Keep the controllers in VR games while the screens stay up

Visible screens kept SteamVR's laser mouse on, which takes the controllers
away from a VR game. Now, by default, that's off while a scene app runs:
the screens stay over the game and the 3D mouse or the dashboard works
them. Frametop Display Settings has the choice (always, except during VR
games, only with the dashboard open); the socket command is controllers.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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DeeJanuzandClaude Opus 5.5 committed 2026-09-26 16:54:31 -06:00
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@@ -31,9 +31,9 @@ Restarting the desktop (`desktops.sh restart`, or Restart desktop in Frametop Di
- Screens: each KWin window is a screen. ft-screens sizes it (`xdg_toplevel` configure) and KWin resizes that screen to match, live. Frames arrive as DMA-BUFs and go to SteamVR with `ImportDmabuf` (OpenVR's `IVRIPCResourceManagerClient`), no copy, no size limit.
- Panels: `frametop.screen.N`, with `.bar` (move), `.curve` (the round button next to it), `.roll` (the next one: drag it sideways like a knob to roll the screen, snapping level within 2.5°, or scroll on it for 5° steps), and `.resize` (the tab on the bottom right corner; screens go down to 15 cm wide). The controls are sized from both the screen's width and its distance from you, sit on its surface when it's curved, and are translucent like SteamVR's own until a laser is on them. They're invisible until a laser or the 3D mouse's cursor comes very close to one of them (about 1.5 times a button's size), and fade out a moment after it leaves. Drag the bar with any laser (a controller, or the 3D mouse, whose right-drag tilt works too); scroll while dragging to push it away or pull it closer (along the line from your head). The curve button bends the screen into a cylinder around you (radius: your distance to it), or flat again. Pin to a wrist: while carrying a screen, sweep the laser (the line from whatever carries it to its bar) across your other controller. A ring around that controller shows the target and a dot shows where the laser passes; entering the ring arms the pin (ring and bar turn blue), entering it again disarms it. Let go while armed and the screen rides on that controller as it is then, at its size and distance (a 3.6 m screen 5 m away works; so does pinning all screens), so you can arm it first and then turn it the way you want. Grab a pinned screen's bar to adjust it: it comes back to the same wrist when you let go, unless you sweep across the ring to disarm. A pinned screen shows only while you see its front within the wrist angle, fading over the last 10°.
- Visibility (Frametop Display Settings → Visibility & wrist tab): always (Meta+Shift+H, the Hide/Show Screens menu entry, or a mapped mouse button hides them), only with the SteamVR dashboard open, while you look at a chosen controller (the wrist gesture), or only when shown with the hotkey. In the last three, the hotkey shows them anyway. Visible screens keep SteamVR's laser on; hidden, VR games get their triggers back. (A controller button to show them isn't there yet: in a game the game owns the buttons.)
- Visibility (Frametop Display Settings → Visibility & wrist tab): always (Meta+Shift+H, the Hide/Show Screens menu entry, or a mapped mouse button hides them), only with the SteamVR dashboard open, while you look at a chosen controller (the wrist gesture), or only when shown with the hotkey. In the last three, the hotkey shows them anyway. Controllers on the screens (same tab): visible screens can keep SteamVR's laser mouse on so controllers work them with the dashboard closed, which also takes the controllers from a VR game. By default that's off while a VR game (a scene app) runs: the screens stay over the game, the controllers stay in it, and the 3D mouse or the dashboard works the screens. The other choices are always and only with the dashboard open (also right for flatscreen games, which aren't scene apps). Control socket: `controllers always|outside_games|dashboard`. (A controller button to show them isn't there yet: in a game the game owns the buttons.)
- Input: pointer from the panels to KWin through our seat; keys from the input relay (every keyboard it doesn't grab, and keys a pointer device passes through) to the screen that was clicked last, but not while the SteamVR dashboard is open.
- Control socket `@ft_screens` (datagrams, replies to the sender): `place N x y z yaw pitch roll`, `width N metres`, `curve N radius|on|off`, `pin N|all left|right [12 numbers]`, `unpin N|all`, `size N w h` (live resolution), `get N`, `screens`, `head`, `visibility always|dashboard|gesture|toggle`, `wrist degrees`, `gesture left|right degrees`, `hide | show | toggle`, `state`, `key code value`.
- Control socket `@ft_screens` (datagrams, replies to the sender): `place N x y z yaw pitch roll`, `width N metres`, `curve N radius|on|off`, `pin N|all left|right [12 numbers]`, `unpin N|all`, `size N w h` (live resolution), `get N`, `screens`, `head`, `visibility always|dashboard|gesture|toggle`, `wrist degrees`, `gesture left|right degrees`, `hide | show | toggle`, `controllers always|outside_games|dashboard`, `state`, `key code value`.
## Input relay (Bluetooth mice and keyboards)