Calibration all in the headset panel; the gaze probe is a development tool

Check headset fit now runs in the headset panel too ("fitcheck"): a card per
eye (tracked or lost, the tracker's signal, how much of the last 10 s it was
seen) and the hints, from the probe's fitcheck.py, updated at most twice a
second; left click or Meta+J runs its guided check, right click or Meta+K closes
it. So Quick check, Calibrate, and Check headset fit all happen in one place.

The gaze probe moves to the Gaze page's overflow menu as "Gaze probe
(development)", and its app menu entry says it's a development tool. Texts that
sent users to it ("use Calibrate… with Own tracker") point at Calibrate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
DeeJanuzandClaude Opus 5.5 committed 2026-10-01 11:14:33 -06:00
1 parent 964c250858
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@@ -5,7 +5,7 @@ The Steam Frame's eye tracking as pointer input: a gaze mode for the 3D mouse (t
- `ft-gaze` (C++, OpenVR, runs in the dev container) reads the eye tracker and prints one JSON line per sample (90 Hz). For each source, it gives the gaze direction relative to the head and the Frametop screen pixel it lands on.
- `gazecal.py` has what the probe and the gaze service share: the correction models, filters, and the reader for SteamVR's eye tracking log.
- `tracker/` is our own eye tracker, an alternative to SteamVR's: `ft-eyes` finds the pupils and glints in the eye-camera frames that `ft-eyegrab` (a small root service) copies out of SteamVR's tracker. See "Our own eye tracker" below.
- `probe/ft-gazeprobe` (GTK 4, host Python) is a fullscreen playground. It runs ft-gaze, draws where you're looking, measures accuracy, and tries out hold-to-adjust clicking with a calibration that learns from your adjustments.
- `probe/ft-gazeprobe` (GTK 4, host Python) is a fullscreen playground, for developing the gaze tracking: day to day, the calibration and the checks run in the headset panel (Quick check, Calibrate, and Check headset fit on the Gaze page). It runs ft-gaze, draws where you're looking, measures accuracy, and tries out hold-to-adjust clicking with a calibration that learns from your adjustments.
```
gaze/build.sh # build ft-gaze
@@ -64,12 +64,14 @@ Ground rules, for anyone changing it:
## Headset fit
The probe's Headset fit mode (Check headset fit on the Gaze page, or `ft-gazeprobe --mode fit`) shows, for each eye, whether the tracker has it, how open it is, and the tracker's confidence in it, and a map of where you looked coloured by how often it lost that eye there. Hints under the maps say which eye gets lost where, and what to try. Enter runs a guided check: dots around the screen, then looking down at the keyboard, up, left and right. R starts over. Adjust the headset while you watch it.
Check headset fit on the Gaze page opens it in the headset panel: a card per eye (tracked or lost, the tracker's signal, how much of the last 10 s it was seen) and the hints, live while you adjust the headset. A left click or Meta+J runs the guided check (dots, then looks down, up, left and right), and a right click or Meta+K closes it. The probe's Headset fit mode (`ft-gazeprobe --mode fit`, for development) has the same check with maps: it shows, for each eye, whether the tracker has it, how open it is, and the tracker's confidence in it, and a map of where you looked coloured by how often it lost that eye there. Hints under the maps say which eye gets lost where, and what to try. Enter runs a guided check: dots around the screen, then looking down at the keyboard, up, left and right. R starts over. Adjust the headset while you watch it.
Losing an eye is usually about where you look, not the tracker. On this Frame the left eye was lost 57 to 64 % of the time looking 30 to 50 degrees down (at the keyboard) and the right eye never; at screen height both were seen over 98 % of the time. Looking down, the lids come down over the eyes. That's harmless, since the gaze service ignores looks down past the screens: they show on the maps, but not in the counts or as a problem.
## Probe
The probe is a development tool (in the Gaze page's overflow menu): calibration experiments, accuracy tests, and practice modes. Users calibrate and check in the headset panel instead.
The trigger is Enter, Space, or a mouse button. Right-click anywhere in the window (or press the Menu key or Shift+F10) for a menu with Run calibration, Start accuracy test, Calibrate from last test, Reset calibration, the modes, the panel, fullscreen, and Quit. The buttons at the top right show and hide the panel, leave fullscreen, and quit. The arrow in the panel's title bar collapses it to just that bar, so the dot and targets behind it stay visible; the collapsed bar stays through tests. The keys do the same (Tab, C, F11, Esc), but only after you click the window once, since Frametop sends typing to the panel you clicked last. If ft-gaze stops, the probe starts it again after 3 s and shows why it stopped. Windowed mode stays on the screen it was on, and a small KWin script tells the probe where the window is, so the dot and targets are still in the right place.
