <name>` | Override app key and name, e.g. to run a second instance |
| `--max-fps <fps>` | Frame-rate cap (default 60); rendering only happens on change |
| `--install-manifest [--launch]` | Register with SteamVR (auto-start) and optionally start it now; works over SSH |
| `--uninstall-manifest` | Unregister |
| `--manifest <path>` | Manifest for the two options above (default: the app's own) |
| `--log-file <path>` | Also log to a file (relative paths: relative to the install folder) |
## Testing
```sh
ctest --preset native-debug # unit + render tests (GPU tests skip without a GPU context)
scripts/container-test.sh # all tests in Debian incl. Vulkan with validation layers
VK_DRIVER=lvp scripts/container-test.sh # same on the lavapipe software driver
```
## Repository layout
| Path | Content |
|------|---------|
| `src/main.cpp`, `src/Dashboard.*`, `src/qml/` | **The app** |
| `src/app/` | `DashboardApplication` (app base class), `Surface` (one view) |
| `src/render/` | Off-screen Qt Quick renderer; Vulkan and OpenGL backends |
| `src/vr/` | SteamVR connection, overlays (dashboard tab) |
| `src/input/` | Laser/scroll/keyboard → Qt events; SteamVR Input navigation |
| `resources/` | SteamVR manifest template, input actions and bindings |
| `tests/` | Unit and render tests |
| `cmake/` | `vrdash_add_dashboard()`, OpenVR download, Qt bundling, toolchain |
| `docker/`, `scripts/` | Build containers; build, package, deploy and test scripts |
| `docs/` | Architecture, Steam Frame notes |
## License
MIT, see [LICENSE](LICENSE). Third-party components (OpenVR SDK, Qt; in bundled builds also
their dependencies) are listed in [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md).