- fh-camd --with-color publishes the Arcturus colour pair (luma, half
size, 30 fps) to the ring, flagged FH_CAM_COLOR. fh-tracker records
them, and fh-replay --cams mono|color|all tracks with them, using the
module's EEPROM calibration (load_color_calibration).
tools/check_color.py checks which node is left and how the crop maps.
- Pinch detection per hand (trackd/pinch.h), published to
$XDG_RUNTIME_DIR/frame-hands/gestures (include/fh_gestures.h). It has
begin and end counters, times, the pinch point, and the begin point
for drags. tools/watch_gestures.py shows it live, and fh-replay
reports it.
- fh-replay --depth and tools/depth_report.py measure the depth without
ground truth: noise along the line of sight against across it, the
one-camera guess, and a simulated camera loss.
- fh-tracker --swap-sides, --ring, --keep-presence, --record-only.
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>
With the Own tracker, the probe polls its status each second. After the headset was off
(or the tracker restarted), it shows one dot at the centre until you look at it and press
(S skips): that click resets both eyes' shifts, so the first real clicks aren't 10-17
degrees off. The screen-to-direction geometry the calibration used is shared with it.
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>
probes/core_ab.py with the headset on (3 rounds, the same replayed frames in
every block): on 5-7 a step took 8.4 ms against 13.2 ms on 2-4, where XRService's
head tracking also runs, and latency fell from 14.1 to 9.6 ms. The compositor's
late frames and CPU/GPU time per frame didn't change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The calibration dots for the Own tracker go out to the Calibration ring angle each way on
an oval, not to the window's corners, which were too far to look at while facing the
centre. The Own tracker learns from drags up to 25 degrees (after taking the headset off
and on, its first clicks were 11-17 degrees off, and the 6-degree limit blocked them). The
probe starts on the Own tracker when it's running, and the calibration header names the
tracker.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
fh-ringplay plays a recording into a frame ring in real time, and fh-tracker
--ring reads it (cameras without a device node are mapped by name). With the
same frames in every run, probes/core_ab.py compares the tracker on CPUs 2-4,
on 5-7, and not running, measuring the tracker's step time and latency, the
compositor's late frames and CPU/GPU time, XRService's timing warnings, CPU
temperature and clocks.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
fh-camd (camd/) borrows XRService's camera buffers and publishes the tracking
cameras' frames to a shared ring. fh-tracker (trackd/) finds hands in them with
MediaPipe's palm and landmark models on ncnn, triangulates them in 3D, and
publishes them for ft-screens. fh-replay replays recordings offline. tracker/ is
the earlier Python version; tools/ and probes/ hold the checks and experiments.
As of this commit: crop contrast defaults to CLAHE for the palm search and plain
crops for the landmarks, --swap-sides works around fh-camd naming the side
cameras backwards after some XRService restarts (tools/check_sides.py detects
it), and --record-only, --with-dark, --cpus and --keep-presence support the
bright-light and CPU-placement tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Its fit goes wrong past its dots, and the ring (limited by the window's height) never
reached the sides, where frame-eyes' worst practice clicks were. With the Own tracker
the calibration now uses the centre, corners, and side middles of the practice area.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ft-gaze reads frame-eyes' /dev/shm/frame-eyes-gaze and reports it as the source "own",
with each eye's gaze, where each lands on the screen, and its slip. The probe gets a
SteamVR / Own tracker toggle. With Own tracker on, it hides SteamVR's gaze and draws a
red dot per eye, its calibration fits fe-trackd's own calibration, and practice clicks
teach fe-trackd instead of the probe's correction.
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 head-locked performance overlay kept catching the 3D mouse. It has no
input method, so SteamVR's laser passes through it, but the helper hit
tests every visible overlay with ComputeOverlayIntersection, and the dot
stuck to it whenever it crossed that corner of the view.