- **Run calibration (start here):** the initial calibration, modeled on Apple Vision Pro's eye setup. Face the centre and keep your head still. Look at one dot and press the trigger, then at each of six dots in a circle. That happens in three rounds, and the screen goes dark, then medium, then bright, because pupil size changes with brightness and the tracker's error with it. Each round turns the ring 20 degrees, and the middle round's ring is half the size, so the 21 dots cover the middle, halfway out, and the edge of your view. The ring's size is `Calibration ring` (degrees, 20 by default, less if the window is too small). Error grows toward the edge, and the calibration can only correct as far out as it has seen dots. The current dot is a bright pulsing dot with a point in the middle; finished dots fade to specks, so your eyes don't go back to them. Samples from blinks and from moments when the tracker lost an eye are dropped: openness under half of what it was during that look (not a fixed level, because your lids come down when you look down, and you squint in the bright round), or the angle between the eyes jumping more than 1.5 degrees from its median (that angle depends on how far away you're looking, so only a jump counts). Each dot is measured with medians, so one bad sample can't fail it. A look that lands where the gaze was for another dot of the round is refused as a look at the wrong dot. Mouse clicks don't count during a calibration run or a test: use Enter or Space. If a dot still fails, the message says why and the next try listens longer. After two failures, S (or the menu) skips the dot. Every attempt is logged to `calibration-attempts.jsonl`. At the end it fits every source's calibration from all the dots, replacing what it had learned (quadratic if the model was none). Esc cancels. The run is saved as `calibration-*.json`. With "Test after calibration" on (the default), the accuracy test starts right after, on new spots.
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@@ -1,5 +1,5 @@
"""fitcheck: how well the eye tracker sees each eye, for fitting the headset (ft-gazeprobe's
Headset fit mode).
"""fitcheck: how well the eye tracker sees each eye, for fitting the headset (the headset
panel's fit check, gazecheck.py, and ft-gazeprobe's Headset fit mode).
From each ft-gaze sample it takes, per eye, whether the tracker has that eye (its variance
for the eye's direction, "unc", under EYE_LOST; see gazecal), how open the eye is, and the
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@@ -81,6 +81,7 @@ Control socket: abstract unix datagram "@ft_gazed":
whatever GAZE_TRACKER says: the probe's lease. Reply: "ok"
quickcal the one-dot check now (the calibration if there's none)
calibrate the full calibration in the panel
fitcheck the headset fit check in the panel
calaccept | calquit from the pointer helper while the panel is up: take this dot
now (a left click, Meta+J) | close it (a right click, Meta+K)
@@ -673,7 +674,7 @@ class Service:
elif words[:1] == ["forget"]:
self.forget_lessons()
reply = "ok"
elif words[:1] and words[0] in ("quickcal", "calibrate", "calaccept", "calquit", "recheck"):
elif words[:1] and words[0] in ("quickcal", "calibrate", "fitcheck", "calaccept", "calquit", "recheck"):
reply = self.checks.command(words)
elif words[:1] == ["eyes"] and len(words) == 2:
try:
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@@ -21,6 +21,12 @@ directions: look at each one.
"calibrate". Frametop's screens hide while it runs. Quitting it while there's still
no calibration turns gaze mode off (POINTER_GAZE=0); turning it on again reopens it.
fit the headset fit check (on "fitcheck", Check headset fit on the Gaze page): live, a
card per eye (tracked or lost, the tracker's signal, how much of the last 10 s it was
seen) and hints, from the gaze probe's Headset fit (gaze/fitcheck.py), while you
adjust the headset. A left click or Meta+J runs its guided check (dots, then looks
down, up, left and right); a right click or Meta+K closes it, as does FIT_TIMEOUT.
