Commit Graph
27 Commits
Author SHA1 Message Date
DeeJanuzandClaude Opus 5.5 c257000a23 A one-line installer, and gaze mode in install.sh
- get.sh: curl ... | bash asks for stable (main) or experimental,
  clones or updates ~/frametop, and runs install.sh; run it again to
  update or switch
- install.sh offers gaze mode (step 8, yes by default) and notes what
  to do if an SSH connection drops
- Input Settings' Gaze page says when the gaze service isn't installed

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 15:04:49 -06:00
DeeJanuzandClaude Opus 5.5 45b1b06cdb Calibration all in the headset panel; the gaze probe is a development tool
Check headset fit now runs in the headset panel too ("fitcheck"): a card per
eye (tracked or lost, the tracker's signal, how much of the last 10 s it was
seen) and the hints, from the probe's fitcheck.py, updated at most twice a
second; left click or Meta+J runs its guided check, right click or Meta+K closes
it. So Quick check, Calibrate, and Check headset fit all happen in one place.

The gaze probe moves to the Gaze page's overflow menu as "Gaze probe
(development)", and its app menu entry says it's a development tool. Texts that
sent users to it ("use Calibrate… with Own tracker") point at Calibrate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 11:14:33 -06:00
DeeJanuzandClaude Opus 5.5 1f46616c75 Gaze mode: the mouse's buttons work like Meta+J and Meta+K
The right button's press is held back like the left's: hold it, the pointer
stops where you look, move onto the target, and the right click comes on the
release (held still, it's a real right press). Right during the left's held-back
press now starts a drag where the pointer is, as Meta+J then Meta+K does, in
place of a right click there; letting go of either drops it. So once you've
moved, the left alone only clicks, and the right starts a drag.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 11:00:23 -06:00
DeeJanuzandClaude Opus 5.5 949f629338 Input Settings: the mouse movement explanation is a tooltip
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:57:22 -06:00
DeeJanuzandClaude Opus 5.5 a2a5a4c98e Gaze mode: the mouse only corrects, and left-then-right right-clicks
POINTER_GAZE_MOUSE_MOVE=held, the default (the Gaze page's Mouse movement
switch, with why it's on): while the gaze has the pointer, moving the mouse
does nothing; it moves the pointer only while a button is held, as a
correction. A bumped or drifting mouse can't pull the pointer off what you're
looking at, and every mouse move is a correction, so lessons aren't polluted by
mouse moves to somewhere else. With the gaze stale for a second, in a game, or
with the headset off, the mouse moves the pointer as usual. "free" is the old
behaviour.

Pressing the right button while the left one's press is held back right-clicks
where the pointer is instead (correct with the left, then right-click); both
releases are then nothing. Meta+J then Meta+K stays a drag.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:56:33 -06:00
DeeJanuzandClaude Opus 5.5 8998fc1ddd Gaze learning limit: 55 degrees, past it a quick check; a solid panel
Drops the quick check's second step (3629681): the user didn't want it, and it
re-entered itself every tick, re-placing and redrawing the panel, which
flickered in the headset.

POINTER_GAZE_NUDGE_MAX is the one learning limit, now 55 degrees by default:
half of the 109 the Frame shows across. The helper measures the correction
itself (raw gaze to click), not the mouse's path; past the limit it isn't
learned and the helper sends "recheck" for the quick check, for the mouse and
keyboard alike. ft-gazed's own limits (8 and 25) follow the setting.

Test, our tracker's 409 clicks since its Sep 29 calibration: a one-dot check
set from any one of them puts the next 2 minutes' clicks within 15 degrees (99%
within 4.2) and the next 10 minutes' within 25, so it gets well under 55.

The panel's dot is still and its capture ring fills in quarters, so it's drawn
again only a few times per dot.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:48:57 -06:00
DeeJanuzandClaude Opus 5.5 362968198b Quick check: put the pointer on the dot, and one limit for learning
After the quick check's capture, in gaze mode, the dot stays where it is in the
room (the panel's new "lock") and the gaze has the pointer again. You put the
pointer on the dot as you'd correct a click, with the mouse or Meta+J and the
head. That click clicks nothing: the helper sends it as "calverify", learned
whatever its size. Over POINTER_GAZE_NUDGE_MAX, the capture runs again, up to
3 times. A right click or Meta+K skips it.

