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>
The leash only moved its reference when the head reached the leash's end,
so after turning back it sat up to the leash off, and recentring meant
overshooting with the head. The reference now eases toward the head's
facing (POINTER_LEASH_RETURN, 0.2 s) and never lags more than the leash,
so the cursor settles back to its place in the view once the head stops.
The mouse can now move the cursor up to POINTER_FOLLOW_REACH (70 degrees)
from the middle of the view, up from a fixed 40. Both are sliders on the
Pointer page.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
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>
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>