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@@ -57,6 +57,7 @@ If you work in the desktop for long stretches, or leave the headset on a stand,
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| While carrying a screen, sweep its laser across your other controller's ring, then let go | Pins it to that wrist, at its size and distance, as you hold it when you let go; it shows while you see its front. Grab its bar to adjust it (it stays pinned); sweep across the ring again to take it off |
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| While carrying a screen, sweep its laser across your other controller's ring, then let go | Pins it to that wrist, at its size and distance, as you hold it when you let go; it shows while you see its front. Grab its bar to adjust it (it stays pinned); sweep across the ring again to take it off |
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| Set a screen to On your head (Frametop Display Settings, Visibility & pins) | Pins it to your head where it is, like a HUD. Grab its bar to move it; it stays on your head |
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| Set a screen to On your head (Frametop Display Settings, Visibility & pins) | Pins it to your head where it is, like a HUD. Grab its bar to move it; it stays on your head |
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| Meta+Shift+R in the desktop | Puts the screens back in their layout (also in the menu as Reset Screen Layout, and mappable to a mouse button) |
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| Meta+Shift+R in the desktop | Puts the screens back in their layout (also in the menu as Reset Screen Layout, and mappable to a mouse button) |
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| Meta+Alt+Tab, or Meta+Alt+Shift+Tab | Spins every screen and floating window around you together, like a lazy susan, so the next one on your right (or left) glides to straight ahead, with the pointer and typing going to it. Their arrangement stays the same: the room turns instead of you. Tap again to keep going; Meta+Shift+R puts the screens back. Pinned screens stay where they are |
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| Meta+Shift+H in the desktop | Hides or shows all screens (also in the menu as Hide/Show Screens, and mappable). The Visibility & pins tab of Frametop Display Settings can instead show them only with the dashboard open, or while you look at your wrist |
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| Meta+Shift+H in the desktop | Hides or shows all screens (also in the menu as Hide/Show Screens, and mappable). The Visibility & pins tab of Frametop Display Settings can instead show them only with the dashboard open, or while you look at your wrist |
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| Tap Meta, on any keyboard | Opens the Steam menu in the SteamVR dashboard, or closes the dashboard, wherever you are. The desktop's launcher is still on the taskbar and Alt+F1. Change it in Frametop Input Settings (Keyboard page), where any key combination or modifier tap can do a Frametop or Steam action, open a profile, or run a command of your own |
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| Tap Meta, on any keyboard | Opens the Steam menu in the SteamVR dashboard, or closes the dashboard, wherever you are. The desktop's launcher is still on the taskbar and Alt+F1. Change it in Frametop Input Settings (Keyboard page), where any key combination or modifier tap can do a Frametop or Steam action, open a profile, or run a command of your own |
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| Switch a screen to Hidden (Frametop Display Settings, Visibility & pins → Screens shown) | Hides just that screen until you switch it back, whatever the other visibility settings say; new windows that would open on it float instead |
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| Switch a screen to Hidden (Frametop Display Settings, Visibility & pins → Screens shown) | Hides just that screen until you switch it back, whatever the other visibility settings say; new windows that would open on it float instead |
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@@ -3,7 +3,7 @@ Type=Application
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Name=Reset Screen Layout
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Name=Reset Screen Layout
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GenericName=Put the VR desktop's screens back in their layout
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GenericName=Put the VR desktop's screens back in their layout
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Comment=Float the screens and arrange them in the layout from Frametop Display Settings
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Comment=Float the screens and arrange them in the layout from Frametop Display Settings
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Exec=@REPO@/layout/ft-layout apply
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Exec=@REPO@/layout/ft-layout-reset
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Icon=view-restore
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Icon=view-restore
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Categories=Settings;
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Categories=Settings;
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Keywords=display;screen;layout;arrange;reset;steamvr;frametop;
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Keywords=display;screen;layout;arrange;reset;steamvr;frametop;
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@@ -3,7 +3,7 @@ Type=Application
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Name=Hide/Show Screens
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Name=Hide/Show Screens
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GenericName=Hide or show the VR desktop's screens
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GenericName=Hide or show the VR desktop's screens
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Comment=Hide the screens (and SteamVR's laser) for a VR game; press again to bring them back
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Comment=Hide the screens (and SteamVR's laser) for a VR game; press again to bring them back
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Exec=@REPO@/layout/ft-layout toggle
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Exec=@REPO@/layout/ft-hide-show
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Icon=view-visible
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Icon=view-visible
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Categories=Settings;
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Categories=Settings;
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Keywords=display;screen;hide;show;steamvr;frametop;
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Keywords=display;screen;hide;show;steamvr;frametop;
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+17
-4
@@ -38,7 +38,7 @@ The curved layout chains screens edge to edge, like monitors on a desk: the midd
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A resize handle has to be able to shrink a screen from any direction, so the dragged corner follows the laser along the screen's diagonal rather than taking the larger of its horizontal and vertical reach. Pushing and pulling a carried screen moves it along the line from your head, because the 3D mouse's virtual controller sits just in front of the bar, below the screen's centre, so the line from the device points mostly upward.
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A resize handle has to be able to shrink a screen from any direction, so the dragged corner follows the laser along the screen's diagonal rather than taking the larger of its horizontal and vertical reach. Pushing and pulling a carried screen moves it along the line from your head, because the 3D mouse's virtual controller sits just in front of the bar, below the screen's centre, so the line from the device points mostly upward.
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Wherever ft-screens needs to know where a laser points (showing the controls, the resize tab, the roll knob), it uses the laser's own pose, the render model's `tip` component, rather than the controller's pose. On the Frame's controllers the tip points 40° below the pose's forward axis, so rays from the pose missed what the laser was actually on. The 3D mouse's virtual controller has no tip, and its laser runs along its pose.
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Wherever ft-screens needs to know where a laser points (showing the controls, the resize tab, the roll knob), it uses the laser's own pose, the render model's `tip` component, rather than the controller's pose. On the Frame's controllers the tip points 40° below the pose's forward axis, so rays from the pose missed what the laser was actually on. The 3D mouse's virtual controller has no tip, and its laser runs along its pose. ft-screens reads the tip with `GetComponentState`: `GetComponentStateForDevicePath` without an input source handle fails for every component while a VR game runs, so in games the rays came from the pose, 40° too high.
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`ComputeOverlayIntersection` ignores `SetOverlayIntersectionMask`, and a control can't be allowed to cover part of its screen, so the resize tab sits entirely outside the corner.
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`ComputeOverlayIntersection` ignores `SetOverlayIntersectionMask`, and a control can't be allowed to cover part of its screen, so the resize tab sits entirely outside the corner.
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@@ -62,7 +62,7 @@ A profile's screen part is the custom arrangement under a name: each screen's po
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`IVRApplications::GetCurrentSceneProcessId()` is 0 when no game is running (the Frame's home environment isn't a scene app) and the game's process ID while one is. ft-screens checks it twice a second, turns the flag off while a game runs, and by default hides the screens unless the dashboard is open. Flatscreen games run inside Steam's gamescope overlay and aren't scene apps, which is why "only with the dashboard open" is offered as a controller setting.
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`IVRApplications::GetCurrentSceneProcessId()` is 0 when no game is running (the Frame's home environment isn't a scene app) and the game's process ID while one is. ft-screens checks it twice a second, turns the flag off while a game runs, and by default hides the screens unless the dashboard is open. Flatscreen games run inside Steam's gamescope overlay and aren't scene apps, which is why "only with the dashboard open" is offered as a controller setting.
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The reset button needs to work in a game, where the screens have the flag off. So ft-screens turns the flag on for that button's overlay alone while a hand controller aims within about one button's width of it, and off half a second after the aim leaves a zone twice as wide. ft-screens finds the aim from the controllers' laser poses, which it reads anyway to show the controls, so it doesn't need SteamVR's laser to be on first. The game loses the controllers only while you aim at the button.
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In a game, Frametop's panels work like SteamVR's own floating windows: point a controller at one and its laser comes on, point away and the game has the controllers again. ft-screens turns the flag on for a panel while a hand controller's laser pose meets it, its controls, or a floating window's popups. It finds that from the poses it already reads to show the controls, so SteamVR's laser doesn't have to be on first. Leaving takes a margin two control-sizes wide and 0.3 s, a drag or a held button keeps the flag on, and the keyboard, a single overlay, uses SteamVR's `ComputeOverlayIntersection`. The 3D mouse doesn't need any of this: it has its own laser mode.
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## Floating windows
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## Floating windows
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@@ -133,7 +133,7 @@ A few overlays need special handling:
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Head follow is experimental and off by default. It works, but it's only lightly tested, and the feel is mostly a matter of its settings; polishing it is left open. With it on (`POINTER_FOLLOW=1`, or a mouse button mapped to Head follow on/off), the cursor rides on a reference direction, where you were facing when your head last settled, and keeps its offset from it. The mouse can put the cursor anywhere up to `POINTER_FOLLOW_REACH` (70 degrees) from the reference, a corner of your view included. While your head stays within `POINTER_LEASH_DEG` of the reference, nothing moves on its own. Once your head has been past the leash for `POINTER_LEASH_DELAY` (0.2 s, so a glance out and back doesn't count), the reference eases to where you're facing (time constant `POINTER_LEASH_RETURN`, 0.2 s), never falling further behind than the leash, and the cursor ends up back where it was in your view. Then it waits for the leash again. Two earlier versions didn't work out. Moving the reference only while your head pulled at the end of the leash left it up to the leash off after you turned back, and getting it centred again meant overshooting with your head. Easing it toward your facing all the time moved the cursor on every small head movement. A leash of 0 makes the reference your facing direction, so the cursor is locked to your view, and mouse movement shifts it within the view. Head roll is ignored, so tilting your head doesn't swing the cursor around. While the left button is held the cursor stays put in the room, so your head can't nudge a click or a drag. When you let go, it carries on from where it is instead of jumping.
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Head follow is experimental and off by default. It works, but it's only lightly tested, and the feel is mostly a matter of its settings; polishing it is left open. With it on (`POINTER_FOLLOW=1`, or a mouse button mapped to Head follow on/off), the cursor rides on a reference direction, where you were facing when your head last settled, and keeps its offset from it. The mouse can put the cursor anywhere up to `POINTER_FOLLOW_REACH` (70 degrees) from the reference, a corner of your view included. While your head stays within `POINTER_LEASH_DEG` of the reference, nothing moves on its own. Once your head has been past the leash for `POINTER_LEASH_DELAY` (0.2 s, so a glance out and back doesn't count), the reference eases to where you're facing (time constant `POINTER_LEASH_RETURN`, 0.2 s), never falling further behind than the leash, and the cursor ends up back where it was in your view. Then it waits for the leash again. Two earlier versions didn't work out. Moving the reference only while your head pulled at the end of the leash left it up to the leash off after you turned back, and getting it centred again meant overshooting with your head. Easing it toward your facing all the time moved the cursor on every small head movement. A leash of 0 makes the reference your facing direction, so the cursor is locked to your view, and mouse movement shifts it within the view. Head roll is ignored, so tilting your head doesn't swing the cursor around. While the left button is held the cursor stays put in the room, so your head can't nudge a click or a drag. When you let go, it carries on from where it is instead of jumping.
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Gaze mode is experimental and off by default (`POINTER_GAZE=1`, the Gaze page of Frametop Input Settings, `gaze/ft-gazectl on`, or a mouse button or key combination mapped to Gaze pointer on/off). It's MAGIC pointing (Zhai, Morimoto and Ihde, 1999): the pointer goes where you look, and the mouse does the last bit. The gaze service (`gaze/ft-gazed`) sends the helper the corrected gaze at 90 Hz (from one eye while the tracker has lost the other), and while the gaze has the pointer, the cursor ray is that gaze from the eye. The pointer is aimed at the gaze each frame, not steered toward it, so nothing can pile up. An earlier try in the gaze probe steered the pointer with relative moves, and lost it when the pointer went idle or a controller had the laser. By default (`POINTER_GAZE_MOUSE_MOVE=held`, the Gaze page's Mouse movement switch) moving the mouse does nothing while the gaze has the pointer: 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 the lessons aren't polluted by mouse moves to somewhere else (they used to be kept out by an 8 degree limit, which also dropped real corrections when the tracker was further off). With the gaze stale for a second, in a game, or with the headset off, the mouse moves the pointer as usual; with `free`, moving the mouse takes the pointer from the gaze. A left press while the gaze has the pointer isn't sent at once: the pointer stops where the gaze put it, you drag it onto what you meant with the button still down (panels only see it hover), and the release clicks there. Clicking at once clicked wherever the gaze was, often the wrong thing, before you could correct it. The drag is the correction. Snapping the pointer onto buttons and links is deferred: it needs accessibility (AT-SPI) on in the Frametop session, where it's off (no registry runs), plus app restarts, and it makes Chromium and Electron apps use more CPU. A press held still for `POINTER_GAZE_HOLD` (0.5 s) becomes a real press, so drags still work: hold, then move. The right button works the same way, with the right click on the release, and pressing it while the left press is held back starts a drag where the pointer is, like Meta+J then Meta+K. That drag lasts while either button (or key) is held, so a second right press, or a second Meta+K, is free to pan and tilt the panel being dragged; with the keyboard, the head turns it. Outside games the pointer then stays: the mouse going idle doesn't release it. A moving controller still releases it, as without gaze. Gaze mode is a mouse and keyboard feature: Steam reads the Frame controllers itself, outside SteamVR's bindings, so controller clicks at the gaze kept knocking SteamVR out of laser mode (see `docs/gaze-controllers.md`). Keyboard clicks (Meta+J, Meta+K) hold the dot still in your view while the keys are down, so the head, not the mouse, does the last bit; a quick tap clicks where the dot was at the press, since the head moves as you hit the keys. The relay hides Meta from the desktop as soon as such a combination fires, because KWin takes Meta with a mouse button as a window move or resize, which swallowed the clicks. The dot shows all the time by default. With `POINTER_GAZE_DOT=moving` it shows only while the mouse moves it (`POINTER_GAZE_SHOW`), while a press is held, and as a pulse for each click; otherwise it's transparent, so the laser still lands on it. Looking more than `POINTER_GAZE_RETAKE` (5 degrees) away from it, with the mouse still, gives it back, so small eye movements around the pointer don't pull it off what you're doing. A mouse nudge before a click whose correction is within `POINTER_GAZE_NUDGE_MAX` (55 degrees, half of what the headset shows across) is sent to the gaze service as a lesson: you were looking at where you clicked when the mouse took over, so the nudge is the eye tracker's error there. Using it is what calibrates it. A one-dot check in a panel fixed to the headset tops that up when the headset goes on, when our tracker thinks it moved, and when a correction is past that limit (the tracker is far off, so a click there isn't trusted as a lesson), and the full calibration and the headset fit check run in the same panel, so everything a user does to calibrate happens in one place in the headset; the gaze probe, a fullscreen GTK app, is the development tool. The limit was 8 degrees, which dropped every correction while our tracker was 12 off. Its dots sit at known directions from the headset, so the panel needs no screen geometry. The quick check's dot takes the gaze once it has held still, so what the tracker says doesn't have to be close for the capture to work. The full calibration's and the five-dot check's dots wait for a click while you look at the dot (a left click or Meta+J), because a steady gaze isn't always on the dot, and take the gaze held still up to the click; a right click or MetLine truncated
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Gaze mode is experimental and off by default (`POINTER_GAZE=1`, the Gaze page of Frametop Input Settings, `gaze/ft-gazectl on`, or a mouse button or key combination mapped to Gaze pointer on/off). It's MAGIC pointing (Zhai, Morimoto and Ihde, 1999): the pointer goes where you look, and the mouse does the last bit. The gaze service (`gaze/ft-gazed`) sends the helper the corrected gaze at 90 Hz (from one eye while the tracker has lost the other), and while the gaze has the pointer, the cursor ray is that gaze from the eye. The pointer is aimed at the gaze each frame, not steered toward it, so nothing can pile up. An earlier try in the gaze probe steered the pointer with relative moves, and lost it when the pointer went idle or a controller had the laser. By default (`POINTER_GAZE_MOUSE_MOVE=held`, the Gaze page's Mouse movement switch) moving the mouse does nothing while the gaze has the pointer: 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 the lessons aren't polluted by mouse moves to somewhere else (they used to be kept out by an 8 degree limit, which also dropped real corrections when the tracker was further off). With the gaze stale for a second, in a game, or with the headset off, the mouse moves the pointer as usual; with `free`, moving the mouse takes the pointer from the gaze. A left press while the gaze has the pointer isn't sent at once: the pointer stops where the gaze put it, you drag it onto what you meant with the button still down (panels only see it hover), and the release clicks there. Clicking at once clicked wherever the gaze was, often the wrong thing, before you could correct it. The drag is the correction. Snapping the pointer onto buttons and links is deferred: the session now starts an AT-SPI registry, but apps still need to expose useful accessibility trees (and may need restarting), and it makes Chromium and Electron apps use more CPU. A press held still for `POINTER_GAZE_HOLD` (0.5 s) becomes a real press, so drags still work: hold, then move. The right button works the same way, with the right click on the release, and pressing it while the left press is held back starts a drag where the pointer is, like Meta+J then Meta+K. That drag lasts while either button (or key) is held, so a second right press, or a second Meta+K, is free to pan and tilt the panel being dragged; with the keyboard, the head turns it. Outside games the pointer then stays: the mouse going idle doesn't release it. A moving controller still releases it, as without gaze. Gaze mode is a mouse and keyboard feature: Steam reads the Frame controllers itself, outside SteamVR's bindings, so controller clicks at the gaze kept knocking SteamVR out of laser mode (see `docs/gaze-controllers.md`). Keyboard clicks (Meta+J, Meta+K) hold the dot still in your view while the keys are down, so the head, not the mouse, does the last bit; a quick tap clicks where the dot was at the press, since the head moves as you hit the keys. The relay hides Meta from the desktop as soon as such a combination fires, because KWin takes Meta with a mouse button as a window move or resize, which swallowed the clicks. The dot shows all the time by default. With `POINTER_GAZE_DOT=moving` it shows only while the mouse moves it (`POINTER_GAZE_SHOW`), while a press is held, and as a pulse for each click; otherwise it's transparent, so the laser still lands on it. Looking more than `POINTER_GAZE_RETAKE` (5 degrees) away from it, with the mouse still, gives it back, so small eye movements around the pointer don't pull it off what you're doing. A mouse nudge before a click whose correction is within `POINTER_GAZE_NUDGE_MAX` (55 degrees, half of what the headset shows across) is sent to the gaze service as a lesson: you were looking at where you clicked when the mouse took over, so the nudge is the eye tracker's error there. Using it is what calibrates it. A one-dot check in a panel fixed to the headset tops that up when the headset goes on, when our tracker thinks it moved, and when a correction is past that limit (the tracker is far off, so a click there isn't trusted as a lesson), and the full calibration and the headset fit check run in the same panel, so everything a user does to calibrate happens in one place in the headset; the gaze probe, a fullscreen GTK app, is the development tool. The limit was 8 degrees, which dropped every correction while our tracker was 12 off. Its dots sit at known directions from the headset, so the panel needs no screen geometry. The quick check's dot takes the gaze once it has held still, so what the tracker says doesn't have to be close for the capture to work. The full calibration's and the five-dot check's dots wait for a click while you look at the dot (a left click or Meta+J), because a steady gaze isn't always on the dot, and take the gaze held still up to the click; a rightLine truncated
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Replacing a loaded driver's files, as re-running the installer used to do, leaves SteamVR honoring the virtual controller's hand role but not its laser claim: the dashboard pointer stays unassigned until SteamVR restarts. The driver installer now leaves an unchanged driver in place.
