Lazy susan: Meta+Alt+Tab spins the panels around you

- ft-screens "spin next|prev|<degrees>": every unpinned screen and
  floating window turns together about a vertical axis through your
  head (0.3 s, eased), so the next panel on the right or left comes to
  straight ahead; the arrangement stays as it is. Taps during a spin
  add to it, from where the panels are headed; grabbing a panel or
  placing it (ft-layout, ft-floatd) takes it out of the spin
- when a spin settles, the panel in front gets the pointer (recenter),
  typing (as after a click), and KWin's active window: its floating
  window, or the top window on a screen (ft-floatd "front N", the KWin
  script's activate-output). KWin's outputs follow the screens'
  new places (ft-layout scale), as after a move
- the input relay: spin_next and spin_prev actions, Meta+Alt+Tab and
  Meta+Alt+Shift+Tab by default; Frametop Input Settings lists them.
  Not Meta+Tab: that's Cmd+Tab on a Mac reached through a remote
  desktop like RustDesk, and the relay would take the Mac's app
  switcher. Meta+Alt+Tab (Cmd+Option+Tab) is unused on macOS,
  Windows, and KDE

Used on the Frame (SteamOS 0.3.0 build 20260922) with one screen and
three or four floating windows, through RustDesk to a Mac.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Patrick McDavidandClaude Opus 5.5 committed 2026-10-03 10:17:22 -06:00
1 parent 1ebf3692fb
commit 6fb168a8b8
9 files changed
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@@ -894,6 +894,17 @@ void SendFloat(const std::string &msg) {
std::printf("to ft-floatd: %s\n", msg.c_str());
}
// To the pointer helper (@ft_pointer_helper), from an unbound socket.
void SendPointer(const std::string &msg) {
static const int fd = socket(AF_UNIX, SOCK_DGRAM | SOCK_CLOEXEC | SOCK_NONBLOCK, 0);
sockaddr_un addr{};
addr.sun_family = AF_UNIX;
const char name[] = "ft_pointer_helper";
std::memcpy(addr.sun_path + 1, name, sizeof name - 1);
sendto(fd, msg.data(), msg.size(), MSG_DONTWAIT, reinterpret_cast<sockaddr *>(&addr),
socklen_t(offsetof(sockaddr_un, sun_path) + 1 + sizeof name - 1));
}
// Where a device's ray meets the screen's plane, in the screen's x (right) and y (up),
// metres from its centre.
bool RayOnPlane(const Mat &p, const Mat &d, double *x, double *y) {
@@ -1354,6 +1365,137 @@ Screen *Find(int one_based) {
return it == g_screens.end() ? nullptr : &it->second;
}
// ---------------------------------------------------------------- the lazy susan
// "spin next|prev|<degrees>": the panels in the room (screens and floating windows, not
// pinned ones) turn together about a vertical axis through your head, so the next panel to
// your right (next) or left (prev) glides to straight ahead, or the ring turns by that many
// degrees (positive turns it left, like next). Their arrangement stays as it is: the room
// turns instead of you. A spin that arrives during one adds to it, from where the panels are
// headed, so quick taps carry on smoothly. Grabbing a panel, or a command that places it,
// takes it out of the spin where it is. The 3D mouse's pointer goes to straight ahead.
constexpr double kSpinSeconds = 0.3; // how long a spin takes
constexpr double kSpinAhead = 8; // degrees: a panel this near straight ahead is the current one
constexpr double kSpinFocus = 30; // degrees: when a spin settles, the panel this near ahead gets typing
struct Spin {
bool on = false;
double cx = 0, cz = 0; // the axis
double from = 0, to = 0; // radians, turned from the poses in base (positive: to the left)
Clock::time_point start;
std::map<int, Mat> base; // index -> its pose before the spin
int front = -1; // settled: this panel came to the front (ft_vr_poll reports it)
} g_spin;
// p turned a radians about the vertical axis through (cx, cz); positive turns it to the left.