A dot captures itself: from CHECK_SETTLE after it shows (the eyes getting there), once the gaze
has held within CHECK_SPREAD for CHECK_WINDOW (the probe's max spread and capture time). It's
the gaze holding still that counts, not where the tracker puts it, so it works however far off
@@ -49,6 +55,7 @@ import sys
import time
from pathlib import Path
from fitcheck import MIN_REGION, FitCheck, wrap
from gazecal import DEFAULT_MODEL, EYE_LOST, STATE, steady_samples
REPO = Path(__file__).resolve().parents[1]
@@ -80,6 +87,9 @@ ROUND_BG = (0.03, 0.33, 0.8)
ROUND_NAMES = ("dark", "medium", "bright")
RING_SCALE = (1.0, 0.5, 1.0)
PANEL_RETRY = 10.0
FIT_TIMEOUT = 300.0 # seconds the fit check stays up
FIT_EVERY = 0.5 # seconds between its cards' updates (each is a new picture for the panel)
FIT_HINT_WIDTH = 95 # characters a hint line holds in the panel
def log(msg):
@@ -156,6 +166,7 @@ class Checks:
self.gaze_heard = 0.0
self.want_full_until = 0.0 # gaze mode came on before the tracker said whether it's calibrated
self.last_quick = 0.0
self.sample_at = 0.0 # the tracker last sent anything
self.seen_at = 0.0 # eyes last seen (SteamVR's tracker's variance for them, "unc")
self.away = True # no eyes for AWAY_MIN: their coming back is the headset going on
self.back_since = None
@@ -291,6 +302,8 @@ class Checks:
return "error a check is running"
if not self.panel_proc:
return "error the panel isn't running (gaze/build.sh builds it)"
if kind == "fit":
return self.start_fit(reason)
if not self.can_run():
return "error the headset is off or the tracker isn't sending"
own = svc.kind == "own"
@@ -316,6 +329,62 @@ class Checks:
self.last_quick = now
return "ok"
def start_fit(self, reason):
# Eyes lost are what it's there to show, so it needs only the tracker sending.
if time.monotonic() - self.sample_at > 2:
return "error the headset is off or the eye tracker isn't sending"
now = time.monotonic()
self.check = {"kind": "fit", "reason": reason, "own": False, "dots": [], "i": 0, "started": now, "shown": now,
"run": [], "accept": False, "done_at": None, "tries": 0, "skipped": 0, "captured": 0,
"points": {}, "fit": FitCheck(), "drawn": {}, "drawn_at": 0.0, "step": None}
log(f"fit check: {reason}")
self.to_helper("calpanel 1")
self.to_panel("show fit")
self.to_panel("title Headset fit: adjust the headset while you watch")
self.to_panel("text Left click or Meta+J: guided check · Right click or Meta+K: done")
return "ok"
def fit_tick(self, now):
c = self.check
fit = c["fit"]
# The guided check: its dots at head-relative directions in the panel (the probe's
# screen fractions, spread over the middle of the panel), and its looks as the title.
step = fit.guide_step(now)
key = None if step is None else (step[0], step[1])
if key != c["step"]:
c["step"] = key
if step is None:
self.to_panel("dot 0 0 off")
self.to_panel("title Headset fit: adjust the headset while you watch")
elif step[0] == "dot":
fx, fy = step[1]
self.to_panel(f"dot {(0.5 - fx) * 32:.2f} {(0.5 - fy) * 24:.2f} look")
self.to_panel("title Look at the dot")
else:
self.to_panel("dot 0 0 off")
self.to_panel(f"title {step[1]}")
if now - c["drawn_at"] < FIT_EVERY:
return
c["drawn_at"] = now
drawn = c["drawn"]
for k in (0, 1):
word, (r, g, b) = fit.status(k)
sig, seen = fit.signal(k), fit.tracked_share(k, now)
cmd = (f"eye {k} {r:.2f} {g:.2f} {b:.2f} {-1 if sig is None else round(sig, 1):g} "
f"{-1 if seen is None else round(seen * 20) / 20:g} {word.capitalize()}")
if drawn.get(k) != cmd:
drawn[k] = cmd
self.to_panel(cmd)
if fit.have_eye_data and fit.samples < 3 * MIN_REGION:
hints = ["Look around slowly: up, down, left and right. Or left click (Meta+J) for a guided check."]
