diff --git a/input-settings/main.qml b/input-settings/main.qml index ca7485b..b3c347b 100644 --- a/input-settings/main.qml +++ b/input-settings/main.qml @@ -842,28 +842,6 @@ Kirigami.ApplicationWindow { opacity: 0.7 font: Kirigami.Theme.smallFont } - ColumnLayout { - Kirigami.FormData.label: "Pointer takes the role:" - Repeater { - model: backend.pointerRoles - delegate: Controls.RadioButton { - required property var modelData - text: modelData.text - checked: backend.pointerRole === modelData.value - onToggled: if (checked) backend.setPointerRole(modelData.value) - } - } - } - Controls.Label { - Layout.maximumWidth: Kirigami.Units.gridUnit * 30 - wrapMode: Text.WordWrap - text: "A controller in your hand takes that hand's role, and then the pointer's clicks don't land. " - + "Holding the right controller as the precision tool, give the pointer the left hand, or the " - + "stylus role. It applies the next time the pointer wakes." - opacity: 0.7 - font: Kirigami.Theme.smallFont - } - Kirigami.Separator { Kirigami.FormData.isSection: true; Kirigami.FormData.label: "Key combinations" } Repeater { diff --git a/session/frametop.conf.example b/session/frametop.conf.example index b084574..d3dac6d 100644 --- a/session/frametop.conf.example +++ b/session/frametop.conf.example @@ -36,7 +36,6 @@ POINTER_GAZE_MOUSE=precision # gaze mode: the left button holds back its press, POINTER_PRECISION_GAIN=0.5 # gaze precision (a button mapped to gaze_precision): the pointer turns this times the controller's turn POINTER_PRECISION_DEADZONE=0.3 # gaze precision: degrees the controller turns before the pointer does (the press's own jolt) POINTER_GAZE_DRAG_GAIN=1 # gaze drag (gaze_drag): the pointer turns this times the controller's turn -POINTER_ROLE=right # the hand role the pointer takes: right | left | stylus. A controller held in that hand takes it back (clicks stop landing) GAZE_TRACKER=steam # gaze service: steam = SteamVR's eye tracker | own = our own (frame-eyes' fe-trackd, calibrated in the gaze probe with Own tracker) GAZE_EYE=auto # gaze service: eye bias. auto = each eye weighted by how far off it was at your recent nudges | left | right = that eye counts twice HANDS_SWAP_SIDES=0 # hand tracking (hands/run.sh install): 1 = the side cameras' names are swapped, which some SteamVR restarts cause (hands/tools/check_sides.py --ring tells)