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Replacing a loaded driver's files, as re-running the installer used to do, leaves SteamVR honoring the virtual controller's hand role but not its laser claim: the dashboard pointer stays unassigned until SteamVR restarts. The driver installer now leaves an unchanged driver in place.
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@@ -173,6 +173,18 @@ The session is modeled on SteamOS's `steamos-nested-desktop` and runs beside it.
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The VR launcher starts the session from the Steam client, and the client's environment came along: `LD_LIBRARY_PATH` pointing at Steam's own runtime, whose `libavcodec` has no H.264 decoder, so VLC in the desktop couldn't play most videos, plus the client's overlay and launch settings. The session script drops the client's variables before it starts anything. SteamOS's global Mesa settings (`/usr/share/deckard/mesavars.sh`) stay, and the gamescope session's Vulkan layer (`ENABLE_GAMESCOPE_WSI`) is only kept for the gamescope backend.
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The VR launcher starts the session from the Steam client, and the client's environment came along: `LD_LIBRARY_PATH` pointing at Steam's own runtime, whose `libavcodec` has no H.264 decoder, so VLC in the desktop couldn't play most videos, plus the client's overlay and launch settings. The session script drops the client's variables before it starts anything. SteamOS's global Mesa settings (`/usr/share/deckard/mesavars.sh`) stay, and the gamescope session's Vulkan layer (`ENABLE_GAMESCOPE_WSI`) is only kept for the gamescope backend.
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### Nested accessibility
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The session drops an inherited `AT_SPI_BUS_ADDRESS`, so apps cannot accidentally use the host desktop's registry. It autostarts `session/ft-atspi` in Plasma phase 2, after KWin has set the nested display environment. The helper gets the live accessibility address from `org.a11y.Bus` on the private session bus, preserves any existing registry owner, updates the accessibility bus's activation environment, and tries `StartServiceByName` first.
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On SteamOS 0.3.0 with at-spi2-core 2.52.0, the native launcher can choose dbus-broker because its process belongs to a systemd user unit. Registry activation then fails: this desktop's private session bus does not have a systemd activation manager. In that case the helper starts only `at-spi2-registryd` on the already-existing accessibility bus. The registry refuses duplicate ownership. Unlike native activation's `--use-gnome-session`, the fallback does not try to register with GNOME's session manager; that flag did not explain the observed native activation failure.
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The fallback registry does not exit merely when its bus disconnects in the isolated SteamOS test. Its small watcher checks both private buses every 5 seconds, and terminates and reaps only the child it started when either bus disappears or the watcher is stopped. Each check runs `gdbus` twice; once a second, that cost about 1% of a core. `keep-apps.sh` keeps the watcher in the desktop unit when `desktops.sh start` runs the desktop as `frametop-desktop`. Started from the VR launcher, the desktop runs in steam.service, which doesn't stop with it, so there the watcher is the only thing that stops the registry. There is no second accessibility bus, global systemd environment update, process-name kill, or host registry replacement. Missing accessibility files or bus errors are nonfatal; the desktop still starts. Toolkit-specific accessibility opt-ins and pointer snapping are separate work.
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Run the isolated checks on the host with `/usr/bin/python3 session/test/test_accessibility.py`. They use private D-Bus buses, Xvfb and a GTK3 app, never the production display or input. Native activation uses a small `org.a11y.Bus` test provider pointing to a real private dbus-daemon with the installed registry service; the SteamOS fallback uses the installed bus launcher and broker. The tests check real app-tree discovery, existing owners, concurrent starts, session stop/restart, and teardown. They require test-only PyGObject (Gio and GTK3), Xvfb, and at-spi2-core; the runtime helper uses Python's standard library and the existing host `gdbus`. Actual Plasma autostart and VR desktop restart still require an approved hardware test.
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### Other session behavior
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Steam, not systemd, suspends the Frame: after `system_idle_suspend_ac_sec` (an hour by default) without input on AC power, it logs `Switching to power state: k_ESystemPowerState_Sleep` and suspends, even while charging. It's a Steam setting (Settings → Power → When Plugged In and Idle → Sleep after), which the Stay awake while plugged in switch in Frametop Display Settings sets to Never. SteamVR's standby, which turns the displays off when the headset comes off, is separate; see below.
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Steam, not systemd, suspends the Frame: after `system_idle_suspend_ac_sec` (an hour by default) without input on AC power, it logs `Switching to power state: k_ESystemPowerState_Sleep` and suspends, even while charging. It's a Steam setting (Settings → Power → When Plugged In and Idle → Sleep after), which the Stay awake while plugged in switch in Frametop Display Settings sets to Never. SteamVR's standby, which turns the displays off when the headset comes off, is separate; see below.
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Flatpak apps need `XDG_DATA_DIRS` to include Flatpak's exports, or Plasma opens Discover instead of launching them, so the session sources `/etc/profile.d/flatpak.sh`.
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Flatpak apps need `XDG_DATA_DIRS` to include Flatpak's exports, or Plasma opens Discover instead of launching them, so the session sources `/etc/profile.d/flatpak.sh`.
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@@ -185,6 +197,8 @@ KWin renders with OpenGL through zink on Turnip, Vulkan on the same GPU vrcompos
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The nested session also runs the system's XDG autostart entries, being a KDE session. Discover's update notifier started `plasma-discover --mode update` in it (520 to 620 MB resident and about 9% of a core, plus `flatpak-system-helper` and AppStream downloads), and IBus started a daemon, the kimpanel panel and its GTK extension that nothing can use: KWin hands text input to the one input method it starts (`ft-textinput`), and the session drops `QT_IM_MODULE`, `GTK_IM_MODULE` and `XMODIFIERS`. The session hides both for this desktop only, with `Hidden=true` copies in its own autostart folder. The geoclue demo agent stays: it's what answers apps' location requests to Geoclue outside GNOME, and it costs nothing while idle. Orca's entry only starts in GNOME-family desktops.
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The nested session also runs the system's XDG autostart entries, being a KDE session. Discover's update notifier started `plasma-discover --mode update` in it (520 to 620 MB resident and about 9% of a core, plus `flatpak-system-helper` and AppStream downloads), and IBus started a daemon, the kimpanel panel and its GTK extension that nothing can use: KWin hands text input to the one input method it starts (`ft-textinput`), and the session drops `QT_IM_MODULE`, `GTK_IM_MODULE` and `XMODIFIERS`. The session hides both for this desktop only, with `Hidden=true` copies in its own autostart folder. The geoclue demo agent stays: it's what answers apps' location requests to Geoclue outside GNOME, and it costs nothing while idle. Orca's entry only starts in GNOME-family desktops.
|
||||||
|
|
||||||
|
Plasma 6.2.5 keeps each panel on a screen number (`lastScreen` in `plasma-org.kde.plasma.desktop-appletsrc`), and the numbers rank the enabled outputs by priority, so 0 is the primary screen. A panel whose number is past the screen count gets no view, and Plasma never moves it: the remap it runs at every start only moves a panel whose number has no desktop, and this desktop keeps a desktop for every output it has seen, spares included. So the taskbar was lost when the number of screens went down, and once it was found saved on a spare output, number 8 of a desktop with three screens ([#18](https://github.com/DeeJanuz/frametop/issues/18)). Before Plasma starts, the session runs `session/fix-panels.py`, which moves any panel numbered past the screen count, with its system tray's containment, to screen 0, keeping its widgets and settings. A panel stays put when screen 0 already has one on that edge, and comes back by itself if the screens do. The file is backed up to `<file>.ft-bak` first. Plasma's scripting can't do this while it runs (`panel.screen` is read-only in 6.2.5), so a lost taskbar comes back at the desktop's next start. `scripts/doctor.sh` and `scripts/report.sh` list the panels and their screens.
|
||||||
|
|
||||||
Remote desktop is a chain (krdp, then FreeRDP inside Xvnc) because nothing on SteamOS serves KWin over VNC directly. Kept connected all the time, it cost about a core with nobody watching: krdpserver 55 to 78% (it encodes H.264 in software with openh264: VA-API finds no driver for the Frame's GPU in the container), FreeRDP 16 to 27%, Xvnc 6 to 11%, and the bridge's layout check every 5 seconds another 4%. krdp creates its screencast session per RDP connection and drops it when the connection closes (`SessionController::onNewConnection` in krdp 6.7), so an idle krdpserver costs nothing and can stay up; only the RDP connection has to go. The bridge connects FreeRDP when a VNC client appears and disconnects 45 seconds after the last one leaves. Xvnc has no hook for its clients, so the bridge counts established connections to its port with `ss`, woken early by Xvnc's log output; looking with `ss` once a second cost about 0.9% of a core in bash, against about 0.1% this way. `Xvnc -inetd` from a systemd socket would start a server per connection and lose sharing between viewers. The layout check (`ft-layout remote-view`, which scans `/proc` for plasmashell and runs `kscreen-doctor -j`) now runs only while FreeRDP runs, and then only after `kwinoutputconfig.json` or `frametop-layout.json` changes, with one check a minute in case a change touched neither.
|
Remote desktop is a chain (krdp, then FreeRDP inside Xvnc) because nothing on SteamOS serves KWin over VNC directly. Kept connected all the time, it cost about a core with nobody watching: krdpserver 55 to 78% (it encodes H.264 in software with openh264: VA-API finds no driver for the Frame's GPU in the container), FreeRDP 16 to 27%, Xvnc 6 to 11%, and the bridge's layout check every 5 seconds another 4%. krdp creates its screencast session per RDP connection and drops it when the connection closes (`SessionController::onNewConnection` in krdp 6.7), so an idle krdpserver costs nothing and can stay up; only the RDP connection has to go. The bridge connects FreeRDP when a VNC client appears and disconnects 45 seconds after the last one leaves. Xvnc has no hook for its clients, so the bridge counts established connections to its port with `ss`, woken early by Xvnc's log output; looking with `ss` once a second cost about 0.9% of a core in bash, against about 0.1% this way. `Xvnc -inetd` from a systemd socket would start a server per connection and lose sharing between viewers. The layout check (`ft-layout remote-view`, which scans `/proc` for plasmashell and runs `kscreen-doctor -j`) now runs only while FreeRDP runs, and then only after `kwinoutputconfig.json` or `frametop-layout.json` changes, with one check a minute in case a change touched neither.
|
||||||
|
|
||||||
Program names stay within 15 characters, because Linux truncates process names there and the scripts find programs with `pgrep -x` and `pkill -x`. That's why the prefix is `ft-`.
|
Program names stay within 15 characters, because Linux truncates process names there and the scripts find programs with `pgrep -x` and `pkill -x`. That's why the prefix is `ft-`.
|
||||||
@@ -224,6 +238,5 @@ On the Frame, SteamVR is part of the OS image (`/opt/steamvr`, the `deckard-stea
|
|||||||
|
|
||||||
- A controller button that shows the screens during a game. Games own the controllers, so this needs SteamVR input actions for ft-screens.
|
- A controller button that shows the screens during a game. Games own the controllers, so this needs SteamVR input actions for ft-screens.
|
||||||
- Drawing KWin's cursor on the screens.
|
- Drawing KWin's cursor on the screens.
|
||||||
- Plasma can lose its panels when the number of screens goes down, because they're saved against a screen that no longer exists. Removing `plasma-org.kde.plasma.desktop-appletsrc` and `plasmashellrc` from `~/.config/frametop` brings the default panels back.
|
|
||||||
- Frame pacing and GPU cost with several busy screens haven't been measured.
|
- Frame pacing and GPU cost with several busy screens haven't been measured.
|
||||||
- Real standby on a stand, with rendering and tracking paused, not just the backlight off. SteamVR has no call for it, and its activity level follows the proximity sensor.
|
- Real standby on a stand, with rendering and tracking paused, not just the backlight off. SteamVR has no call for it, and its activity level follows the proximity sensor.
|
||||||
+5
-3
@@ -18,6 +18,8 @@ desktops.sh start | stop | restart | status | log [lines]
|
|||||||
|
|
||||||
When the VR launcher starts the desktop, it inherits the Steam client's environment. The session script drops the client's runtime from it (`LD_LIBRARY_PATH`, the `STEAM_*` settings, and the Steam overlay's Vulkan layer), so apps in the desktop use the system's libraries, including its video codecs, just as they would after a normal login.
|
When the VR launcher starts the desktop, it inherits the Steam client's environment. The session script drops the client's runtime from it (`LD_LIBRARY_PATH`, the `STEAM_*` settings, and the Steam overlay's Vulkan layer), so apps in the desktop use the system's libraries, including its video codecs, just as they would after a normal login.
|
||||||
|
|
||||||
|
The nested session also starts an AT-SPI accessibility registry through `session/ft-atspi` in Plasma's autostart. It discovers the bus from this session, ignores an inherited host accessibility address, and leaves an existing registry alone. Accessibility errors do not stop the desktop. This supplies the registry infrastructure for apps that expose AT-SPI trees; it does not enable gaze snapping or force Chromium/Electron accessibility. After an approved desktop restart, an AT-SPI-aware app should be visible on the nested bus. See [design.md](design.md#nested-accessibility) for native activation, fallback lifecycle, and the isolated test command.
|
||||||
|
|
||||||
KWin's blur and background contrast effects and its animations are off in this desktop, because KWin draws on the headset's GPU, which SteamVR needs. The session script turns them off once, the first time it starts (it leaves a setting you already have alone, and marks it done in `~/.config/frametop/frametoprc`), so turning them back on sticks. In the Frametop desktop, System Settings → Window Management → Desktop Effects has Blur and Background Contrast, and General Behavior has Animation speed. Or from a terminal, then restart the desktop:
|
KWin's blur and background contrast effects and its animations are off in this desktop, because KWin draws on the headset's GPU, which SteamVR needs. The session script turns them off once, the first time it starts (it leaves a setting you already have alone, and marks it done in `~/.config/frametop/frametoprc`), so turning them back on sticks. In the Frametop desktop, System Settings → Window Management → Desktop Effects has Blur and Background Contrast, and General Behavior has Animation speed. Or from a terminal, then restart the desktop:
|
||||||
|
|
||||||
```
|
```
|
||||||
@@ -44,7 +46,7 @@ Every screen is an overlay named `frametop.screen.N` with five controls:
|
|||||||
- `.curve` bends the screen into a cylinder around you, using your current distance as the radius, or makes it flat again.
|
- `.curve` bends the screen into a cylinder around you, using your current distance as the radius, or makes it flat again.
|
||||||
- `.roll` rolls the screen when you drag it sideways, like a knob. It snaps level within 2.5°, and scrolling on it turns 5° per notch.
|
- `.roll` rolls the screen when you drag it sideways, like a knob. It snaps level within 2.5°, and scrolling on it turns 5° per notch.
|
||||||
- `.resize`, the tab on the bottom right corner, sets the width. Screens go down to 15 cm wide.
|
- `.resize`, the tab on the bottom right corner, sets the width. Screens go down to 15 cm wide.
|
||||||
- `.reset`, left of the bar, puts every screen back in its layout around where you are now, like Meta+Shift+R (`ft-layout apply`). In a VR game, where the screens leave the controllers to the game, aiming a controller at it turns SteamVR's laser on for that button alone, so the trigger clicks it; the game gets the controllers back half a second after you aim away.
|
- `.reset`, left of the bar, puts every screen back in its layout around where you are now, like Meta+Shift+R (`ft-layout apply`).
|
||||||
|
|
||||||
The controls are sized from both the screen's width and its distance from you, follow the surface of a curved screen, and stay invisible until a laser or the 3D mouse's cursor lands on one or comes within about 1.5 times a button's size of it. While invisible they're still there, fully transparent, so SteamVR's laser can find them. They're translucent until a laser is on them, like SteamVR's own window controls.
|
The controls are sized from both the screen's width and its distance from you, follow the surface of a curved screen, and stay invisible until a laser or the 3D mouse's cursor lands on one or comes within about 1.5 times a button's size of it. While invisible they're still there, fully transparent, so SteamVR's laser can find them. They're translucent until a laser is on them, like SteamVR's own window controls.
|
||||||
|
|
||||||
@@ -62,7 +64,7 @@ The Visibility & pins tab of Frametop Display Settings decides when the screens
|
|||||||
In the last three modes the hotkey shows the screens anyway. A screen can also be hidden on its own (Screens shown on the same tab, or `ft-layout hide N`): it stays hidden whatever the mode or the hotkey says, until it's shown again there. Windows on it stay put, and a new window that would open on it floats instead (ft-floatd). Profiles use this to show only some screens. Two more settings on the same tab cover VR games, which ft-screens detects as SteamVR scene apps:
|
In the last three modes the hotkey shows the screens anyway. A screen can also be hidden on its own (Screens shown on the same tab, or `ft-layout hide N`): it stays hidden whatever the mode or the hotkey says, until it's shown again there. Windows on it stay put, and a new window that would open on it floats instead (ft-floatd). Profiles use this to show only some screens. Two more settings on the same tab cover VR games, which ft-screens detects as SteamVR scene apps:
|
||||||
|
|
||||||
- During VR games, the Always mode hides the screens unless the dashboard is open (the default), or leaves them up.
|
- During VR games, the Always mode hides the screens unless the dashboard is open (the default), or leaves them up.
|
||||||
- Controllers on the screens. Visible screens can keep SteamVR's laser mouse on, so controllers work them with the dashboard closed, but that also takes the controllers away from a game. By default this is off while a VR game runs, and the 3D mouse or the dashboard works the screens. The other choices are always on, or only with the dashboard open, which also suits flatscreen games since they aren't scene apps.
|
- Controllers on the screens. Visible screens can keep SteamVR's laser mouse on, so controllers work them with the dashboard closed, but that also takes the controllers away from a game. By default this is off while a VR game runs, and the 3D mouse or the dashboard works the screens. Pointing a controller at a screen, a floating window, or the keyboard still turns its laser on, like SteamVR's own floating windows, and pointing away gives the game the controllers back. The other choices are always on, or only with the dashboard open, which also suits flatscreen games since they aren't scene apps.
|
||||||
|
|
||||||
Input from the lasers reaches KWin through ft-screens' own seat. Keys come from the input relay, from pass-through keyboards and any key a pointer device passes through. Typing follows your last click: after a click on a screen it goes to the desktop, even with the SteamVR dashboard open, and after a mouse click on any other panel (the dashboard, Steam, an app like Spotify) it goes there instead. While it goes to the desktop, the relay grabs pass-through keyboards so gamescope, which reads every keyboard itself, doesn't type them into the Steam app too. A program that watches every keyboard for a hotkey loses a grabbed one; with `SHARE_KEYS=1` in `~/.config/frametop.conf`, their keys also go to `@frametop_keys` for it. That's off by default, since any local process that binds the name first would get everything typed into the desktop. Hidden screens don't take typing.
