While a button pressed on a screen is held, UpdateCatcher checks every tick
whether the laser is still on one of the screen's overlays. It built that list
from s.All().begin() and s.All().end(), but All() returns a std::array by
value: iterators into two different temporaries, which is undefined behaviour.
A clang build of ft-screens got a garbage length, threw std::length_error, and
aborted on the first click, taking KWin and the desktop with it.
The 3D mouse drives SteamVR's laser through the ft_pointer virtual
controller, so its events reach the screens the same way a controller's
do. The filter held every press, which turned the mouse's short drags
(selecting a character or two, nudging a slider) into clicks. Mark
button events from hand controllers and start the filter only on those.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- gaze/tracker/lab/eyes_track.py: nothing used it
- Input Settings: the pointer role backend, whose page was removed
- ft-screens: no log line for every floating-window resize
- hands: ft-hands --help gives the palm-down default (1: off), the
uninstall removes ft-handsctl's link, .frame-job is ignored
- Display Settings: "Save as profile…", not "Save current arrangement"
- two stale comments (ft-pointer's grabprobe, ft-gaze)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ft-screens: "conceal <screen|all>" hides a screen on its own, whatever the
visibility mode or the hotkey says, until "reveal"; "concealed" lists them.
(Not "hide N": older builds read anything starting with "hide" as the hotkey.)
ft-layout keeps it per screen ("hidden" in the layout), applies it when it
arranges the screens, and has hide/show N|all and hidden. Display Settings
gets a Shown switch per screen on the Visibility tab. ft-floatd floats a new
window that opens on a hidden screen, and puts a stray window on a screen
that shows. Profiles (next) use it to show only some screens.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Hand tracking (ft-camd, ft-hands, and their tools) joins the desktop. The
hands file and ring move to /run/user/UID/frametop-hands/, which ft-screens'
hand cutouts now read.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- The runtime files move to /run/user/UID/frametop-hands/: the desktop
session deletes /run/user/UID/frametop at every start.
- The cutout copy shader runs at highp: mediump (16-bit on Adreno)
stepped 1.7 texels across a 3440-pixel screen.
- One hand no longer pinches both sides after its left/right call flips
mid-pinch, and --pinch-palm-down (0.6) holds back pinches with the palm
facing down (typing on a lap keyboard).
- ft-camd judges a colour frame fresh by its luma rows only, and logs
per-buffer changes at stale colour frames with FT_CAMD_DEBUG=1.
- hands/run.sh caps skips the setcap when ft-camd already has them.
- The replay tool dumps poses (--poses), and its pinch events carry the
hand id.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Floating windows join the keyboard and the hand cutouts. Floating panels
don't get cutouts yet: their panel and popups show crops of the client
buffer (texture bounds), which the side-by-side cutout buffer doesn't
match. KWin gets both the spare outputs and our input method, and the
pointer helper's frametop. prefix already covers the float panels.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fixes#7: SteamVR's keyboard never came up for the desktop's apps, and
opening it for our panels doesn't work well on the Frame (it's Steam's own
panel, mounted in the dashboard's scene, it follows the laser between
panels, and it takes the controllers over to SteamVR's laser).
- KWin starts input/ft-textinput as the desktop's input method. It tells
the input relay when a text field gains or loses focus, and the relay
asks ft-screens to open or close the keyboard. The session drops the
QT_IM_MODULE=xim and GTK_IM_MODULE=xim that the gamescope session sets,
or Qt and GTK apps never report text fields.
- The keyboard is ft-screens' own panel (screens/keyboard.cpp): a US laptop
layout, typed with a controller's laser or the 3D mouse. It opens 0.7 m
in front of you, below your eyes and facing you. It has a grab bar to
move it, a Close key, latching Shift, Ctrl and Alt, and repeat on a held
key. It's drawn into shared DMA-BUFs, so it doesn't flicker. Its keys
reach the focused screen as key presses, so every app takes them.
- It steps aside while the Steam menu or Steam's own keyboard is up and
comes back after. A layout reset closes it, and it doesn't open without
a head pose.
- Frametop Input Settings has a Keyboard page: open it for every text
field, only while no keyboard is connected (the default), only from a
mapped button (the new Open/close keyboard action, for mice and
controllers), or never. A switch keeps it open until you close it.
