Handle() held the state lock through a chain of up to a dozen sscanf calls per command, and
RunFrame, which vrserver calls every frame, takes the same lock, so a burst of commands
(about 116 poses a second, plus moves and buttons) could hold up vrserver's frame. Commands
are now parsed into locals first, and the lock is held only to store the result.
RunFrame also called UpdateBooleanComponent six times and UpdateScalarComponent twice every
frame, and TrackedDevicePoseUpdated every frame even while disconnected. Components now go to
SteamVR only when they change (all of them on the first frame). The pose still goes out every
frame while the device is connected, as a tracked device's should; the disconnected pose goes
out once. The helper now sends a pose only when it changes, so the comment says the driver
keeps the last one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two new actions for mouse buttons, controller buttons, and key
combinations: gaze_precision (hold: the pointer stops where you look and
the button's device steers it, a controller by where it points at
POINTER_PRECISION_GAIN, the mouse by its moves; release: click there) and
gaze_drag (the same with a real press at once, dragging until the
release). The relay sends "precision|gazedrag <source> 1|0" to the
helper, which runs them through the same holds as pinches and grips.
- Key combinations on any keyboard ("key_bindings" in the rules, e.g.
Ctrl+Alt+G for gaze on/off): the last key isn't typed.
- POINTER_GAZE_MOUSE: in gaze mode the left button is a precision button
(the default, as before) or clicks right away (direct).
- In gaze mode a moving controller no longer takes the pointer away.
- POINTER_ROLE (right, left, stylus): the driver takes a "role" command,
so the pointer can stay off the hand holding the precision controller,
which would otherwise take the role back. Needs the rebuilt driver.
- Input Settings: the actions on the Controllers and Buttons pages; on the
Gaze page the mouse choice, the role, the precision sliders, and key
combinations (captured from any keyboard).
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>