|
Input from the lasers reaches KWin through ft-screens' own seat. Keys come from the input relay, from pass-through keyboards and any key a pointer device passes through. Typing follows your last click: after a click on a screen it goes to the desktop, even with the SteamVR dashboard open, and after a mouse click on any other panel (the dashboard, Steam, an app like Spotify) it goes there instead. While it goes to the desktop, the relay grabs pass-through keyboards so gamescope, which reads every keyboard itself, doesn't type them into the Steam app too. A program that watches every keyboard for a hotkey loses a grabbed one; with `SHARE_KEYS=1` in `~/.config/frametop.conf`, their keys also go to `@frametop_keys` for it. That's off by default, since any local process that binds the name first would get everything typed into the desktop. Hidden screens don't take typing.
|
||||||
|
|
||||||
@@ -134,7 +136,7 @@ A Kirigami app with a Python backend, in the Plasma menu under Settings. It runs
|
|||||||
- Buttons maps a pointer device's buttons. Choose Capture a button, press the button or key, then pick an action: a click, back, scroll, toggle dashboard, recenter, pointer on or off, head follow on or off, gaze pointer on or off, gaze precision, gaze drag, gaze quick check, faster or slower, reset the screen layout, hide or show the screens, open or close the keyboard, float a window in VR or put it back, put all floating windows back, pause or resume Frametop ([Pausing for VR games](#pausing-for-vr-games)), Open profile NAME (one per profile, [profiles.md](profiles.md)), pass the key through, or nothing. Devices with saved mappings are listed even while they're asleep.
|
- Buttons maps a pointer device's buttons. Choose Capture a button, press the button or key, then pick an action: a click, back, scroll, toggle dashboard, recenter, pointer on or off, head follow on or off, gaze pointer on or off, gaze precision, gaze drag, gaze quick check, faster or slower, reset the screen layout, hide or show the screens, open or close the keyboard, float a window in VR or put it back, put all floating windows back, pause or resume Frametop ([Pausing for VR games](#pausing-for-vr-games)), Open profile NAME (one per profile, [profiles.md](profiles.md)), pass the key through, or nothing. Devices with saved mappings are listed even while they're asleep.
|
||||||
- Controllers maps the Frame controllers' buttons (every button but the system button) to the same actions, except passing a key through and the gaze actions: gaze mode is a mouse and keyboard feature ([gaze-controllers.md](gaze-controllers.md)). Capture a button and press it on a controller, or pick it from the list. The controllers aren't input devices on the host; only SteamVR sees them. So the pointer helper reads them with SteamVR input (`pointer/helper/vrbuttons.h`, `pointer/helper/actions/`) and sends presses to the relay (`vrbtn right/a 1`), which does the mapped action. The helper only takes the buttons that are mapped (the relay tells it with `vrbind`), at an overlay-global priority, and only while no game (scene application) runs, so games keep every button; with In games on (`controller_in_games`), a mapped button is taken from games too. That needs SteamVR's "Enable global input from overlays (Experimental)" setting (`steamvr/globalActionSetPriority`), which the page's Global input switch turns on and off. Mappings are saved as `controller_buttons` in `~/.config/frametop-input.json`.
|
- Controllers maps the Frame controllers' buttons (every button but the system button) to the same actions, except passing a key through and the gaze actions: gaze mode is a mouse and keyboard feature ([gaze-controllers.md](gaze-controllers.md)). Capture a button and press it on a controller, or pick it from the list. The controllers aren't input devices on the host; only SteamVR sees them. So the pointer helper reads them with SteamVR input (`pointer/helper/vrbuttons.h`, `pointer/helper/actions/`) and sends presses to the relay (`vrbtn right/a 1`), which does the mapped action. The helper only takes the buttons that are mapped (the relay tells it with `vrbind`), at an overlay-global priority, and only while no game (scene application) runs, so games keep every button; with In games on (`controller_in_games`), a mapped button is taken from games too. That needs SteamVR's "Enable global input from overlays (Experimental)" setting (`steamvr/globalActionSetPriority`), which the page's Global input switch turns on and off. Mappings are saved as `controller_buttons` in `~/.config/frametop-input.json`.
|
||||||
- Game optimization has the pause for VR games: its state with Pause now or Resume, whether VR games pause Frametop by themselves, the controller gesture (one or two buttons, pressed once or twice; one button always takes two presses), what happens to the desktop, and the sound. They're saved as `pause_auto`, `pause_gesture`, `pause_desktop`, and `pause_sound` in `~/.config/frametop-input.json`. See [Pausing for VR games](#pausing-for-vr-games).
|
- Game optimization has the pause for VR games: its state with Pause now or Resume, whether VR games pause Frametop by themselves, the controller gesture (one or two buttons, pressed once or twice; one button always takes two presses), what happens to the desktop, and the sound. They're saved as `pause_auto`, `pause_gesture`, `pause_desktop`, and `pause_sound` in `~/.config/frametop-input.json`. See [Pausing for VR games](#pausing-for-vr-games).
|
||||||
- Keyboard sets when Frametop's keyboard opens: whenever a text field is selected; only while no pass-through keyboard is connected (the default; keyboards other programs make through uinput, like frame-voice's, don't count); only with a mouse or controller button mapped to Open/close keyboard; or never, which turns the button off too. Keep it open (on by default, `vr_keyboard_persist`) leaves it open after the text field loses focus. The mode is saved as `vr_keyboard` in `~/.config/frametop-input.json`, and the page lists the keyboards that count as connected. Its Key combinations section maps modifiers plus a key, or one modifier tapped on its own, on any keyboard, to any action but passing a key through or nothing, or to Run a command…: a command line the input relay runs with `sh -c` when you press the keys (`command:CMD`). The command runs as the relay's user service, outside the desktop's session, with `layout/`, `float/` and `steam/` on its `PATH` (so `ft-layout use Work` or `ft-float launch org.kde.dolphin` work as they are), and its output goes to the relay's journal. The gaze clicks (Gaze left click and Gaze right click) only go on key combinations. The defaults are a Meta tap (open the Steam menu, or close the dashboard), Meta+J (gaze left click), Meta+K (gaze right click), and Meta+Shift+F (float window in VR or put it back); remove them or add others there. A tap is a press and release with no other key, mouse button, or scroll in between; a bound one sends the desktop F24 before the release, so Plasma's launcher doesn't open on it. The combination's last key isn't typed, and the modifiers still reach the app; while typing goes to Steam rather than the desktop, keyboards aren't grabbed, so Steam or the game sees the keys too. They're saved as `key_bindings` in the same file; a file with its own list, even an empty one, gets no defaults.
|
- Keyboard sets when Frametop's keyboard opens: whenever a text field is selected; only while no pass-through keyboard is connected (the default; keyboards other programs make through uinput, like frame-voice's, don't count); only with a mouse or controller button mapped to Open/close keyboard; or never, which turns the button off too. Keep it open (on by default, `vr_keyboard_persist`) leaves it open after the text field loses focus. The mode is saved as `vr_keyboard` in `~/.config/frametop-input.json`, and the page lists the keyboards that count as connected. Its Key combinations section maps modifiers plus a key, or one modifier tapped on its own, on any keyboard, to any action but passing a key through or nothing, or to Run a command…: a command line the input relay runs with `sh -c` when you press the keys (`command:CMD`). The command runs as the relay's user service, outside the desktop's session, with `layout/`, `float/` and `steam/` on its `PATH` (so `ft-layout use Work` or `ft-float launch org.kde.dolphin` work as they are), and its output goes to the relay's journal. The gaze clicks (Gaze left click and Gaze right click) only go on key combinations. The defaults are a Meta tap (open the Steam menu, or close the dashboard), Meta+J (gaze left click), Meta+K (gaze right click), Meta+Shift+F (float window in VR or put it back), and Meta+Alt+Tab and Meta+Alt+Shift+Tab (spin the panels: every screen and floating window turns about your head, so the next one on the right or left comes to the front; ft-screens' `spin next|prev|<degrees>`); remove them or add others there. A tap is a press and release with no other key, mouse button, or scroll in between; a bound one sends the desktop F24 before the release, so Plasma's launcher doesn't open on it. The combination's last key isn't typed, and the modifiers still reach the app; while typing goes to Steam rather than the desktop, keyboards aren't grabbed, so Steam or the game sees the keys too. They're saved as `key_bindings` in the same file; a file with its own list, even an empty one, gets no defaults.
|
||||||
- Pointer has a Head follow switch and sliders for the pointer settings, which apply immediately, and a Recenter button.
|
- Pointer has a Head follow switch and sliders for the pointer settings, which apply immediately, and a Recenter button.
|
||||||
- Ignored panels lists the SteamVR overlays that are showing, grouped by app (the first two parts of the overlay key, such as `sasaken.frame-perf-overlay`), from the pointer helper (`overlays`). Tick a panel, or Ignore the whole app, and the pointer passes through it to what's behind. It's for panels you only look at, like a performance overlay that follows your view. The list is saved as `POINTER_IGNORE` in `~/.config/frametop.conf`: comma-separated overlay keys, where a shell pattern like `vendor.app*` covers a whole app, including panels it opens later. The helper reloads at once. Frametop's own screens aren't listed, and entries for apps that aren't open are listed below, to remove.
|
- Ignored panels lists the SteamVR overlays that are showing, grouped by app (the first two parts of the overlay key, such as `sasaken.frame-perf-overlay`), from the pointer helper (`overlays`). Tick a panel, or Ignore the whole app, and the pointer passes through it to what's behind. It's for panels you only look at, like a performance overlay that follows your view. The list is saved as `POINTER_IGNORE` in `~/.config/frametop.conf`: comma-separated overlay keys, where a shell pattern like `vendor.app*` covers a whole app, including panels it opens later. The helper reloads at once. Frametop's own screens aren't listed, and entries for apps that aren't open are listed below, to remove.
|
||||||
- Gaze has the gaze pointer switch (on now and from now on; a mapped button toggles it until the helper restarts), what the mouse's left button and movement do, the gaze dot, the eye tracker and eye bias, the gaze mode sliders, the gaze service's state (headset, samples per second, how often the tracker is losing each eye, the calibration, the nudges learned), and Quick check, Calibrate, and Check headset fit (each in a panel in the headset), Reload calibration, and Forget nudges. The gaze probe, a development tool, is in the page's overflow menu.
|
- Gaze has the gaze pointer switch (on now and from now on; a mapped button toggles it until the helper restarts), what the mouse's left button and movement do, the gaze dot, the eye tracker and eye bias, the gaze mode sliders, the gaze service's state (headset, samples per second, how often the tracker is losing each eye, the calibration, the nudges learned), and Quick check, Calibrate, and Check headset fit (each in a panel in the headset), Reload calibration, and Forget nudges. The gaze probe, a development tool, is in the page's overflow menu.
|
||||||
|
|||||||
@@ -378,6 +378,17 @@ function run(c) {
|
|||||||
case "activate":
|
case "activate":
|
||||||
if (w) workspace.activeWindow = w;
|
if (w) workspace.activeWindow = w;
|
||||||
break;
|
break;
|
||||||
|
case "activate-output": { // the top window on that output (a spin brought it to the front)
|
||||||
|
const order = workspace.stackingOrder;
|
||||||
|
for (let i = order.length - 1; i >= 0; --i) {
|
||||||
|
const o = order[i];
|
||||||
|
if (o.deleted || o.minimized || o.hidden || !o.managed || !o.output) continue;
|
||||||
|
if (o.output.name !== c.output || !o.normalWindow || o.popupWindow) continue;
|
||||||
|
workspace.activeWindow = o;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
case "minimize":
|
case "minimize":
|
||||||
if (w) w.minimized = c.on;
|
if (w) w.minimized = c.on;
|
||||||
break;
|
break;
|
||||||
|
|||||||
@@ -18,6 +18,8 @@ command-line side). Replies go to the sender:
|
|||||||
("float pointer" is the float key: the window under the pointer, else the active one,
|
("float pointer" is the float key: the window under the pointer, else the active one,
|
||||||
floated or docked; the input relay sends it for float_toggle, and "dock all" for dock_all)
|
floated or docked; the input relay sends it for float_toggle, and "dock all" for dock_all)
|
||||||
dock N | close N | resize N W H | scale N STEPS (ft-screens, N = its screen)
|
dock N | close N | resize N W H | scale N STEPS (ft-screens, N = its screen)
|
||||||
|
front N (ft-screens: a spin brought panel N to the front: make its window, or the top one
|
||||||
|
on a screen, KWin's active window)
|
||||||
|
|
||||||
Spare outputs are WL-<screens> .. WL-<screens + slots - 1>. A floating window's output is its
|
Spare outputs are WL-<screens> .. WL-<screens + slots - 1>. A floating window's output is its
|
||||||
frame plus a margin on each side (FLOAT_MARGIN pixels), so menus have room; the panel shows
|
frame plus a margin on each side (FLOAT_MARGIN pixels), so menus have room; the panel shows
|
||||||
@@ -1063,6 +1065,13 @@ class Daemon:
|
|||||||
for f in list(self.floats.values()):
|
for f in list(self.floats.values()):
|
||||||
self.dock(f)
|
self.dock(f)
|
||||||
return "ok"
|
return "ok"
|
||||||
|
if cmd == "front" and len(rest) == 1 and rest[0].isdigit():
|
||||||
|
f = self.by_panel(int(rest[0]))
|
||||||
|
if f:
|
||||||
|
self.command(cmd="activate", id=f.id)
|
||||||
|
else: # a screen: its output is WL-<N - 1>
|
||||||
|
self.command(cmd="activate-output", output=f"WL-{int(rest[0]) - 1}")
|
||||||
|
return "ok"
|
||||||
if cmd in ("dock", "close", "resize", "scale") and rest and rest[0].isdigit():
|
if cmd in ("dock", "close", "resize", "scale") and rest and rest[0].isdigit():
|
||||||
f = self.by_panel(int(rest[0]))
|
f = self.by_panel(int(rest[0]))
|
||||||
if not f:
|
if not f:
|
||||||
|
|||||||
@@ -77,6 +77,8 @@ ACTION_LABELS = {
|
|||||||
"screens_toggle": "Hide/show desktop screens", "keyboard_toggle": "Open/close keyboard",
|
"screens_toggle": "Hide/show desktop screens", "keyboard_toggle": "Open/close keyboard",
|
||||||
"float_toggle": "Float window in VR / put it back", "dock_all": "Put all floating windows back",
|
"float_toggle": "Float window in VR / put it back", "dock_all": "Put all floating windows back",
|
||||||
"pause_toggle": "Pause/resume Frametop (for VR games)",
|
"pause_toggle": "Pause/resume Frametop (for VR games)",
|
||||||
|
"spin_next": "Spin the panels: next one on the right to the front",
|
||||||
|
"spin_prev": "Spin the panels: next one on the left to the front",
|
||||||
"key": "Pass through as key",
|
"key": "Pass through as key",
|
||||||
"none": "Do nothing",
|
"none": "Do nothing",
|
||||||
}
|
}
|
||||||
@@ -163,9 +165,10 @@ GAZE_MOUSE = {"precision": "Gaze precision: hold to steer with the mouse, releas
|
|||||||
MODIFIER_CODES = {29: 29, 97: 29, 42: 42, 54: 42, 56: 56, 100: 56, 125: 125, 126: 125}
|
MODIFIER_CODES = {29: 29, 97: 29, 42: 42, 54: 42, 56: 56, 100: 56, 125: 125, 126: 125}
|
||||||
MODIFIER_NAMES = {29: "Ctrl", 42: "Shift", 56: "Alt", 125: "Meta"}
|
MODIFIER_NAMES = {29: "Ctrl", 42: "Shift", 56: "Alt", 125: "Meta"}
|
||||||
# What a rules file without "key_bindings" gets (the relay's DEFAULT_KEY_BINDINGS): a Meta tap
|
# What a rules file without "key_bindings" gets (the relay's DEFAULT_KEY_BINDINGS): a Meta tap
|
||||||
# opens Steam's menu, Meta+J and Meta+K click at the gaze, Meta+Shift+F floats a window.
|
# opens Steam's menu, Meta+J and Meta+K click at the gaze, Meta+Shift+F floats a window,
|
||||||
|
# Meta+Alt+Tab and Meta+Alt+Shift+Tab spin the panels.
|
||||||
DEFAULT_KEY_BINDINGS = {"125": "steam_menu", "125+36": "gaze_left", "125+37": "gaze_right",
|
DEFAULT_KEY_BINDINGS = {"125": "steam_menu", "125+36": "gaze_left", "125+37": "gaze_right",
|
||||||
"42+125+33": "float_toggle"}
|
"42+125+33": "float_toggle", "56+125+15": "spin_next", "42+56+125+15": "spin_prev"}
|
||||||
|
|
||||||
|
|
||||||
def key_bindings(rules):
|
def key_bindings(rules):
|
||||||
|
|||||||
+27
-9
@@ -30,7 +30,9 @@ gaze_quickcal = the gaze service's one-dot check ("quickcal" to @ft_gazed), sens
|
|||||||
layout_reset = put the desktop screens back in their saved layout, screens_toggle = hide or show the desktop screens,
|
layout_reset = put the desktop screens back in their saved layout, screens_toggle = hide or show the desktop screens,
|
||||||
keyboard_toggle = open or close Frametop's keyboard, float_toggle = float the desktop window under the
|
keyboard_toggle = open or close Frametop's keyboard, float_toggle = float the desktop window under the
|
||||||
pointer (else the active one) in VR, or put it back if it floats, dock_all = put every floating
|
pointer (else the active one) in VR, or put it back if it floats, dock_all = put every floating
|
||||||
window back (both to ft-floatd, @frametop_float), profile:NAME = switch to that profile (ft-layout
|
window back (both to ft-floatd, @frametop_float), spin_next and spin_prev = turn every panel in the
|
||||||
|
room about your head so the next one to the right or left comes to the front (ft-screens' "spin",
|
||||||
|
Meta+Alt+Tab and Meta+Alt+Shift+Tab by default), profile:NAME = switch to that profile (ft-layout
|
||||||
use NAME: its screens and apps; docs/profiles.md), steam_menu = open the SteamVR dashboard on
|
use NAME: its screens and apps; docs/profiles.md), steam_menu = open the SteamVR dashboard on
|
||||||
Steam's menu, or close the dashboard (steam/ft-steam menu, through Steam's UI), pause_toggle =
|
Steam's menu, or close the dashboard (steam/ft-steam menu, through Steam's UI), pause_toggle =
|
||||||
pause Frametop for a VR game, or resume it (game_pause.py), command:CMD = run
|
pause Frametop for a VR game, or resume it (game_pause.py), command:CMD = run
|
||||||
@@ -152,10 +154,10 @@ REL_X, REL_Y, REL_WHEEL, REL_MAX = 0x00, 0x01, 0x08, 0x0F
|
|||||||
SCROLLS = {0x06, REL_WHEEL, 0x0B, 0x0C} # REL_HWHEEL, REL_WHEEL and their _HI_RES
|
SCROLLS = {0x06, REL_WHEEL, 0x0B, 0x0C} # REL_HWHEEL, REL_WHEEL and their _HI_RES