POINTER_GAZE_NUDGE_MAX is now the one limit: 15 degrees by default (was 8),
and ft-gazed's own limits (8 for SteamVR's tracker, 25 for ours) follow it. A
keyboard correction past it isn't learned but opens a quick check ("recheck"),
in place of the 30 degree keyboard limit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 10:41:52 -06:00
DeeJanuzandClaude Opus 5.5 c4c10e6d92 Gaze checks and calibration in a panel fixed to the headset
ft-gazepanel (gaze/panel) is a SteamVR overlay that stays put in your view and
shows dots at known head-relative directions; the gaze service runs it and
drives it (gaze/gazecheck.py):
- a one-dot quick check 3 s after the headset goes on, when our tracker asks
  for a click (reseat), at most every 2 minutes, and from Quick check on the
  Gaze page; five dots follow if the next 3 lessons are still over 2 degrees off
- the full calibration (the probe's three rounds, dark to bright) when gaze mode
  comes on without one, or from Calibrate; quitting it with still no calibration
  turns gaze mode off
Each dot takes the gaze once it has held still for 0.6 s; a left click or Meta+J
takes it at once, a right click or Meta+K closes the panel (the pointer helper
hides its dot and passes those presses on while "calpanel" lasts). Our tracker
gets clicks and its own calibration; SteamVR's gets lessons per eye, or a new
calibration.json.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 22:12:26 -06:00
DeeJanuz 6ea70f32bc Merge branch 'experimental' into gaze-calibration
# Conflicts:
#	input-settings/ft_input_settings.py
#	input-settings/main.qml
#	input/input-relay.py
2026-09-30 22:07:04 -06:00
DeeJanuzandClaude Opus 5.5 dc3a1b8208 Keyboard clicks at the gaze: Meta+J and Meta+K
gaze_left and gaze_right (Meta+J and Meta+K by default) click where you look.
A tap clicks where the dot was at the press and tells the gaze tracker it was
right there. Held, the pointer stays put in your view, so turning your head
carries it onto the target; the release clicks there and the correction is a
lesson (judged by the net correction, not the head's path). Held still for
POINTER_GAZE_HOLD it's a real press that the head drags, and Meta+K while
Meta+J aims presses where the dot is now, to correct and then drag.

A Meta combination now also sends the desktop an F24 press and Meta's release
at once: Meta's release no longer opens Plasma's launcher, and the click isn't
Meta+click (KWin's window move and resize, which swallowed right clicks). The
desktop gets Meta back for the next key if it's still held.

Also fixes e16b758, which had taken the gaze actions off the key combination
list along with the controllers'; and gaze_quickcal (the gaze service's
one-dot check) joins the actions.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 22:04:14 -06:00
DeeJanuzandClaude Opus 5.5 1e83f96b0f Float key in the input relay, docking everything, and the plan for profiles
The input relay owns the float key now: float_toggle (Meta+Shift+F unless the
rules have their own key combinations) floats the window under the pointer, or
the active one over the wallpaper, and docks it if it floats. dock_all puts
every floating window back. Both are mappable to mouse and controller buttons,
and work without pointer mode. The KWin script no longer registers a shortcut,
and ft-floatd drops the old one. Key combinations move to Input Settings'
Keyboard page.

docs/floating-windows.md records the decisions from 2026-09-30 (the title bar
button, Launch as Standalone, profiles), and docs/profiles.md plans profiles.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 21:55:47 -06:00
DeeJanuzandClaude Opus 5.5 e16b7588e2 Gaze mode is a mouse feature: drop its controller parts
Steam reads the Frame controllers itself, outside SteamVR's bindings, and every
press and release it sees takes SteamVR out of laser mode, so controller clicks
at the gaze can't be done cleanly (docs/gaze-controllers.md, from the gaze-first
branch's tests).

- Gaze precision and Gaze drag take a mouse button or a key combination only;
  the controller source, its aim steering, and POINTER_PRECISION_GAIN,
  POINTER_PRECISION_DEADZONE and POINTER_GAZE_DRAG_GAIN are gone.
- The gaze actions (including Gaze pointer on/off) can't be mapped to controller
  buttons: the relay ignores them there and doesn't ask the helper for those
  buttons, and Input Settings no longer offers them.
- Last used wins in gaze mode too: picking up a controller hands it the laser,
  as docs/design.md already said.
- The gaze dot shows all the time (POINTER_GAZE_DOT=always, the default;
  moving brings back the old behaviour), with a switch on the Gaze page.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 21:11:24 -06:00
DeeJanuzandClaude Opus 5.5 97f853130d Merge eye-tracking into experimental
Our own eye tracker joins the gaze folder: ft-eyegrab (the root frame
grabber, frametop-eyegrab.service) and ft-eyes, run by the gaze service
when GAZE_TRACKER=own, with its lab tools.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:45:38 -06:00
DeeJanuzandClaude Opus 5.5 55d92b411b Input Settings: drop the pointer role choice
The hand role the pointer takes isn't something to choose by hand. The
helper still reads POINTER_ROLE (right by default) for experiments.

