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Author SHA1 Message Date
DeeJanuzandClaude Opus 5.5 60667dba1f Pointer: don't put a vanished panel back in the visibility map
The panel-edge test read visible[edgeKey], and when the last panel the cursor touched was
gone from the overlay list, that added it back as hidden. The map then had more entries than
there are handles, which made the 50 ms visibility poll run every frame, and since the last
commit it also counted as a visibility change each time, so unchanged frames were never
reused. The edge test now looks the key up without adding it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:25:16 -06:00
DeeJanuzandClaude Opus 5.5 fcb465a45a Input relay: send mouse motion at most every 4 ms
The relay sent the helper one "move" per SYN_REPORT, so a 1000 Hz mouse sent 1000 datagrams
a second to a helper whose loop runs every 8 ms, and each one went through a dozen sscanf
and strncmp tests in the helper before reaching the move handler. In a 200 ms test at
1000 Hz, 149 reports now make 45 moves with the same total.

flush() on a report now sends only once 4 ms have passed since the last move; tick() sends
the rest when due, and the select timeout shrinks to match. Buttons and the gaze
keys still flush first, unconditionally, so a click lands where the pointer was. In the
helper, "move" is now tested first in the command dispatch, and its handling is one lambda.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:23:47 -06:00
DeeJanuzandClaude Opus 5.5 597551cf23 Pause gesture: look the controllers up every 30 s, not every 3 s
The gesture reader fetched vrserver's /input/getstate.json over HTTP every 3 seconds, the
whole time the relay runs, to notice a controller's root path changing when the 3D mouse
takes or gives back its hand role.

It now looks them up when it connects, when a message comes from a device path it doesn't
know (at most every 3 s; the device is read from the message with two string searches, not
a JSON parse of all 160 a second), 1.5 s after the relay's 3D mouse connects or lets go (the
relay tells it through GamePause.controllers_changed), and otherwise every 30 s. The keys
test's pause stub gets the new method.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:21:09 -06:00
DeeJanuzandClaude Opus 5.5 83850bb1b7 Pointer driver: parse outside the lock, report only changes
Handle() held the state lock through a chain of up to a dozen sscanf calls per command, and
RunFrame, which vrserver calls every frame, takes the same lock, so a burst of commands
(about 116 poses a second, plus moves and buttons) could hold up vrserver's frame. Commands
are now parsed into locals first, and the lock is held only to store the result.

RunFrame also called UpdateBooleanComponent six times and UpdateScalarComponent twice every
frame, and TrackedDevicePoseUpdated every frame even while disconnected. Components now go to
SteamVR only when they change (all of them on the first frame). The pose still goes out every
frame while the device is connected, as a tracked device's should; the disconnected pose goes
out once. The helper now sends a pose only when it changes, so the comment says the driver
keeps the last one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:19:38 -06:00
DeeJanuzandClaude Opus 5.5 d5a15ebc36 Input relay: never block on the pointer helper's socket
The relay sent to @ft_pointer_helper on a blocking socket. When the helper stalled, a
layout placement or grabprobe holds it for seconds while ft-gazed keeps filling its socket at
90 Hz, the relay's one loop blocked with it: keyboards, the volume keys (which must never
reach gamescope), and pausing all stopped until the helper read again.

The socket is non-blocking now. A command the helper doesn't take (EAGAIN) waits in a queue,
and everything after it queues behind it so the order holds; tick() sends what it can on each
loop, and the select timeout drops to 20 ms while anything waits. Mouse moves add up into one
queued move. A scroll notch is dropped rather than queued, since scrolling seconds late is no
use; its release still goes. Presses, releases, show, hide, and the rest are kept, so no
button stays down. The queue holds at most 512 commands. While paused, the configured
pointer's queue still drains, so the releases and "hide" from standing down arrive. A
"vrbind" that hits a full socket is sent again on the next loop instead of being lost.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:18:43 -06:00
DeeJanuzandClaude Opus 5.5 e1f7ccee29 Pointer: skip unchanged work while the pointer is awake
Every frame (about 116 a second) the helper tested the cursor ray against every visible
overlay twice with ComputeOverlayIntersection, set the dot's alpha, width, transform and
visibility (five calls into SteamVR), and sent the driver a pose datagram, even with the
mouse and the head still.

Now a frame reuses the last collision result when the mouse, the anchor (1 mm) and the
eye (5 mm) haven't moved and no overlay showed, hid, or changed handle. The passes still run
at least every 100 ms, since overlays move on their own (a floating window's controls follow
it), and always while dragging. The dots' setters go to SteamVR only when their value changes:
the placement when the dot moved 0.2 mm or the eye 5 mm, which turns or resizes it by well
under 1%, and the width on a 0.5% change. The plain pose goes to the driver only when the
laser's origin moved 0.2 mm or its direction 0.04 deg (0.1 mm where it lands, 15 cm on), and
at least every 100 ms; the driver keeps the last pose and reports it every frame. A tilt's
pose, a placement, or waking sends the next one regardless.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:16:57 -06:00
DeeJanuzandClaude Opus 5.5 0680297efa Pointer: sleep on the command socket while the pointer is off
The main loop slept a fixed 8 ms, about 116 wakeups a second, whether the pointer was awake
or not, and every second it looked up every overlay's handle and read a string property from
all 64 device slots to find its own device.

With the pointer off and hand gestures off, the loop now waits in poll() on its command
socket for up to 250 ms, or 20 ms while mapped Frame controller buttons are being read
(SteamVR input has no event to wait for). A mouse command ends the wait at once. The
headset's activity level, the game check, and the "vrgame" and "gazeawake" repeats keep
going at that pace. The 50 ms visibility poll and the 1 s handle lookups run only while the
pointer is awake, and waking forces both. The device index is looked for only while it's
unknown, and again after SteamVR activates or deactivates a device. The HMD pose history is
kept only with hand gestures on, its one user.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:12:33 -06:00
DeeJanuzandClaude Opus 5.5 19032f8963 Pointer: read the overlay list every 20 s, not every second
The helper ran `vrcmd --overlays` once a second while the pointer was awake, and in gaze
mode the pointer never sleeps. Each run is a shell plus vrcmd, a new SteamVR client, about
26 to 30 ms of CPU, so about 3% of a core all the time.

The list is now read every 20 seconds, and at once (at most once a second) when it may have
changed: the pointer waking, the dashboard opening or closing or creating an overlay, the
scene app changing, an "overlays" request, and a left click that hit nothing, which may be
on a panel that came up since. The thread waits on a condition variable instead of waking
every 100 ms, so it sleeps while paused. The main loop looks the keys up again as soon as a
new list is in, rather than at its next 1 s tick. Overlays already on the list still show
and hide within 50 ms, from the IsOverlayVisible poll.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:10:30 -06:00
DeeJanuzandClaude Opus 5.5 06c4ff9556 Merge branch game-pause (Game optimization page) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:47:44 -06:00
DeeJanuzandClaude Opus 5.5 8760ca3083 Input Settings: the Games page is Game optimization
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:47:44 -06:00
DeeJanuzandClaude Opus 5.5 76e5c4932e Merge branch game-pause (update-check: still controllers) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:37:18 -06:00
DeeJanuzandClaude Opus 5.5 ae4a1e30ab update-check: a still controller isn't a broken web socket
vrserver sends a controller's state only when something on it changes, and one lying still
or asleep may not even send its first one. The check subscribed to one controller and failed
after 3 s of silence. It now subscribes to all, and silence after a good handshake is a skip.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:37:15 -06:00
DeeJanuzandClaude Opus 5.5 b0415cf150 Merge branch game-pause (pause Frametop for VR games, gaze idle) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:34:50 -06:00
DeeJanuzandClaude Opus 5.5 5b08e43a5d Gaze: idle while the gaze isn't used
The gaze service ran ft-gaze and our own eye tracker all the time: with gaze mode off, ft-eyes
still took about 60% of a core, and ft-eyegrab, ft-gaze and ft-gazed 3 to 4% each. Now ft-gaze
and our tracker run only while gaze mode is on and someone wears the headset, while a check or
the calibration is open or asked for, or under a "wake" lease, which the Gaze page of Frametop
Input Settings renews while it's open. 30 s after the last use they stop, and the frame grabber
idles with our tracker.

- The pointer helper answers "gaze ? headset" with worn|away (SteamVR's activity level for the
  headset); an older helper answers it as before, and the service then goes by gaze mode alone.
- A quick check, calibration, or fit check asked for while idle wakes the tracker and opens once
  it sends; the automatic calibration waits quietly while it starts.
- Status has "awake" and "idle" (why), and the Gaze page shows it.
- gaze/test/idle-test.py runs the service with a fake helper and ft-gaze, offline.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 08:32:49 -06:00
DeeJanuzandClaude Opus 5.5 8aaf7db05a Pause Frametop for VR games
Frametop kept using the headset during games: with gaze mode off, our eye tracker still took
about 60% of a core, remote desktop about 2 cores while on, and KWin kept drawing hidden
screens because ft-screens sent their frame callbacks at 90 Hz. Pausing gives that back, and
resuming brings back only what pausing stopped. It's also a way to keep the gaze service and
our eye tracker off during games, which PR #13 asked for.

Paused (input/game_pause.py, run by the input relay):
- frametop-gaze stops (ft-eyegrab then idles by itself), and hand tracking and remote desktop
  stop if they run
- the desktop hides and slows down: ft-screens "pause on" hides every panel and sends KWin a
  frame callback once a second; or, with pause_desktop "close", the desktop closes and starts
  again on resume
- the relay lets go of the 3D mouse, typing goes to Steam, and mapped buttons and key
  combinations do only pause_toggle, steam_menu and commands

Toggled by both thumbsticks clicked together twice (configurable), read passively from
vrserver's web socket (input/vrws.py) so it works in games and takes nothing from them; by the
new pause_toggle action; by input/ft-pause; and, with pause_auto (default on), by a VR game
starting and ending, which the pointer helper now reports ("vrgame 1|0"). Frametop Input
Settings has a Games page for it. update-check.py checks the web socket, and doesn't count a
paused gaze service as failed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:58:09 -06:00
DeeJanuzandClaude Opus 5.5 7fbcd177d3 Input relay test: let the fake devices past the udev permission check
Since the relay leaves a node it can't read yet for the next scan (12f2e84, PR #12), it
checks os.access first, and the test's fake /dev/input paths don't exist, so the relay never
opened them and every key check failed. The fake os now says they're readable.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:58:09 -06:00
DeeJanuzandClaude Opus 5.5 554820ffc5 ft-floatd: profiles keep and relaunch Flatpak apps whose window names another app id
An X11 window in a Flatpak can give KWin an app id with no desktop file:
RustDesk's says com.carriez.flutter_hbb (its GTK application id), and the
Flatpak's desktop file is com.rustdesk.RustDesk. A profile recorded that
id, so it couldn't relaunch the app (PR #16 keeps that from killing
ft-floatd's socket). And the window's pid is the sandbox's own, so a
launched window matched neither by process nor by app id, and didn't
float.

desktop_name() finds the desktop file whose StartupWMClass names the
window's class (or app id) when the app id has none. Capture records
that name, a profile claims open windows by it, and a launch's window
matches by it.

Profiles saved before this keep the old id; save them again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:40:45 -06:00
Patrick McDavidandClaude Opus 5.5 bdc84b24d4 ft-floatd: a launch for a missing app no longer kills the control socket
Gio.DesktopAppInfo.new() returns NULL for a desktop file that doesn't
exist, and PyGObject raises TypeError ("constructor returned NULL")
rather than returning None, so launch()'s `if info is None` never ran.
The exception escaped the control socket's GLib callback, GLib dropped
the watch, and ft-floatd stopped answering everything: the float key,
dock, Launch as Standalone, and profiles, until the desktop restarted.