POINTER_IGNORE in frametop.conf now lists overlay keys the helper leaves
out of the collision, comma-separated shell patterns, so "vendor.app*"
covers a whole app, including panels it opens later. The laser starts
just before the cursor point, so an ignored panel nearer to you doesn't
catch it either.
Frametop Input Settings has a new Ignored panels page. It asks the
helper for SteamVR's overlays ("overlays", answered from the list's
thread once vrcmd has run again, even while the pointer is off), groups
them by app, and has a checkbox per panel and one for the whole app.
Frametop's own screens aren't offered, since ignoring one would leave
nothing to click the app on with the mouse. Entries for apps that
aren't open are listed so they can be removed.
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>
The file picker hands a sandboxed app the host path of the document
portal, which the desktop's private runtime directory moves to
$runtime/doc. Inside the sandbox that path is an empty private folder,
so Brave finished downloads into it and they were lost when the session
cleaned up. Link it to /run/flatpak/doc in each installed app's
runtime folder before Plasma starts.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When SteamVR crashes, safe mode can block the newest add-on, and then it
skips the ft_pointer driver at every start. The cursor still moves (the
pointer helper draws it), but clicks, scrolling and mapped actions go
through the driver's virtual controller, so none of them do anything,
and nothing said why (#4).
Input Settings now shows a warning at the top of every page with the
fix: Manage Add-Ons in SteamVR's settings, unblock ft_pointer, restart
SteamVR. It reads steamvr.vrsettings (~/.config/openvr/config on the
Frame) for blocked_by_safe_mode, a disabled driver, or SteamVR's own
safe mode. When none of those is set but SteamVR is running (the helper
answers) and @ft_pointer doesn't, it says SteamVR runs without the
driver: unblocked but not restarted yet, or not installed. The driver
ignores the "ping" it sends. It checks at startup and every 30 minutes,
since the driver only changes when SteamVR restarts.
Fixes#4
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When SteamVR crashes, safe mode can block the newest add-on, and then it
skips the ft_pointer driver at every start. The cursor still moves (the
pointer helper draws it), but clicks, scrolling and mapped actions go
through the driver's virtual controller, so none of them do anything,
and nothing said why (#4).
Input Settings now shows a warning at the top of every page with the
fix: Manage Add-Ons in SteamVR's settings, unblock ft_pointer, restart
SteamVR. It reads steamvr.vrsettings (~/.config/openvr/config on the
Frame) for blocked_by_safe_mode, a disabled driver, or SteamVR's own
safe mode. When none of those is set but SteamVR is running (the helper
answers) and @ft_pointer doesn't, it says SteamVR runs without the
driver: unblocked but not restarted yet, or not installed. The driver
ignores the "ping" it sends. It checks at startup and every 30 minutes,
since the driver only changes when SteamVR restarts.
Fixes#4
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A display mount that covers the proximity sensor makes the headset seem
worn, so SteamVR never turned its displays off and they stayed on all
night. The new power service, ft-powerd (frametop-power.service), goes by
use instead: after DISPLAY_OFF_MIN minutes in which the headset and
controllers didn't move and no input device was used, it turns the
backlight off, and the next movement or input turns it back on.
The new Power tab in Frametop Display Settings sets that time and has a
Stay awake while plugged in switch. The switch sets Steam's own "When
Plugged In and Idle -> Sleep after" to Never through Steam's UI, so the
Frame stays reachable remotely while the power button still works.
Co-Authored-By: Claude Opus 5.5 <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>
SteamVR's combined gaze keeps going on one eye, but it holds the lost
eye's yaw, so the gaze moves half as far sideways as the eyes do.
ft-gaze now reads each eye's tracking uncertainty and raw measurement
from eye-server.mmap. When the tracker loses an eye, ft-gazed takes the
gaze from the other one, plus the offset that eye usually shows
against both, learned while both are seen. On a recording, one eye
alone came out a median 0.8 degrees from both eyes' gaze.
