From 55d92b411bb2abb8aa321e75788854af15edc6f4 Mon Sep 17 00:00:00 2001 From: DeeJanuz <45082401+DeeJanuz@users.noreply.github.com> Date: Wed, 30 Sep 2026 15:35:08 -0600 Subject: [PATCH] Input Settings: drop the pointer role choice The hand role the pointer takes isn't something to choose by hand. The helper still reads POINTER_ROLE (right by default) for experiments. Tried and reverted (not committed): in gaze mode, taking the stylus role by reconnecting. SteamVR gave the device no role at all (hint 5, role none) and kept the dashboard laser on the held controllers, so the mouse couldn't click either. The dashboard laser needs a hand role, and a held Frame controller takes its hand's. Co-Authored-By: Claude Opus 5.5 --- input-settings/main.qml | 22 ---------------------- session/frametop.conf.example | 1 - 2 files changed, 23 deletions(-) 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)