Found on the Frame (2026-10-02): a profile saved with RustDesk's
Flatpak open records its window's app id, com.carriez.flutter_hbb,
which has no desktop file (the Flatpak's is com.rustdesk.RustDesk).
`ft-layout use` on that profile asked ft-floatd to launch it, and
ft-floatd went silent. With this, that launch replies "error no app
com.carriez.flutter_hbb" and the profile's other apps open.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:39:33 -06:00
DeeJanuz abb05eb68c README: Frametop doesn't work on the SteamOS beta yet
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit 072a294941)
2026-10-02 16:12:52 -06:00
DeeJanuzandClaude Opus 5.5 ff36356992 Merge branch gaze-games (PR #13, narrowed) into experimental
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 09:18:26 -06:00
4d50739393 Gaze: leave SteamVR's gaze action alone during VR games
From curiousjtuber's PR #13: with the gaze service running, SteamVR
restarted its eye tracker every 10 to 13 s of Beat Saber, as if the
headset came off, and each restart took input focus from the game.
The PR stopped every read in a game. Only the action path reaches
SteamVR (UpdateActionState on the gaze set at overlay-global priority,
then GetEyeTrackingDataRelativeToNow); the mmap and our tracker are
read-only files. So only the action is skipped while a scene app runs,
and gaze keeps moving the pointer over the dashboard in a game. The
action source is only used with --source action.

Co-Authored-By: CuriousJ <curious.j.tuber@gmail.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 09:15:57 -06:00
DeeJanuzandClaude Opus 5.5 f60da63702 Merge PR #12 and #14 (relay udev retry, catcher crash) into experimental
From curiousjtuber's PRs: the relay leaves a new input node for the next
scan until udev gives it to the input group, rather than marking it seen
after a failed open; and ft-screens' catcher takes a screen's overlays
from one copy of All() instead of begin() and end() of two temporaries,
which crashed libc++ builds on the first click.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 09:15:04 -06:00
CuriousJ 82d2107e1d Screens: take a screen's overlays from one copy in the catcher
While a button pressed on a screen is held, UpdateCatcher checks every tick
whether the laser is still on one of the screen's overlays. It built that list
from s.All().begin() and s.All().end(), but All() returns a std::array by
value: iterators into two different temporaries, which is undefined behaviour.
A clang build of ft-screens got a garbage length, threw std::length_error, and
aborted on the first click, taking KWin and the desktop with it.
2026-10-02 09:11:46 -06:00
CuriousJ 12f2e844d5 Input relay: retry a new device until udev gives it to the input group
A new /dev/input node is root:root 0600 until udev applies GROUP=input. The
scan probed each new node once and marked it seen even when the open failed, so
a node caught in that gap was never opened. Behind a KVM, a switch brings back a
hub of devices at once: on the Frame, four nodes failed with EACCES in one switch,
the keyboard was never grabbed, and its keys went to gamescope instead of the
desktop screens. A node that isn't readable yet now waits for the next scan.
2026-10-02 09:11:46 -06:00
DeeJanuzandClaude Opus 5.5 ee2ce1a8d2 Merge PR #11 (controller click stability) into experimental
From jlneal's PR: a trigger press on a desktop screen stays put until the
laser moves more than 8 logical pixels, so controller jitter doesn't turn
a click into a drag. On top of it, only a hand controller's press starts
the filter: the 3D mouse's laser reaches the screens the same way, and the
PR as sent turned the mouse's short drags into clicks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 23:20:06 -06:00
DeeJanuzandClaude Opus 5.5 540d8c425c Click stability: only a hand controller's press starts it
The 3D mouse drives SteamVR's laser through the ft_pointer virtual
controller, so its events reach the screens the same way a controller's
do. The filter held every press, which turned the mouse's short drags
(selecting a character or two, nudging a slider) into clicks. Mark
button events from hand controllers and start the filter only on those.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 23:19:58 -06:00
Codex ba6ccdfbd1 Clear reported drag state on controller release 2026-10-01 23:18:41 -06:00
Codex 77f28f0922 Prevent small desktop overlay pointer movements from starting a drag 2026-10-01 23:18:41 -06:00
DeeJanuzandClaude Opus 5.5 85532a54f3 Wait for a new container to finish setting up before entering it
container-up.sh starts the dev container in a scope of its own, so
distrobox enter finds it running and skips its wait for distrobox-init.
On a fresh install, init was still setting up passwordless sudo when
dev-container.sh ran sudo dnf install, and sudo asked for a password
with no terminal to read it from. container-up.sh now waits for
container_setup_done itself, and the container's sudo calls use -n,
so a password prompt fails at once with a clear message.

Fixes #9

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 21:58:17 -06:00
DeeJanuzandClaude Opus 5.5 3864741f53 README: link the Frametop Discord
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 21:13:19 -06:00
34 changed files with 2679 additions and 315 deletions

