Pause Frametop for VR games

Frametop kept using the headset during games: with gaze mode off, our eye tracker still took
about 60% of a core, remote desktop about 2 cores while on, and KWin kept drawing hidden
screens because ft-screens sent their frame callbacks at 90 Hz. Pausing gives that back, and
resuming brings back only what pausing stopped. It's also a way to keep the gaze service and
our eye tracker off during games, which PR #13 asked for.

Paused (input/game_pause.py, run by the input relay):
- frametop-gaze stops (ft-eyegrab then idles by itself), and hand tracking and remote desktop
  stop if they run
- the desktop hides and slows down: ft-screens "pause on" hides every panel and sends KWin a
  frame callback once a second; or, with pause_desktop "close", the desktop closes and starts
  again on resume
- the relay lets go of the 3D mouse, typing goes to Steam, and mapped buttons and key
  combinations do only pause_toggle, steam_menu and commands

Toggled by both thumbsticks clicked together twice (configurable), read passively from
vrserver's web socket (input/vrws.py) so it works in games and takes nothing from them; by the
new pause_toggle action; by input/ft-pause; and, with pause_auto (default on), by a VR game
starting and ending, which the pointer helper now reports ("vrgame 1|0"). Frametop Input
Settings has a Games page for it. update-check.py checks the web socket, and doesn't count a
paused gaze service as failed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
DeeJanuzandClaude Opus 5.5 committed 2026-10-02 21:58:09 -06:00
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commit 8aaf7db05a
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@@ -931,8 +931,8 @@ int main() {
Clock::time_point handUsed{}; // a gesture began then (keeps the pointer, like gaze mode)
Clock::time_point lastTyping{}; // the relay's last "typing": a key on a keyboard
// Gaze mode outside games, and its dot (see the top): lastMove/lastHeld/pulseAt.
bool inGame = false, gazeAwake = false;
Clock::time_point inGameAt{}, gazeAwakeAt{};
bool inGame = false, gazeAwake = false, gameSent = false;
Clock::time_point inGameAt{}, gazeAwakeAt{}, gameSentAt{};
Clock::time_point lastMove{}, lastHeld{}, pulseAt{};
// The left button, as sent to the driver; pressRight: the next press is the right button
// instead (gaze_right), heldButton: the one pressed.
@@ -1283,6 +1283,13 @@ int main() {
gazeAwakeAt = t;
SendTo(out, "frametop_relay", awake ? "gazeawake 1" : "gazeawake 0");
}
// The relay pauses Frametop for VR games (input/game_pause.py). Repeated, so a relay
// that restarts learns it, and silence (SteamVR gone) ends the game there.
if (inGame != gameSent || t - gameSentAt > std::chrono::seconds(5)) {
gameSent = inGame;
gameSentAt = t;
SendTo(out, "frametop_relay", inGame ? "vrgame 1" : "vrgame 0");
}
}
// Commands from the relay.