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

No files matched your search

-22
View File
@@ -842,28 +842,6 @@ Kirigami.ApplicationWindow {
opacity: 0.7 opacity: 0.7
font: Kirigami.Theme.smallFont 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" } Kirigami.Separator { Kirigami.FormData.isSection: true; Kirigami.FormData.label: "Key combinations" }
Repeater { Repeater {
-1
View File
@@ -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_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_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_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_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 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) 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)