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+20 -4
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@@ -13,8 +13,12 @@ Two settings apps come with it: Frametop Display Settings for the screens, profi
Frametop is an independent project, not made by or affiliated with Valve.
Join the [Frametop Discord](https://discord.gg/W3X9f7z3Bc) for questions, ideas, and help with your setup.
## Install on the headset
> **Frametop doesn't work on the SteamOS beta right now.** On the beta (SteamOS 0.4.3), gaze mode can't read the eye tracker, and the desktop has started without its taskbar ([#15](https://github.com/DeeJanuz/frametop/issues/15)). Use the stable SteamOS release until this note is gone.
You need a Steam Frame with an internet connection, a keyboard (Bluetooth, or the on-screen one), and about 3 GB of free space.
1. In the launcher, choose Launch a program → Desktop.
@@ -56,7 +60,7 @@ If you work in the desktop for long stretches, or leave the headset on a stand,
| 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 |
| 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 |
| 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 |
| Play a VR game | The screens hide and your controllers stay in the game. Open the SteamVR dashboard, or press Meta+Shift+H, to see and use them. To keep them visible over games, change During VR games on the Visibility & pins tab; the controllers still stay in the game, and you use the screens with the mouse or the dashboard |
| Play a VR game | Frametop pauses so the game gets the headset to itself (see [Pause for VR games](#pause-for-vr-games)): the screens hide and your controllers stay in the game. Click both thumbsticks together twice to bring Frametop back. With the automatic pause off, the screens still hide, and the SteamVR dashboard or Meta+Shift+H shows them; to keep them visible over games, change During VR games on the Visibility & pins tab |
Restarting the desktop (Restart desktop in Frametop Display Settings) closes its windows, but background work you started in it, such as servers, tmux sessions, or builds, keeps running.
@@ -91,6 +95,18 @@ A profile is a named setup: where the screens are, with their sizes and pins, wh
| Pick a profile under Arrangement and press Open profile | Switches to it: the screens move, open windows of its apps go to their places, and the apps that aren't open start. Nothing closes |
| Pick a profile under Start in profile, or run its entry (Frametop: NAME) from SteamVR's Launch a program list | The desktop starts in that profile, or switches to it if it's running. A profile can also go on a key combination, mouse button, or controller button in Frametop Input Settings |
### Pause for VR games
Frametop pauses while a VR game runs, so the game gets the headset's CPU and GPU, and comes back a few seconds after the game ends. Paused, the screens hide and the desktop nearly stops drawing, but its windows stay open. Gaze mode's eye tracking stops, and so do remote desktop and hand tracking if they run. The mouse works as a plain mouse in SteamVR.
| Do this | To get this |
| --- | --- |
| Click both thumbsticks together, twice | Pauses Frametop, or brings it back, in a game or not. You hear a short sound. The game sees the clicks too |
| Start a VR game | Frametop pauses, and comes back 5 seconds after the game ends. Bring it back during the game, and it stays on until that game ends |
| Map Pause/resume Frametop to a mouse button, key combination, or controller button | The same, from that button (Frametop Input Settings) |
The Game optimization page of Frametop Input Settings turns the automatic pause off, changes the gesture, closes the desktop instead of hiding it (more for the game, but its windows close), and turns the sound off. From a terminal: `input/ft-pause on`, `off`, or `status`.
### Gaze mode (experimental)
In gaze mode the pointer goes where you look, and the mouse or the keyboard does the last bit. The installer offers it (or run `gaze/run.sh install` later), and then our own eye tracker for it, which is more accurate than SteamVR's (or run `gaze/tracker/install.sh` later; it needs `sudo`). Gaze mode uses ours once it's installed, and SteamVR's until then. Turn it on and calibrate it on the Gaze page of Frametop Input Settings.
@@ -120,8 +136,8 @@ This is an early release, tested on one Steam Frame (SteamOS 0.3.0 build 2026092
- A SteamOS or SteamVR update can break parts of it until Frametop catches up. After an update, run `cd ~/frametop && scripts/doctor.sh` in a terminal. It checks what Frametop needs from SteamOS, and says what changed since the versions you last marked as working and what to try. Once everything works, `scripts/doctor.sh --mark-good` records the versions. If something stops working, please report it.
- The first install downloads 1–2 GB for the build container and compiles everything on the headset, which takes several minutes.
- During a VR game you can't show the screens with a controller button, because the game owns the buttons. Open the SteamVR dashboard, press Meta+Shift+H, or use a mapped mouse button instead.
- Flatscreen games aren't detected as games. If your controllers end up working the screens instead of the game, set Controllers on the screens to "Only with the SteamVR dashboard open" (Frametop Display Settings, Visibility & pins tab).
- During a VR game, mapped controller buttons belong to the game, so they can't bring the screens up. The pause gesture still works: Frametop reads it without taking the thumbsticks from the game. With the automatic pause off, open the SteamVR dashboard, press Meta+Shift+H, or use a mapped mouse button instead.
- Flatscreen games aren't detected as games, so they don't pause Frametop by themselves: click both thumbsticks twice to pause it. If your controllers end up working the screens instead of the game, set Controllers on the screens to "Only with the SteamVR dashboard open" (Frametop Display Settings, Visibility & pins tab).
- Typing follows your last click. A controller click on a panel other than the screens (the dashboard, a Steam app) doesn't move typing there; click it with the mouse, or click a screen to bring typing back.
- The screens don't draw a mouse cursor of their own. The 3D mouse's dot or SteamVR's laser shows where you're pointing.
- Profiles reopen apps, not what the apps had open. Tabs, files, and folders are left to each app's own restore.
@@ -139,7 +155,7 @@ In a terminal on the headset, run:
cd ~/frametop && scripts/report.sh
```
This writes `frametop-report-<date>.txt` with version numbers, service states, settings, and recent logs. Bluetooth addresses and the headset's serial number are masked. Then [open an issue](https://github.com/DeeJanuz/frametop/issues), describe what you did, what you expected, and what happened, and attach the file.
This writes `frametop-report-<date>.txt` with version numbers, service states, settings, and recent logs. Bluetooth addresses and the headset's serial number are masked. Then [open an issue](https://github.com/DeeJanuz/frametop/issues), describe what you did, what you expected, and what happened, and attach the file. Quick questions can go to [Discord](https://discord.gg/W3X9f7z3Bc) instead.
## Update
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@@ -802,7 +802,7 @@ Kirigami.ApplicationWindow {
Repeater {
model: [
{ value: "hide", text: "Hide them unless the SteamVR dashboard is open", help: "The game has the view to itself; open the dashboard (or press Meta+Shift+H) to see the screens." },
{ value: "visible", text: "Keep them visible over the game", help: "They float over the game as they are outside it." }
{ value: "visible", text: "Keep them visible over the game", help: "They float over the game as they are outside it. Turn off Pause while a VR game runs in Frametop Input Settings (Game optimization), or Frametop pauses and hides them anyway." }
]
delegate: ColumnLayout {
required property var modelData
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@@ -0,0 +1,34 @@
# Controller desktop click stability
Trigger presses reach KDE immediately, but controller motion within 8 logical
pixels of the press stays at that position until release. Releasing without a motion outside this
zone delivers the click at the original position, even if the hand moved during
release. Moving outside the zone begins a normal drag immediately; returning to
the zone does not turn it back into a click. There is no hold-duration timer.
This filters overlay pointer content events on desktop monitors only, and only
presses from hand controllers start it. The 3D mouse (whose laser comes from the
`ft_pointer` virtual controller), SteamVR UI, separate screen grab bars and
floating-app title-bar carrying are unaffected. Multi-button gestures keep their
existing behavior. A motion onto another desktop monitor starts a drag;
cross-monitor motion is not stabilized.
CLI (runtime preferences, reset to 8 on desktop restart):
```sh
input/ft-clickctl status
input/ft-clickctl threshold 8
input/ft-clickctl threshold 0 # disable without a restart
```
Thresholds are 0–64 logical pixels, normalized to each panel's KDE scale.
Status reports held state, suppressed motions, stabilized clicks and drags.
Changing the threshold while a controller button is held is refused.
This is a separate contribution from desktop mouse/controller ownership. Its
hardware validation must check small controls, intentional text selection,
long presses, cross-monitor dragging and simultaneous mouse use. The existing
renderer laser remains tracked; this change stabilizes desktop input rather
than smoothing the visual laser. Default threshold is a starting point to test.
Run `scripts/test-controller-click.sh` for the isolated gesture-state tests.
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@@ -116,9 +116,9 @@ The driver starts disconnected, because holding the right-hand role while SteamV
### The cursor
Mouse motion turns into yaw and pitch around an anchor, the head position at the last recenter. A ray from the anchor is tested against every visible overlay with `ComputeOverlayIntersection`. On a hit, the cursor sits on that surface; otherwise it floats at `POINTER_DISTANCE`. Since the anchor isn't your current eye position, a second test runs along your line of sight to the cursor point, and anything nearer wins, so the cursor always lands on what you see under it. Overlays in `POINTER_IGNORE` are left out of both tests. A display-only panel, like a performance overlay locked to your view, has no input method, so SteamVR's laser passes through it, but `ComputeOverlayIntersection` still hits it, and the cursor stuck to it. The laser starts just before the cursor point, so an ignored panel nearer to you doesn't catch it either.
Mouse motion turns into yaw and pitch around an anchor, the head position at the last recenter. A ray from the anchor is tested against every visible overlay with `ComputeOverlayIntersection`. On a hit, the cursor sits on that surface; otherwise it floats at `POINTER_DISTANCE`. Since the anchor isn't your current eye position, a second test runs along your line of sight to the cursor point, and anything nearer wins, so the cursor always lands on what you see under it. Overlays in `POINTER_IGNORE` are left out of both tests. A display-only panel, like a performance overlay locked to your view, has no input method, so SteamVR's laser passes through it, but `ComputeOverlayIntersection` still hits it, and the cursor stuck to it. The laser starts just before the cursor point, so an ignored panel nearer to you doesn't catch it either. Both tests ask SteamVR about every visible overlay, so a frame where nothing moved (the mouse, the anchor, the eye by more than 5 mm, which overlays show) reuses the last result, for up to 100 ms, since overlays can also move on their own. The dots' overlay settings go to SteamVR only when they change, and the pose goes to the driver, which keeps the last one, only when the laser would land 0.1 mm or more elsewhere, and at least every 100 ms.
OpenVR has no call to list other programs' overlays, so the helper runs `vrcmd --overlays` in the background. It includes hidden overlays, because a floating window's controls only appear while something hovers the window, and the cursor has to find them immediately.
OpenVR has no call to list other programs' overlays, so the helper runs `vrcmd --overlays` in the background. It includes hidden overlays, because a floating window's controls only appear while something hovers the window, and the cursor has to find them immediately. Each run is a shell and a new SteamVR client, about 30 ms of CPU, and it ran every second while the pointer was awake, which in gaze mode is all the time. Now it runs every 20 seconds, and at once when the pointer wakes, when the dashboard opens or closes, when a game starts or ends, and when a left click hits nothing (a panel that came up since). An overlay already on the list showing or hiding needs no new list: the helper checks the visibility of the ones it knows every 50 ms.
The laser starts partway along your line of sight to the cursor rather than at your eye. SteamVR sizes its hit dot by distance from the laser's origin, and a laser from the eye still shows a beam in each eye. Starting it close to the target makes the beam and the dot tiny, while `POINTER_ORIGIN_MARGIN` keeps the origin in front of the small window controls, which float a few centimetres in front of their panels. The helper's own white dot is the visible cursor. In empty space it's an interactive overlay that the laser lands on, so SteamVR never draws a laser into nothing.
@@ -141,7 +141,7 @@ Replacing a loaded driver's files, as re-running the installer used to do, leave