|
||||||
BTN_LEFT, BTN_RIGHT, BTN_MIDDLE, BTN_SIDE, BTN_EXTRA = 0x110, 0x111, 0x112, 0x113, 0x114
|
BTN_LEFT, BTN_RIGHT, BTN_MIDDLE, BTN_SIDE, BTN_EXTRA = 0x110, 0x111, 0x112, 0x113, 0x114
|
||||||
KEY_LEFTMETA, KEY_RIGHTMETA = 125, 126
|
KEY_LEFTMETA, KEY_RIGHTMETA = 125, 126
|
||||||
KEY_VOLUMEDOWN, KEY_VOLUMEUP = 114, 115
|
KEY_MUTE, KEY_VOLUMEDOWN, KEY_VOLUMEUP = 113, 114, 115
|
||||||
# Volume keys are remapped to KEY_MACRO29 and KEY_MACRO30: above 255, so X11 can't
|
# Volume keys are remapped to KEY_MACRO28, KEY_MACRO29 and KEY_MACRO30: above 255, so X11
|
||||||
# carry them, and bound to nothing in the default keymap.
|
# can't carry them, and bound to nothing in the default keymap.
|
||||||
VOLUME_STANDIN = {KEY_VOLUMEUP: 0x2AC, KEY_VOLUMEDOWN: 0x2AD}
|
VOLUME_STANDIN = {KEY_MUTE: 0x2AB, KEY_VOLUMEUP: 0x2AC, KEY_VOLUMEDOWN: 0x2AD}
|
||||||
VOLUME_ORIGINAL = {v: k for k, v in VOLUME_STANDIN.items()}
|
VOLUME_ORIGINAL = {v: k for k, v in VOLUME_STANDIN.items()}
|
||||||
VOLUME_CODES = set(VOLUME_STANDIN) | set(VOLUME_ORIGINAL)
|
VOLUME_CODES = set(VOLUME_STANDIN) | set(VOLUME_ORIGINAL)
|
||||||
BUS_USB, BUS_BLUETOOTH, BUS_VIRTUAL = 0x03, 0x05, 0x06
|
BUS_USB, BUS_BLUETOOTH, BUS_VIRTUAL = 0x03, 0x05, 0x06
|
||||||
@@ -209,14 +211,16 @@ RULES_PATH = os.path.expanduser("~/.config/frametop-input.json")
|
|||||||
ACTIONS = ("left", "right", "middle", "back", "scroll_up", "scroll_down", "dashboard", "recenter",
|
ACTIONS = ("left", "right", "middle", "back", "scroll_up", "scroll_down", "dashboard", "recenter",
|
||||||
"pointer_toggle", "follow_toggle", "gaze_toggle", "gaze_precision", "gaze_drag", "gaze_left", "gaze_right",
|
"pointer_toggle", "follow_toggle", "gaze_toggle", "gaze_precision", "gaze_drag", "gaze_left", "gaze_right",
|
||||||
"gaze_quickcal", "sens_up", "sens_down", "layout_reset", "screens_toggle", "keyboard_toggle", "float_toggle",
|
"gaze_quickcal", "sens_up", "sens_down", "layout_reset", "screens_toggle", "keyboard_toggle", "float_toggle",
|
||||||
"dock_all", "steam_menu", "pause_toggle", "key", "none")
|
"dock_all", "spin_next", "spin_prev", "steam_menu", "pause_toggle", "key", "none")
|
||||||
# Gaze mode is a mouse feature: these never come from a controller button (docs/gaze-controllers.md).
|
# Gaze mode is a mouse feature: these never come from a controller button (docs/gaze-controllers.md).
|
||||||
GAZE_ACTIONS = ("gaze_toggle", "gaze_precision", "gaze_drag", "gaze_left", "gaze_right", "gaze_quickcal")
|
GAZE_ACTIONS = ("gaze_toggle", "gaze_precision", "gaze_drag", "gaze_left", "gaze_right", "gaze_quickcal")
|
||||||
# Key combinations a rules file without "key_bindings" gets: a Meta tap opens Steam's menu, Meta+J
|
# Key combinations a rules file without "key_bindings" gets: a Meta tap opens Steam's menu, Meta+J
|
||||||
# and Meta+K click at the gaze (free on the Frametop desktop, and apps don't use Meta),
|
# and Meta+K click at the gaze (free on the Frametop desktop, and apps don't use Meta),
|
||||||
# Meta+Shift+F floats a window.
|
# Meta+Shift+F floats a window, and Meta+Alt+Tab and Meta+Alt+Shift+Tab spin the panels around
|
||||||
|
# you (ft-screens' lazy susan); not Meta+Tab, which is Cmd+Tab on a Mac reached through a remote
|
||||||
|
# desktop like RustDesk.
|
||||||
DEFAULT_KEY_BINDINGS = {"125": "steam_menu", "125+36": "gaze_left", "125+37": "gaze_right",
|
DEFAULT_KEY_BINDINGS = {"125": "steam_menu", "125+36": "gaze_left", "125+37": "gaze_right",
|
||||||
"42+125+33": "float_toggle"}
|
"42+125+33": "float_toggle", "56+125+15": "spin_next", "42+56+125+15": "spin_prev"}
|
||||||
KEY_F24 = 194 # sent to the desktop with a Meta combination (see the top)
|
KEY_F24 = 194 # sent to the desktop with a Meta combination (see the top)
|
||||||
# Key combinations ("key_bindings"): modifiers, each side's code folded into the left one's.
|
# Key combinations ("key_bindings"): modifiers, each side's code folded into the left one's.
|
||||||
MODIFIERS = {29: 29, 97: 29, 42: 42, 54: 42, 56: 56, 100: 56, 125: 125, 126: 125}
|
MODIFIERS = {29: 29, 97: 29, 42: 42, 54: 42, 56: 56, 100: 56, 125: 125, 126: 125}
|
||||||
@@ -232,6 +236,9 @@ GAZED = "\0ft_gazed"
|
|||||||
FLOAT = "\0frametop_float" # ft-floatd, floating windows in the Frametop desktop
|
FLOAT = "\0frametop_float" # ft-floatd, floating windows in the Frametop desktop
|
||||||
# Actions for ft-floatd ("float_toggle", "dock_all"): they don't need pointer mode.
|
# Actions for ft-floatd ("float_toggle", "dock_all"): they don't need pointer mode.
|
||||||
FLOAT_ACTIONS = {"float_toggle": b"float pointer", "dock_all": b"dock all"}
|
FLOAT_ACTIONS = {"float_toggle": b"float pointer", "dock_all": b"dock all"}
|
||||||
|
# Actions for ft-screens: spin_next and spin_prev turn every panel in the room about your head,
|
||||||
|
# so the next one to the right or left comes to the front. They don't need pointer mode either.
|
||||||
|
SCREENS_ACTIONS = {"spin_next": b"spin next", "spin_prev": b"spin prev"}
|
||||||
PROFILE = "profile:" # "profile:NAME": switch to that profile (doesn't need pointer mode either)
|
PROFILE = "profile:" # "profile:NAME": switch to that profile (doesn't need pointer mode either)
|
||||||
COMMAND = "command:" # "command:CMD": run CMD (nor does this)
|
COMMAND = "command:" # "command:CMD": run CMD (nor does this)
|
||||||
|
|
||||||
@@ -242,7 +249,7 @@ def known_action(a):
|
|||||||
|
|
||||||
|
|
||||||
def needs_pointer(a):
|
def needs_pointer(a):
|
||||||
return a not in FLOAT_ACTIONS and a not in ("steam_menu", "pause_toggle") and not a.startswith((PROFILE, COMMAND))
|
return a not in FLOAT_ACTIONS and a not in SCREENS_ACTIONS and a not in ("steam_menu", "pause_toggle") and not a.startswith((PROFILE, COMMAND))
|
||||||
|
|
||||||
|
|
||||||
def works_paused(a):
|
def works_paused(a):
|
||||||
@@ -422,6 +429,10 @@ class Volume:
|
|||||||
|
|
||||||
def key(self, fd, code, value, now):
|
def key(self, fd, code, value, now):
|
||||||
if value == 1:
|
if value == 1:
|
||||||
|
if VOLUME_ORIGINAL.get(code, code) == KEY_MUTE:
|
||||||
|
subprocess.Popen(["wpctl", "set-mute", "@DEFAULT_AUDIO_SINK@", "toggle"],
|
||||||
|
stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
|
||||||
|
else:
|
||||||
self.held = (fd, code)
|
self.held = (fd, code)
|
||||||
self.step(code)
|
self.step(code)
|
||||||
self.next_at = now + self.DELAY
|
self.next_at = now + self.DELAY
|
||||||
@@ -925,6 +936,13 @@ def main():
|
|||||||
except OSError:
|
except OSError:
|
||||||
pass # the Frametop desktop isn't running
|
pass # the Frametop desktop isn't running
|
||||||
log(action)
|
log(action)
|
||||||
|
elif action in SCREENS_ACTIONS:
|
||||||
|
if value == 1:
|
||||||
|
try:
|
||||||
|
screens_sock.sendto(SCREENS_ACTIONS[action], SCREENS)
|
||||||
|
except OSError:
|
||||||
|
pass # the Frametop desktop isn't running
|
||||||
|
log(action)
|
||||||
elif state["pointer"]:
|
elif state["pointer"]:
|
||||||
state["pointer"].action(action, value, now, source)
|
state["pointer"].action(action, value, now, source)
|
||||||
|
|
||||||
|
|||||||
+15
-1
@@ -206,7 +206,7 @@ def check(label, got, want):
|
|||||||
failures.append(label)
|
failures.append(label)
|
||||||
|
|
||||||
|
|
||||||
META, RMETA, SHIFT, CTRL, RCTRL, A, F, J, P = 125, 126, 42, 29, 97, 30, 33, 36, 25
|
META, RMETA, SHIFT, CTRL, RCTRL, ALT, A, F, J, P, TAB = 125, 126, 42, 29, 97, 56, 30, 33, 36, 25, 15
|
||||||
F24 = ["key 194 1", "key 194 0"]
|
F24 = ["key 194 1", "key 194 0"]
|
||||||
|
|
||||||
|
|
||||||
@@ -265,6 +265,20 @@ def tests():
|
|||||||
key(META, 1); key(J, 1); key(J, 0); key(META, 0)
|
key(META, 1); key(J, 1); key(J, 0); key(META, 0)
|
||||||
check("resumed: Meta+J is a combination again", typed(), ["key 125 1"] + F24 + ["key 125 0"])
|
check("resumed: Meta+J is a combination again", typed(), ["key 125 1"] + F24 + ["key 125 0"])
|
||||||
|
|
||||||
|
use(None) # the defaults: Meta+Alt+Tab and Meta+Alt+Shift+Tab spin the panels (ft-screens)
|
||||||
|
key(META, 1); key(ALT, 1); key(TAB, 1); key(TAB, 0); key(ALT, 0); key(META, 0)
|
||||||
|
got = typed()
|
||||||
|
check("Meta+Alt+Tab (default): spin next", [m for m in got if m.startswith("spin")], ["spin next"])
|
||||||
|
check("Meta+Alt+Tab: Tab isn't typed", [m for m in got if m.startswith("key 15 ")], [])
|
||||||
|
key(META, 1); key(ALT, 1); key(SHIFT, 1); key(TAB, 1); key(TAB, 0); key(SHIFT, 0); key(ALT, 0); key(META, 0)
|
||||||
|
check("Meta+Alt+Shift+Tab (default): spin prev", [m for m in typed() if m.startswith("spin")], ["spin prev"])
|
||||||
|
pause("on")
|
||||||
|
key(META, 1); key(ALT, 1); key(TAB, 1); key(TAB, 0); key(ALT, 0); key(META, 0)
|
||||||
|
check("paused: Meta+Alt+Tab doesn't spin", [m for m in typed() if m.startswith("spin")], [])
|
||||||
|
pause("off")
|
||||||
|
check("spinning works without pointer mode", (relay.needs_pointer("spin_next"), relay.needs_pointer("spin_prev")),
|
||||||
|
(False, False))
|
||||||
|
|
||||||
check("an empty command isn't an action", relay.known_action("command: "), False)
|
check("an empty command isn't an action", relay.known_action("command: "), False)
|
||||||
check("steam_menu, pause_toggle and commands work without pointer mode",
|
check("steam_menu, pause_toggle and commands work without pointer mode",
|
||||||
(relay.needs_pointer("steam_menu"), relay.needs_pointer("pause_toggle"), relay.needs_pointer("command:ls")),
|
(relay.needs_pointer("steam_menu"), relay.needs_pointer("pause_toggle"), relay.needs_pointer("command:ls")),
|
||||||
|
|||||||
Executable
+3
@@ -0,0 +1,3 @@
|
|||||||
|
#!/bin/bash
|
||||||
|
# Hide/Show Screens' own program (see ft-layout-reset).
|
||||||
|
exec "$(dirname "$(readlink -f "$0")")/ft-layout" toggle "$@"
|
||||||
Executable
+4
@@ -0,0 +1,4 @@
|
|||||||
|
#!/bin/bash
|
||||||
|
# Reset Screen Layout's own program. Steam lists menu entries by program, so entries that
|
||||||
|
# shared ft-layout (with different arguments) launched as one.
|
||||||
|
exec "$(dirname "$(readlink -f "$0")")/ft-layout" apply "$@"
|
||||||
@@ -346,6 +346,20 @@ static void handle_vr_event(const struct ft_event *e, void *data) {
|
|||||||
if (e->screen < 0 || e->screen >= MAX_SCREENS || !s->screens[e->screen]) return;
|
if (e->screen < 0 || e->screen >= MAX_SCREENS || !s->screens[e->screen]) return;
|
||||||
struct screen *sc = s->screens[e->screen];
|
struct screen *sc = s->screens[e->screen];
|
||||||
struct wlr_surface *surface = sc->toplevel->base->surface;
|
struct wlr_surface *surface = sc->toplevel->base->surface;
|
||||||
|
if (e->type == FT_FRONT) {
|
||||||
|
// A spin brought this panel to the front: typing goes to it, as after a click there,
|
||||||
|
// and ft-floatd makes its window (or the top one on a screen) KWin's active window.
|
||||||
|
wlr_seat_keyboard_notify_enter(s->seat, surface, NULL, 0, NULL);
|
||||||
|
s->keys_clicked = true;
|
||||||
|
char msg[32];
|
||||||
|
snprintf(msg, sizeof msg, "front %d", e->screen + 1);
|
||||||
|
struct sockaddr_un addr = {.sun_family = AF_UNIX};
|
||||||
|
const char name[] = "frametop_float";
|
||||||
|
memcpy(addr.sun_path + 1, name, sizeof name - 1);
|
||||||
|
sendto(s->relay_fd, msg, strlen(msg), MSG_DONTWAIT, (struct sockaddr *)&addr,
|
||||||
|
offsetof(struct sockaddr_un, sun_path) + 1 + sizeof name - 1);
|
||||||
|
return;
|
||||||
|
}
|
||||||
const uint32_t t = now_ms();
|
const uint32_t t = now_ms();
|
||||||
const double x = e->x / s->scale[e->screen], y = e->y / s->scale[e->screen]; // KWin's units
|
const double x = e->x / s->scale[e->screen], y = e->y / s->scale[e->screen]; // KWin's units
|
||||||
switch (e->type) {
|
switch (e->type) {
|
||||||
|
|||||||
+15
-1
@@ -459,7 +459,21 @@ void Hide() {
|
|||||||
bool Shown() { return g_shown; }
|
bool Shown() { return g_shown; }
|
||||||
|
|
||||||
void SetLasers(bool on) {
|
void SetLasers(bool on) {
|
||||||
if (Create()) vr::VROverlay()->SetOverlayFlag(g_overlay, vr::VROverlayFlags_MakeOverlaysInteractiveIfVisible, on);
|
static vr::VROverlayHandle_t set = vr::k_ulOverlayHandleInvalid; // the overlay `was` is for
|
||||||
|
static bool was = false;
|
||||||
|
if (!Create() || (set == g_overlay && was == on)) return;
|
||||||
|
set = g_overlay, was = on;
|
||||||
|
vr::VROverlay()->SetOverlayFlag(g_overlay, vr::VROverlayFlags_MakeOverlaysInteractiveIfVisible, on);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool Aimed(const vr::HmdMatrix34_t &laser) {
|
||||||
|
if (!g_shown) return false;
|
||||||
|
vr::VROverlayIntersectionParams_t in{};
|
||||||
|
in.eOrigin = vr::TrackingUniverseStanding;
|
||||||
|
in.vSource = {laser.m[0][3], laser.m[1][3], laser.m[2][3]};
|
||||||
|
in.vDirection = {-laser.m[0][2], -laser.m[1][2], -laser.m[2][2]};
|
||||||
|
vr::VROverlayIntersectionResults_t out{};
|
||||||
|
return vr::VROverlay()->ComputeOverlayIntersection(g_overlay, &in, &out);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Poll(void (*handle)(const Event &, void *), void *data) {
|
void Poll(void (*handle)(const Event &, void *), void *data) {
|
||||||
|
|||||||
@@ -26,6 +26,8 @@ const vr::HmdMatrix34_t &Pose();
|
|||||||
void EndDragBy(uint32_t device);
|
void EndDragBy(uint32_t device);
|
||||||
// Controllers' lasers work the panel with the dashboard closed, like the screens'.
|
// Controllers' lasers work the panel with the dashboard closed, like the screens'.
|
||||||
void SetLasers(bool on);
|
void SetLasers(bool on);
|
||||||
|
// A laser (its pose, aiming along -z) points at the panel.
|
||||||
|
bool Aimed(const vr::HmdMatrix34_t &laser);
|
||||||
// The panel's input: key presses and releases, and Closed for its Close key.
|
// The panel's input: key presses and releases, and Closed for its Close key.
|
||||||
void Poll(void (*handle)(const Event &, void *), void *data);
|
void Poll(void (*handle)(const Event &, void *), void *data);
|
||||||
void Destroy();
|
void Destroy();
|
||||||
|
|||||||
+293
-39
@@ -12,9 +12,7 @@
|
|||||||
// - a resize tab on the bottom right corner: drag it to set the width (the height
|
// - a resize tab on the bottom right corner: drag it to set the width (the height
|
||||||
// follows the screen's resolution).
|
// follows the screen's resolution).
|
||||||
// - a reset button left of the bar: every screen back in its layout, around where you
|
// - a reset button left of the bar: every screen back in its layout, around where you
|
||||||
// are now (`ft-layout apply`, like Meta+Shift+R). Where the screens leave the
|
// are now (`ft-layout apply`, like Meta+Shift+R).
|
||||||
// controllers to a VR game, aiming a controller at it turns SteamVR's laser mouse on for
|
|
||||||
// that button alone (UpdateResetLaser), so it can be clicked in a game.
|
|
||||||
// The controls are translucent, like SteamVR's own, and brighten under a laser. They
|
// The controls are translucent, like SteamVR's own, and brighten under a laser. They
|
||||||
// are invisible until a laser (a controller's, or the 3D mouse's) lands on or passes very close to
|
// are invisible until a laser (a controller's, or the 3D mouse's) lands on or passes very close to
|
||||||
// one of them (UpdateControls).
|
// one of them (UpdateControls).
|
||||||
@@ -44,7 +42,10 @@
|
|||||||
// default it's off while a game (a scene app) runs: the screens stay up over the game,
|
// default it's off while a game (a scene app) runs: the screens stay up over the game,
|
||||||
// the controllers stay in it, and the 3D mouse (its own laser mode) or the dashboard
|
// the controllers stay in it, and the 3D mouse (its own laser mode) or the dashboard
|
||||||
// works the screens. Modes: always, outside_games (default), dashboard (never on its
|
// works the screens. Modes: always, outside_games (default), dashboard (never on its
|
||||||
// own; also for flatscreen games, which aren't scene apps).