Glances down at the keyboard, past every screen, aren't sent. The
pointer stays put, and eyes lost there don't count as lost.
The gaze probe gets a Headset fit mode. It shows per-eye tracking,
openness and confidence, maps where each eye gets lost, gives hints,
and has a guided check. The settings app opens it from the Gaze page
and shows how often each eye is lost. The probe can also test each eye
alone, and its side panel now collapses to a title bar so the dot
isn't hidden behind it.
Snapping to UI elements is deferred; the mouse drag is the correction.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
scripts/keys-report.py records what happens to the modifiers, Tab, and
Esc while someone reproduces a key problem: each press, release, and
autorepeat as the relay reads it from a physical keyboard, and as it
comes out of the relay's virtual keyboard to gamescope and SteamVR. It
adds the relay's view of every device (role, grabbed), which programs
have each input node open, and the relay, pointer helper, and desktop
logs for the same time. Other keys show only as "other key", so nothing
typed ends up in the report, and Bluetooth addresses are masked.
For #2: Shift+Tab in the Frametop desktop opened the SteamVR dashboard
and then stayed held, which doesn't happen here.
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>
A controller released the 3D mouse's pointer on a single pose sample
faster than 0.35 m/s or 2 rad/s, once the mouse had been still for
500 ms. The helper polls about every 8 ms, so one noisy sample was
enough: a knock on the desk, or a tracking jump when the headset's
cameras pick a resting controller up again (#1).
A controller now has to stay over the limit for 100 ms in a row, and
only samples with a normal tracking result (Running_OK) count. The new
POINTER_CONTROLLER_PICKUP setting (1 by default, 0.5 to 5) scales both
limits; it's a slider on the Pointer page of Frametop Input Settings
and applies live. A controller picked up for real still gets the laser
back through SteamVR's hand role, which follows its touch sensors. The
release log now records the speed and spin that triggered it, to tune
the default.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Most of SteamVR's Settings page took no clicks from the 3D mouse: they
went through to a desktop screen behind it, and the page covered the dot.
Steam's pages (Library and the rest) are drawn in
valve.steam.gamepadui.main, which ComputeOverlayIntersection hits exactly.
For SteamVR Settings that overlay is hidden and the page is drawn by the
dashboard's scene-graph panel, whose shape OpenVR doesn't give out. The
helper guessed a plane and a 0.5 m circle from the panel's transform, but
its origin is at the page's left edge and the page's surface is nearer
than that plane, so the laser, starting a few cm in front of the guess,
started behind the page.
On that page only (dashboard open, the main overlay hidden, the line of
sight crossing the page's measured area), the laser now starts 25 cm from
the eye so SteamVR's own hit test finds the page. The dot is drawn 0.6 m
out, in front of the page, and the laser-catching dot sits 8 m out,
invisible, with SteamVR's hit dot hidden on it. The beam and SteamVR's hit
dot show there, like a controller's; everywhere else nothing changes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
SteamVR's "Enable global input from overlays (Experimental)" could only
be turned on from the settings app: its notice, with the button, hid once
the setting was on. It's now a switch, and the notice shows only when
buttons are mapped and the setting is off.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Frame controllers aren't input devices on the host, so the pointer
helper reads them with SteamVR input (vrbuttons.h, actions/), one action
set per button, and sends presses to the relay, which does the mapped
action like for a mouse button. Only mapped buttons are taken, at an
overlay-global priority (SteamVR's experimental "Enable global input from
overlays"), and only outside games unless In games is on. Frametop Input
Settings gets a Controllers page to map them.
