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Click stability: only a hand controller's press starts it
The 3D mouse drives SteamVR's laser through the ft_pointer virtual controller, so its events reach the screens the same way a controller's do. The filter held every press, which turned the mouse's short drags (selecting a character or two, nudging a slider) into clicks. Mark button events from hand controllers and start the filter only on those. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -6,10 +6,12 @@ zone delivers the click at the original position, even if the hand moved during
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release. Moving outside the zone begins a normal drag immediately; returning to
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the zone does not turn it back into a click. There is no hold-duration timer.
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This filters overlay pointer content events on desktop monitors only. Native mouse
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input, SteamVR UI, separate screen grab bars and floating-app title-bar carrying
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are unaffected. Multi-button gestures keep their existing behavior. A motion
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onto another desktop monitor starts a drag; cross-monitor motion is not stabilized.
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This filters overlay pointer content events on desktop monitors only, and only
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presses from hand controllers start it. The 3D mouse (whose laser comes from the
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`ft_pointer` virtual controller), SteamVR UI, separate screen grab bars and
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floating-app title-bar carrying are unaffected. Multi-button gestures keep their
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existing behavior. A motion onto another desktop monitor starts a drag;
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cross-monitor motion is not stabilized.
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CLI (runtime preferences, reset to 8 on desktop restart):
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@@ -11,7 +11,8 @@ struct ft_controller_click {
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unsigned long suppressed, clicks, drags;
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};
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// Hold the desktop position at press time until movement exceeds a logical-pixel
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// radius. No timer, delayed button-down, or change to native mouse input.
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// radius. No timer or delayed button-down. Only a hand controller's press starts
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// it: the 3D mouse drives a laser too, and its short drags must stay drags.
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static inline bool ft_controller_click_filter(struct ft_controller_click *c,
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struct ft_event *e, double scale) {
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if (e->type == FT_BUTTON && e->button >= BTN_LEFT && e->button < BTN_LEFT+8) {
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@@ -19,7 +20,7 @@ static inline bool ft_controller_click_filter(struct ft_controller_click *c,
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if (e->pressed) c->buttons |= bit; else c->buttons &= ~bit;
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}
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if (e->type == FT_BUTTON && e->pressed) {
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if (e->button == BTN_LEFT && !c->held && c->threshold > 0) {
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if (e->button == BTN_LEFT && e->controller && !c->held && c->threshold > 0) {
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c->held = true; c->dragging = false; c->screen = e->screen;
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c->x = e->x; c->y = e->y; c->radius = c->threshold * scale;
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} else if (e->button != BTN_LEFT) {
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@@ -1,7 +1,7 @@
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#include <assert.h>
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#include "../controller-click.h"
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static struct ft_event event(enum ft_event_type t, bool down, double x, double y) {
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return (struct ft_event){.type=t,.screen=0,.button=BTN_LEFT,.pressed=down,.x=x,.y=y};
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return (struct ft_event){.type=t,.screen=0,.button=BTN_LEFT,.pressed=down,.controller=true,.x=x,.y=y};
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}
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int main(void) {
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struct ft_controller_click c={.threshold=8};
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@@ -34,4 +34,9 @@ int main(void) {
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e=event(FT_BUTTON,true,100,100);ft_controller_click_filter(&c,&e,1);
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e=event(FT_BUTTON,true,100,100);e.button=BTN_RIGHT;ft_controller_click_filter(&c,&e,1);
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assert(!c.held);
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// The 3D mouse's laser: a short drag stays a drag, and the release stays where it was.
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e=event(FT_BUTTON,true,100,100);e.controller=false;assert(ft_controller_click_filter(&c,&e,1) && !c.held);
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e=event(FT_MOTION,false,104,100);assert(ft_controller_click_filter(&c,&e,1));
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e=event(FT_BUTTON,false,106,100);e.controller=false;
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assert(ft_controller_click_filter(&c,&e,1) && e.x==106 && c.clicks==2 && c.suppressed==1);
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}
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@@ -1741,6 +1741,7 @@ void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data) {
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e.type = FT_BUTTON;
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e.button = LinuxButton(ev.data.mouse.button);
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e.pressed = ev.eventType == vr::VREvent_MouseButtonDown;
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e.controller = IsHandController(ev.trackedDeviceIndex);
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at();
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if (!e.pressed && s.titleCarry) e.x = s.carryX, e.y = s.carryY, s.titleCarry = false;
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if (e.pressed) {
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@@ -25,6 +25,7 @@ struct ft_event {
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double x, y; // FT_MOTION: buffer pixels from the top left
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uint32_t button; // FT_BUTTON: linux BTN_*
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bool pressed;
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bool controller; // FT_BUTTON: from a hand controller's laser (not the 3D mouse's)
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double dx, dy; // FT_SCROLL: notches (positive dy: scroll down)
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uint32_t key; // FT_KEY: linux KEY_* from our keyboard (pressed: down or up)
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};
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