Mat Turned(const Mat &p, double a, double cx, double cz) {
const double c = std::cos(a), s = std::sin(a);
Mat r = Identity();
r.m[0][0] = float(c), r.m[0][2] = float(s);
r.m[2][0] = float(-s), r.m[2][2] = float(c);
r.m[0][3] = float(cx - c * cx - s * cz);
r.m[2][3] = float(cz + s * cx - c * cz);
return Mul(r, p);
}
bool Spinnable(const Screen &s) { return s.pinned == kNone && (!s.floating || s.floatOn) && s.drag == Drag::None; }
double SpinNow() {
if (!g_spin.on) return g_spin.to;
const double t = std::min(1.0, std::chrono::duration<double>(Clock::now() - g_spin.start).count() / kSpinSeconds);
return g_spin.from + (g_spin.to - g_spin.from) * t * t * (3 - 2 * t);
}
void UpdateSpin() {
if (!g_spin.on) return;
const double a = SpinNow();
const bool done = Clock::now() - g_spin.start >= std::chrono::duration<double>(kSpinSeconds);
for (auto it = g_spin.base.begin(); it != g_spin.base.end();) {
auto s = g_screens.find(it->first);
if (s == g_screens.end() || !Spinnable(s->second)) {
it = g_spin.base.erase(it); // grabbed, pinned, or gone: it stays where it is now
continue;
}
SetAbsolute(s->second, Turned(it->second, a, g_spin.cx, g_spin.cz));
++it;
}
if (done) {
// The panel now nearest straight ahead (of where you face) gets typing and the active window.
Mat head;
double nearest = kSpinFocus;
if (DevicePose(vr::k_unTrackedDeviceIndex_Hmd, &head)) {
for (const auto &[i, p] : g_spin.base) {
const auto it = g_screens.find(i);
Mat q;
if (it == g_screens.end() || !it->second.visible || !ScreenPose(it->second, &q)) continue;
double f[3] = {-head.m[0][2], 0, -head.m[2][2]};
double d[3] = {q.m[0][3] - head.m[0][3], 0, q.m[2][3] - head.m[2][3]};
const double fl = std::sqrt(Dot3(f, f)), dl = std::sqrt(Dot3(d, d));
if (fl < 1e-6 || dl < 1e-6) continue;
const double a = std::acos(std::clamp(Dot3(f, d) / (fl * dl), -1.0, 1.0)) * 180 / M_PI;
if (a < nearest) nearest = a, g_spin.front = i;
}
}
g_spin.on = false;
g_spin.base.clear();
ArrangeDesktopSoon(); // KWin's outputs follow where the screens are now
}
}
void SpinCommand(const char *arg, char *reply, int size) {
Mat head;
if (!DevicePose(vr::k_unTrackedDeviceIndex_Hmd, &head))
return (void)std::snprintf(reply, size, "error no head pose (headset off?)");
if (g_spin.on) {
g_spin.from = SpinNow(); // carry on from where the panels are now
} else {
g_spin.base.clear();
for (auto &[i, s] : g_screens) {
Mat p;
if (Spinnable(s) && ScreenPose(s, &p)) g_spin.base[i] = p;
}
g_spin.cx = head.m[0][3], g_spin.cz = head.m[2][3];
g_spin.from = g_spin.to = 0;
}
if (g_spin.base.empty()) return (void)std::snprintf(reply, size, "error nothing to spin");
double turn; // degrees, positive to the left
const bool next = !std::strcmp(arg, "next");
if (next || !std::strcmp(arg, "prev")) {
// Each visible panel's bearing from where you face, to the right positive, as it will
// be when the spin so far ends; the nearest one past straight ahead comes to the front.