|
// own; also for flatscreen games, which aren't scene apps). Where the mode leaves the
|
||||||
|
// controllers to the game, pointing a controller at a panel (a screen, a floating window
|
||||||
|
// and its popups, their controls, the keyboard) turns the laser on for it until you
|
||||||
|
// point away, like SteamVR's own floating windows (UpdateAim).
|
||||||
// - during a VR game the screens hide unless the dashboard is open (g_inGames, default),
|
// - during a VR game the screens hide unless the dashboard is open (g_inGames, default),
|
||||||
// or stay visible over it; the hotkey still shows them.
|
// or stay visible over it; the hotkey still shows them.
|
||||||
// - paused ("pause on", from the input relay when Frametop pauses for a VR game,
|
// - paused ("pause on", from the input relay when Frametop pauses for a VR game,
|
||||||
@@ -189,8 +190,12 @@ Mat TipOffset(vr::TrackedDeviceIndex_t dev) {
|
|||||||
Tip tip{model, Identity(), false, now};
|
Tip tip{model, Identity(), false, now};
|
||||||
vr::RenderModel_ControllerMode_State_t mode{};
|
vr::RenderModel_ControllerMode_State_t mode{};
|
||||||
vr::RenderModel_ComponentState_t state{};
|
vr::RenderModel_ComponentState_t state{};
|
||||||
if (model[0] && vr::VRRenderModels()->GetComponentStateForDevicePath(model, vr::k_pch_Controller_Component_Tip,
|
// GetComponentState, not GetComponentStateForDevicePath: without an input source handle
|
||||||
vr::k_ulInvalidInputValueHandle, &mode, &state))
|
// the latter fails for every component while a VR game runs, and the rays came from the
|
||||||
|
// pose, 40 degrees above the laser. The tip doesn't move with the buttons.
|
||||||
|
vr::VRControllerState_t buttons{};
|
||||||
|
if (model[0] && vr::VRRenderModels()->GetComponentState(model, vr::k_pch_Controller_Component_Tip, &buttons, &mode,
|
||||||
|
&state))
|
||||||
tip.offset = state.mTrackingToComponentLocal, tip.found = true;
|
tip.offset = state.mTrackingToComponentLocal, tip.found = true;
|
||||||
cache[dev] = tip;
|
cache[dev] = tip;
|
||||||
return tip.offset;
|
return tip.offset;
|
||||||
@@ -237,7 +242,7 @@ constexpr double kRollSnap = 2.5; // degrees from level where rolling snaps l
|
|||||||
constexpr double kRollStep = 5; // degrees per scroll notch on the roll button
|
constexpr double kRollStep = 5; // degrees per scroll notch on the roll button
|
||||||
constexpr float kChromeIdle = 0.55f; // the controls' opacity without a laser on them
|
constexpr float kChromeIdle = 0.55f; // the controls' opacity without a laser on them
|
||||||
constexpr long kControlsLinger = 35; // ticks (~0.4 s) the controls stay after a laser leaves
|
constexpr long kControlsLinger = 35; // ticks (~0.4 s) the controls stay after a laser leaves
|
||||||
constexpr long kResetLinger = 45; // ticks (~0.5 s) the reset button keeps the laser mouse on
|
constexpr long kAimLinger = 25; // ticks (~0.3 s) a panel keeps the laser on after the aim leaves it
|
||||||
long g_tick = 0; // ft_vr_poll calls
|
long g_tick = 0; // ft_vr_poll calls
|
||||||
bool g_vr = false; // connected to SteamVR (ft-screens --no-vr runs without it)
|
bool g_vr = false; // connected to SteamVR (ft-screens --no-vr runs without it)
|
||||||
constexpr vr::TrackedDeviceIndex_t kNone = vr::k_unTrackedDeviceIndexInvalid;
|
constexpr vr::TrackedDeviceIndex_t kNone = vr::k_unTrackedDeviceIndexInvalid;
|
||||||
@@ -275,8 +280,7 @@ struct Screen {
|
|||||||
float controls = 0; // the controls' fade, 0 (hidden) .. 1
|
float controls = 0; // the controls' fade, 0 (hidden) .. 1
|
||||||
bool controlsUp = false; // the controls' overlays are shown
|
bool controlsUp = false; // the controls' overlays are shown
|
||||||
long nearUntil = 0; // a laser was near the controls until this tick
|
long nearUntil = 0; // a laser was near the controls until this tick
|
||||||
long resetNearUntil = 0; // a hand controller aimed at the reset button until this tick
|
long aimUntil = 0; // a hand controller pointed at it until this tick (UpdateAim)
|
||||||
bool resetLaser = false; // the reset button has MakeOverlaysInteractiveIfVisible
|
|
||||||
vr::TrackedDeviceIndex_t pinTarget = kNone; // moving: rides on this controller when let go
|
vr::TrackedDeviceIndex_t pinTarget = kNone; // moving: rides on this controller when let go
|
||||||
vr::TrackedDeviceIndex_t onWrist = kNone; // moving: the laser is in this controller's ring
|
vr::TrackedDeviceIndex_t onWrist = kNone; // moving: the laser is in this controller's ring
|
||||||
bool barLit = false;
|
bool barLit = false;
|
||||||
@@ -910,26 +914,20 @@ void UpdateAttention() {
|
|||||||
|
|
||||||
|
|
||||||
// Controllers' lasers on the screens (see the top): the flag follows the mode and whether a
|
// Controllers' lasers on the screens (see the top): the flag follows the mode and whether a
|
||||||
// VR game runs.
|
// VR game runs, and where the mode leaves the controllers to the game, whether one points at
|
||||||
|
// the panel (UpdateAim).
|
||||||
|
bool LasersByMode() { return g_lasers == Lasers::Always || (g_lasers == Lasers::OutsideGames && !g_gameRunning); }
|
||||||
|
long g_keyboardAimUntil = 0;
|
||||||
|
|
||||||
void UpdateLasers() {
|
void UpdateLasers() {
|
||||||
const bool want = g_lasers == Lasers::Always || (g_lasers == Lasers::OutsideGames && !g_gameRunning);
|
const bool byMode = LasersByMode();
|
||||||
for (auto &[i, s] : g_screens) {
|
for (auto &[i, s] : g_screens) {
|
||||||
|
const bool want = byMode || (s.visible && g_tick < s.aimUntil);
|
||||||
if (s.lasers == want) continue;
|
if (s.lasers == want) continue;
|
||||||
s.lasers = want;
|
s.lasers = want;
|
||||||
vr::VROverlay()->SetOverlayFlag(s.overlay, vr::VROverlayFlags_MakeOverlaysInteractiveIfVisible, want);
|
vr::VROverlay()->SetOverlayFlag(s.overlay, vr::VROverlayFlags_MakeOverlaysInteractiveIfVisible, want);
|
||||||
}
|
}
|
||||||
}
|
if (keyboard::Shown()) keyboard::SetLasers(byMode || g_tick < g_keyboardAimUntil);
|
||||||
|
|
||||||
// The reset button in a VR game (or the dashboard mode), where the screens don't keep
|
|
||||||
// SteamVR's laser mouse on: aiming a hand controller at it turns the laser mouse on for that
|
|
||||||
// button alone, so the trigger clicks it, and the game gets the controllers back
|
|
||||||
// kResetLinger ticks after the aim leaves it (a wider zone than the one that turns it on).
|
|
||||||
void UpdateResetLaser(Screen &s) {
|
|
||||||
const bool want = s.resetButton != vr::k_ulOverlayHandleInvalid && s.visible && !s.lasers &&
|
|
||||||
g_tick < s.resetNearUntil;
|
|
||||||
if (want == s.resetLaser) return;
|
|
||||||
s.resetLaser = want;
|
|
||||||
vr::VROverlay()->SetOverlayFlag(s.resetButton, vr::VROverlayFlags_MakeOverlaysInteractiveIfVisible, want);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// The distance from a laser's line to a point ahead of it, or -1 when it's behind.
|
// The distance from a laser's line to a point ahead of it, or -1 when it's behind.
|
||||||
@@ -947,11 +945,10 @@ double RayDistance(const Mat &d, const Mat &c) {
|
|||||||
// kControlsLinger ticks after it leaves, and while in use.
|
// kControlsLinger ticks after it leaves, and while in use.
|
||||||
void UpdateControls() {
|
void UpdateControls() {
|
||||||
std::vector<Mat> lasers;
|
std::vector<Mat> lasers;
|
||||||
std::vector<bool> hands; // the laser is a hand controller's (not the 3D mouse's)
|
|
||||||
for (vr::TrackedDeviceIndex_t i = 1; i < vr::k_unMaxTrackedDeviceCount; ++i) {
|
for (vr::TrackedDeviceIndex_t i = 1; i < vr::k_unMaxTrackedDeviceCount; ++i) {
|
||||||
Mat d;
|
Mat d;
|
||||||
if (vr::VRSystem()->GetTrackedDeviceClass(i) == vr::TrackedDeviceClass_Controller && LaserPose(i, &d))
|
if (vr::VRSystem()->GetTrackedDeviceClass(i) == vr::TrackedDeviceClass_Controller && LaserPose(i, &d))
|
||||||
lasers.push_back(d), hands.push_back(IsHandController(i));
|
lasers.push_back(d);
|
||||||
}
|
}
|
||||||
for (auto &[i, s] : g_screens) {
|
for (auto &[i, s] : g_screens) {
|
||||||
Mat p;
|
Mat p;
|
||||||
@@ -977,16 +974,7 @@ void UpdateControls() {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (s.resetButton != vr::k_ulOverlayHandleInvalid && !s.lasers) {
|
|
||||||
const Mat c = Mul(p, offsets[6]);
|
|
||||||
const double aim = s.grip * (s.resetLaser ? 2.0 : 0.9);
|
|
||||||
for (size_t k = 0; k < lasers.size(); ++k) {
|
|
||||||
const double r = RayDistance(lasers[k], c);
|
|
||||||
if (hands[k] && r >= 0 && r <= aim) s.resetNearUntil = g_tick + kResetLinger;
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
UpdateResetLaser(s);
|
|
||||||
const bool inUse = s.drag != Drag::None || std::any_of(std::begin(s.hover), std::end(s.hover), [](bool h) { return h; });
|
const bool inUse = s.drag != Drag::None || std::any_of(std::begin(s.hover), std::end(s.hover), [](bool h) { return h; });
|
||||||
const bool want = s.visible && (inUse || g_tick < s.nearUntil);
|
const bool want = s.visible && (inUse || g_tick < s.nearUntil);
|
||||||
// The controls stay shown while their screen is, just fully transparent when not
|
// The controls stay shown while their screen is, just fully transparent when not
|
||||||
@@ -1020,19 +1008,21 @@ void SendFloat(const std::string &msg) {
|
|||||||
std::printf("to ft-floatd: %s\n", msg.c_str());
|
std::printf("to ft-floatd: %s\n", msg.c_str());
|
||||||
}
|
}
|
||||||
|
|
||||||
// A new panel: the pointer helper reads SteamVR's list of panels only every 20 s, so it's told
|
// To the pointer helper (@ft_pointer_helper), from an unbound socket.
|
||||||
// at once ("overlay <key>"), or the mouse couldn't click a menu until then.
|
void SendPointer(const std::string &msg) {
|
||||||
void AnnounceOverlay(const char *key) {
|
|
||||||
static const int fd = socket(AF_UNIX, SOCK_DGRAM | SOCK_CLOEXEC | SOCK_NONBLOCK, 0);
|
static const int fd = socket(AF_UNIX, SOCK_DGRAM | SOCK_CLOEXEC | SOCK_NONBLOCK, 0);
|
||||||
sockaddr_un addr{};
|
sockaddr_un addr{};
|
||||||
addr.sun_family = AF_UNIX;
|
addr.sun_family = AF_UNIX;
|
||||||
const char name[] = "ft_pointer_helper";
|
const char name[] = "ft_pointer_helper";
|
||||||
std::memcpy(addr.sun_path + 1, name, sizeof name - 1);
|
std::memcpy(addr.sun_path + 1, name, sizeof name - 1);
|
||||||
const std::string msg = std::string("overlay ") + key;
|
|
||||||
sendto(fd, msg.data(), msg.size(), MSG_DONTWAIT, reinterpret_cast<sockaddr *>(&addr),
|
sendto(fd, msg.data(), msg.size(), MSG_DONTWAIT, reinterpret_cast<sockaddr *>(&addr),
|
||||||
socklen_t(offsetof(sockaddr_un, sun_path) + 1 + sizeof name - 1));
|
socklen_t(offsetof(sockaddr_un, sun_path) + 1 + sizeof name - 1));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// A new panel: the pointer helper reads SteamVR's list of panels only every 20 s, so it's told
|
||||||
|
// at once ("overlay <key>"), or the mouse couldn't click a menu until then.
|
||||||
|
void AnnounceOverlay(const char *key) { SendPointer(std::string("overlay ") + key); }
|
||||||
|
|
||||||
// Where a device's ray meets the screen's plane, in the screen's x (right) and y (up),
|
// Where a device's ray meets the screen's plane, in the screen's x (right) and y (up),
|
||||||
// metres from its centre.
|
// metres from its centre.
|
||||||
bool RayOnPlane(const Mat &p, const Mat &d, double *x, double *y) {
|
bool RayOnPlane(const Mat &p, const Mat &d, double *x, double *y) {
|
||||||
@@ -1419,6 +1409,7 @@ struct Press {
|
|||||||
double x = 0, y = 0; // ...and where on it, in buffer pixels
|
double x = 0, y = 0; // ...and where on it, in buffer pixels
|
||||||
double distance = 1; // from the laser's start to the last panel it met
|
double distance = 1; // from the laser's start to the last panel it met
|
||||||
long upAt = -1; // the pointer helper saw left come up: release it at this tick
|
long upAt = -1; // the pointer helper saw left come up: release it at this tick
|
||||||
|
int64_t idleSince = -1; // the pressing controller has held nothing since (ms, ReleaseStuck)
|
||||||
};
|
};
|
||||||
Press g_press;
|
Press g_press;
|
||||||
vr::VROverlayHandle_t g_catcher = vr::k_ulOverlayHandleInvalid;
|
vr::VROverlayHandle_t g_catcher = vr::k_ulOverlayHandleInvalid;
|
||||||
@@ -1455,6 +1446,47 @@ void ReleaseAway(uint32_t button, void (*handle)(const struct ft_event *, void *
|
|||||||
handle(&e, data);
|
handle(&e, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Whether a hand controller holds anything (a button down): 1 yes, 0 no, -1 unknown. SteamVR
|
||||||
|
// answers overlay apps only while a VR game runs (checked 2026-10-04); outside games it can't
|
||||||
|
// say. The Frame controller's axes have no types, so the buttons are all there is.
|
||||||
|
int ControllerHolds(vr::TrackedDeviceIndex_t dev) {
|
||||||
|
vr::VRControllerState_t st{};
|
||||||
|
if (!vr::VRSystem()->GetControllerState(dev, &st, sizeof st)) return -1;
|
||||||
|
return st.ulButtonPressed ? 1 : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Releases SteamVR never sends. Pausing, or hiding the screen a button went down on, takes the
|
||||||
|
// laser off it mid-click (the pause gesture's second thumbstick click does that), and SteamVR's
|
||||||
|
// laser mouse then forgets the button: no release comes, the catcher stayed up, and the game
|
||||||
|
// never got its controllers back (2026-10-04). So a held button is released here when it has
|
||||||
|
// no visible screen to come up on, or when its hand controller has held nothing for kStuckMs
|
||||||
|
// (only known during VR games, where the lost release took the game's controllers).
|
||||||
|
// The pointer helper's virtual controller has its own word for that ("up").
|
||||||
|
constexpr int64_t kStuckMs = 1000;
|
||||||
|
void ReleaseStuck(void (*handle)(const struct ft_event *, void *), void *data) {
|
||||||
|
if (!g_press.buttons) {
|
||||||
|
g_press.idleSince = -1;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
const char *why = nullptr;
|
||||||
|
const auto it = g_screens.find(g_press.screen);
|
||||||
|
if (g_paused) why = "paused";
|
||||||
|
else if (g_press.screen >= 0 && (it == g_screens.end() || !it->second.visible)) why = "its screen hid";
|
||||||
|
else if (IsHandController(g_press.device)) {
|
||||||
|
const int64_t now = NowMs();
|
||||||
|
if (ControllerHolds(g_press.device) != 0) g_press.idleSince = -1;
|
||||||
|
else if (g_press.idleSince < 0) g_press.idleSince = now;
|
||||||
|
else if (now - g_press.idleSince >= kStuckMs) why = "the controller holds nothing";
|
||||||
|
}
|
||||||
|
if (!why) return;
|
||||||
|
std::printf("a held button can't come up on a screen (%s): released\n", why);
|
||||||
|
const vr::TrackedDeviceIndex_t dev = g_press.device;
|
||||||
|
for (uint32_t b = 0; b < 32; ++b)
|
||||||
|
if (g_press.buttons & (1u << b)) ReleaseAway(BTN_LEFT + b, handle, data);
|
||||||
|
g_press.buttons = 0, g_press.upAt = -1, g_press.idleSince = -1;
|
||||||
|
EndDragsBy(dev);
|
||||||
|
}
|
||||||
|
|
||||||
void ShowCatcher(bool on) {
|
void ShowCatcher(bool on) {
|
||||||
if (on == g_catcherShown || g_catcher == vr::k_ulOverlayHandleInvalid) return;
|
if (on == g_catcherShown || g_catcher == vr::k_ulOverlayHandleInvalid) return;
|
||||||
g_catcherShown = on;
|
g_catcherShown = on;
|
||||||
@@ -1500,6 +1532,137 @@ Screen *Find(int one_based) {
|
|||||||
return it == g_screens.end() ? nullptr : &it->second;
|
return it == g_screens.end() ? nullptr : &it->second;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ---------------------------------------------------------------- the lazy susan
|
||||||
|
// "spin next|prev|<degrees>": the panels in the room (screens and floating windows, not
|
||||||
|
// pinned ones) turn together about a vertical axis through your head, so the next panel to
|
||||||
|
// your right (next) or left (prev) glides to straight ahead, or the ring turns by that many
|
||||||
|
// degrees (positive turns it left, like next). Their arrangement stays as it is: the room
|
||||||
|
// turns instead of you. A spin that arrives during one adds to it, from where the panels are
|
||||||
|
// headed, so quick taps carry on smoothly. Grabbing a panel, or a command that places it,
|
||||||
|
// takes it out of the spin where it is. The 3D mouse's pointer goes to straight ahead.
|
||||||
|
constexpr double kSpinSeconds = 0.3; // how long a spin takes
|
||||||
|
constexpr double kSpinAhead = 8; // degrees: a panel this near straight ahead is the current one
|
||||||
|
constexpr double kSpinFocus = 30; // degrees: when a spin settles, the panel this near ahead gets typing
|
||||||
|
|
||||||
|
struct Spin {
|
||||||
|
bool on = false;
|
||||||
|
double cx = 0, cz = 0; // the axis
|
||||||
|
double from = 0, to = 0; // radians, turned from the poses in base (positive: to the left)
|
||||||
|
Clock::time_point start;
|
||||||
|
std::map<int, Mat> base; // index -> its pose before the spin
|
||||||
|
int front = -1; // settled: this panel came to the front (ft_vr_poll reports it)
|
||||||
|
} g_spin;
|
||||||
|
|
||||||
|
// p turned a radians about the vertical axis through (cx, cz); positive turns it to the left.