The dashboard follows whichever device summoned it or last pressed its trigger. Frametop adds "last used wins": moving a real controller releases the pointer, and the next mouse movement takes the laser back. Moving means faster than 0.35 m/s or 2 rad/s (both times `POINTER_CONTROLLER_PICKUP`, 1 by default) for 100 ms in a row, while the controller is tracked normally. A single sample over the limit used to be enough, and controllers resting on a desk took the laser back on a knock or a tracking jump while the mouse was in use. Small movements don't count; waking needs `POINTER_WAKE_COUNTS` of mouse motion within a second, so desk jitter doesn't steal the laser. While the pointer is awake, a tiny transparent overlay with `MakeOverlaysInteractiveIfVisible` keeps SteamVR's laser mouse on, since otherwise the first click would only switch the laser on.
When the headset comes off, SteamVR reports its activity level as idle at once and turns the displays off 5 seconds later (`power.turnOffScreensTimeout`), unless something keeps it awake. An awake pointer did, and so did the helper's `vrcmd` runs: each is a new SteamVR client, and a new client every second kept SteamVR out of standby. The helper now releases the pointer as soon as the headset is idle, ignores the mouse until you're wearing it again, and pauses the overlay list whenever the pointer is off.
When the headset comes off, SteamVR reports its activity level as idle at once and turns the displays off 5 seconds later (`power.turnOffScreensTimeout`), unless something keeps it awake. An awake pointer did, and so did the helper's `vrcmd` runs: each is a new SteamVR client, and a new client every second kept SteamVR out of standby. The helper now releases the pointer as soon as the headset is idle, ignores the mouse until you're wearing it again, and pauses the overlay list whenever the pointer is off. With the pointer off it also stops running its loop every 8 ms, about 116 wakeups a second for nothing: it waits up to 250 ms for a command on its socket (20 ms while it reads mapped controller buttons, which SteamVR input only offers by polling), and leaves the overlay lookups until the pointer wakes.
### Moving floating windows
@@ -153,6 +153,8 @@ SteamVR opens every input device only when it starts. When a Bluetooth mouse sle
Keyboards aren't grabbed by default, because a grabbed keyboard's keys went into a virtual keyboard nothing typed from; the relay forwards them to ft-screens instead.
The relay never waits on the pointer helper. Its socket to the helper used to block, so when the helper stalled (a layout placement or `grabprobe` holds it for seconds, and the gaze service fills its socket 90 times a second meanwhile), the whole relay stopped with it: keyboards, the volume keys, and pausing. Now what the helper doesn't take waits in order and goes out on the next loops. Mouse moves add up into one while they wait, and a scroll notch is dropped, since scrolling seconds late is no use; presses and releases are kept, so no button stays down. Mouse motion goes to the helper at most every 4 ms, rather than once per report, which from a 1000 Hz mouse was 1000 datagrams a second to a helper that runs every 8 ms; a button sends the motion before it first, so the click lands where the pointer was.
An ungrabbed keyboard reaches both sides at once. In VR, gamescope reads every input device itself (the SteamOS build's `InputStealer`, libinput with udev hotplug, so new devices too) and types into its focused app, and ft-screens types the same keys into the desktop. So Space in the desktop also paused Spotify on the dashboard. Typing now follows the last click. ft-screens sees clicks on its own screens, from the mouse or a controller. A click anywhere else is only visible for the mouse: overlay apps get SteamVR's `OverlayFocusChanged` (which panel the laser is on) but no controller button events, so the pointer helper reports the panel under the dot on each left press. ft-screens tells the relay where typing goes every second, from an unbound socket so the relay's replies can't loop back into its control socket, and the relay grabs pass-through keyboards while it's the desktop. A grab waits until the keyboard has no key down, so no key stays held on either side, and the relay lets go if ft-screens stops reporting. A program that reads every keyboard for a hotkey (a dictation tool, say) loses a grabbed keyboard. Repeating the keys on another input device doesn't work: gamescope reads that device too, whether it's the relay's virtual keyboard or one created later, and every Space, typed or dictated, paused Spotify again. So with `SHARE_KEYS=1` the relay sends a grabbed keyboard's keys to `@frametop_keys` as datagrams (`key <code> <value> <device name>`). It's off by default, because the relay can't tell who is listening: abstract sockets have no permissions, and any local process that binds the name first gets every key typed into the desktop, passwords included. A listener should accept only its own user (`SO_PASSCRED`) and skip any keyboard of its own that the relay grabs too.
Volume keys must never reach gamescope. With the openvr backend, gamescope sends volume up and down to Steam by moving keyboard focus to Steam for the key and then back to the previously focused surface. When nothing had focus, the one it moves back to is null, and wlroots aborts on a null focus surface (`wlr_seat_keyboard_notify_enter: Assertion 'surface' failed`), which ends the whole VR session. Keyboard focus is often empty while you work in VR, so one press of the headset's volume button could take everything down. gamescope reads the headset's buttons and every keyboard itself (`InputStealer`), as do SteamVR's processes, so the relay has to stop volume keys at the device. Grabbing `gpio-keys` would also take the headset's click button, so the relay remaps the volume entries in each device's keymap (`EVIOCSKEYCODE`) and handles the stand-in codes itself. That fix covers every device at once, including keyboards that aren't grabbed.
@@ -175,7 +177,7 @@ Flatpak apps need `XDG_DATA_DIRS` to include Flatpak's exports, or Plasma opens
The private runtime directory also moves the session's document portal to `$XDG_RUNTIME_DIR/frametop/doc`, and that broke saving and uploading in Flatpak apps. The file picker (xdg-desktop-portal 1.18.4 on SteamOS) gives a sandboxed app the host path of the file it picked, `/run/user/1000/frametop/doc/ID/NAME`. Inside the sandbox the portal is at `/run/flatpak/doc`, and `/run/user/1000` is a private per-app folder (`.flatpak/APP/xdg-run` in the runtime directory). So Brave created the missing folder there, "finished" the download into it, and the file vanished when the session cleaned up. The session script now links that path to `/run/flatpak/doc` in each installed app's folder before Plasma starts. Upstream xdg-desktop-portal fixed this after 1.22.1 (commit `69ba5e1`) by handing Flatpak apps `/run/flatpak/doc` paths, after which the links go unused.
A podman container's monitor process (conmon) stays in the cgroup of whatever started the container, and `distrobox enter` starts it on demand. When a Frametop service happened to start the `dev` container, stopping that service stopped the container and everything in it, including the desktop's compositor. `scripts/container-up.sh` starts the container in a systemd scope of its own before anything enters it.
A podman container's monitor process (conmon) stays in the cgroup of whatever started the container, and `distrobox enter` starts it on demand. When a Frametop service happened to start the `dev` container, stopping that service stopped the container and everything in it, including the desktop's compositor. `scripts/container-up.sh` starts the container in a systemd scope of its own before anything enters it. It then waits for distrobox-init to log `container_setup_done`, as `distrobox enter` does only for containers it starts itself. A new container's first start takes a minute or more (it installs distrobox's dependencies and sets up passwordless sudo), and an install that entered right away met a sudo password prompt with no terminal to answer it ([#9](https://github.com/DeeJanuz/frametop/issues/9)).
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-`.
@@ -189,6 +191,15 @@ Movement is judged within 10-second windows. On the mount, the head pose jittere
Staying awake while charging uses Steam's own setting rather than a logind sleep inhibitor. Steam suspends with `dbus-send ... login1.Manager.Suspend boolean:true`, and a block inhibitor does stop that (`CanSuspend` answers "challenge" while one is held), but it stops the power button too. `system_idle_suspend_ac_sec` is field 24004 of Steam's CMsgClientSettings. In Steam's SharedJSContext, reachable over CDP on port 8080 because Steam runs with `-cef-enable-debugging`, `SteamClient.Settings.SetSetting` takes a change as a base64 protobuf, the way Steam's Power page sends it (0 is never), and `settingsStore.clientSettings` has the current values.
## Pausing for VR games
Hiding the screens during a game kept them out of view, but Frametop kept using the headset. Measured on 2026-10-02 with gaze mode off and no game running, in shares of one core: our eye tracker (ft-eyes) about 60%, ft-eyegrab, ft-gaze and ft-gazed about 3 to 4% each; remote desktop (krdpserver, FreeRDP, Xvnc) about 2 cores while it ran; KWin about 13%, ft-screens about 4%. The gaze service ran at full rate whether gaze mode was on or not; now it idles while the gaze isn't used (gaze/README.md), and pausing stops it outright. Reading SteamVR's eye tracking 90 times a second also made it restart every 10 to 13 seconds during Beat Saber, and each restart took input focus from the game, which paused it (PR #13; since then ft-gaze skips SteamVR's gaze action during games, but our own tracker kept running). So pausing stops what costs the most and leaves windows where they are.
- A hidden screen still cost as much as a visible one. ft-screens sent every committed screen its frame callback at 90 Hz whether its overlay showed or not, so KWin kept drawing, and its apps with it. Paused, ft-screens sends the callbacks once a second. A Wayland client draws again only after its last frame's callback, so KWin's output stalls, KWin's own clients stop getting theirs, and the whole desktop idles, without anything losing its connection. A second's pace, rather than none, keeps any client that waits on a callback from waiting forever. Stopping KWin or the apps with SIGSTOP would free the same, but a Wayland peer that stops reading overflows the other side's 4 KB socket buffer, which ends the connection: that's how the live desktop died once when its KWin stalled (`Data too big for buffer`). They also sit in different cgroups (KWin under steam.service when the VR launcher starts it, ft-screens in the dev container's), so no single freeze stops them together.
- The relay does the pausing because it's the one part that always runs, and the pointer helper keeps running because stopping it leaves its virtual controller connected with its last pose (the driver has no staleness timeout), maybe holding a hand role, with the 3D mouse dead. Releasing it does the job. The helper already checks for a scene app twice a second, so it's what tells the relay a game started.
- The gesture has to work during a game, but SteamVR input reaches only the app with input focus, and an overlay with global input (`steamvr/globalActionSetPriority`) takes the buttons it binds from the game. vrserver's web socket on 127.0.0.1:27062, which its controller binding page uses for the live view, reports every controller component whatever has focus, and reading it takes nothing. The game sees the clicks too, so the default is a gesture games hardly use: both thumbsticks, together, twice. "Together" means within 0.3 seconds of each other, so a stick held down to sprint while the other clicks doesn't count. The stream is about 160 messages a second, nearly all capacitive sensing, so the reader parses only the few that mention a gesture's button. A controller's root path changes while the 3D mouse holds its hand role (`/devices/cv/<serial>` instead of `/user/hand/right`), so the reader looks the controllers up again (an HTTP request to vrserver): when the relay's 3D mouse connects or lets go, when a message comes from a device it doesn't know, and every 30 seconds. It used to be every 3 seconds.
- Resuming starts remote desktop through `systemd-run --scope`: started straight from the relay, it would join the relay's cgroup and end with the next relay restart.
## SteamOS updates
On the Frame, SteamVR is part of the OS image (`/opt/steamvr`, the `deckard-steamvr-rel` package), next to KWin, gamescope, and the kernel, so every SteamOS update can bring a new SteamVR too. Frametop survives updates: it lives in the home folder and the `dev` container, the Bluetooth fixes are in `/etc`, which SteamOS keeps across updates, and nothing goes into `/usr`. What an update can break is what Frametop uses from the image. The public OpenVR API is versioned and stays put. The rest is less certain: `IVRIPCResourceManagerClient`, which is newer than the header SteamVR ships; the text `vrcmd --overlays` prints; the eye tracker's shared memory layout; XRService's camera buffers; KWin's nested backend; and behavior Frametop works around, such as the SteamVR Settings page that `ComputeOverlayIntersection` can't find or the scale KWin's nested backend doesn't undo.
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@@ -46,8 +46,8 @@ So a "Work" profile can put three screens around you with a browser, two termina
## How it works
- **Capture** (`ft-layout save NAME`, and Save as profile… in Display Settings). ft-layout captures the screens as before, then asks ft-floatd for the windows (`windows` on @frametop_float). ft-floatd has the KWin script report every window as it is now (`report-all`), then answers with every normal window: its desktop file name, the screen it's on, its rectangle there, and whether it's maximized. For floating windows it gives their panel's place, their size in pixels, and their scale. Windows with no desktop file name are kept by their process's command line (`/proc/<pid>/cmdline`) and window class. Windows of Plasma itself, the Frametop settings apps, and dialogs aren't recorded. If ft-floatd doesn't answer, the profile keeps the apps it had.