Gaze mode: a left press while the gaze has the pointer isn't sent at
once. The pointer stops, you drag it onto what you meant with the button
held, and the release clicks there; a press held still for
POINTER_GAZE_HOLD (0.5 s) becomes a real press, for drags. The dot shows
only while the mouse moves it (POINTER_GAZE_SHOW), while a press is held,
and as a pulse per click. Outside games the pointer stays on while gaze
mode is on. ft-gazed takes a third of each lesson's offset instead of all
of it: in the first live test one 6 degree lesson moved everything and put
the next target 7 degrees off. Frametop Input Settings gets a Gaze page.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Live, the tracker had lost the left eye (openness 0, set 2's eyes 9 to 14
degrees apart) and ft-gazed dropped 96% of samples as blinks. A blink is now
both eyes closing, each judged against its own recent good readings, and the
service defaults to mmap set 1, SteamVR's combined gaze, which keeps going
with one eye. With set 2, one-eye samples are still dropped, since its
combined direction is off by half of what the lost eye reads.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MAGIC pointing (Zhai et al. 1999), off by default: with POINTER_GAZE=1,
"gaze on", or a button mapped to the new gaze_toggle action, the cursor ray
is the corrected gaze from ft-gazed while the gaze has the pointer. Moving
the mouse takes the pointer from where the gaze left it; looking more than
POINTER_GAZE_RETAKE (5 deg) away with the mouse still gives it back. The
pointer is aimed at the gaze, never steered toward it, and only fresh gaze
moves it, so a stopped service or a blink leaves it where it is. A mouse
nudge of up to POINTER_GAZE_NUDGE_MAX (8 deg) before a click is sent to
ft-gazed as a lesson in the eye tracker's error.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ft-gazed runs ft-gaze, drops blinks and dropouts, smooths with a fixation
lock, applies the probe's calibration plus what the pointer has taught
since, and sends the corrected gaze to the pointer helper at 90 Hz. The
helper sends lessons back (a nudge before a click), which are learned and
saved. It only reads the eye tracker; nothing of SteamVR's is written.
gaze/run.sh installs it as a user service that starts with SteamVR;
ft-gazectl turns gaze mode on and off and shows the service's status.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The correction models, filters, blink filter, and SteamVR log reader move
out of the probe so the gaze service can use them too. Two additions on the
way: the log reader follows the headset going on and off (SteamVR starts its
eye model over each time it goes on), and LiveCorrection counts lessons from
before the last time it went on less (OLD_WEAR), so the first few after
relearn the offset while the shape is kept.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Both mmap sets now add "eyes": the left and right eye's head-relative
direction, so the eyes can be calibrated separately (each has its own offset
between where the tracker says it points and where it looks). Nothing uses
it yet; it gets logged with every sample.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ft-gaze reads the Frame's eye tracker (SteamVR's eyetracking action and the
two gaze sets in eye-server.mmap, read only) and prints where the gaze lands
on the Frametop screens. ft-gazeprobe is a GTK playground on top of it: a
Vision Pro style calibration run, an accuracy test, refining the correction
model from logged points, and click, drag, and snap practice that learn the
tracker's error on the fly. It also follows SteamVR's eyetracking log for
restarts and the clicks SteamVR calibrates itself from, which it keeps only
in memory.
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>
It lists what can go wrong with the relay taking the volume keys (keymaps
left remapped after a crash, the headset's click button on the same
device, wpctl stepping the default output), with key releases (a key left
held in the desktop when its release never arrives), and with keyboards
grabbed for typing (hotkey tools lose them; SHARE_KEYS is off by default).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
It works but is only lightly tested, and what's left is mostly tuning its
settings. Frametop Input Settings now says so under the Head follow switch,
and the README, design notes, and button action name say it too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Easing the reference toward the head all the time moved the cursor on
every small head movement, so a cursor parked in a corner of the view
drifted. Now nothing moves while the head stays within the leash. Once
the head has been past it for POINTER_LEASH_DELAY (0.2 s, so a glance
out and back doesn't count), the reference eases all the way to where
you face (POINTER_LEASH_RETURN) and the cursor lands back in its place
in the view, then the leash waits again. Leaning inside the leash no
longer moves the cursor either. Leash 0 stays head-locked.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>