- The pointer helper treats every frametop.* overlay as a real panel. The
keyboard's shared texture reports 0x0 like SteamVR's scene-graph
controls, and the helper had given it their wide catch radius.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- KWin's nested backend makes an output the size it's configured to times its
scale, so after Meta+scroll every size ft-floatd sent was multiplied again,
and an odd result disconnected KWin (buffer not divisible by its scale).
ft-floatd now asks for sizes in the output's scaled terms (kwin_size), and
asks again after each scale change.
- SteamVR reports mouse positions on a panel with texture bounds in the whole
texture, not the crop, so clicks on a floating window landed up to ~200 px
off. The mouse scale is now the buffer's size, as on a screen.
- A floated window starts 30 cm in front of its screen (was 5 cm), so it's
easy to point at apart from the screen behind it.
- No 1 s wait before a spare turns on (a disabled output never commits), and
the login splash on the spares isn't taken for floating windows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The pointer and gaze services need steamvr.service to be running (Requisite=), and ft-pointer, ft-screens, and ft-gaze connect as a background app before switching to overlay, so they never start a vrserver of their own. One started from the dev container never finds the headset, which left a reboot stuck in a loop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit 51b4e79318)
The pointer and gaze services need steamvr.service to be running (Requisite=), and ft-pointer, ft-screens, and ft-gaze connect as a background app before switching to overlay, so they never start a vrserver of their own. One started from the dev container never finds the headset, which left a reboot stuck in a loop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit 51b4e79318)
The pointer and gaze services need steamvr.service to be running (Requisite=), and ft-pointer, ft-screens, and ft-gaze connect as a background app before switching to overlay, so they never start a vrserver of their own. One started from the dev container never finds the headset, which left a reboot stuck in a loop.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit 51b4e79318)
ft-screens' hand cutouts read /run/user/UID/frametop/hands through
hands/include/fh_hands.h instead of their own copy of its offsets.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
wlroots asserts that nothing still listens to its xdg-shell and decoration
globals when the display goes, so every desktop stop ended with ft-screens
aborting and leaving a core dump.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Full screen fills the window's own panel (the margin drops to zero).
Meta+scroll over a floating window changes its scale at the same size in
pixels. Spare outputs are sized to a multiple of KWin's buffer scale, and
screens to even sizes: an odd buffer at a fractional scale is a protocol
error that disconnected KWin. The 3D mouse's drag lock now crosses onto
other Frametop panels unless the pressed one is being carried.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ft-screens makes a panel for each spare output (frametop.float.N), hidden
until ft-floatd floats a window on it. The panel shows only the window's
rectangle of the buffer at the density of the screen it came from, its
popups and dialogs get small panels over it, pressing its title bar
carries it while KWin's pointer stays put, the corner tab resizes the
window in pixels, and two more buttons close it and put it back on the
desktop. The session adds FLOAT_SLOTS spare outputs to KWin and starts
ft-floatd; ft-layout arranges only the screens' outputs, and the pointer
helper treats the new panels like screens. Not yet tried in the headset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ft-floatd loads the script into the desktop's KWin, which reports windows
over D-Bus and takes commands through a long poll. Floating a window (the
window menu's Float in VR, Meta+Shift+F, or ft-float) turns on a spare
output sized to the window plus a margin, moves the window onto it, and
tells ft-screens the panel's crop, density, and place; docking puts it
back and turns the spare off. Tested on the headless test desktop; the
panel side in ft-screens comes next.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
KWin's nested backend ignores the position in wl_pointer.enter, and
wlroots drops a motion to the position it entered at, so KWin kept its old
pointer until the next move.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ft-screens --no-vr runs without SteamVR and leaves the input relay alone;
--control names its control socket; "toplevels" lists KWin's windows with
their titles and sizes; "input" feeds pointer events as if from a panel.
screens/test/headless.sh starts it with a bare nested KWin next to the
running desktop, and loads KWin scripts, runs apps, and takes screenshots.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
While a button is held on a screen, the laser leaving it no longer takes
KWin's pointer, and an invisible catcher overlay sits on the laser whenever
it's off every panel, so the release reaches KWin at the pointer's last
spot. The pointer helper also reports the mouse's left release as a
backstop. Not yet tested in the headset.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The tracked hands arrive 30-60 ms after the cameras saw them and reach the
displays later still, so holes trailed moving hands. Track each hand's palm
velocity in the room and move its capsules ahead to about when the frame is
on the displays, every tick, so the holes also move smoothly between tracker
updates. Slow hands aren't moved (their velocity is noise). The control
socket gets cutouts predict on|off and cutouts lead <ms>.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A capsule end near the eyes' plane projects far across a screen with a huge
radius, so one bad hand estimate there tore a hole through the screens for a
moment. Clip capsules 12 cm in front of the eye, as the tracker now does too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Where frame-hands tracks a hand between an eye and a screen, that eye sees the
room through the screen. handcut.cpp draws the screen's buffer side by side
(one half per eye) with the hands cut out, only while a hand is in front of it.