- **Apply** (`ft-layout use NAME`, Open profile in Display Settings). ft-layout makes the profile's hidden screens the screens' own setting, arranges the screens (which hides and shows them: ft-screens' `conceal` and `reveal`), then has ft-floatd open the apps (`profile NAME`; ft-floatd reads the windows from the layout file). If the screens can't be arranged, for example with the headset off and no head pose, the apps still open: the screens stay where they are, the profile's hidden screens still hide, and floating windows go relative to the screens wherever they are. ft-floatd goes through the entries app by app. It claims windows of that app already open (oldest first, each claimed once), and moves each to its entry's place: onto its screen at its rect (or maximized), or floating at its pose. For the entries left over, it launches the app once (`ft-float launch`, the same path as Launch as Standalone) and waits up to 30 seconds for its first window. Each window that shows up goes to the next entry's place. Once the first window has been up for 3 seconds (time for an app that restores its own windows to show them), ft-floatd launches the app again for each entry still waiting, and waits up to 30 seconds more. New windows are matched to the launch by process (or a child of it), or by desktop file name: single-instance and D-Bus-activated apps open their windows from a process that was already running.
- **Capture** (`ft-layout save NAME`, and Save as profile… in Display Settings). ft-layout captures the screens as before, then asks ft-floatd for the windows (`windows` on @frametop_float). ft-floatd has the KWin script report every window as it is now (`report-all`), then answers with every normal window: its desktop file name, the screen it's on, its rectangle there, and whether it's maximized. For floating windows it gives their panel's place, their size in pixels, and their scale. A window whose app id has no desktop file (a Flatpak app's X11 window can give its own: RustDesk's says `com.carriez.flutter_hbb`, its desktop file is `com.rustdesk.RustDesk`) is kept by the desktop file whose `StartupWMClass` names its window class. Windows with no desktop file name are kept by their process's command line (`/proc/<pid>/cmdline`) and window class. Windows of Plasma itself, the Frametop settings apps, and dialogs aren't recorded. If ft-floatd doesn't answer, the profile keeps the apps it had.
- **Apply** (`ft-layout use NAME`, Open profile in Display Settings). ft-layout makes the profile's hidden screens the screens' own setting, arranges the screens (which hides and shows them: ft-screens' `conceal` and `reveal`), then has ft-floatd open the apps (`profile NAME`; ft-floatd reads the windows from the layout file). If the screens can't be arranged, for example with the headset off and no head pose, the apps still open: the screens stay where they are, the profile's hidden screens still hide, and floating windows go relative to the screens wherever they are. ft-floatd goes through the entries app by app. It claims windows of that app already open (oldest first, each claimed once), and moves each to its entry's place: onto its screen at its rect (or maximized), or floating at its pose. For the entries left over, it launches the app once (`ft-float launch`, the same path as Launch as Standalone) and waits up to 30 seconds for its first window. Each window that shows up goes to the next entry's place. Once the first window has been up for 3 seconds (time for an app that restores its own windows to show them), ft-floatd launches the app again for each entry still waiting, and waits up to 30 seconds more. New windows are matched to the launch by process (or a child of it), or by desktop file name (found the same way as at capture): single-instance and D-Bus-activated apps open their windows from a process that was already running.
- **Default at start.** The session script runs `ft-layout start --wait 90`. That opens the profile in `FT_PROFILE` or `default_profile` (screens, then the apps once ft-floatd is up), or runs `apply --wait` if there's none. Start in profile on the Layout & profiles page sets `default_profile` (`ft-layout default NAME|none`). Plasma's session restore is turned off in the session (`ksmserverrc`: `loginMode=emptySession`).
- **Launcher entries.** Each profile gets `~/.local/share/applications/frametop-profile-<name>.desktop` ("Frametop: Work"), written when it's saved and removed when it's deleted. They show in SteamVR's Launch a program list, the Application Launcher, and KRunner. Running one (`ft-layout open NAME`) switches to that profile if the desktop runs. Otherwise it starts the desktop with `FT_PROFILE` set (`systemd-run`, as `desktops.sh start` does), which overrides `default_profile` for that start. That needs SteamVR to be running.
- **The action.** `profile:NAME` in the input relay (it runs `ft-layout use NAME`) for key combinations, mouse buttons, and controller buttons, with or without pointer mode. Input Settings lists one "Open profile NAME" action per profile.
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@@ -66,12 +66,12 @@ place N x y z yaw pitch roll width N metres curve N radius|on|off
pin N|all left|right|head [matrix] unpin N|all size N w h
get N screens head state key code value scale N s vrkeyboard show|hide|toggle|close
visibility always|dashboard|gesture|toggle wrist degrees gesture left|right degrees
hide | show | toggle controllers always|outside_games|dashboard ingames hide|visible
hide | show | toggle controllers always|outside_games|dashboard ingames hide|visible pause on|off|state
conceal N|all reveal N|all concealed cutouts on|off|state cutouts predict on|off cutouts lead ms
float N mpp x y w h title unfloat N pose N matrix sub N k x y w h | sub N k off minimized N 0|1 carry N
```
`conceal` and `reveal` hide and show one screen on its own (`ft-layout hide` and `show` send them), and `concealed` lists those screens. `cutouts` turns the hand cutouts on and off (`ft-handsctl cutouts`). The last line is ft-floatd's, for floating windows: N is a floating window's panel, numbered on from the screens, one per spare output. `float` gives the window's rectangle in its output, metres per pixel, and the title bar's height, and shows the panel; `unfloat` hides it. `pose` places it (a 3x4 matrix, standing universe), `sub` shows popup or dialog k over it, `minimized` hides it while its window is minimized, and `carry` moves it with the laser that pressed the window's own title bar.
`conceal` and `reveal` hide and show one screen on its own (`ft-layout hide` and `show` send them), and `concealed` lists those screens. `pause on` (from the input relay, when Frametop pauses for a VR game) hides every screen and floating window whatever else says, and slows the desktop down; `pause off` undoes it. `cutouts` turns the hand cutouts on and off (`ft-handsctl cutouts`). The last line is ft-floatd's, for floating windows: N is a floating window's panel, numbered on from the screens, one per spare output. `float` gives the window's rectangle in its output, metres per pixel, and the title bar's height, and shows the panel; `unfloat` hides it. `pose` places it (a 3x4 matrix, standing universe), `sub` shows popup or dialog k over it, `minimized` hides it while its window is minimized, and `carry` moves it with the laser that pressed the window's own title bar.
## Input relay
@@ -114,11 +114,12 @@ The pointer settings are in `~/.config/frametop.conf`: `POINTER_SENSITIVITY`, `P
## Frametop Input Settings
A Kirigami app with a Python backend, in the Plasma menu under Settings. It runs in the `dev` container and talks to the relay over its control socket, `@frametop_relay`. It has eight pages:
A Kirigami app with a Python backend, in the Plasma menu under Settings. It runs in the `dev` container and talks to the relay over its control socket, `@frametop_relay`. It has nine pages:
- Devices lists every USB and Bluetooth mouse and keyboard, with a light that flashes when the device is used. Each device gets a role: 3D pointer (grabbed, drives the pointer; the default for anything with a mouse), Pass through (grabbed only while typing goes to the desktop; the default for keyboards, whose key combinations work everywhere), or Ignore. A device is identified by its Bluetooth address, or its USB ids and name, so all of its input nodes share one role. Forget drops everything saved for a device.
- 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, 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`.
- 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.
- 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.
@@ -199,9 +200,36 @@ power/run.sh off | on # the displays off now, or back on
power/run.sh log
```
## Pausing for VR games
Paused, Frametop leaves the headset's CPU and GPU to a VR game. The input relay does it (`input/game_pause.py`), since it's the one part that always runs:
- The gaze service stops (`frametop-gaze`: ft-gazed, ft-gaze, our own eye tracker, the gaze panel), so nothing reads SteamVR's eye tracking. Our frame grabber, the root service `ft-eyegrab`, goes idle by itself 3 seconds after our eye tracker stops asking it for frames.
- Hand tracking stops if it runs (`frametop-camd`, `frametop-hands`).
- The desktop, as the Game optimization page of Frametop Input Settings says (`pause_desktop`): hidden (the default) or closed. Hidden, ft-screens hides every screen and floating window whatever the visibility mode, the hotkey, or the dashboard says, and gives KWin a frame callback once a second instead of 90 times. KWin draws a screen only after its frame callback, and its apps wait for theirs, so the desktop hardly draws, but its windows stay open. Remote desktop stops if it runs (`session/remote-ctl.sh`). Closed, `desktops.sh stop` closes the desktop and its windows, and resuming starts it again (about 12 seconds), in its start profile if it has one.
- The relay lets go of the 3D mouse and feeds pointer devices to its virtual mouse and keyboard, as with `POINTER=0`. Typing goes to Steam. Mapped buttons and key combinations do nothing but pausing, the Steam menu, and commands; a key combination that does nothing is typed as usual.
Resuming starts again only what pausing stopped, and plays a second sound. The pointer helper and ft-powerd keep running: they cost little, the helper is what says a game started, and stopping it would leave its virtual controller connected with its last pose.
Ways to pause and resume:
- The controller gesture, by default both thumbsticks clicked together twice: both go down within 0.3 seconds of each other, and the second time within 0.7 seconds of the first. The relay reads it from vrserver's web socket (`input/vrws.py`), which works whatever has input focus and takes nothing from the game, so the game sees the clicks too. The Game optimization page changes it: one or two of the buttons the Controllers page lists, pressed once or twice (one button always takes two), or none.
- The Pause/resume Frametop action, on a mouse button, a key combination, or a controller button (outside games, like every mapped controller button).
- VR games, with Pause while a VR game runs on (`pause_auto`, the default). The pointer helper tells the relay when a scene app starts and ends (`vrgame 1|0`, repeated every 5 seconds). A game starting pauses Frametop. A pause that starts while a game runs ends 5 seconds after the game does, unless another game starts first. Resumed during a game, Frametop stays on until that game ends. A pause that starts outside a game lasts until you resume. Flatscreen games aren't scene apps, so they don't pause it.
- From a terminal or a script:
```
input/ft-pause on | off | toggle # pause or resume
input/ft-pause status # the state as JSON (the relay's "pause ?")
input/vrws.py 10 # the controllers' buttons from vrserver's web socket, for 10 s
input/test/pause-test.py # the gesture and the automatic pause, offline
```
The state outlives a relay restart, in `/run/user/UID/frametop-pause.json`. A SteamVR restart while paused starts the gaze service with it, and the relay stops it again when the pointer helper comes back.
## Gaze pointer (experimental)
In gaze mode the 3D mouse's pointer goes where you look, and the mouse or the keyboard does the last bit. It needs the gaze service, which `install.sh` offers (yes by default) and `gaze/run.sh install` installs on its own: it builds it and runs `gaze/ft-gazed` as `frametop-gaze.service`, which starts with SteamVR. Turn gaze mode on with the Gaze page of Frametop Input Settings, `gaze/ft-gazectl on`, `POINTER_GAZE=1`, or a button or key combination mapped to Gaze pointer on/off.
In gaze mode the 3D mouse's pointer goes where you look, and the mouse or the keyboard does the last bit. It needs the gaze service, which `install.sh` offers (yes by default) and `gaze/run.sh install` installs on its own: it builds it and runs `gaze/ft-gazed` as `frametop-gaze.service`, which starts with SteamVR. The service idles while the gaze isn't used: its eye tracker reader and our own eye tracker run only while gaze mode is on and someone wears the headset, while a check or the calibration runs, or while the Gaze page of Frametop Input Settings is open, and stop 30 seconds after ([gaze/README.md](../gaze/README.md)). Turn gaze mode on with the Gaze page of Frametop Input Settings, `gaze/ft-gazectl on`, `POINTER_GAZE=1`, or a button or key combination mapped to Gaze pointer on/off.
- Meta+J left-clicks and Meta+K right-clicks where you look. A quick tap clicks where the dot was at the press. Hold instead, and the dot stays put in your view: turn your head until it's on what you meant, and let go to click there. Held still for `POINTER_GAZE_HOLD` (0.5 s), the press becomes a real one, and your head drags. Meta+K with Meta+J held presses where the dot is now, to drag from there, and a second Meta+K during that drag (a double Meta+K) pans and tilts what you're dragging while it's held.