else:
hints = fit.hints()
lines = [line for h in hints for line in wrap(h, FIT_HINT_WIDTH)][:8]
cmd = "hints " + "|".join(lines)
if drawn.get("hints") != cmd:
drawn["hints"] = cmd
self.to_panel(cmd)
def show_dot(self):
c = self.check
yaw, pitch, rnd = c["dots"][c["i"]]
@@ -333,12 +402,16 @@ class Checks:
c["run"], c["accept"], c["done_at"] = [], False, None
def on_sample(self, s):
self.sample_at = time.monotonic()
unc = (s["src"].get("mmap1") or {}).get("unc")
if unc and min(unc) <= EYE_LOST:
self.seen_at = time.monotonic()
if self.away and self.back_since is None:
self.back_since = self.seen_at
c = self.check
if c and c["kind"] == "fit":
c["fit"].feed(s, self.sample_at)
return
if not c or c["done_at"]:
return
if c["own"]:
@@ -560,8 +633,12 @@ class Checks:
return self.start("full" if self.calibrated() is False else "quick", "asked for")
if cmd == "calibrate":
return self.start("full", "asked for")
if cmd == "fitcheck":
return self.start("fit", "asked for")
if cmd == "calaccept":
if self.check:
if self.check and self.check["kind"] == "fit":
self.check["fit"].toggle_guide(time.monotonic())
elif self.check:
self.check["accept"] = True
return "ok"
if cmd == "calquit":
@@ -590,6 +667,13 @@ class Checks:
if not c:
return
now = time.monotonic()
if c["kind"] == "fit":
# Not closed when the eyes go: adjusting the headset loses them.
if now - c["started"] > FIT_TIMEOUT:
self.close("timed out")
else:
self.fit_tick(now)
return
if c["done_at"] and now >= c["done_at"]:
if c.get("closing"):
self.close()
+87 -17
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@@ -8,11 +8,13 @@
// The panel sits POINTER-like at --distance (1.5 m, about where Frametop's screens are, so
// the eyes converge as they do in use). "quick" is a small square, QUICK_DEG across, for the
// one-dot check; "full" is FULL_DEG across (4:3), with a solid background whose brightness the
// service sets per round (pupil size changes with it, and the tracker's error with it).
// service sets per round (pupil size changes with it, and the tracker's error with it); "fit"
// is FIT_DEG across (4:3), see-through like quick, for the headset fit check: a card per eye
// (tracked or lost, the tracker's signal, how much of the last 10 s it was seen) and hints.
//
// Control socket: abstract unix datagram "@ft_gazepanel" (--socket NAME); a sender with an
// address gets "ok" or "error ...":
// show quick|full the panel, empty, in front of you
// show quick|full|fit the panel, empty, in front of you
// hide
// bg <0..1> the background's brightness (full)
// dot <yaw> <pitch> <state> [<progress 0..1>]
@@ -20,6 +22,10 @@
// look, capture (a ring filling to progress), done,
// fail, off
// title <text> / text <text> a line at the top / at the bottom (empty to clear)
// eye <0|1> <r> <g> <b> <signal 0..1|-1> <seen 0..1|-1> <word>
// fit: an eye's card (0 left): its state in that colour, the
// tracker's signal, the share of the last 10 s it was seen
// hints <line>|<line>|... fit: lines under the cards (empty to clear)
// ping
//
// Options: --watch-stdin (quit when stdin closes: the service runs it), --socket NAME,
@@ -51,7 +57,8 @@ namespace {
using Clock = std::chrono::steady_clock;
constexpr double kQuickDeg = 16; // QUICK_DEG: the one-dot check's square
constexpr double kFullDeg = 64; // FULL_DEG: the full calibration's width (4:3)
constexpr int kQuickPx = 320, kFullW = 1024, kFullH = 768;
constexpr double kFitDeg = 40; // FIT_DEG: the headset fit check's width (4:3)
constexpr int kQuickPx = 320, kFullW = 1024, kFullH = 768, kFitW = 800, kFitH = 600;
std::atomic<bool> g_stop{false};
// ---------------------------------------------------------------- text (as screens/keyboard.cpp)
@@ -112,8 +119,15 @@ std::vector<uint32_t> Codepoints(const std::string &s) {
// ---------------------------------------------------------------- the picture
struct EyeCard {
std::string word = "no data";
double r = 0.6, g = 0.6, b = 0.6, signal = -1, seen = -1;
};
struct Panel {
bool full = false;
bool full = false, fit = false;
EyeCard eyes[2];
std::vector<std::string> hints;
int w = kQuickPx, h = kQuickPx;
double wDeg = kQuickDeg; // across
std::vector<uint8_t> px;
@@ -153,7 +167,13 @@ void Disc(Panel &p, double cx, double cy, double outer, double inner, double r,
}
}
void Text(Panel &p, const std::string &s, int size, int cx, int cy, double lum) {
void Rect(Panel &p, int x0, int y0, int x1, int y1, double r, double g, double b, double a) {
for (int y = std::max(y0, 0); y < std::min(y1, p.h); ++y)
for (int x = std::max(x0, 0); x < std::min(x1, p.w); ++x) Blend(p, x, y, r, g, b, a);
}
// Text centred on (x, cy), or starting at x (left).