double fx = -head.m[0][2], fz = -head.m[2][2];
const double n = std::sqrt(fx * fx + fz * fz) + 1e-9;
fx /= n, fz /= n;
const double rx = -fz, rz = fx;
double best = 0;
bool found = false;
for (const auto &[i, p] : g_spin.base) {
const auto s = g_screens.find(i);
if (s == g_screens.end() || !s->second.visible) continue;
const Mat q = Turned(p, g_spin.to, g_spin.cx, g_spin.cz);
const double dx = q.m[0][3] - head.m[0][3], dz = q.m[2][3] - head.m[2][3];
double a = std::atan2(dx * rx + dz * rz, dx * fx + dz * fz) * 180 / M_PI;
if (!next) a = -a;
if (a <= kSpinAhead) a += 360;
if (!found || a < best) best = a, found = true;
}
if (!found || best >= 360 - kSpinAhead) {
if (!g_spin.on) g_spin.base.clear();
return (void)std::snprintf(reply, size, "ok 0 (no other panel)");
}
if (best > 180) best -= 360; // the short way round
turn = next ? best : -best;
} else {
char *end;
turn = std::strtod(arg, &end);
if (end == arg || *end) return (void)std::snprintf(reply, size, "error spin next|prev|<degrees>");
}
g_spin.to += turn * M_PI / 180;
g_spin.start = Clock::now();
g_spin.on = true;
SendPointer("recenter"); // the 3D mouse's pointer stays in front of you, on what comes there
std::snprintf(reply, size, "ok %.1f", turn);
}
uint32_t LinuxButton(uint32_t vrButton) {
switch (vrButton) {
case vr::VRMouseButton_Right: return BTN_RIGHT;
@@ -1887,6 +2029,14 @@ void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data) {
handle(&e, data);
}
++g_tick;
UpdateSpin();
if (g_spin.front >= 0) {
ft_event e{};
e.type = FT_FRONT;
e.screen = g_spin.front;
g_spin.front = -1;
handle(&e, data);
}
UpdateGame();
UpdateArrange();
UpdateVisibility();
@@ -1959,6 +2109,8 @@ void ft_vr_keyboard_hide(void) {
// ~100 ms (it landed on something else), KWin gets it anyway
// state -> "ok <mode> <manual 0|1> <wrist deg> <gesture hand> <gesture deg>
// <controllers> <game running 0|1> <ingames>"
// spin next|prev|<degrees> turn every panel in the room about your head (see the lazy
// susan) -> "ok <degrees turned>"
// cutouts on|off|state hand cutouts (see handcut.h) -> "ok <on|off> <ready|idle|unavailable>
// <last composite ms> ms, predict <on|off> lead <ms> ms"
// cutouts predict on|off move the hands ahead along their velocity (on by default)
@@ -1996,6 +2148,7 @@ void ft_vr_command(const char *cmd, char *reply, int size) {
Screen *s = Find(n);
if (!s) return (void)std::snprintf(reply, size, "error no screen %d", n);
EndDrag(*s);
g_spin.base.erase(n - 1);
SetAbsolute(*s, PanelPose(x, y, z, yaw, pitch, roll));
std::snprintf(reply, size, "ok");
} else if (std::sscanf(cmd, "width %d %lf", &n, &w) == 2) {
@@ -2151,6 +2304,7 @@ void ft_vr_command(const char *cmd, char *reply, int size) {
Mat m{};
for (int k = 0; k < 12; ++k) m.m[k / 4][k % 4] = r[k];
EndDrag(*s);
g_spin.base.erase(n - 1);
SetAbsolute(*s, m);
std::snprintf(reply, size, "ok");
} else if (int k0; std::sscanf(cmd, "sub %d %d %d %d %d %d", &n, &k0, &x0, &y0, &w0, &h0) == 6 ||
@@ -2178,6 +2332,8 @@ void ft_vr_command(const char *cmd, char *reply, int size) {
if ((g_press.buttons & ButtonBit(BTN_LEFT)) && g_press.device != kNone && !IsHandController(g_press.device))
g_press.upAt = g_tick + 9;
std::snprintf(reply, size, "ok");
} else if (std::sscanf(cmd, "spin %15s", word) == 1) {
SpinCommand(word, reply, size);
} else if (std::strncmp(cmd, "state", 5) == 0) {
std::snprintf(reply, size, "ok %s %d %.0f %s %.0f %s %d %s", ModeName(), g_manual ? 1 : 0, g_wristAngle,
g_gestureHand.c_str(), g_gestureAngle, LasersName(), g_gameRunning ? 1 : 0,