|
||||||
|
Mat Turned(const Mat &p, double a, double cx, double cz) {
|
||||||
|
const double c = std::cos(a), s = std::sin(a);
|
||||||
|
Mat r = Identity();
|
||||||
|
r.m[0][0] = float(c), r.m[0][2] = float(s);
|
||||||
|
r.m[2][0] = float(-s), r.m[2][2] = float(c);
|
||||||
|
r.m[0][3] = float(cx - c * cx - s * cz);
|
||||||
|
r.m[2][3] = float(cz + s * cx - c * cz);
|
||||||
|
return Mul(r, p);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool Spinnable(const Screen &s) { return s.pinned == kNone && (!s.floating || s.floatOn) && s.drag == Drag::None; }
|
||||||
|
|
||||||
|
double SpinNow() {
|
||||||
|
if (!g_spin.on) return g_spin.to;
|
||||||
|
const double t = std::min(1.0, std::chrono::duration<double>(Clock::now() - g_spin.start).count() / kSpinSeconds);
|
||||||
|
return g_spin.from + (g_spin.to - g_spin.from) * t * t * (3 - 2 * t);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateSpin() {
|
||||||
|
if (!g_spin.on) return;
|
||||||
|
const double a = SpinNow();
|
||||||
|
const bool done = Clock::now() - g_spin.start >= std::chrono::duration<double>(kSpinSeconds);
|
||||||
|
for (auto it = g_spin.base.begin(); it != g_spin.base.end();) {
|
||||||
|
auto s = g_screens.find(it->first);
|
||||||
|
if (s == g_screens.end() || !Spinnable(s->second)) {
|
||||||
|
it = g_spin.base.erase(it); // grabbed, pinned, or gone: it stays where it is now
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
SetAbsolute(s->second, Turned(it->second, a, g_spin.cx, g_spin.cz));
|
||||||
|
++it;
|
||||||
|
}
|
||||||
|
if (done) {
|
||||||
|
// The panel now nearest straight ahead (of where you face) gets typing and the active window.
|
||||||
|
Mat head;
|
||||||
|
double nearest = kSpinFocus;
|
||||||
|
if (DevicePose(vr::k_unTrackedDeviceIndex_Hmd, &head)) {
|
||||||
|
for (const auto &[i, p] : g_spin.base) {
|
||||||
|
const auto it = g_screens.find(i);
|
||||||
|
Mat q;
|
||||||
|
if (it == g_screens.end() || !it->second.visible || !ScreenPose(it->second, &q)) continue;
|
||||||
|
double f[3] = {-head.m[0][2], 0, -head.m[2][2]};
|
||||||
|
double d[3] = {q.m[0][3] - head.m[0][3], 0, q.m[2][3] - head.m[2][3]};
|
||||||
|
const double fl = std::sqrt(Dot3(f, f)), dl = std::sqrt(Dot3(d, d));
|
||||||
|
if (fl < 1e-6 || dl < 1e-6) continue;
|
||||||
|
const double a = std::acos(std::clamp(Dot3(f, d) / (fl * dl), -1.0, 1.0)) * 180 / M_PI;
|
||||||
|
if (a < nearest) nearest = a, g_spin.front = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
g_spin.on = false;
|
||||||
|
g_spin.base.clear();
|
||||||
|
ArrangeDesktopSoon(); // KWin's outputs follow where the screens are now
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SpinCommand(const char *arg, char *reply, int size) {
|
||||||
|
Mat head;
|
||||||
|
if (!DevicePose(vr::k_unTrackedDeviceIndex_Hmd, &head))
|
||||||
|
return (void)std::snprintf(reply, size, "error no head pose (headset off?)");
|
||||||
|
if (g_spin.on) {
|
||||||
|
g_spin.from = SpinNow(); // carry on from where the panels are now
|
||||||
|
} else {
|
||||||
|
g_spin.base.clear();
|
||||||
|
for (auto &[i, s] : g_screens) {
|
||||||
|
Mat p;
|
||||||
|
if (Spinnable(s) && ScreenPose(s, &p)) g_spin.base[i] = p;
|
||||||
|
}
|
||||||
|
g_spin.cx = head.m[0][3], g_spin.cz = head.m[2][3];
|
||||||
|
g_spin.from = g_spin.to = 0;
|
||||||
|
}
|
||||||
|
if (g_spin.base.empty()) return (void)std::snprintf(reply, size, "error nothing to spin");
|
||||||
|
double turn; // degrees, positive to the left
|
||||||
|
const bool next = !std::strcmp(arg, "next");
|
||||||
|
if (next || !std::strcmp(arg, "prev")) {
|
||||||
|
// Each visible panel's bearing from where you face, to the right positive, as it will
|
||||||
|
// be when the spin so far ends; the nearest one past straight ahead comes to the front.
|
||||||
|
double fx = -head.m[0][2], fz = -head.m[2][2];
|
||||||
|
const double n = std::sqrt(fx * fx + fz * fz) + 1e-9;
|
||||||
|
fx /= n, fz /= n;
|
||||||
|
const double rx = -fz, rz = fx;
|
||||||
|
double best = 0;
|
||||||
|
bool found = false;
|
||||||
|
for (const auto &[i, p] : g_spin.base) {
|
||||||
|
const auto s = g_screens.find(i);
|
||||||
|
if (s == g_screens.end() || !s->second.visible) continue;
|
||||||
|
const Mat q = Turned(p, g_spin.to, g_spin.cx, g_spin.cz);
|
||||||
|
const double dx = q.m[0][3] - head.m[0][3], dz = q.m[2][3] - head.m[2][3];
|
||||||
|
double a = std::atan2(dx * rx + dz * rz, dx * fx + dz * fz) * 180 / M_PI;
|
||||||
|
if (!next) a = -a;
|
||||||
|
if (a <= kSpinAhead) a += 360;
|
||||||
|
if (!found || a < best) best = a, found = true;
|
||||||
|
}
|
||||||
|
if (!found || best >= 360 - kSpinAhead) {
|
||||||
|
if (!g_spin.on) g_spin.base.clear();
|
||||||
|
return (void)std::snprintf(reply, size, "ok 0 (no other panel)");
|
||||||
|
}
|
||||||
|
if (best > 180) best -= 360; // the short way round
|
||||||
|
turn = next ? best : -best;
|
||||||
|
} else {
|
||||||
|
char *end;
|
||||||
|
turn = std::strtod(arg, &end);
|
||||||
|
if (end == arg || *end) return (void)std::snprintf(reply, size, "error spin next|prev|<degrees>");
|
||||||
|
}
|
||||||
|
g_spin.to += turn * M_PI / 180;
|
||||||
|
g_spin.start = Clock::now();
|
||||||
|
g_spin.on = true;
|
||||||
|
SendPointer("recenter"); // the 3D mouse's pointer stays in front of you, on what comes there
|
||||||
|
std::snprintf(reply, size, "ok %.1f", turn);
|
||||||
|
}
|
||||||
|
|
||||||
uint32_t LinuxButton(uint32_t vrButton) {
|
uint32_t LinuxButton(uint32_t vrButton) {
|
||||||
switch (vrButton) {
|
switch (vrButton) {
|
||||||
case vr::VRMouseButton_Right: return BTN_RIGHT;
|
case vr::VRMouseButton_Right: return BTN_RIGHT;
|
||||||
@@ -1514,6 +1677,81 @@ void ReleaseAwayBy(vr::TrackedDeviceIndex_t dev, uint32_t vrButton, void (*handl
|
|||||||
if (g_press.buttons && dev == g_press.device) ReleaseAway(LinuxButton(vrButton), handle, data);
|
if (g_press.buttons && dev == g_press.device) ReleaseAway(LinuxButton(vrButton), handle, data);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Where a laser meets a panel's surface, in the panel's u (metres along it from the centre,
|
||||||
|
// along the arc when curved) and v (up). OpenVR curves a screen into a cylinder toward its
|
||||||
|
// front, centred `curve` metres in front of it (see OnSurface).
|
||||||
|
bool RayOnSurface(const Screen &s, const Mat &p, const Mat &laser, double *u, double *v) {
|
||||||
|
const Mat inv = Inverse(p);
|
||||||
|
const double o[3] = {inv.m[0][0] * laser.m[0][3] + inv.m[0][1] * laser.m[1][3] + inv.m[0][2] * laser.m[2][3] + inv.m[0][3],
|
||||||
|
inv.m[1][0] * laser.m[0][3] + inv.m[1][1] * laser.m[1][3] + inv.m[1][2] * laser.m[2][3] + inv.m[1][3],
|
||||||
|
inv.m[2][0] * laser.m[0][3] + inv.m[2][1] * laser.m[1][3] + inv.m[2][2] * laser.m[2][3] + inv.m[2][3]};
|
||||||
|
double d[3];
|
||||||
|
for (int i = 0; i < 3; ++i) d[i] = -(inv.m[i][0] * laser.m[0][2] + inv.m[i][1] * laser.m[1][2] + inv.m[i][2] * laser.m[2][2]);
|
||||||
|
if (s.curve <= 0) {
|
||||||
|
if (std::fabs(d[2]) < 1e-6) return false;
|
||||||
|
const double t = -o[2] / d[2];
|
||||||
|
if (t <= 0) return false;
|
||||||
|
*u = o[0] + d[0] * t, *v = o[1] + d[1] * t;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
// x^2 + (z - r)^2 = r^2, on the screen's side of the axis (z < r).
|
||||||
|
const double r = s.curve, oz = o[2] - r;
|
||||||
|
const double a = d[0] * d[0] + d[2] * d[2], b = 2 * (o[0] * d[0] + oz * d[2]), c = o[0] * o[0] + oz * oz - r * r;
|
||||||
|
const double disc = b * b - 4 * a * c;
|
||||||
|
if (a < 1e-9 || disc < 0) return false;
|
||||||
|
for (double t : {(-b - std::sqrt(disc)) / (2 * a), (-b + std::sqrt(disc)) / (2 * a)}) {
|
||||||
|
const double x = o[0] + d[0] * t, z = oz + d[2] * t;
|
||||||
|
if (t <= 0 || z >= 0) continue;
|
||||||
|
*u = r * std::atan2(x, -z), *v = o[1] + d[1] * t;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Where the mode leaves the controllers to a VR game (see the top): a hand controller
|
||||||
|
// pointing at a panel, its controls, or a floating window's popups keeps that panel's laser
|
||||||
|
// on (UpdateLasers) until kAimLinger ticks after it points away, like SteamVR's own floating
|
||||||
|
// windows. Leaving takes a wider margin than arriving, and a drag or a held button keeps it
|
||||||
|
// on. The keyboard is one overlay, so SteamVR's own intersection test does there.
|
||||||
|
void UpdateAim() {
|
||||||
|
if (LasersByMode()) return;
|
||||||
|
std::vector<Mat> lasers;
|
||||||
|
for (vr::TrackedDeviceIndex_t i = 1; i < vr::k_unMaxTrackedDeviceCount; ++i) {
|
||||||
|
Mat d;
|
||||||
|
if (IsHandController(i) && LaserPose(i, &d)) lasers.push_back(d);
|
||||||
|
}
|
||||||
|
for (auto &[index, s] : g_screens) {
|
||||||
|
Mat p;
|
||||||
|
if (!s.visible || !ScreenPose(s, &p)) continue;
|
||||||
|
if (s.drag != Drag::None || (g_press.buttons && g_press.screen == index)) {
|
||||||
|
s.aimUntil = g_tick + kAimLinger;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
const double m = s.grip * (g_tick < s.aimUntil ? 2.0 : 0.25), h = s.heightMetres();
|
||||||
|
// The panel and its controls: the bar row under it, the resize tab off its corner.
|
||||||
|
const double halfW = std::max(s.metres / 2 + s.grip, s.chrome / 2 + s.chrome * 0.12 + s.grip * 2) + m;
|
||||||
|
const double top = h / 2 + m, bottom = std::min(BarY(s) - s.grip, -(h / 2 + s.grip)) - m;
|
||||||
|
for (const Mat &l : lasers) {
|
||||||
|
double u, v;
|
||||||
|
if (!RayOnSurface(s, p, l, &u, &v)) continue;
|
||||||
|
bool on = std::fabs(u) <= halfW && v <= top && v >= bottom;
|
||||||
|
for (const auto &[k, sub] : s.subs) {
|
||||||
|
if (on || s.cropW <= 0) break;
|
||||||
|
const double su = (sub.x + sub.w / 2.0 - (s.cropX + s.cropW / 2.0)) * s.mpp;
|
||||||
|
const double sv = -(sub.y + sub.h / 2.0 - (s.cropY + s.cropH / 2.0)) * s.mpp;
|
||||||
|
on = std::fabs(u - su) <= sub.w * s.mpp / 2 + m && std::fabs(v - sv) <= sub.h * s.mpp / 2 + m;
|
||||||
|
}
|
||||||
|
if (on) {
|
||||||
|
s.aimUntil = g_tick + kAimLinger;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (keyboard::Shown())
|
||||||
|
for (const Mat &l : lasers)
|
||||||
|
if (keyboard::Aimed(l)) g_keyboardAimUntil = g_tick + kAimLinger;
|
||||||
|
}
|
||||||
|
|
||||||
const char *LasersName() {
|
const char *LasersName() {
|
||||||
switch (g_lasers) {
|
switch (g_lasers) {
|
||||||
case Lasers::Always: return "always";
|
case Lasers::Always: return "always";
|
||||||
@@ -2036,6 +2274,7 @@ void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data) {
|
|||||||
if (ev.eventType == vr::VREvent_MouseButtonUp)
|
if (ev.eventType == vr::VREvent_MouseButtonUp)
|
||||||
ReleaseAwayBy(ev.trackedDeviceIndex, ev.data.mouse.button, handle, data);
|
ReleaseAwayBy(ev.trackedDeviceIndex, ev.data.mouse.button, handle, data);
|
||||||
if (g_press.upAt >= 0 && g_tick >= g_press.upAt) ReleaseAway(BTN_LEFT, handle, data);
|
if (g_press.upAt >= 0 && g_tick >= g_press.upAt) ReleaseAway(BTN_LEFT, handle, data);
|
||||||
|
ReleaseStuck(handle, data);
|
||||||
RefreshChrome();
|
RefreshChrome();
|
||||||
while (vr::VRSystem()->PollNextEvent(&ev, sizeof ev)) {
|
while (vr::VRSystem()->PollNextEvent(&ev, sizeof ev)) {
|
||||||
if (ev.eventType == vr::VREvent_Quit) {
|
if (ev.eventType == vr::VREvent_Quit) {
|
||||||
@@ -2071,10 +2310,19 @@ void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data) {
|
|||||||
handle(&e, data);
|
handle(&e, data);
|
||||||
}
|
}
|
||||||
++g_tick;
|
++g_tick;
|
||||||
|
UpdateSpin();
|
||||||
|
if (g_spin.front >= 0) {
|
||||||
|
ft_event e{};
|
||||||
|
e.type = FT_FRONT;
|
||||||
|
e.screen = g_spin.front;
|
||||||
|
g_spin.front = -1;
|
||||||
|
handle(&e, data);
|
||||||
|
}
|
||||||
UpdateGame();
|
UpdateGame();
|
||||||
UpdateArrange();
|
UpdateArrange();
|
||||||
UpdateVisibility();
|
UpdateVisibility();
|
||||||
UpdateAttention();
|
UpdateAttention();
|
||||||
|
UpdateAim();
|
||||||
UpdateLasers();
|
UpdateLasers();
|
||||||
UpdateControls();
|
UpdateControls();
|
||||||
UpdateGuides();
|
UpdateGuides();
|
||||||
@@ -2101,7 +2349,7 @@ bool ft_vr_keyboard_show(int index) {
|
|||||||
const double fx = -head.m[0][2], fz = -head.m[2][2], n = std::sqrt(fx * fx + fz * fz) + 1e-9;
|
const double fx = -head.m[0][2], fz = -head.m[2][2], n = std::sqrt(fx * fx + fz * fz) + 1e-9;
|
||||||
const double at[3] = {head.m[0][3] + fx / n * kKeyboardAhead, head.m[1][3] - kKeyboardBelow,
|
const double at[3] = {head.m[0][3] + fx / n * kKeyboardAhead, head.m[1][3] - kKeyboardBelow,
|
||||||
head.m[2][3] + fz / n * kKeyboardAhead};
|
head.m[2][3] + fz / n * kKeyboardAhead};
|
||||||
keyboard::SetLasers(g_lasers == Lasers::Always || (g_lasers == Lasers::OutsideGames && !g_gameRunning));
|
keyboard::SetLasers(LasersByMode());
|
||||||
g_steamInFront = SteamInFront();
|
g_steamInFront = SteamInFront();
|
||||||
if (g_steamInFront) {
|
if (g_steamInFront) {
|
||||||
g_asidePose = FacingPose(at, head);
|
g_asidePose = FacingPose(at, head);
|
||||||
@@ -2146,6 +2394,8 @@ void ft_vr_keyboard_hide(void) {
|
|||||||
// ~100 ms (it landed on something else), KWin gets it anyway
|
// ~100 ms (it landed on something else), KWin gets it anyway
|
||||||
// state -> "ok <mode> <manual 0|1> <wrist deg> <gesture hand> <gesture deg>
|
// state -> "ok <mode> <manual 0|1> <wrist deg> <gesture hand> <gesture deg>
|
||||||
// <controllers> <game running 0|1> <ingames>"
|
// <controllers> <game running 0|1> <ingames>"
|
||||||
|
// spin next|prev|<degrees> turn every panel in the room about your head (see the lazy
|
||||||
|
// susan) -> "ok <degrees turned>"
|
||||||
// cutouts on|off|state hand cutouts (see handcut.h) -> "ok <on|off> <ready|idle|unavailable>
|
// cutouts on|off|state hand cutouts (see handcut.h) -> "ok <on|off> <ready|idle|unavailable>
|
||||||
// <last composite ms> ms, predict <on|off> lead <ms> ms"
|
// <last composite ms> ms, predict <on|off> lead <ms> ms"
|
||||||
// cutouts predict on|off move the hands ahead along their velocity (on by default)
|
// cutouts predict on|off move the hands ahead along their velocity (on by default)
|
||||||
@@ -2183,6 +2433,7 @@ void ft_vr_command(const char *cmd, char *reply, int size) {
|
|||||||
Screen *s = Find(n);
|
Screen *s = Find(n);
|
||||||
if (!s) return (void)std::snprintf(reply, size, "error no screen %d", n);
|
if (!s) return (void)std::snprintf(reply, size, "error no screen %d", n);
|
||||||
EndDrag(*s);
|
EndDrag(*s);
|
||||||
|
g_spin.base.erase(n - 1);
|
||||||
SetAbsolute(*s, PanelPose(x, y, z, yaw, pitch, roll));
|
SetAbsolute(*s, PanelPose(x, y, z, yaw, pitch, roll));
|
||||||
std::snprintf(reply, size, "ok");
|
std::snprintf(reply, size, "ok");
|
||||||
} else if (std::sscanf(cmd, "width %d %lf", &n, &w) == 2) {
|
} else if (std::sscanf(cmd, "width %d %lf", &n, &w) == 2) {
|
||||||
@@ -2349,6 +2600,7 @@ void ft_vr_command(const char *cmd, char *reply, int size) {
|
|||||||
Mat m{};
|
Mat m{};
|
||||||
for (int k = 0; k < 12; ++k) m.m[k / 4][k % 4] = r[k];
|
for (int k = 0; k < 12; ++k) m.m[k / 4][k % 4] = r[k];
|
||||||
EndDrag(*s);
|
EndDrag(*s);
|
||||||
|
g_spin.base.erase(n - 1);
|
||||||
SetAbsolute(*s, m);
|
SetAbsolute(*s, m);
|
||||||
std::snprintf(reply, size, "ok");
|
std::snprintf(reply, size, "ok");
|
||||||
} else if (int k0; std::sscanf(cmd, "sub %d %d %d %d %d %d", &n, &k0, &x0, &y0, &w0, &h0) == 6 ||
|
} else if (int k0; std::sscanf(cmd, "sub %d %d %d %d %d %d", &n, &k0, &x0, &y0, &w0, &h0) == 6 ||
|
||||||
@@ -2376,6 +2628,8 @@ void ft_vr_command(const char *cmd, char *reply, int size) {
|
|||||||
if ((g_press.buttons & ButtonBit(BTN_LEFT)) && g_press.device != kNone && !IsHandController(g_press.device))
|
if ((g_press.buttons & ButtonBit(BTN_LEFT)) && g_press.device != kNone && !IsHandController(g_press.device))
|
||||||
g_press.upAt = g_tick + 9;
|
g_press.upAt = g_tick + 9;
|
||||||
std::snprintf(reply, size, "ok");
|
std::snprintf(reply, size, "ok");
|
||||||
|
} else if (std::sscanf(cmd, "spin %15s", word) == 1) {
|
||||||
|
SpinCommand(word, reply, size);
|
||||||
} else if (std::strncmp(cmd, "state", 5) == 0) {
|
} else if (std::strncmp(cmd, "state", 5) == 0) {
|
||||||
std::snprintf(reply, size, "ok %s %d %.0f %s %.0f %s %d %s", ModeName(), g_manual ? 1 : 0, g_wristAngle,
|
std::snprintf(reply, size, "ok %s %d %.0f %s %.0f %s %d %s", ModeName(), g_manual ? 1 : 0, g_wristAngle,
|
||||||
g_gestureHand.c_str(), g_gestureAngle, LasersName(), g_gameRunning ? 1 : 0,
|
g_gestureHand.c_str(), g_gestureAngle, LasersName(), g_gameRunning ? 1 : 0,
|
||||||
|
|||||||
+2
-1
@@ -17,7 +17,8 @@ struct ft_dmabuf {
|
|||||||
int fd[4];
|
int fd[4];
|
||||||
};
|
};
|
||||||
|
|
||||||
enum ft_event_type { FT_MOTION, FT_BUTTON, FT_SCROLL, FT_LEAVE, FT_QUIT, FT_KEY, FT_KEYBOARD_CLOSED };
|
// FT_FRONT: a spin (the lazy susan) brought panel `screen` to straight ahead: typing goes there.
