Send typing to the panel clicked last

An ungrabbed keyboard reached both sides at once: gamescope, which in VR
reads every input device itself (the SteamOS build's InputStealer), typed
into its focused app, and ft-screens typed into the desktop. Space in the
desktop paused Spotify on the dashboard, including every space frame-voice
dictated. And while the SteamVR dashboard was open, the desktop got no
keys at all.

Typing now follows the last click. ft-screens sees clicks on its own
screens; the pointer helper reports the panel under the dot on each mouse
press, so a click on any other panel sends typing to Steam. While typing
goes to the desktop and the screens are showing, ft-screens tells the
relay every second, and the relay grabs pass-through keyboards. A grab
waits until no key is down, and the relay lets go if ft-screens stops
reporting. Controller clicks on other panels aren't visible to overlay
apps, so they don't move typing (noted in the README).

A program that reads every keyboard for a hotkey loses a grabbed one.
Repeating the keys on another input device doesn't work, since gamescope
reads that too, so with SHARE_KEYS=1 the relay sends them to
@frametop_keys as datagrams with the device name. It's off by default:
any local process that binds that name first would get every key typed
into the desktop.

The docs now say gamescope reads keyboards and the headset's buttons
itself; they said SteamVR passed keys on to it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
DeeJanuzandClaude Opus 5.5 committed 2026-09-27 21:52:21 -06:00
1 parent eee4aba554
commit 8f051db083
9 files changed
+140 -27