void Text(Panel &p, const std::string &s, int size, int x, int cy, double r, double g, double b, bool left = false) {
if (!g_fontOk || s.empty()) return;
const auto cps = Codepoints(s);
int width = 0;
@@ -161,14 +181,48 @@ void Text(Panel &p, const std::string &s, int size, int cx, int cy, double lum)
int ascent, descent, gap;
stbtt_GetFontVMetrics(&g_font, &ascent, &descent, &gap);
const float scale = stbtt_ScaleForPixelHeight(&g_font, float(size));
int x = cx - width / 2;
if (!left) x -= width / 2;
const int baseline = cy + int(std::lround((ascent + descent) * scale / 2));
for (uint32_t cp : cps) {
const Glyph &g = GetGlyph(cp, size);
for (int gy = 0; gy < g.h; ++gy)
for (int gx = 0; gx < g.w; ++gx)
Blend(p, x + g.xoff + gx, baseline + g.yoff + gy, lum, lum, lum, g.bitmap[size_t(gy) * g.w + gx] / 255.0);
x += g.advance;
const Glyph &gl = GetGlyph(cp, size);
for (int gy = 0; gy < gl.h; ++gy)
for (int gx = 0; gx < gl.w; ++gx)
Blend(p, x + gl.xoff + gx, baseline + gl.yoff + gy, r, g, b, gl.bitmap[size_t(gy) * gl.w + gx] / 255.0);
x += gl.advance;
}
}
void Text(Panel &p, const std::string &s, int size, int x, int cy, double lum, bool left = false) {
Text(p, s, size, x, cy, lum, lum, lum, left);
}
// The headset fit check (see the top): a card per eye, then the hints.
void DrawFit(Panel &p, double pxPerDeg, int textSize, double faint) {
const int margin = int(p.w * 0.06), cw = int(p.w * 0.41), ch = int(p.h * 0.32), top = int(p.h * 0.12);
const int pad = int(pxPerDeg * 0.9), big = int(pxPerDeg * 1.6), small = int(pxPerDeg * 0.8);
for (int k = 0; k < 2; ++k) {
const EyeCard &e = p.eyes[k];
const int x0 = k == 0 ? margin : p.w - margin - cw;
Rect(p, x0, top, x0 + cw, top + ch, 1, 1, 1, 0.07);
Text(p, k ? "Right eye" : "Left eye", textSize, x0 + pad, top + pad + textSize / 2, faint, true);
Text(p, e.word, big, x0 + pad, top + int(ch * 0.40), e.r, e.g, e.b, true);
// The tracker's signal: a bar, red to green.
const int by = top + int(ch * 0.62), bh = std::max(4, int(pxPerDeg * 0.35)), bw = cw - 2 * pad;
Text(p, "Signal", small, x0 + pad, by - small, faint, true);
Rect(p, x0 + pad, by, x0 + pad + bw, by + bh, 1, 1, 1, 0.15);
if (e.signal >= 0) {
const double v = std::clamp(e.signal, 0.0, 1.0);
const double r = v < 0.5 ? 1.0 : 1.0 - 1.3 * (v - 0.5), g = v < 0.5 ? 0.3 + 0.9 * v : 0.75 + 0.5 * (v - 0.5);
Rect(p, x0 + pad, by, x0 + pad + int(bw * v), by + bh, r, g, 0.35, 0.95);
}
char seen[64] = "Seen: not yet";
if (e.seen >= 0) std::snprintf(seen, sizeof seen, "Seen %d%% of the last 10 s", int(std::lround(e.seen * 100)));
Text(p, seen, small, x0 + pad, top + ch - pad, faint, true);
}
int y = top + ch + pad * 2;
for (const std::string &line : p.hints) {
Text(p, line, textSize, margin, y, faint, true);
y += int(textSize * 1.4);
}
}
@@ -188,8 +242,8 @@ void Draw(Panel &p) {
for (size_t i = 0; i < p.px.size(); i += 4)
p.px[i] = p.px[i + 1] = p.px[i + 2] = uint8_t(std::lround(p.bg * 255)), p.px[i + 3] = 255;
} else {
// The quick check: a dim rounded square, see-through, so it's clear of what's behind.