|
||||||
|
enum ft_event_type { FT_MOTION, FT_BUTTON, FT_SCROLL, FT_LEAVE, FT_QUIT, FT_KEY, FT_KEYBOARD_CLOSED, FT_FRONT };
|
||||||
|
|
||||||
struct ft_event {
|
struct ft_event {
|
||||||
enum ft_event_type type;
|
enum ft_event_type type;
|
||||||
|
|||||||
@@ -36,6 +36,10 @@ check "distrobox" on_frame 'test -x ~/.local/bin/distrobox && ~/.local/bin/distr
|
|||||||
check "container $FRAME_BOX" on_frame "podman ps -a --filter name=^$FRAME_BOX\$ --format '{{.Image}} {{.Status}}' | grep ."
|
check "container $FRAME_BOX" on_frame "podman ps -a --filter name=^$FRAME_BOX\$ --format '{{.Image}} {{.Status}}' | grep ."
|
||||||
check "repo on the Frame" on_frame 'pwd'
|
check "repo on the Frame" on_frame 'pwd'
|
||||||
check "free space in ~" on_frame "df -h ~ | awk 'NR==2{print \$4\" free\"}'"
|
check "free space in ~" on_frame "df -h ~ | awk 'NR==2{print \$4\" free\"}'"
|
||||||
|
# A taskbar saved on a screen the desktop doesn't have is hidden; the desktop's next start
|
||||||
|
# moves it to the first screen (session/fix-panels.py).
|
||||||
|
check "taskbar on a screen" on_frame 'set -o pipefail; [ -f session/fix-panels.py ] || { echo "not checked (older checkout)"; exit 0; }
|
||||||
|
python3 session/fix-panels.py --check | paste -sd ";" | sed "s/;/; /g"'
|
||||||
|
|
||||||
echo "what Frametop needs from SteamOS:"
|
echo "what Frametop needs from SteamOS:"
|
||||||
if [ "$FRAME_LOCAL" = 1 ]; then
|
if [ "$FRAME_LOCAL" = 1 ]; then
|
||||||
|
|||||||
@@ -42,6 +42,25 @@ for i, s in enumerate(d.get("screens", []), 1):
|
|||||||
print("visibility:", d.get("visibility"))
|
print("visibility:", d.get("visibility"))
|
||||||
PY
|
PY
|
||||||
|
|
||||||
|
section "Plasma panels and outputs"
|
||||||
|
python3 "$repo/session/fix-panels.py" --check 2>&1 || true
|
||||||
|
python3 - "$repo" <<'PY' 2>&1 || true
|
||||||
|
import json, subprocess, sys
|
||||||
|
sys.path.insert(0, sys.argv[1] + "/layout")
|
||||||
|
import ft_layout
|
||||||
|
env = ft_layout.nested_env()
|
||||||
|
if not env:
|
||||||
|
sys.exit(print("desktop not running: no live outputs or panels"))
|
||||||
|
outs = json.loads(subprocess.run(["kscreen-doctor", "-j"], capture_output=True, text=True, env=env, timeout=10).stdout or "{}")
|
||||||
|
for o in outs.get("outputs", []):
|
||||||
|
size = o.get("size") or {}
|
||||||
|
print(f"output {o.get('name')}: enabled={o.get('enabled')} priority={o.get('priority')} {size.get('width')}x{size.get('height')}")
|
||||||
|
js = "print(JSON.stringify(panels().map(p => ({id: p.id, screen: p.screen, location: p.location}))))"
|
||||||
|
r = subprocess.run(["qdbus6", "org.kde.plasmashell", "/PlasmaShell", "org.kde.PlasmaShell.evaluateScript", js],
|
||||||
|
capture_output=True, text=True, env=env, timeout=10)
|
||||||
|
print("live panels:", (r.stdout or r.stderr).strip())
|
||||||
|
PY
|
||||||
|
|
||||||
section "Input relay (last 60 lines)"
|
section "Input relay (last 60 lines)"
|
||||||
journalctl --user -u frametop-input-relay -n 60 --no-pager -o short 2>/dev/null
|
journalctl --user -u frametop-input-relay -n 60 --no-pager -o short 2>/dev/null
|
||||||
section "Pointer helper (last 60 lines)"
|
section "Pointer helper (last 60 lines)"
|
||||||
|
|||||||
@@ -49,6 +49,8 @@ PACKAGES = {
|
|||||||
"after a desktop restart; floating a window; no blur behind the taskbar's menus",
|
"after a desktop restart; floating a window; no blur behind the taskbar's menus",
|
||||||
"plasma-workspace": "the taskbar and panels after a desktop restart; no DiscoverNotifier or "
|
"plasma-workspace": "the taskbar and panels after a desktop restart; no DiscoverNotifier or "
|
||||||
"ibus-daemon inside the desktop",
|
"ibus-daemon inside the desktop",
|
||||||
|
"at-spi2-core": "an AT-SPI-aware app appears on the nested desktop's accessibility bus; "
|
||||||
|
"the registry stops and comes back after a desktop restart",
|
||||||
"gamescope": "the headset's volume buttons with nothing focused; typing goes where you last clicked",
|
"gamescope": "the headset's volume buttons with nothing focused; typing goes where you last clicked",
|
||||||
"bluez": "a Bluetooth mouse reconnecting after it sleeps",
|
"bluez": "a Bluetooth mouse reconnecting after it sleeps",
|
||||||
}
|
}
|
||||||
@@ -162,6 +164,14 @@ def check_host():
|
|||||||
("/usr/bin/kwin_wayland_wrapper", "FAIL", "the desktop can't start KWin"),
|
("/usr/bin/kwin_wayland_wrapper", "FAIL", "the desktop can't start KWin"),
|
||||||
("/usr/bin/startplasma-wayland", "FAIL", "the desktop can't start Plasma"),
|
("/usr/bin/startplasma-wayland", "FAIL", "the desktop can't start Plasma"),
|
||||||
("/usr/bin/dbus-run-session", "FAIL", "the desktop can't start its session bus"),
|
("/usr/bin/dbus-run-session", "FAIL", "the desktop can't start its session bus"),
|
||||||
|
("/usr/bin/python3", "warn", "nested accessibility can't run its startup helper"),
|
||||||
|
("/usr/bin/gdbus", "warn", "nested accessibility can't discover or check its bus"),
|
||||||
|
("/usr/lib/at-spi-bus-launcher", "warn", "nested accessibility can't start its bus"),
|
||||||
|
("/usr/lib/at-spi2-registryd", "warn", "nested accessibility has no fallback registry"),
|
||||||
|
("/usr/share/dbus-1/services/org.a11y.Bus.service", "warn",
|
||||||
|
"nested accessibility can't activate its bus"),
|
||||||
|
("/usr/share/dbus-1/accessibility-services/org.a11y.atspi.Registry.service", "warn",
|
||||||
|
"nested accessibility can't activate its registry natively"),
|
||||||
(f"{STEAMVR_BIN}/vrcmd", "FAIL", "the 3D mouse can't find panels"),
|
(f"{STEAMVR_BIN}/vrcmd", "FAIL", "the 3D mouse can't find panels"),
|
||||||
(f"{STEAMVR_BIN}/vrpathreg", "warn", "the pointer driver can't be installed or removed"),
|
(f"{STEAMVR_BIN}/vrpathreg", "warn", "the pointer driver can't be installed or removed"),
|
||||||
("/usr/share/deckard/mesavars.sh", "warn", "the desktop starts without SteamOS's Mesa settings"),
|
("/usr/share/deckard/mesavars.sh", "warn", "the desktop starts without SteamOS's Mesa settings"),
|
||||||
|
|||||||
Executable
+143
@@ -0,0 +1,143 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Bring back a taskbar that Plasma saved against a screen this desktop doesn't have.
|
||||||
|
|
||||||
|
Plasma 6.2.5 ties each panel to a screen number (lastScreen in its containment), and the
|
||||||
|
numbers rank the enabled outputs by priority: 0 is the primary screen. A panel whose
|
||||||
|
number is past the screen count gets no view and stays hidden; Plasma never moves it,
|
||||||
|
even on a later start (sanitizeScreenLayout() only remaps a panel whose number has no
|
||||||
|
desktop, and the Frametop desktop keeps a desktop for every spare output it has seen).
|
||||||
|
So a taskbar saved on a spare output (issue #18), or on a screen that a smaller layout
|
||||||
|
dropped, was lost until the config was deleted.
|
||||||
|
|
||||||
|
The session runs this before Plasma starts, so nothing races Plasma for the file. Each
|
||||||
|
panel numbered at or past the screen count moves to screen 0, with its system tray's
|
||||||
|
containment, and keeps its widgets and settings. A panel is left where it is when screen
|
||||||
|
0 already has a panel on that edge: it comes back by itself if the screens do. The file
|
||||||
|
is backed up once per repair (<file>.ft-bak), and the changes go through kwriteconfig6.
|
||||||
|
|
||||||
|
fix-panels.py [--screens N] [--file APPLETSRC] [--check]
|
||||||
|
--screens the desktop's screen count (default: the configured layout's)
|
||||||
|
--file default: $XDG_CONFIG_HOME/plasma-org.kde.plasma.desktop-appletsrc, with
|
||||||
|
XDG_CONFIG_HOME defaulting to the Frametop desktop's ~/.config/frametop
|
||||||
|
--check change nothing; list the panels, and exit 1 if one is lost
|
||||||
|
"""
|
||||||
|
import argparse
|
||||||
|
import os
|
||||||
|
import re
|
||||||
|
import shutil
|
||||||
|
import subprocess
|
||||||
|
import sys
|
||||||
|
|
||||||
|
EDGES = {3: "top", 4: "bottom", 5: "left", 6: "right"} # Plasma::Types::Location
|
||||||
|
SYSTRAY = "org.kde.plasma.private.systemtray"
|
||||||
|
GROUP = re.compile(r"\[([^\]]*)\]")
|
||||||
|
|
||||||
|
|
||||||
|
def parse(text):
|
||||||
|
"""KConfig text -> {(group, subgroup, ...): {key: value}}."""
|
||||||
|
groups, cur = {}, None
|
||||||
|
for line in text.splitlines():
|
||||||
|
line = line.strip()
|
||||||
|
if line.startswith("["):
|
||||||
|
cur = tuple(GROUP.findall(line))
|
||||||
|
groups.setdefault(cur, {})
|
||||||
|
elif cur is not None and "=" in line and not line.startswith("#"):
|
||||||
|
k, v = line.split("=", 1)
|
||||||
|
groups[cur][re.sub(r"\[\$.*\]$", "", k.strip())] = v.strip()
|
||||||
|
return groups
|
||||||
|
|
||||||
|
|
||||||
|
def number(v, default=-1):
|
||||||
|
try:
|
||||||
|
return int(v)
|
||||||
|
except (TypeError, ValueError):
|
||||||
|
return default
|
||||||
|
|
||||||
|
|
||||||
|
def panels(groups):
|
||||||
|
"""The panels, by containment id: location, lastScreen, and the ids of their system
|
||||||
|
trays' own containments (which sit on the same edge and screen as the panel)."""
|
||||||
|
trays, found = {}, {}
|
||||||
|
for g, keys in groups.items():
|
||||||
|
if len(g) == 5 and g[0] == "Containments" and g[2] == "Applets" and g[4] == "Configuration":
|
||||||
|
tray = keys.get("SystrayContainmentId")
|
||||||
|
if tray:
|
||||||
|
trays.setdefault(g[1], []).append(tray)
|
||||||
|
owned = {t for ts in trays.values() for t in ts}
|
||||||
|
for g, keys in groups.items():
|
||||||
|
if len(g) != 2 or g[0] != "Containments" or number(g[1]) <= 0 or g[1] in owned:
|
||||||
|
continue
|
||||||
|
loc = number(keys.get("location"), 0)
|
||||||
|
if loc in EDGES and keys.get("plugin") != SYSTRAY:
|
||||||
|
found[g[1]] = {"location": loc, "screen": number(keys.get("lastScreen")),
|
||||||
|
"plugin": keys.get("plugin", "?"), "trays": trays.get(g[1], [])}
|
||||||
|
return dict(sorted(found.items(), key=lambda kv: number(kv[0])))
|
||||||
|
|
||||||
|
|
||||||
|
def plan(groups, screens):
|
||||||
|
"""(moves, kept): moves are (panel id, from screen, containment ids to put on screen 0);
|
||||||
|
kept are (panel id, from screen, why) for lost panels left alone."""
|
||||||
|
found = panels(groups)
|
||||||
|
taken = {(p["screen"], p["location"]) for p in found.values() if 0 <= p["screen"] < screens}
|
||||||
|
moves, kept = [], []
|
||||||
|
for pid, p in found.items():
|
||||||
|
if p["screen"] < screens:
|
||||||
|
continue # on a screen this desktop has (Plasma puts -1 on the first one itself)
|
||||||
|
if (0, p["location"]) in taken:
|
||||||
|
kept.append((pid, p["screen"], f"the first screen already has a {EDGES[p['location']]} panel"))
|
||||||
|
continue
|
||||||
|
taken.add((0, p["location"]))
|
||||||
|
moves.append((pid, p["screen"], [pid, *p["trays"]]))
|
||||||
|
return moves, kept
|
||||||
|
|
||||||
|
|
||||||
|
def default_screens():
|
||||||
|
sys.path.insert(0, os.path.join(os.path.dirname(os.path.realpath(__file__)), "..", "layout"))
|
||||||
|
import ft_layout
|
||||||
|
return ft_layout.screen_count()
|
||||||
|
|
||||||
|
|
||||||
|
def main(argv):
|
||||||
|
ap = argparse.ArgumentParser(description=__doc__.split("\n\n")[0])
|
||||||
|
ap.add_argument("--screens", type=int)
|
||||||
|
ap.add_argument("--file")
|
||||||
|
ap.add_argument("--check", action="store_true")
|
||||||
|
a = ap.parse_args(argv)
|
||||||
|
config = os.environ.get("XDG_CONFIG_HOME") or os.path.expanduser("~/.config/frametop")
|
||||||
|
path = a.file or os.path.join(config, "plasma-org.kde.plasma.desktop-appletsrc")
|
||||||
|
screens = a.screens if a.screens else default_screens()
|
||||||
|
try:
|
||||||
|
with open(path) as f:
|
||||||
|
groups = parse(f.read())
|
||||||
|
except FileNotFoundError:
|
||||||
|
if a.check:
|
||||||
|
print("no Plasma config yet (Plasma makes the default taskbar)")
|
||||||
|
return 0
|
||||||
|
moves, kept = plan(groups, screens)
|
||||||
|
|
||||||
|
if a.check:
|
||||||
|
found = panels(groups)
|
||||||
|
for pid, p in found.items():
|
||||||
|
lost = " (lost: no such screen)" if p["screen"] >= screens else ""
|
||||||
|
print(f"panel {pid}: screen {p['screen']}, {EDGES[p['location']]}{lost}")
|
||||||
|
if not found:
|
||||||
|
print("no panels")
|
||||||
|
print(f"{screens} screen(s)")
|
||||||
|
return 1 if moves or kept else 0
|
||||||
|
|
||||||
|
if moves:
|
||||||
|
shutil.copy2(path, path + ".ft-bak")
|
||||||
|
for pid, was, ids in moves:
|
||||||
|
for cid in ids:
|
||||||
|
subprocess.run(["kwriteconfig6", "--file", os.path.abspath(path), "--group", "Containments",
|
||||||
|
"--group", cid, "--key", "lastScreen", "0"], check=True)
|
||||||
|
print(f"frametop: panel {pid} was saved on screen {was}, which this desktop doesn't have "
|
||||||
|
f"({screens} screen(s)); moved it to the first screen (backup: {path}.ft-bak)", file=sys.stderr)
|
||||||
|
for pid, was, why in kept:
|
||||||
|
print(f"frametop: panel {pid} is saved on screen {was}, which this desktop doesn't have; "
|
||||||
|
f"left there: {why}", file=sys.stderr)
|
||||||
|
return 0
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
sys.exit(main(sys.argv[1:]))
|
||||||
@@ -29,7 +29,7 @@ for var in $(compgen -e); do
|
|||||||
case $var in
|
case $var in
|
||||||
LD_LIBRARY_PATH | LD_PRELOAD | STEAM_* | Steam* | SRT_* | PRESSURE_VESSEL_* | MANGOHUD_* | \
|
LD_LIBRARY_PATH | LD_PRELOAD | STEAM_* | Steam* | SRT_* | PRESSURE_VESSEL_* | MANGOHUD_* | \
|
||||||
ENABLE_VK_LAYER_VALVE_steam_overlay_* | STEAMVIDEOTOKEN | QT_IM_MODULE | GTK_IM_MODULE | \
|
ENABLE_VK_LAYER_VALVE_steam_overlay_* | STEAMVIDEOTOKEN | QT_IM_MODULE | GTK_IM_MODULE | \
|
||||||
XMODIFIERS) unset "$var" ;;
|
XMODIFIERS | AT_SPI_BUS_ADDRESS) unset "$var" ;;