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+46 -7
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@@ -91,6 +91,13 @@ struct server {
struct wl_event_source *tick;
struct screen *pointer_focus;
pid_t child;
// Where typing goes: the screens after a click on one, Steam after a click on another
// panel. The input relay grabs the keyboards while it's the screens (see keys_update).
bool keys_clicked; // the last click was on a screen
bool keys_desktop; // ...and the screens are showing: typing goes to the desktop
int relay_fd; // unbound, so the relay can't reply into our control socket
uint32_t relay_sent; // when the relay last heard from us (ms)
unsigned ticks;
};
static uint32_t now_ms(void) {
@@ -248,7 +255,10 @@ static void handle_vr_event(const struct ft_event *e, void *data) {
wlr_seat_pointer_notify_button(s->seat, t, e->button,
e->pressed ? WL_POINTER_BUTTON_STATE_PRESSED
: WL_POINTER_BUTTON_STATE_RELEASED);
if (e->pressed) wlr_seat_keyboard_notify_enter(s->seat, surface, NULL, 0, NULL);
if (e->pressed) {
wlr_seat_keyboard_notify_enter(s->seat, surface, NULL, 0, NULL);
s->keys_clicked = true;
}
}
break;
case FT_SCROLL:
@@ -274,10 +284,30 @@ static void handle_vr_event(const struct ft_event *e, void *data) {
wlr_seat_pointer_notify_frame(s->seat);
}
// Tell the input relay where typing goes, on a change and every second: while it's the
// desktop, the relay grabs pass-through keyboards so SteamVR (and the Steam app with
// gamescope's focus) doesn't get the keys too. Without word from us for a few seconds,
// the relay gives the keyboards back, so a closed desktop doesn't keep them.
static void keys_update(struct server *s) {
const bool desktop = s->keys_clicked && ft_vr_screens_shown();
const uint32_t t = now_ms();
if (desktop == s->keys_desktop && t - s->relay_sent < 1000) return;
if (desktop != s->keys_desktop) wlr_log(WLR_INFO, "typing goes to %s", desktop ? "the desktop" : "Steam");
s->keys_desktop = desktop;
s->relay_sent = t;
struct sockaddr_un addr = {.sun_family = AF_UNIX};
const char name[] = "frametop_relay";
memcpy(addr.sun_path + 1, name, sizeof name - 1);
const char *msg = desktop ? "keyboard desktop" : "keyboard steam";
sendto(s->relay_fd, msg, strlen(msg), MSG_DONTWAIT, (struct sockaddr *)&addr,
offsetof(struct sockaddr_un, sun_path) + 1 + sizeof name - 1);
}
// Every ~11 ms (90 Hz): SteamVR events, and frame callbacks for screens that committed.
static int tick(void *data) {
struct server *s = data;
ft_vr_poll(handle_vr_event, s);
if (++s->ticks % 9 == 0) keys_update(s);
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
for (int i = 0; i < MAX_SCREENS; ++i) {
@@ -310,15 +340,15 @@ static bool key_held(const struct wlr_keyboard *kb, uint32_t code) {
}
// Keys from the input relay (physical keyboards): "key <evdev code> <1 press|0 release>".
// They go to the screen KWin has keyboard focus on (the last one clicked), but not while
// the SteamVR dashboard is open: typing belongs to Steam then. The release of a key the
// desktop got the press for always goes through, or the key stays held there (a modifier
// held as the dashboard opens would otherwise modify every key typed after it).
// They go to the screen KWin has keyboard focus on (the last one clicked), while typing
// goes to the desktop (keys_update). The release of a key the desktop got the press for
// always goes through, or the key stays held there (a modifier held as typing moves to
// Steam would otherwise modify every key typed after it).
static void handle_key(struct server *s, uint32_t code, int value, char *reply, int size) {
if (value == 2) return (void)snprintf(reply, size, "ok repeat ignored"); // KWin repeats itself
if (value || !key_held(&s->keyboard, code)) {
if (!s->seat->keyboard_state.focused_surface) return (void)snprintf(reply, size, "ok no focus");
if (ft_vr_dashboard_visible()) return (void)snprintf(reply, size, "ok dashboard open");
if (!s->keys_desktop) return (void)snprintf(reply, size, "ok typing goes to Steam");
}
struct wlr_keyboard_key_event ev = {
.time_msec = now_ms(), .keycode = code, .update_state = true,
@@ -330,7 +360,9 @@ static void handle_key(struct server *s, uint32_t code, int value, char *reply,
}
// Control socket: abstract datagram @ft_screens. Here: "size <screen> <w> <h>" (a new
// resolution, live) and "key <code> <value>"; the rest is in vr.cpp (ft_vr_command).
// resolution, live), "key <code> <value>", and "click <overlay key>" (from the pointer
// helper: a mouse click landed on that panel, "-" for none); the rest is in vr.cpp
// (ft_vr_command).
static int control_readable(int fd, uint32_t mask, void *data) {
struct server *s = data;
char buf[512], reply[2048];
@@ -355,6 +387,12 @@ static int control_readable(int fd, uint32_t mask, void *data) {
handle_key(s, code, value, reply, sizeof reply);
len = sizeof from;
continue; // no reply: keys are fire-and-forget
} else if (strncmp(buf, "click ", 6) == 0) {
// A click on another panel takes typing to Steam. Our own panels (the screens,
// their controls) leave it: a click on a screen arrives as a panel event.
if (strcmp(buf + 6, "-") != 0 && strncmp(buf + 6, "frametop.", 9) != 0) s->keys_clicked = false;
len = sizeof from;
continue;
} else {
ft_vr_command(buf, reply, sizeof reply);
}
@@ -478,6 +516,7 @@ int main(int argc, char **argv) {
const int control = open_control_socket();
if (control < 0) return 1;
s.relay_fd = socket(AF_UNIX, SOCK_DGRAM | SOCK_CLOEXEC | SOCK_NONBLOCK, 0);
wl_event_loop_add_fd(s.loop, control, WL_EVENT_READABLE, control_readable, &s);
s.tick = wl_event_loop_add_timer(s.loop, tick, &s);
+1 -1
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@@ -1032,7 +1032,7 @@ int ft_vr_modifiers(uint32_t format, uint64_t *out, int max) {
return int(n < uint32_t(max) ? n : uint32_t(max));
}
bool ft_vr_dashboard_visible(void) { return vr::VROverlay()->IsDashboardVisible(); }
bool ft_vr_screens_shown(void) { return ModeVisible(); }
void ft_vr_screen_create(int index, double metres, int count) {
Screen &s = g_screens[index];
+2 -2
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@@ -32,8 +32,8 @@ bool ft_vr_init(void);
void ft_vr_shutdown(void);
// Modifiers SteamVR can import for a DRM format. Returns the count (at most max).
int ft_vr_modifiers(uint32_t format, uint64_t *out, int max);
// The SteamVR dashboard is open (typing belongs to it then, not to the screens).
bool ft_vr_dashboard_visible(void);
// The screens are showing (by the visibility mode; not counting a wrist-pinned screen).
bool ft_vr_screens_shown(void);
// A panel for screen `index`, width in metres, placed in a row in front of the head.
void ft_vr_screen_create(int index, double metres, int count);
void ft_vr_screen_destroy(int index);