Tried and reverted (not committed): in gaze mode, taking the stylus role
by reconnecting. SteamVR gave the device no role at all (hint 5, role
none) and kept the dashboard laser on the held controllers, so the mouse
couldn't click either. The dashboard laser needs a hand role, and a held
Frame controller takes its hand's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:35:08 -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 5714978e65 Add a keyboard for text fields on the desktop
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>
2026-09-30 13:41:47 -06:00
DeeJanuzandClaude Opus 5.5 ed75614f62 Bring our own eye tracker into the gaze folder, run by the gaze service
frame-eyes, a separate project until now, becomes gaze/tracker:
- ft-eyegrab (was fe-bufprobe) copies the eye-camera frames, read-only, out of
  SteamVR's eyetracking process. It runs as the system service
  frametop-eyegrab.service, which gaze/tracker/install.sh installs to
  /etc/frametop with sudo. It keeps only CAP_SYS_PTRACE, CAP_DAC_READ_SEARCH, and
  CAP_CHOWN, and copies frames only while /dev/shm/frametop-eyes-want is fresh,
  holding none of the tracker's buffers otherwise.
- ft-eyes (was fe-trackd) runs under ft-gazed in the dev container, with
  build/venv's pinned numpy and OpenCV: while Eye tracker is Own tracker, or on
  the probe's lease ("eyes SECONDS"). No sudo password or fe-live script at
  run time any more.
- lab/ holds the research tools (ft-eyes-score, -e2e, -record, -replay,
  -session) and findings.md. Recordings live outside the repo, in
  ~/.local/share/frametop/eyes/captures; .gitignore catches stray frame dumps.

Its socket is now @ft_eyes, its output /dev/shm/frametop-eyes-gaze, and its state
~/.local/state/frametop/gaze/eyes. On practice1 -> practice2 the whole live path
(ft-eyes-e2e) gives 1.30 deg median and 3.18 for the worst tenth, as before the
move (1.30, 3.21).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 10:00:07 -06:00
DeeJanuzandClaude Opus 5.5 5565a25444 Let the gaze pointer use our own eye tracker, and weight the eyes
Frametop Input Settings' Gaze page gets two settings, saved in frametop.conf and
read again by ft-gazed when the file changes: Eye tracker (GAZE_TRACKER: SteamVR's
or our own, frame-eyes' fe-trackd) and Eye bias (GAZE_EYE: auto, left, right).

ft-gazed now combines the eyes, each calibrated on its own: SteamVR's set 2 eyes
with the probe's Left eye and Right eye calibrations, or our tracker's eyes as
they come. Without per-eye calibrations, or with --source, it keeps the older
one-source path. A pointer nudge finds its look from the raw gaze the helper
echoes back; with our tracker it goes to fe-trackd as a click.

The bias leans instead of choosing (gazecal.EyeWeights): on 306 live clicks the
eyes' errors partly cancelled, both together 0.65 deg off against 0.96 and 1.11
for either alone. Left or Right counts that eye twice; auto weights each eye by
its RMS miss at its last 20 nudges, since the calibration's fit picked the wrong
eye on SteamVR's test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:11:54 -06:00
DeeJanuzandClaude Opus 5.5 9c04207bb9 Let the pointer pass through panels you pick, like a performance overlay
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>
2026-09-29 14:13:34 -06:00
DeeJanuzandClaude Opus 5.5 51e7e0fa85 Warn in Input Settings when SteamVR hasn't loaded the pointer driver
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>
2026-09-29 10:04:17 -06:00
DeeJanuzandClaude Opus 5.5 f01c84f9a3 Use the other eye when the tracker loses one, and add a headset fit check
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>
2026-09-28 22:07:41 -06:00
DeeJanuzandClaude Opus 5.5 ed3c360f0d Add a Global input switch to the Controllers page
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>
2026-09-28 16:59:56 -06:00
DeeJanuzandClaude Opus 5.5 0d50efec45 Map the Frame controllers' buttons; make gaze clicks correctable
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>
2026-09-28 16:26:24 -06:00
DeeJanuzandClaude Opus 5.5 cfe5990b12 Mark head follow as experimental
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>
2026-09-27 21:52:21 -06:00
DeeJanuzandClaude Opus 5.5 137705cbfd Add head follow: the pointer comes along when you turn your head
Off by default. With POINTER_FOLLOW=1 (a switch on the Pointer page of
Frametop Input Settings, or a mouse button mapped to Head follow on/off),
the cursor rides on a reference direction leashed POINTER_LEASH_DEG (10)
from where you face. Within the leash it stays put in the room; past it,
it turns with your head and keeps its offset. A leash of 0 locks it to
your view. Head roll is ignored, the cursor stays within 40 degrees of
the reference, and it holds still in the room while the left button is
down so the head can't nudge a click or a drag.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:52:21 -06:00
DeeJanuzandClaude Opus 5.5 de2823c360 Turn off the Meta tap dashboard shortcut by default
A Meta tap on a pass-through keyboard toggled the SteamVR dashboard, which
got in the way of using Meta on its own. It's now off unless
META_DASHBOARD=1 is in ~/.config/frametop.conf. Meta as a modifier
(Meta+Shift+R, Meta+Shift+H) is unaffected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 08:12:14 -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