- The mouse's buttons work the same way, with the mouse steering instead of your head (`POINTER_GAZE_MOUSE=precision`, the default): the right button with the left held starts a drag, and a double right click pans and tilts what you're dragging. With `POINTER_GAZE_MOUSE_MOVE=held`, the default, the mouse only corrects: while the gaze has the pointer, moving it does nothing unless a button is held. `free` lets the mouse take the pointer any time. With the gaze stale for a second, in a game, or with the headset off, the mouse works as usual.
+29 -6
View File
@@ -229,6 +229,24 @@ def cmdline(pid):
return []
def desktop_name(app, cls):
"""The desktop file name for a window's app id and class. A Flatpak app's window can give an
id with no desktop file: RustDesk's (an X11 window) says com.carriez.flutter_hbb, and its
desktop file is com.rustdesk.RustDesk. That file's StartupWMClass names the window's class
then. The app id itself when nothing matches."""
try:
if not app or Gio.DesktopAppInfo.new(app + ".desktop"):
return app
except TypeError: # PyGObject raises for the NULL a missing desktop file returns
pass
names = {n.lower() for n in (app, cls) if n}
for info in Gio.AppInfo.get_all():
wm = info.get_startup_wm_class() if isinstance(info, Gio.DesktopAppInfo) else None
if wm and wm.lower() in names:
return info.get_id().removesuffix(".desktop")
return app
class Launch:
"""An app we started: its first window floats, or (for a profile) its windows go to the
profile's entries for it, in order."""
@@ -745,7 +763,10 @@ class Daemon:
Returns (reply, pid or None)."""
if app:
app = app.removesuffix(".desktop")
info = Gio.DesktopAppInfo.new(app + ".desktop")
try:
info = Gio.DesktopAppInfo.new(app + ".desktop")
except TypeError: # PyGObject raises for the NULL a missing desktop file returns
info = None
if info is None:
return f"error no app {app}", None
pids = []
@@ -776,8 +797,10 @@ class Daemon:
return None
chain = pid_chain(int(ev.get("pid") or 0))
app = ev.get("app", "")
# (An X11 window in a Flatpak gives its pid in the sandbox: only its app id can match.)
apps = {app, desktop_name(app, ev.get("cls", ""))} if app and any(la.app for la in self.launches) else {app}
for la in self.launches:
if any(p in chain for p in la.pids) or (la.app and app and la.app == app):
if any(p in chain for p in la.pids) or (la.app and app and la.app in apps):
if not la.entries or len(la.entries) <= 1:
self.launches.remove(la)
return la
@@ -841,7 +864,7 @@ class Daemon:
for wid, ev in self.windows.items():
if not recordable(ev):
continue
entry = {"app": ev["app"]} if ev.get("app") else {"cmd": cmdline(ev.get("pid")), "class": ev.get("cls", "")}
entry = {"app": desktop_name(ev["app"], ev.get("cls", ""))} if ev.get("app") else {"cmd": cmdline(ev.get("pid")), "class": ev.get("cls", "")}
if not entry.get("app") and not entry.get("cmd"):
continue
f = self.floats.get(wid)
@@ -868,7 +891,7 @@ class Daemon:
return out
def window_key(self, ev):
return ev.get("app") or json.dumps(cmdline(ev.get("pid")))
return desktop_name(ev.get("app", ""), ev.get("cls", "")) or json.dumps(cmdline(ev.get("pid")))
def open_profile(self, name):
"""Open a profile's apps (additive: nothing closes)."""
@@ -884,9 +907,9 @@ class Daemon:
if key != "[]":
groups.setdefault(key, []).append(e)
claimed = set()
keys = {wid: self.window_key(ev) for wid, ev in self.windows.items() if recordable(ev)}
for key, entries in groups.items():
have = [ev for wid, ev in self.windows.items()
if wid not in claimed and recordable(ev) and self.window_key(ev) == key]
have = [ev for wid, ev in self.windows.items() if wid not in claimed and keys.get(wid) == key]
for e, ev in zip(entries, have):
claimed.add(ev["id"])
self.place_entry(ev, e)
+1
View File
@@ -35,6 +35,7 @@ Gaze as an input method for the whole desktop, without replacing anything of Ste
- **Learning from nudges:** if the mouse took the pointer from the gaze and moved it (0.2 degrees or more, and the correction within `POINTER_GAZE_NUDGE_MAX`: 55 degrees by default, half of the 109 the headset shows across, and 1 to 110; the same limit for mouse, keyboard, and pinch clicks) before you clicked, or you dragged a held press that far, you were nudging it onto what you looked at. The helper sends that as a lesson, from the raw gaze when the mouse took over to where you clicked, and ft-gazed learns it. So using it is what calibrates it. The raw gaze is one ft-gazed sent, so it also finds when that look was, and what each eye read then. With SteamVR, each eye learns its own error. With our tracker, the look goes to it as a click, like the probe's, and it relearns how the headset sits on your face. After the headset was off, your first nudge and click there resets that (the quick check's dot does the same). A correction past `POINTER_GAZE_NUDGE_MAX` isn't learned: the helper asks ft-gazed for the quick check instead ("recheck", after its 2-minute cooldown). Tested on our tracker's 409 clicks since its Sep 29 calibration: a one-dot check set from any one of them put the next 2 minutes' clicks within 15 degrees (99% within 4.2) and the next 10 minutes' within 25 (the far ones after the headset moved), so the check gets back well under it. The limit used to be 8 degrees, and live on 2026-10-01 our tracker was 12 off after the headset went on, so every correction was dropped. One lesson moves the whole correction by only a third of what it measured (more near where it was taken), since in the first live test one 6 degree lesson moved everything and put the next target 7 degrees off. `ft-gazectl status` shows the lessons, and `ft-gazectl forget` drops them.
- **Checks and calibration in the headset** (`gaze/gazecheck.py`, shown by `gaze/panel/ft-gazepanel`, a panel fixed to the headset that ft-gazed runs): a one-dot quick check opens when you put the headset on (SteamVR's tracker sees your eyes for 3 s after none for 3 s; its "HMD on" log line can't say, since it repeats every minute or so and can stay on for hours with nobody in the headset), when our tracker asks for a click (its "reseat", when the headset may sit differently), at most once every 2 minutes, and from Quick check on the Gaze page. Look at the dot: it takes your gaze once it has held still for 0.6 s (the steadiness counts, not where the tracker puts it, so it works however far off it is), or at once with a left click or Meta+J; a right click or Meta+K closes it, and ignoring it changes nothing. It also runs when a click's correction was past `POINTER_GAZE_NUDGE_MAX`. The dot is still and the ring fills in quarters, so the panel is drawn again only a few times per dot. If the first 3 lessons after it are still over 2 degrees off, five dots follow. The full calibration (Calibrate on the Gaze page, or by itself whenever gaze mode is on without one and your eyes are seen) is the probe's: three rounds, dark, medium and bright, of the middle and a ring around it, in a panel 64 degrees wide, with Frametop's screens hidden. Its dots (and the five-dot check's) wait for a click: look at the dot and left click or press Meta+J, and the gaze held still up to then is taken. A dot that isn't taken says why, on an orange line over the instructions: with SteamVR's tracker, what dropped most of that look's samples (an eye lost, a blink, the two eyes disagreeing); with ours, its reply (an eye seen in too few frames, or moving). A dot gets two tries, then it's skipped. A calibration left with under two thirds of its dots fails and names the most common reason, as the Gaze page does after it. A click that has taken nothing after 1.5 s says what it waits for: the gaze to hold still, or an eye tracker that isn't sending. Capturing whenever the gaze held still sometimes took a look that wasn't on the dot. The panel draws into three shared buffers SteamVR imported once, as Frametop's keyboard does: uploading each picture anew (SetOverlayRaw) flickered, and in one live test left the headset showing an old picture. Quitting it while there's still no calibration turns gaze mode off; turning it on again reopens it. One that closes otherwise unfinished (ignored for 2 minutes, too few dots) opens again after the headset comes off and on. Why gaze mode, on, can't work yet goes in the service's status as `checks.problem`, which the Gaze page shows under the Gaze pointer switch. For our tracker a check is a click and the calibration is its own (calib-point per dot); for SteamVR's, a check is a lesson for each eye and the calibration replaces calibration.json, and the lessons start over. Checks go to `checks.jsonl`.
- Nothing writes to SteamVR, its eye tracker, or its files: ft-gaze maps the eye tracker's shared memory read-only. With no fresh gaze (a blink, the service stopped, the headset off), the pointer stays where it is, and the mouse works as always.
- **Idle while the gaze isn't used:** ft-gaze and our own tracker run only while gaze mode is on and someone wears the headset (the pointer helper says both: SteamVR drops the headset's activity level as soon as it comes off), while a check or the calibration is open or asked for, or while the Gaze page of Frametop Input Settings is open (it renews a `wake` lease). 30 seconds after the last use they stop, and our frame grabber goes idle with our tracker. With our tracker, that saves over half a core: on 2026-10-02, with gaze mode off, ft-eyes took about 60% of a core, and ft-eyegrab, ft-gaze and ft-gazed 3 to 4% each. A check asked for while it idles starts the tracker and opens once it sends. When the gaze is used again, it takes a few seconds to come back, and our tracker's first click re-seats it, as after the headset was off: so the quick check opens when gaze mode comes on after the service idled, as it does when you put the headset on. `ft-gazectl status` says `"awake"`, and `"idle"` says why it isn't. A stand that covers the proximity sensor makes the headset seem worn, so with gaze mode on it doesn't idle there.
Lessons are logged to `pointer-lessons.jsonl`: the raw gaze, the true direction, the correction at the time, and how far off it was.
+35 -18
View File
@@ -479,9 +479,24 @@ int main(int argc, char **argv) {
double lastEmit = 0;
int actionErrors = 0;
vr::EVRInputError lastActionError = vr::VRInputError_None;
// During a VR game, SteamVR's gaze action is left alone. With ft-gaze reading the eyes, SteamVR
// restarted its eye tracker every 10 s or so in a game, as if the headset came off, and each
// restart took input focus from the game: Beat Saber paused (PR #13). Of what ft-gaze reads,
// only the action reaches SteamVR (the mmap and our tracker are files), so gaze still works
// over the dashboard. Games are told apart the way ft-screens does it, by the scene app.
bool inGame = false;
double nextGameCheck = 0;
while (true) {
const double now = NowRaw();
if (now >= nextGameCheck) {
nextGameCheck = now + 0.5;
const bool game = vr::VRApplications()->GetCurrentSceneProcessId() != 0;
if (game != inGame)
std::fprintf(stderr, "ft-gaze: %s\n",
game ? "a VR game is running: SteamVR's gaze action left alone" : "the VR game ended");
inGame = game;
}
vr::TrackedDevicePose_t hp;
sys->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseStanding, 0, &hp, 1);
if (hp.bPoseIsValid) history.Add(now, hp.mDeviceToAbsoluteTracking);
@@ -502,24 +517,26 @@ int main(int argc, char **argv) {
// SteamVR's action: a room-space origin and fixation point, turned into the head
// frame so every source reports the same kind of angles.
std::string action = "{\"ok\":0}";
vr::VRActiveActionSet_t active{};
active.ulActionSet = set;
active.nPriority = vr::k_nActionSetOverlayGlobalPriorityMin;
input->UpdateActionState(&active, sizeof active, 1);
vr::VREyeTrackingData_t e{};
const vr::EVRInputError ae =
input->GetEyeTrackingDataRelativeToNow(gaze, vr::TrackingUniverseStanding, 0, &e, sizeof e);
if (ae == vr::VRInputError_None && e.bActive && e.bValid) {
const Vec3 o{e.vGazeOrigin.v[0], e.vGazeOrigin.v[1], e.vGazeOrigin.v[2]};
const Vec3 t{e.vGazeTarget.v[0], e.vGazeTarget.v[1], e.vGazeTarget.v[2]};
const Vec3 dHead = RotateInverse(headNow, Normalize(t - o));
char extra[96];
std::snprintf(extra, sizeof extra, "\"tracked\":%d,\"dist\":%.3f,", int(e.bTracked), Length(t - o));
action = SrcJson(list, headNow, dHead, extra);
} else if (ae != lastActionError || (verbose && ++actionErrors % 90 == 1)) {
std::fprintf(stderr, "ft-gaze: action: error %d active %d valid %d\n", int(ae), int(e.bActive),
int(e.bValid));
lastActionError = ae;
if (!inGame) {
vr::VRActiveActionSet_t active{};
active.ulActionSet = set;
active.nPriority = vr::k_nActionSetOverlayGlobalPriorityMin;
input->UpdateActionState(&active, sizeof active, 1);
vr::VREyeTrackingData_t e{};
const vr::EVRInputError ae =
input->GetEyeTrackingDataRelativeToNow(gaze, vr::TrackingUniverseStanding, 0, &e, sizeof e);
if (ae == vr::VRInputError_None && e.bActive && e.bValid) {
const Vec3 o{e.vGazeOrigin.v[0], e.vGazeOrigin.v[1], e.vGazeOrigin.v[2]};
const Vec3 t{e.vGazeTarget.v[0], e.vGazeTarget.v[1], e.vGazeTarget.v[2]};
const Vec3 dHead = RotateInverse(headNow, Normalize(t - o));
char extra[96];
std::snprintf(extra, sizeof extra, "\"tracked\":%d,\"dist\":%.3f,", int(e.bTracked), Length(t - o));
action = SrcJson(list, headNow, dHead, extra);
} else if (ae != lastActionError || (verbose && ++actionErrors % 90 == 1)) {
std::fprintf(stderr, "ft-gaze: action: error %d active %d valid %d\n", int(ae), int(e.bActive),
int(e.bValid));
lastActionError = ae;
}
}
std::string m1 = "{\"ok\":0}", m2 = m1, left = m1, right = m1, eye = "null";
+73 -5
View File
@@ -63,9 +63,18 @@ and the error moves): lessons from before count less then, so the first few afte
relearn the offset.
Our own tracker (gaze/tracker/ft-eyes) runs here too, in the dev container, while
