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 <noreply@anthropic.com>
This commit is contained in:
DeeJanuzandClaude Opus 5.5 committed 2026-09-30 15:35:08 -06:00
1 parent d666fa031f
commit 55d92b411b
2 files changed
-23

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@@ -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 {