The cutouts command turns it on or off. ft-handtest tries it on a test panel.
Not yet tested in the headset.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Named layouts: Save current arrangement in Frametop Display Settings now
asks for a name, and saved layouts are listed with the presets under
Arrangement, with rename and delete next to the list. A named layout is
the custom arrangement under a name: each screen's place relative to
your head, width, curve, and pin, but not resolution or scale. Using one
copies it into the custom arrangement, so desktop start, Meta+Shift+R,
and Arrange now apply it unchanged; "active" remembers the name, and a
plain capture clears it. ft-layout gains save, use, layouts, rename, and
delete. A layout saved with fewer screens than there are now leaves the
others where they were saved last, or where the preset puts them.
Head pin: ft-screens' pin command takes "head" as well as left and
right, and pins the screen to the headset (device 0) where it is, like a
HUD. A head-pinned screen skips the wrist facing rule and shows whenever
the screens do. Carrying it re-pins it to the head on release, like a
wrist pin, so it can be adjusted in VR. The Visibility tab (now
Visibility & pins) sets each screen's pin: in the room, either wrist, or
your head, and the pin command now rejects anything but left, right, or
head (it used to take anything else as left). This removes the "no HUD"
limit from the docs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
With a screen's scale set to anything but 100%, clicks landed away from
the cursor, further off the further from the top left (#3). ft-screens
hands KWin panel positions in buffer pixels, and KWin's nested Wayland
backend (6.2.5, WaylandInputDevice) adds surface coordinates to its
output's logical position without dividing by the output's scale. At
125% a click at the middle of a 3440x1440 screen, (1720, 720), reached
KWin as logical (1720, 720), pixel (2150, 900).
ft-screens now keeps a scale per screen and divides pointer positions by
it. ft-layout sends each screen's scale, as KWin reports it after
applying, with a new "scale N s" command, whenever it applies scales:
at desktop start and from Frametop Display Settings. Screens default to
1, so an ft-layout that never sends it keeps the old behaviour.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
KWin's output positions now follow where the Frametop screens are in the room
instead of their numbers: a screen you see to the left of another is to its
left in Plasma, so the pointer and dragged windows cross straight to it.
Screens one above the other stack, and wrist-pinned screens go last.
ft-layout scale works this out from ft-screens' head pose and screen poses,
and runs after arranging, capturing, or pinning; ft-screens runs it half a
second after a screen is let go. With no head pose (headset off) KWin's
order is kept.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
ft-screens dropped every key while the SteamVR dashboard was open or no
screen had focus, releases included. A modifier held as the dashboard
opened stayed down in the desktop, so later keys launched shortcuts
(T opened Konsole as Ctrl+Alt+T). The release of a key the desktop got
the press for now always goes through.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ft-screens read a screen's pose back from SteamVR right after setting it
to place its controls. SteamVR could still return the old pose, so after
Arrange now (or a layout reset) the bar and buttons stayed where the screen
had been. ft-screens now keeps each screen's pose itself.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Hidden controls were taken out of SteamVR, so only ft-screens' own
proximity test could bring them back, and that test didn't match every
controller's laser. They now stay in place fully transparent while
hidden, and SteamVR's hover event on one reveals them, for any laser.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Frame controllers' laser comes from their render model's tip, 40
degrees below the controller pose's forward axis. ft-screens tested rays
along the pose, so a controller's laser near a screen's controls didn't
reveal them, and dragging the resize tab or the roll knob with a
controller followed the wrong point. Rays now start from the tip.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A new setting, During VR games: with Always, the screens hide while a VR
game runs and show while the SteamVR dashboard is open (the default), or
stay visible over the game. The hotkey still shows them; a game starting or
stopping resets it. Socket command: ingames hide|visible.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
Several KDE Plasma screens floating in SteamVR, each a real monitor of any
resolution and shape, shown by our own compositor (ft-screens), with a
layout, wrist pinning, and visibility modes; a Bluetooth mouse that drives
all of SteamVR as a room-anchored 3D pointer (input relay, ft-pointer
helper, ft_pointer SteamVR driver); two settings apps; and Bluetooth LE
fixes. Installs on the headset with ./install.sh.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>