GAZE_TRACKER=own or the gaze probe asks for it ("eyes SECONDS", a lease the probe renews). It
reads the eye-camera frames the root service frametop-eyegrab copies (gaze/tracker/install.sh),
which copies them only while ft-eyes runs.
GAZE_TRACKER=own and the gaze is in use (below), or the gaze probe asks for it ("eyes SECONDS",
a lease the probe renews). It reads the eye-camera frames the root service frametop-eyegrab
copies (gaze/tracker/install.sh), which copies them only while ft-eyes runs.
Idle: ft-gaze and our own tracker run only while the gaze is in use: gaze mode on with someone
wearing the headset (the pointer helper says both: "gaze ? headset" -> "ok on|off worn|away"), a
check or calibration open or asked for, or a "wake" lease (the Gaze page of Frametop Input
Settings renews one while it's open). IDLE_AFTER after the last use they stop, and the frame
grabber goes idle with our tracker; with our tracker, that was over half a core with gaze mode
off. A check asked for while idle waits for the tracker to start (at most WAKE_SETTLE). Our
tracker's next click after it starts again re-seats it, as after the headset was off, so turning
gaze mode on after a while opens the quick check.
Checks and calibration (gaze/gazecheck.py): a one-dot quick check when the headset goes on or
our tracker asks for a click, and the full calibration when gaze mode comes on without one,
@@ -83,6 +92,8 @@ Control socket: abstract unix datagram "@ft_gazed":
reload read calibration.json and the settings again
eyes <seconds> keep our own tracker running that much longer (at most 120),
whatever GAZE_TRACKER says: the probe's lease. Reply: "ok"
wake <seconds> keep the gaze running (not idle) that much longer (at most 120),
whatever gaze mode says: Input Settings' Gaze page. Reply: "ok"
quickcal the one-dot check now (the calibration if there's none)
calibrate the full calibration in the panel
fitcheck the headset fit check in the panel
@@ -140,6 +151,9 @@ RETRY = 3.0 # seconds before starting ft-gaze again
EYES_RETRY = 10.0 # seconds before starting ft-eyes again after it stopped on its own
EYES_LEASE_MAX = 120.0
SETTLE = 0.3 # seconds after an eye is found again before the fallback learns from it
IDLE_AFTER = 30.0 # seconds after the gaze was last in use before ft-gaze and our tracker stop
WAKE_SETTLE = 15.0 # seconds after waking that the tracker may take to start sending
WAKE_MAX = 120.0
KEYBOARD_PITCH = -20.0 # degrees: gaze under this, on no screen, is a look at the keyboard
@@ -230,6 +244,10 @@ class Service:
self.eyes_proc = None # ft-eyes, while it runs
self.eyes_until = 0.0 # the probe's lease (monotonic time)
self.eyes_restart_at = 0.0
self.awake = False # ft-gaze (and our tracker) run: the gaze is in use (see the top)
self.idle_at = 0.0 # idle from then, unless it's in use again first
self.woke_at = 0.0
self.wake_until = 0.0 # a "wake" lease
self.sock = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM | socket.SOCK_CLOEXEC | socket.SOCK_NONBLOCK)
self.sock.bind(ME)
@@ -399,6 +417,46 @@ class Service:
log(f"lesson log: {e}")
return rec
# --- Idle (see the top) ---
def use_reason(self):
"""Why the gaze is in use now, or None."""
c = self.checks
if c.gaze_on and c.headset is not False:
return "gaze mode is on"
if c.active or c.pending:
return "a check"
if time.monotonic() < self.wake_until:
return "asked to stay awake"
return None
def idle_reason(self):
c = self.checks
if c.gaze_on is None:
return "the pointer helper isn't answering (SteamVR not running?)"
if c.gaze_on and c.headset is False:
return "nobody is wearing the headset"
return "gaze mode is off"
def waking(self):
"""Idle, or awake too briefly for the tracker to be sending yet."""
return not self.awake or time.monotonic() - self.woke_at < WAKE_SETTLE
def update_awake(self):
now = time.monotonic()
why = self.use_reason()
if why:
self.idle_at = now + IDLE_AFTER
if why and not self.awake:
self.awake, self.woke_at, self.restart_at = True, now, 0.0
log(f"awake: {why}")
elif not why and self.awake and now >= self.idle_at:
self.awake = False
log(f"idle: {self.idle_reason()}; ft-gaze and our tracker stop until the gaze is used again")
self.stop_helper()
if self.eyes_proc and not self.eyes_wanted():
self.stop_eyes()
# --- ft-gaze ---
def start_helper(self):
@@ -441,7 +499,7 @@ class Service:
self.proc = None
def eyes_wanted(self):
return (self.tracker == "own" and not self.override) or time.monotonic() < self.eyes_until
return (self.tracker == "own" and not self.override and self.awake) or time.monotonic() < self.eyes_until
def start_eyes(self):
"""Our own tracker, in the dev container, with build/venv's numpy and OpenCV. Like
@@ -700,6 +758,14 @@ class Service:
reply = "ok"
except ValueError:
reply = "error bad seconds"
elif words[:1] == ["wake"] and len(words) == 2:
try:
secs = min(max(float(words[1]), 0.0), WAKE_MAX)
self.wake_until = max(self.wake_until, time.monotonic() + secs)
self.update_awake()
reply = "ok"
except ValueError:
reply = "error bad seconds"
elif words[:1] == ["reload"]:
self.load_settings()
self.load_calibration()
@@ -750,6 +816,7 @@ class Service:
st.update(calibration_samples=cal.get("dots", 0), calibration_made=cal.get("made"),
lessons=max(len(m) for m in w.misses), own_running=bool(own),
own_reseat=any(e.get("reseat") for e in own.get("eyes", {}).values()))
st.update(awake=self.awake, idle=None if self.awake else self.idle_reason())
st.update(eyes_process=self.eyes_proc is not None, eyegrab=EYES_CAMS.exists(),
tracker_setting=self.tracker_setting, own_installed=own_installed())
st.update({"ft_gaze": self.proc is not None, "sample_age_s": round(time.monotonic() - self.last_sample, 2)
@@ -770,6 +837,7 @@ class Service:
if mtime(CONF) != self.conf_mtime or (self.tracker_setting == "auto"
and own_installed() != (self.tracker == "own")):
self.load_settings()
self.update_awake()
want = self.eyes_wanted()
if want and not self.eyes_proc and time.monotonic() >= self.eyes_restart_at:
self.start_eyes()
@@ -790,7 +858,7 @@ class Service:
next_verbose = time.monotonic() + 5
while self.running:
now = time.monotonic()
if not self.proc and now >= self.restart_at:
if self.awake and not self.proc and now >= self.restart_at:
self.start_helper()
for key, _ in self.sel.select(timeout=0.05 if self.checks.active else 0.5):
if key.data == "control":
+49 -11
View File
@@ -10,7 +10,9 @@ directions: look at each one.
once every QUICK_COOLDOWN, and on "quickcal" (Frametop Input Settings, or a mouse
button or key combination mapped to Gaze quick check), and when a click's correction
was past POINTER_GAZE_NUDGE_MAX (55 degrees; the helper's "recheck"): the tracker is
far off. Ignored, it closes after QUICK_TIMEOUT and changes nothing.
far off. Ignored, it closes after QUICK_TIMEOUT and changes nothing. The headset going
on is seen only while the gaze service is awake (gaze mode on, someone wearing it: see
ft-gazed), so it also opens when gaze mode comes on after the service idled.
five the middle and four around it, when the first FIVE_COUNT lessons after a quick check
were all over FIVE_LIMIT degrees off: the quick check didn't fix it.
full the calibration, as the gaze probe's: three rounds, dark, medium and bright (pupil
@@ -30,6 +32,9 @@ directions: look at each one.
adjust the headset. A left click or Meta+J runs its guided check (dots, then looks
down, up, left and right); a right click or Meta+K closes it, as does FIT_TIMEOUT.
A check asked for while the gaze service idles (quickcal, calibrate, fitcheck) wakes it and
waits until the tracker sends, at most ft-gazed's WAKE_SETTLE; then it opens, or logs why not.
The quick check's dot captures itself: from CHECK_SETTLE after it shows (the eyes getting
there), once the gaze has held within CHECK_SPREAD for CHECK_WINDOW (the probe's max spread and
capture time). It's the gaze holding still that counts, not where the tracker puts it, so it
@@ -209,7 +214,9 @@ class Checks:
sel.register(self.out, selectors.EVENT_READ, "checks")
self.check = None
self.gaze_on = None
self.headset = None # someone wears it (the helper's "worn"), False "away", None unknown
self.gaze_heard = 0.0
self.pending = None # (command words, when): asked for while the gaze service idled
self.full_armed = True # gaze mode on without a calibration opens the full one (need_full)
self.full_blocked = None # why it can't open now
self.full_retry_at = 0.0
@@ -294,17 +301,22 @@ class Checks:
pass
def on_readable(self):
"""Replies on our socket: the helper's "ok on|off" to "gaze ?"; the panel's are dropped."""
"""Replies on our socket: the helper's "ok on|off [worn|away]" to "gaze ? headset" (an
older helper leaves the headset out); the panel's are dropped."""
while True:
try:
data = self.out.recv(4096).decode("utf-8", "replace")
words = self.out.recv(4096).decode("utf-8", "replace").split()
except (BlockingIOError, OSError):
return
if data in ("ok on", "ok off"):
on = data == "ok on"
was, self.gaze_on, self.gaze_heard = self.gaze_on, on, time.monotonic()
if on and was is False:
if words[:1] == ["ok"] and len(words) in (2, 3) and words[1] in ("on", "off"):
on = words[1] == "on"
headset = None if len(words) == 2 else words[2] == "worn"
was = (self.gaze_on, self.headset)
self.gaze_on, self.headset, self.gaze_heard = on, headset, time.monotonic()
if on and was[0] is False:
self.on_gaze_on()
if was != (on, headset):
self.svc.update_awake()
# --- State ---
@@ -341,6 +353,8 @@ class Checks:
self.full_blocked = None
return
now = time.monotonic()
if not self.can_run() and self.svc.waking():
return # the tracker is still starting (the service idled)
if not self.can_run():
why = ("the eye tracker isn't sending" if now - self.svc.last_sample >= 2
else "no eyes seen (is the headset on?)")
@@ -490,6 +504,8 @@ class Checks:
def on_sample(self, s):
self.sample_at = time.monotonic()
if self.pending:
self.run_pending()
unc = (s["src"].get("mmap1") or {}).get("unc")
if unc and min(unc) <= EYE_LOST:
self.seen_at = time.monotonic()
@@ -742,9 +758,28 @@ class Checks:
# --- From the service ---
def command(self, words):
def run_pending(self):
"""A check asked for while the service idled: once the tracker sends (and our tracker has
said whether it's calibrated), or WAKE_SETTLE after waking, when its error is the real one."""
svc = self.svc
words, _ = self.pending
ready = (time.monotonic() - svc.last_sample < 2 if words[0] == "fitcheck" else self.can_run()) \
and (svc.kind != "own" or self.calibrated() is not None)
if not ready and svc.waking():
return
self.pending = None
reply = self.command(words, queue=False)
if reply != "ok":
log(f"{words[0]}, asked for while idle: {reply.removeprefix('error ')}")
def command(self, words, queue=True):
"""quickcal, calibrate, calaccept, calquit -> a reply."""
cmd = words[0]
if cmd in ("quickcal", "calibrate", "fitcheck") and queue and self.svc.waking() and not self.check:
# The tracker isn't running (or only just started): wake it, and do this once it sends.
self.pending = (words, time.monotonic())
self.svc.update_awake()
return "ok waking the eye tracker first"
if cmd == "quickcal":
return self.start("full" if self.calibrated() is False else "quick", "asked for")
if cmd == "calibrate":
@@ -820,9 +855,11 @@ class Checks:
now = time.monotonic()
if not self.panel_proc and now >= self.panel_restart_at:
self.start_panel()
self.to_helper("gaze ?")
self.to_helper("gaze ? headset")
if now - self.gaze_heard > 5:
self.gaze_on = None # the helper isn't answering
self.gaze_on = self.headset = None # the helper isn't answering
if self.pending:
self.run_pending()
if self.check:
self.to_helper("calpanel 1")
if not self.eyes_seen(AWAY_MIN):
@@ -844,7 +881,8 @@ class Checks:
def status(self):
c = self.check
st = {"check": None, "gaze_mode": self.gaze_on, "calibrated": self.calibrated(), "eyes": self.eyes_seen(),
st = {"check": None, "gaze_mode": self.gaze_on, "headset_worn": self.headset, "pending": self.pending[0][0]
if self.pending else None, "calibrated": self.calibrated(), "eyes": self.eyes_seen(),
"problem": self.problem(),
"panel": self.panel_proc is not None,
"last_quick_s": round(time.monotonic() - self.last_quick) if self.last_quick else None}
+158
View File
@@ -0,0 +1,158 @@
#!/usr/bin/env python3
"""Offline test of the gaze service idling (gaze/ft-gazed, gaze/gazecheck.py): ft-gaze runs only
while the gaze is in use, and a check asked for while it idles waits for the tracker.
Runs ft-gazed's Service with its sockets renamed, a fake pointer helper (answers "gaze ?
headset" as the test says), and a fake ft-gaze (prints samples, quits when its stdin closes).
SteamVR's tracker is the one in use, so our own isn't started; the panel isn't either. Nothing
reaches the live gaze service, the pointer helper, or SteamVR, so it's safe next to them.
gaze/test/idle-test.py
"""
import importlib.machinery
import importlib.util
import os
import socket
import subprocess
import sys
import tempfile
import threading
import time
HERE = os.path.dirname(os.path.abspath(__file__))
GAZE = os.path.join(HERE, "..")
sys.path.insert(0, GAZE)
loader = importlib.machinery.SourceFileLoader("ftgazed", os.path.join(GAZE, "ft-gazed"))
gazed = importlib.util.module_from_spec(importlib.util.spec_from_loader("ftgazed", loader))
loader.exec_module(gazed)
import gazecheck # noqa: E402 (the module ft-gazed imported)
tag = f"ft_gaze_idle_test_{os.getpid()}"
gazed.ME = f"\0{tag}_gazed"
gazed.POINTER = gazecheck.POINTER = f"\0{tag}_helper"
gazecheck.SCREENS = f"\0{tag}_screens"
gazecheck.PANEL_PROG = gazed.REPO / "nonexistent-panel" # "isn't built": no panel
gazed.IDLE_AFTER, gazed.WAKE_SETTLE = 1.0, 3.0
gazed.read_settings = lambda: ("steam", "steam", "auto", 55.0)
logs = []
gazed.log = gazecheck.log = lambda msg: logs.append(msg)
# The fake ft-gaze: 90 samples a second, both eyes seen, until its stdin closes.
tmp = tempfile.mkdtemp(prefix="ft-gaze-idle-test-")
FAKE = os.path.join(tmp, "ft-gaze")
with open(FAKE, "w") as f:
f.write('''import json, select, sys, time
while True:
if select.select([sys.stdin], [], [], 1 / 90)[0] and not sys.stdin.read(1):
break