const double r = p.w * 0.12;
// The quick check and the fit check: a dim rounded panel, see-through, so it's clear of what's behind.
const double r = std::min(p.w, p.h) * 0.12;
for (int y = 0; y < p.h; ++y)
for (int x = 0; x < p.w; ++x) {
const double dx = std::max({r - x - 0.5, x + 0.5 - (p.w - r), 0.0});
@@ -203,6 +257,7 @@ void Draw(Panel &p) {
const int titleSize = int(pxPerDeg * (p.full ? 1.5 : 1.1)), textSize = int(pxPerDeg * (p.full ? 1.2 : 0.9));
Text(p, p.title, titleSize, p.w / 2, int(titleSize * 1.2), faint);
Text(p, p.text, textSize, p.w / 2, p.h - int(textSize * 1.3), faint);
if (p.fit) DrawFit(p, pxPerDeg, textSize, faint);
if (!p.dotOn || p.state == "off") return;
double x, y;
ToPixel(p, p.dotYaw, p.dotPitch, x, y);
@@ -302,13 +357,16 @@ int main(int argc, char **argv) {
buf[n] = 0;
std::string reply = "ok";
char word[16] = "", state[16] = "";
double a = 0, b = 0, c = 0;
double a = 0, b = 0, c = 0, d = 0, e = 0;
int rest = 0;
if (!std::strncmp(buf, "show ", 5)) {
p.full = !std::strcmp(buf + 5, "full");
p.w = p.full ? kFullW : kQuickPx;
p.h = p.full ? kFullH : kQuickPx;
p.wDeg = p.full ? kFullDeg : kQuickDeg;
p.fit = !std::strcmp(buf + 5, "fit");
p.w = p.full ? kFullW : p.fit ? kFitW : kQuickPx;
p.h = p.full ? kFullH : p.fit ? kFitH : kQuickPx;
p.wDeg = p.full ? kFullDeg : p.fit ? kFitDeg : kQuickDeg;
p.title.clear(), p.text.clear(), p.dotOn = false, p.state = "off";
p.eyes[0] = p.eyes[1] = EyeCard{}, p.hints.clear();
place();
ov->ShowOverlay(h);
visible = dirty = true;
@@ -320,6 +378,18 @@ int main(int argc, char **argv) {
} else if (std::sscanf(buf, "dot %lf %lf %15s %lf", &a, &b, state, &c) >= 3) {
p.dotYaw = a, p.dotPitch = b, p.state = state, p.progress = c;
p.dotOn = std::strcmp(state, "off") != 0, dirty = true;
} else if (int k; std::sscanf(buf, "eye %d %lf %lf %lf %lf %lf %n", &k, &a, &b, &c, &d, &e, &rest) >= 6 &&
rest > 0 && (k == 0 || k == 1)) {
p.eyes[k] = EyeCard{buf + rest, a, b, c, d, e}, dirty = true;
} else if (!std::strncmp(buf, "hints", 5)) {
p.hints.clear();
std::string s = buf[5] == ' ' ? buf + 6 : "";
for (size_t at = 0; !s.empty() && at <= s.size();) {
const size_t bar = std::min(s.find('|', at), s.size());
p.hints.push_back(s.substr(at, bar - at));
at = bar + 1;
}
dirty = true;
} else if (!std::strncmp(buf, "title", 5)) {
p.title = buf[5] == ' ' ? buf + 6 : "", dirty = true;
} else if (!std::strncmp(buf, "text", 4)) {
+4 -4
View File
@@ -1,9 +1,9 @@
[Desktop Entry]
Type=Application
Name=Frametop Gaze Probe
GenericName=Eye tracking playground
Comment=How accurate the headset's eye tracking is on your screens, and gaze clicking with calibration
Name=Frametop Gaze Probe (development)
GenericName=Eye tracking development tool
Comment=For developing Frametop's gaze tracking. Day to day, the calibration and checks are on the Gaze page of Frametop Input Settings
Exec=@REPO@/gaze/probe/ft-gazeprobe
Icon=view-visible
Categories=Utility;Development;
Categories=Development;
Keywords=eye;gaze;tracking;calibration;pointer;steamvr;frametop;