Gaze first: abandoned; keep the controller experiment for reference

The last state of the experiment, kept on this branch only:
- input/gazefirst.py, input/steamui.py: the relay reading the controllers from
  vrserver's web socket, switching the compositor binding, and driving the Steam
  UI filter (whose block now expires unless renewed).
- The helper's trigger and bumper holds (steered by the controller's position),
  the laser keeper, and the click gate that waits for the laser.
- pointer/probe/focustest (overlay flag 1 << 4, as an input client too),
  vrsetting (SteamVR settings through vrserver), lasertest --reclaim.

Every press and release Steam sees takes SteamVR out of laser mode, and taking
the laser back breaks clicks and drags. See docs/gaze-controllers.md on
experimental.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
DeeJanuzandClaude Opus 5.5 committed 2026-09-30 21:11:40 -06:00
1 parent 537fdac419
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{
"action_manifest_version": 0,
"controller_type": "frame_controller",
"description": "focustest (pointer/probe/focustest.cpp)",
"name": "focustest",
"bindings": {
"/actions/focus": {
"sources": [
{"path": "/user/hand/right/input/y", "mode": "button", "inputs": {"click": {"output": "/actions/focus/in/y"}}},
{"path": "/user/hand/right/input/trigger", "mode": "button", "inputs": {"click": {"output": "/actions/focus/in/trigger"}}},
{"path": "/user/hand/left/input/trigger", "mode": "button", "inputs": {"click": {"output": "/actions/focus/in/trigger"}}}
]
}
}
}