Commit Graph
3 Commits
Author SHA1 Message Date
DeeJanuzandClaude Opus 5.5 bd06207db9 Gaze first: plan, and tools for the headset tests
docs/gaze-first.md is the plan agreed on 2026-09-30: with gaze on and no
game, the gaze drives the 3D pointer everywhere, either trigger clicks
where you look (tap, precision by hand movement, hold to drag), and the
controllers keep everything but their lasers.

For its four tests:
- The driver takes "role treadmill", and its compositor bindings repeat
  the right hand's under /user/treadmill. They're additive, so nothing
  changes while the device is a hand. POINTER_ROLE accepts treadmill.
- pointer/probe/lasertest follows who has the dashboard laser and the
  controllers' roles, and with --snapback takes the laser back.
- input/vrws.py reads vrserver's web socket with the standard library
  (the host's Python has no websockets module) and prints component
  changes and update rates. Checked: it connects, and lists the
  controllers' bumper, thumbstick axes, and Steam button, and the
  headset's /proximity, which flickers off for 0.3-0.5 s while worn.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 17:00:09 -06:00
DeeJanuzandClaude Opus 5.5 d666fa031f Gaze first: precision and drag buttons, key combinations, pointer role
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>
2026-09-30 15:14:57 -06:00
DeeJanuzandClaude Opus 5.5 d439bc3f25 Frametop: a multi-screen desktop and universal 3D mouse for the Steam Frame
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>
2026-09-26 16:14:13 -06:00