|
||||||
esac
|
esac
|
||||||
done
|
done
|
||||||
|
|
||||||
@@ -190,6 +190,21 @@ if [ "$remote" = 1 ]; then
|
|||||||
"$here/remote-ctl.sh" start
|
"$here/remote-ctl.sh" start
|
||||||
fi
|
fi
|
||||||
|
|
||||||
|
# AT-SPI: start the registry inside Plasma's autostart, after KWin has published the
|
||||||
|
# nested displays. Starting it before startplasma could bind to the host's X display.
|
||||||
|
# This config belongs only to Frametop; the host desktop's autostart is unchanged.
|
||||||
|
autostart=$XDG_CONFIG_HOME/autostart/frametop-atspi.desktop
|
||||||
|
mkdir -p "$(dirname "$autostart")"
|
||||||
|
cat > "$autostart" <<EOF
|
||||||
|
[Desktop Entry]
|
||||||
|
Type=Application
|
||||||
|
Name=Frametop accessibility
|
||||||
|
Exec="$here/ft-atspi"
|
||||||
|
X-KDE-autostart-phase=2
|
||||||
|
OnlyShowIn=KDE;
|
||||||
|
NoDisplay=true
|
||||||
|
EOF
|
||||||
|
|
||||||
# ft-floatd (floating windows) runs inside the Plasma session, on its D-Bus: started from
|
# ft-floatd (floating windows) runs inside the Plasma session, on its D-Bus: started from
|
||||||
# the session's autostart, which only this desktop reads (XDG_CONFIG_HOME above).
|
# the session's autostart, which only this desktop reads (XDG_CONFIG_HOME above).
|
||||||
autostart=$XDG_CONFIG_HOME/autostart/frametop-floatd.desktop
|
autostart=$XDG_CONFIG_HOME/autostart/frametop-floatd.desktop
|
||||||
@@ -272,4 +287,9 @@ fi
|
|||||||
# with both, apps would open twice.
|
# with both, apps would open twice.
|
||||||
kwriteconfig6 --file "$XDG_CONFIG_HOME/ksmserverrc" --group General --key loginMode emptySession
|
kwriteconfig6 --file "$XDG_CONFIG_HOME/ksmserverrc" --group General --key loginMode emptySession
|
||||||
|
|
||||||
|
# Plasma keeps a panel on a screen number, and never moves one whose screen this desktop
|
||||||
|
# doesn't have, like a spare output or a screen a smaller layout dropped. Put such a panel
|
||||||
|
# back on the first (primary) screen before Plasma reads the file (session/fix-panels.py).
|
||||||
|
python3 "$here/fix-panels.py" --screens "$screens" || true
|
||||||
|
|
||||||
dbus-run-session startplasma-wayland
|
dbus-run-session startplasma-wayland
|
||||||
Executable
+87
@@ -0,0 +1,87 @@
|
|||||||
|
#!/usr/bin/python3
|
||||||
|
"""Start AT-SPI on this nested desktop's live bus, after KWin has set its displays."""
|
||||||
|
import ast
|
||||||
|
import os
|
||||||
|
import signal
|
||||||
|
import subprocess
|
||||||
|
import sys
|
||||||
|
import time
|
||||||
|
|
||||||
|
DBUS = "org.freedesktop.DBus"
|
||||||
|
DBUS_PATH = "/org/freedesktop/DBus"
|
||||||
|
REGISTRY = "org.a11y.atspi.Registry"
|
||||||
|
|
||||||
|
|
||||||
|
def call(address, destination, path, method, *args):
|
||||||
|
return subprocess.run(
|
||||||
|
["gdbus", "call", "--address", address, "--dest", destination,
|
||||||
|
"--object-path", path, "--method", method, "--timeout", "5", *args],
|
||||||
|
check=True, capture_output=True, text=True, timeout=6).stdout.strip()
|
||||||
|
|
||||||
|
|
||||||
|
def stop(child):
|
||||||
|
if child.poll() is None:
|
||||||
|
child.terminate()
|
||||||
|
try:
|
||||||
|
child.wait(timeout=3)
|
||||||
|
except subprocess.TimeoutExpired:
|
||||||
|
child.kill()
|
||||||
|
child.wait()
|
||||||
|
|
||||||
|
|
||||||
|
def run_registry(address, session):
|
||||||
|
# SteamOS's registryd stays alive after a bus disconnect. Keep only our own
|
||||||
|
# child tied to both private buses; no host PID lookup or broad process kill.
|
||||||
|
registry = subprocess.Popen(["/usr/lib/at-spi2-registryd"])
|
||||||
|
try:
|
||||||
|
while registry.poll() is None:
|
||||||
|
try:
|
||||||
|
call(session, DBUS, DBUS_PATH, DBUS + ".GetId")
|
||||||
|
call(address, DBUS, DBUS_PATH, DBUS + ".GetId")
|
||||||
|
except subprocess.SubprocessError:
|
||||||
|
break # Normal session shutdown or loss of its accessibility bus.
|
||||||
|
# Each check starts two gdbus processes, and SteamVR needs the CPU.
|
||||||
|
time.sleep(5)
|
||||||
|
finally:
|
||||||
|
stop(registry)
|
||||||
|
|
||||||
|
|
||||||
|
def start():
|
||||||
|
session = os.environ.get("DBUS_SESSION_BUS_ADDRESS")
|
||||||
|
runtime = os.environ.get("XDG_RUNTIME_DIR", "")
|
||||||
|
if not session or os.path.basename(runtime) != "frametop":
|
||||||
|
return # Do not autolaunch a bus or touch the host desktop.
|
||||||
|
os.environ.pop("AT_SPI_BUS_ADDRESS", None)
|
||||||
|
reply = call(session, "org.a11y.Bus", "/org/a11y/bus", "org.a11y.Bus.GetAddress")
|
||||||
|
address, = ast.literal_eval(reply)
|
||||||
|
if not isinstance(address, str) or not address.startswith("unix:"):
|
||||||
|
raise ValueError("org.a11y.Bus returned no local accessibility bus")
|
||||||
|
if call(address, DBUS, DBUS_PATH, DBUS + ".NameHasOwner", REGISTRY) == "(true,)":
|
||||||
|
return
|
||||||
|
# Activation otherwise inherits the accessibility daemon's old environment (and
|
||||||
|
# DBUS_SESSION_BUS_ADDRESS is the accessibility bus itself). Pin the live bus.
|
||||||
|
env = {key: os.environ.get(key, "") for key in (
|
||||||
|
"DISPLAY", "WAYLAND_DISPLAY", "XAUTHORITY", "XDG_RUNTIME_DIR",
|
||||||
|
"XDG_CONFIG_HOME", "DBUS_SESSION_BUS_ADDRESS")}
|
||||||
|
env["AT_SPI_BUS_ADDRESS"] = address
|
||||||
|
call(address, DBUS, DBUS_PATH, DBUS + ".UpdateActivationEnvironment", repr(env))
|
||||||
|
try:
|
||||||
|
call(address, DBUS, DBUS_PATH, DBUS + ".StartServiceByName", REGISTRY, "0")
|
||||||
|
except subprocess.CalledProcessError:
|
||||||
|
# SteamOS's launcher can select dbus-broker because we are in a user unit,
|
||||||
|
# but the private session bus has no systemd activation manager. Reuse its
|
||||||
|
# bus rather than starting another launcher/bus. Never replace an owner.
|
||||||
|
if call(address, DBUS, DBUS_PATH, DBUS + ".NameHasOwner", REGISTRY) == "(true,)":
|
||||||
|
return
|
||||||
|
os.environ["AT_SPI_BUS_ADDRESS"] = address
|
||||||
|
# registryd itself refuses to queue behind an existing registry, including
|
||||||
|
# races with native activation. The watcher cleans up only our own child.
|
||||||
|
run_registry(address, session)
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
signal.signal(signal.SIGTERM, lambda signum, frame: sys.exit(0))
|
||||||
|
try:
|
||||||
|
start()
|
||||||
|
except (OSError, ValueError, SyntaxError, subprocess.SubprocessError) as error:
|
||||||
|
print(f"frametop: accessibility unavailable: {error}", file=sys.stderr)
|
||||||
@@ -10,7 +10,7 @@ cg=$(systemctl --user show -p ControlGroup --value "$unit" 2>/dev/null)
|
|||||||
|
|
||||||
# The desktop's own processes stay in the unit and stop with it: the session, KWin,
|
# The desktop's own processes stay in the unit and stop with it: the session, KWin,
|
||||||
# Plasma, and the session services it started (portals, input methods, kded, wallet...).
|
# Plasma, and the session services it started (portals, input methods, kded, wallet...).
|
||||||
own='^(frametop-sessi|dbus-|startplasma|plasma|kwin|Xwayland|ksmserver|krdpserver|Xvnc|xfreerdp|ft-layout|'
|
own='^(frametop-sessi|dbus-|startplasma|plasma|kwin|Xwayland|ksmserver|krdpserver|Xvnc|xfreerdp|ft-layout|ft-atspi|'
|
||||||
own+='kded|kactivitymanage|kaccess|kglobalaccel|kscreen|kwalletd|ksecretd|polkit-kde|org_kde_|baloo|'
|
own+='kded|kactivitymanage|kaccess|kglobalaccel|kscreen|kwalletd|ksecretd|polkit-kde|org_kde_|baloo|'
|
||||||
own+='xembedsniproxy|gmenudbusmenu|DiscoverNotifie|kimpanel|ibus|xdg-|at-spi|dconf-service|fusermount|agent)'
|
own+='xembedsniproxy|gmenudbusmenu|DiscoverNotifie|kimpanel|ibus|xdg-|at-spi|dconf-service|fusermount|agent)'
|
||||||
keep=()
|
keep=()
|
||||||
|
|||||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,162 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Tests for session/fix-panels.py: issue #18's config (the taskbar saved on spare output 8
|
||||||
|
of a 3-screen desktop), panels that are fine, an edge that's taken, and a real run of
|
||||||
|
kwriteconfig6 on a copy. Nothing here touches the running desktop or its config.
|
||||||
|
|
||||||
|
python3 session/tests/test_fix_panels.py
|
||||||
|
"""
|
||||||
|
import importlib.util
|
||||||
|
import os
|
||||||
|
import subprocess
|
||||||
|
import sys
|
||||||
|
import tempfile
|
||||||
|
import unittest
|
||||||
|
|
||||||
|
HERE = os.path.dirname(os.path.realpath(__file__))
|
||||||
|
SCRIPT = os.path.join(HERE, "..", "fix-panels.py")
|
||||||
|
spec = importlib.util.spec_from_file_location("fix_panels", SCRIPT)
|
||||||
|
fp = importlib.util.module_from_spec(spec)
|
||||||
|
spec.loader.exec_module(fp)
|
||||||
|
|
||||||
|
|
||||||
|
def desktop(cid, screen):
|
||||||
|
return f"""[Containments][{cid}]
|
||||||
|
activityId=7e1d1a3c-0000-4000-8000-000000000000
|
||||||
|
formfactor=0
|
||||||
|
immutability=1
|
||||||
|
lastScreen={screen}
|
||||||
|
location=0
|
||||||
|
plugin=org.kde.plasma.folder
|
||||||
|
wallpaperplugin=org.kde.image
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
def panel(cid, screen, location=4, tray=None):
|
||||||
|
text = f"""[Containments][{cid}]
|
||||||
|
activityId=
|
||||||
|
formfactor=2
|
||||||
|
immutability=1
|
||||||
|
lastScreen={screen}
|
||||||
|
location={location}
|
||||||
|
plugin=org.kde.panel
|
||||||
|
wallpaperplugin=org.kde.image
|
||||||
|
|
||||||
|
[Containments][{cid}][Applets][{cid}1]
|
||||||
|
immutability=1
|
||||||
|
plugin=org.kde.plasma.kickoff
|
||||||
|
"""
|
||||||
|
if tray:
|
||||||
|
text += f"""
|
||||||
|
[Containments][{cid}][Applets][{cid}2]
|
||||||
|
immutability=1
|
||||||
|
plugin=org.kde.plasma.systemtray
|
||||||
|
|
||||||
|
[Containments][{cid}][Applets][{cid}2][Configuration]
|
||||||
|
PreloadWeight=90
|
||||||
|
SystrayContainmentId={tray}
|
||||||
|
|
||||||
|
[Containments][{tray}]
|
||||||
|
activityId=
|
||||||
|
formfactor=2
|
||||||
|
immutability=1
|
||||||
|
lastScreen={screen}
|
||||||
|
location={location}
|
||||||
|
plugin=org.kde.plasma.private.systemtray
|
||||||
|
popupHeight=432
|
||||||
|
"""
|
||||||
|
return text
|
||||||
|
|
||||||
|
|
||||||
|
ISSUE_18 = "\n".join([desktop(1, 0), desktop(18, 1), desktop(19, 2)] + [desktop(20 + i, 3 + i) for i in range(8)]
|
||||||
|
+ [panel(10, 8, tray=11), "[ScreenMapping]\nitemsOnDisabledScreens=\n"])
|
||||||
|
|
||||||
|
|
||||||
|
class Plan(unittest.TestCase):
|
||||||
|
def test_issue_18(self):
|
||||||
|
moves, kept = fp.plan(fp.parse(ISSUE_18), 3)
|
||||||
|
self.assertEqual(moves, [("10", 8, ["10", "11"])])
|
||||||
|
self.assertEqual(kept, [])
|
||||||
|
|
||||||
|
def test_panel_on_a_screen_stays(self):
|
||||||
|
for screen in (0, 2, -1):
|
||||||
|
moves, kept = fp.plan(fp.parse(desktop(1, 0) + panel(2, screen, tray=8)), 3)
|
||||||
|
self.assertEqual((moves, kept), ([], []), screen)
|
||||||
|
|
||||||
|
def test_tray_is_not_a_panel(self):
|
||||||
|
found = fp.panels(fp.parse(panel(2, 0, tray=8)))
|
||||||
|
self.assertEqual(list(found), ["2"])
|
||||||
|
self.assertEqual(found["2"]["trays"], ["8"])
|
||||||
|
|
||||||
|
def test_desktops_never_move(self):
|
||||||
|
moves, _ = fp.plan(fp.parse(ISSUE_18), 1)
|
||||||
|
self.assertEqual([m[0] for m in moves], ["10"])
|
||||||
|
|
||||||
|
def test_edge_taken_on_first_screen(self):
|
||||||
|
text = panel(2, 0, tray=8) + panel(10, 8, tray=11)
|
||||||
|
moves, kept = fp.plan(fp.parse(text), 3)
|
||||||
|
self.assertEqual(moves, [])
|
||||||
|
self.assertEqual([k[:2] for k in kept], [("10", 8)])
|
||||||
|
|
||||||
|
def test_other_edge_is_free(self):
|
||||||
|
moves, kept = fp.plan(fp.parse(panel(2, 0) + panel(10, 4, location=3)), 3)
|
||||||
|
self.assertEqual(moves, [("10", 4, ["10"])])
|
||||||
|
self.assertEqual(kept, [])
|
||||||
|
|
||||||
|
def test_two_lost_on_one_edge(self):
|
||||||
|
moves, kept = fp.plan(fp.parse(panel(10, 5) + panel(12, 8)), 3)
|
||||||
|
self.assertEqual([m[0] for m in moves], ["10"])
|
||||||
|
self.assertEqual([k[0] for k in kept], ["12"])
|
||||||
|
|
||||||
|
def test_screen_count_went_down(self):
|
||||||
|
moves, _ = fp.plan(fp.parse(panel(2, 1, location=3)), 1)
|
||||||
|
self.assertEqual(moves, [("2", 1, ["2"])])
|
||||||
|
|
||||||
|
|
||||||
|
class Run(unittest.TestCase):
|
||||||
|
def setUp(self):
|
||||||
|
self.dir = tempfile.TemporaryDirectory()
|
||||||
|
self.path = os.path.join(self.dir.name, "plasma-org.kde.plasma.desktop-appletsrc")
|
||||||
|
with open(self.path, "w") as f:
|
||||||
|
f.write(ISSUE_18)
|
||||||
|
|
||||||
|
def tearDown(self):
|
||||||
|
self.dir.cleanup()
|
||||||
|
|
||||||
|
def run_script(self, *args):
|
||||||
|
return subprocess.run([sys.executable, SCRIPT, "--file", self.path, "--screens", "3", *args],
|
||||||
|
capture_output=True, text=True)
|
||||||
|
|
||||||
|
def test_check_reports_and_changes_nothing(self):
|
||||||
|
r = self.run_script("--check")
|
||||||
|
self.assertEqual(r.returncode, 1)
|
||||||
|
self.assertIn("panel 10: screen 8, bottom (lost", r.stdout)
|
||||||
|
with open(self.path) as f:
|
||||||
|
self.assertEqual(f.read(), ISSUE_18)
|
||||||
|
|
||||||
|
def test_repair(self):
|
||||||
|
r = self.run_script()
|
||||||
|
self.assertEqual(r.returncode, 0, r.stderr)
|
||||||
|
self.assertIn("moved it to the first screen", r.stderr)
|
||||||
|
with open(self.path) as f:
|
||||||
|
groups = fp.parse(f.read())
|
||||||
|
self.assertEqual(groups[("Containments", "10")]["lastScreen"], "0")
|
||||||
|
self.assertEqual(groups[("Containments", "11")]["lastScreen"], "0")
|
||||||
|
self.assertEqual(groups[("Containments", "10", "Applets", "101")]["plugin"], "org.kde.plasma.kickoff")
|
||||||
|
self.assertEqual(groups[("Containments", "25")]["lastScreen"], "8") # a spare's desktop
|
||||||
|
with open(self.path + ".ft-bak") as f:
|
||||||
|
self.assertEqual(f.read(), ISSUE_18)
|
||||||
|
# A second run finds nothing to do and leaves the backup alone.
|
||||||
|
os.remove(self.path + ".ft-bak")
|
||||||
|
r = self.run_script()
|
||||||
|
self.assertEqual((r.returncode, r.stderr), (0, ""))
|
||||||
|
self.assertFalse(os.path.exists(self.path + ".ft-bak"))
|
||||||
|
self.assertEqual(self.run_script("--check").returncode, 0)
|
||||||
|
|
||||||
|
def test_no_config_yet(self):
|
||||||
|
os.remove(self.path)
|
||||||
|
self.assertEqual(self.run_script().returncode, 0)
|
||||||
|
self.assertEqual(self.run_script("--check").returncode, 0)
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
unittest.main()
|
||||||
Reference in new issue
Block a user