eye = {"hy": 1.0, "hp": 2.0}
print(json.dumps({"t": time.monotonic(), "src": {"mmap1": {"hy": 1.0, "hp": 2.0, "unc": [0.001, 0.001],
"open": [0.8, 0.8]}, "left": eye, "right": eye}}), flush=True)
''')
started = []
def start_helper(self):
"""ft-gaze, straight from here instead of the dev container."""
import selectors
self.proc = subprocess.Popen([sys.executable, FAKE], stdin=subprocess.PIPE, stdout=subprocess.PIPE,
stderr=subprocess.PIPE)
os.set_blocking(self.proc.stdout.fileno(), False)
os.set_blocking(self.proc.stderr.fileno(), False)
self.sel.register(self.proc.stdout, selectors.EVENT_READ, "stdout")
self.sel.register(self.proc.stderr, selectors.EVENT_READ, "stderr")
self.buf = b""
started.append(time.monotonic())
gazed.Service.start_helper = start_helper
# The fake pointer helper.
helper_state = {"reply": "ok off worn"}
helper = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM)
helper.bind(gazed.POINTER)
helper.settimeout(0.2)
def answer():
while True:
try:
data, addr = helper.recvfrom(512)
except socket.timeout:
continue
except OSError:
return
if data.startswith(b"gaze ?") and addr:
helper.sendto(helper_state["reply"].encode(), addr)
threading.Thread(target=answer, daemon=True).start()
svc = gazed.Service(None, False, gazed.POINTER)
threading.Thread(target=svc.run, daemon=True).start()
ctl = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM)
ctl.bind("")
ctl.settimeout(2)
def ask(cmd):
ctl.sendto(cmd.encode(), gazed.ME)
return ctl.recv(4096).decode()
failures = []
def check(label, got, want):
ok = got == want
print(("ok " if ok else "FAIL ") + label + ("" if ok else f": got {got!r}, want {want!r}"), flush=True)
if not ok:
failures.append(label)
def wait(cond, seconds):
end = time.monotonic() + seconds
while time.monotonic() < end:
if cond():
return True
time.sleep(0.05)
return cond()
time.sleep(2.5)
check("gaze mode off: idle, no ft-gaze", (svc.awake, svc.proc is None), (False, True))
check("status says why", ask("status").count('"idle": "gaze mode is off"'), 1)
helper_state["reply"] = "ok on worn"
check("gaze mode on, headset worn: awake within 2 s", wait(lambda: svc.awake and svc.proc is not None, 2.5), True)
check("samples come in", wait(lambda: svc.counts["samples"] > 20, 2), True)
helper_state["reply"] = "ok on away"
check("headset off: still awake for IDLE_AFTER", wait(lambda: not svc.awake, 0.5), False)
check("then idle, ft-gaze stopped", wait(lambda: not svc.awake and svc.proc is None, 3.5), True)
check("why: nobody wears it", ask("status").count('"idle": "nobody is wearing the headset"'), 1)
helper_state["reply"] = "ok on"
check("an older helper (no headset word): awake with gaze mode on", wait(lambda: svc.awake, 2.5), True)
helper_state["reply"] = "ok off worn"
check("gaze mode off again: idle", wait(lambda: not svc.awake and svc.proc is None, 4.5), True)
check("wake lease", ask("wake 2"), "ok")
check("wake: awake at once", (svc.awake, wait(lambda: svc.proc is not None, 1)), (True, True))
check("lease over (2 s + IDLE_AFTER): idle", wait(lambda: not svc.awake, 4.5), True)
time.sleep(0.5)
logs.clear()
count = len(started)
check("quick check while idle: queued, waking", ask("quickcal"), "ok waking the eye tracker first")
check("it woke", wait(lambda: svc.awake and len(started) > count, 1.5), True)
check("once the tracker sends, it ran (and says why it couldn't open)",
wait(lambda: any("quickcal, asked for while idle: the panel isn't running" in m for m in logs), 3), True)
check("nothing left pending", svc.checks.pending, None)
check("idle again after", wait(lambda: not svc.awake, 3), True)
print("FAILED: " + ", ".join(failures) if failures else "all passed", flush=True)
svc.running = False
time.sleep(0.7)
os.remove(FAKE)
os.rmdir(tmp)
os._exit(1 if failures else 0)
+134 -1
View File
@@ -15,6 +15,9 @@ to the input relay over its control socket (@frametop_relay):
- Pointer: speed, dot size, distance and the rest, applied live.
- Ignored panels: SteamVR overlays the pointer passes through (POINTER_IGNORE), by app or
one by one. The helper lists them (@ft_pointer_helper "overlays").
- Game optimization: pausing Frametop while a VR game runs, so it leaves the CPU and GPU to the game
(input/game_pause.py, in the relay: "pause on|off|?"): pause now, pause by itself during VR
games, the controller gesture that pauses and resumes, what happens to the desktop, a sound.
- Gaze: the pointer's gaze mode (@ft_pointer_helper "gaze") and the gaze service
(gaze/ft-gazed, @ft_gazed: status, forget, reload), with its eye tracker (SteamVR's or
our own) and eye bias (GAZE_TRACKER, GAZE_EYE in frametop.conf).
@@ -73,6 +76,7 @@ ACTION_LABELS = {
"sens_down": "Slower pointer", "layout_reset": "Reset desktop screen layout",
"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",
"pause_toggle": "Pause/resume Frametop (for VR games)",
"key": "Pass through as key",
"none": "Do nothing",
}
@@ -95,6 +99,13 @@ CONTROLLER_BUTTONS = {
"right/bumper": "Right bumper", "right/trigger": "Right trigger", "right/grip": "Right grip",
"right/thumbstick": "Right stick click",
}
# Pausing for VR games (input/game_pause.py): the gesture a rules file without "pause_gesture" gets,
# both thumbsticks clicked together twice, and what can happen to the desktop.
DEFAULT_PAUSE_GESTURE = {"buttons": ["left/thumbstick", "right/thumbstick"], "presses": 2}
PAUSE_DESKTOP_MODES = {"hide": "Hide it and slow it down (windows stay open)",
"close": "Close it (windows close; it starts again when you resume)"}
PAUSE_REASONS = {"game": "a VR game started", "gesture": "controller gesture", "command": "ft-pause",
"settings": "from here"}
# Gaze mode is a mouse and keyboard feature (docs/gaze-controllers.md; the relay's GAZE_ACTIONS).
GAZE_ACTIONS = ("gaze_toggle", "gaze_precision", "gaze_drag", "gaze_left", "gaze_right", "gaze_quickcal")
CONTROLLER_ACTIONS = [a for a in ACTION_LABELS if a not in ("key", "none") + GAZE_ACTIONS]
@@ -293,6 +304,7 @@ class Backend(QObject):
gazeChanged = Signal()
driverChanged = Signal()
panelsChanged = Signal()
pauseChanged = Signal()
activity = Signal(str) # device id
captured = Signal(int, str) # code, name
capturedController = Signal(str, str) # button, label
@@ -320,6 +332,8 @@ class Backend(QObject):
self._check_asked = 0.0 # when quickcal or calibrate went to the gaze service (its errors)
self._driver_block = "" # set by _check_driver
self._panels = None # SteamVR's overlays, from the helper; None until it answers
self._pause = {} # the relay's pause state ("pause ?"), {} when it doesn't answer
self._pause_at = 0.0
self.sock = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM)
self.sock.bind("") # autobind an abstract address the relay can reply to
self.sock.setblocking(False)
@@ -352,6 +366,7 @@ class Backend(QObject):
def _refresh(self):
self._send("devices")
self._send("pause ?")
self._send("vrstatus", HELPER)
self._send("gaze ?", HELPER)
if not self._send("status", GAZED) and self._gaze:
@@ -365,6 +380,9 @@ class Backend(QObject):
if self._gaze_mode is not None and now - self._gaze_at > 5:
self._gaze_mode = None
self.gazeChanged.emit()
if self._pause and now - self._pause_at > 5:
self._pause = {}
self.pauseChanged.emit()
def _check_driver(self):
block = driver_block()
@@ -403,13 +421,20 @@ class Backend(QObject):
if t == "devices":
self._nodes = msg.get("nodes", [])
self._pointer_mode = bool(msg.get("pointer_mode"))
self._relay_ok = True
was_ok, self._relay_ok = self._relay_ok, True
if not was_ok:
self.pauseChanged.emit() # (pauseStatus' "old")
self.devicesChanged.emit()
elif t == "overlays":
panels = [o for o in msg.get("list", []) if isinstance(o, dict) and isinstance(o.get("key"), str)]
if panels != self._panels:
self._panels = panels
self.panelsChanged.emit()
elif t == "pause":
self._pause_at = time.monotonic()
if msg != self._pause:
self._pause = msg
self.pauseChanged.emit()
elif t == "vrstatus":
self._vr = msg
self._vr_at = time.monotonic()
@@ -817,6 +842,108 @@ class Backend(QObject):
else:
self.message.emit("The pointer helper isn't running (frametop-pointer.service)", True)
# --- pausing for VR games ---
@Property("QVariantMap", notify=pauseChanged)
def pauseStatus(self):
"""The relay's pause state, and a line saying it ("relay": False when it doesn't answer)."""
st = self._pause
if not st:
# "old": the relay answers, but not about pausing (it predates it).
return {"relay": False, "old": self._relay_ok, "paused": False,
"summary": "Unknown: the input relay " + ("can't pause" if self._relay_ok else "isn't answering")}
if st.get("paused"):
reason = PAUSE_REASONS.get(st.get("reason"), st.get("reason") or "")
summary = f"Paused since {time.strftime('%H:%M', time.localtime(st.get('since') or time.time()))}"
summary += f" ({reason})" if reason else ""
if st.get("ends_with_game"):
summary += ", until the game ends"
else:
summary = "Running" + (", with a VR game" if st.get("game") else "")
if st.get("busy"):
summary += "; working on it…"
return {"relay": True, "paused": bool(st.get("paused")), "summary": summary,
"gestureReader": bool(st.get("gesture_reader"))}
@Slot(bool)
def setPaused(self, on):
if self._send(f"pause {'on' if on else 'off'} settings"):
QTimer.singleShot(300, self._refresh)
else:
self.message.emit("The input relay isn't running (frametop-input-relay.service)", True)
def _set_rule(self, key, value, text):
rules = read_json(RULES_PATH)
rules[key] = value
self._save_rules(rules)
self.message.emit(text, False)
@Property(bool, notify=mappingsChanged)
def pauseAuto(self):
return read_json(RULES_PATH).get("pause_auto", True) is not False
@Slot(bool)
def setPauseAuto(self, on):
self._set_rule("pause_auto", bool(on), "VR games pause Frametop" if on else "VR games no longer pause Frametop")
@Property("QVariantList", constant=True)
def pauseDesktopModes(self):
return [{"value": k, "text": v} for k, v in PAUSE_DESKTOP_MODES.items()]
@Property(str, notify=mappingsChanged)
def pauseDesktop(self):
mode = read_json(RULES_PATH).get("pause_desktop")
return mode if mode in PAUSE_DESKTOP_MODES else "hide"
@Slot(str)
def setPauseDesktop(self, mode):
if mode in PAUSE_DESKTOP_MODES:
self._set_rule("pause_desktop", mode, "Paused, the desktop: " + PAUSE_DESKTOP_MODES[mode].split(" (")[0].lower())
@Property(bool, notify=mappingsChanged)
def pauseSound(self):
return read_json(RULES_PATH).get("pause_sound", True) is not False
@Slot(bool)
def setPauseSound(self, on):
self._set_rule("pause_sound", bool(on), "A sound on pause and resume" if on else "No sound on pause and resume")
@Property("QVariantList", constant=True)
def gestureButtons(self):
return [{"value": "", "text": "None"}] + [{"value": b, "text": label} for b, label in CONTROLLER_BUTTONS.items()]
@Property("QVariantMap", notify=mappingsChanged)
def pauseGesture(self):
"""{"first", "second" ("" for none), "presses"} (the relay's game_pause.gesture_of)."""
spec = read_json(RULES_PATH).get("pause_gesture", DEFAULT_PAUSE_GESTURE)
buttons = [b for b in (spec or {}).get("buttons", []) if b in CONTROLLER_BUTTONS][:2] \
if isinstance(spec, dict) and isinstance(spec.get("buttons"), list) else []
presses = 1 if len(buttons) == 2 and spec.get("presses") == 1 else 2
return {"first": buttons[0] if buttons else "", "second": buttons[1] if len(buttons) > 1 else "",
"presses": presses}
@Slot(str, str, int)
def setPauseGesture(self, first, second, presses):
"""No first button: no gesture. One button always takes two presses."""
buttons = list(dict.fromkeys(b for b in (first, second) if b in CONTROLLER_BUTTONS))
if not buttons:
self._set_rule("pause_gesture", None, "No controller gesture pauses Frametop")
return
presses = 1 if len(buttons) == 2 and presses == 1 else 2
self._set_rule("pause_gesture", {"buttons": buttons, "presses": presses},
"Pause gesture: " + self.gestureText(buttons, presses))
@staticmethod
def gestureText(buttons, presses):
names = " and ".join(CONTROLLER_BUTTONS[b] for b in buttons)
together = " together" if len(buttons) == 2 else ""
return f"{names}{together}, {'twice' if presses == 2 else 'once'}"
@Property(str, notify=mappingsChanged)
def pauseGestureText(self):
g = self.pauseGesture
buttons = [b for b in (g["first"], g["second"]) if b]
return self.gestureText(buttons, g["presses"]) if buttons else "None"
# --- gaze ---
def _gaze_status(self, status):
now = time.monotonic()
@@ -1036,6 +1163,12 @@ class Backend(QObject):
else:
self.message.emit("The gaze service isn't running (frametop-gaze.service)", True)
@Slot()
def keepGazeAwake(self):
"""The Gaze page is open: the gaze service doesn't idle meanwhile (its status stays live,
and a check opens without waiting for the tracker). The page renews this every 10 s."""
self._send("wake 30", GAZED)
@Slot()
def gazeQuickCheck(self):
"""The gaze service's one-dot check, in the panel fixed to the headset."""
+147 -3
View File
@@ -19,6 +19,7 @@ Kirigami.ApplicationWindow {
Kirigami.Action { text: "Devices"; icon.name: "input-mouse"; onTriggered: root.show(devicesPage) },
Kirigami.Action { text: "Buttons"; icon.name: "input-keyboard"; onTriggered: root.show(buttonsPage) },
Kirigami.Action { text: "Controllers"; icon.name: "input-gamepad"; onTriggered: root.show(controllersPage) },
Kirigami.Action { text: "Game optimization"; icon.name: "applications-games"; onTriggered: root.show(gamesPage) },
Kirigami.Action { text: "Keyboard"; icon.name: "input-keyboard-virtual"; onTriggered: root.show(keyboardPage) },
Kirigami.Action { text: "Pointer"; icon.name: "transform-move"; onTriggered: root.show(pointerPage) },
Kirigami.Action { text: "Ignored panels"; icon.name: "view-hidden"; onTriggered: root.show(ignorePage) },
@@ -56,8 +57,8 @@ Kirigami.ApplicationWindow {
pageStack.push(page)
}
// FT_INPUT_PAGE=buttons|controllers|keyboard|pointer|ignore|gaze|bluetooth opens the app on that page.
pageStack.initialPage: ({ buttons: buttonsPage, controllers: controllersPage, keyboard: keyboardPage,
// FT_INPUT_PAGE=buttons|controllers|games (Game optimization)|keyboard|pointer|ignore|gaze|bluetooth opens the app on that page.
pageStack.initialPage: ({ buttons: buttonsPage, controllers: controllersPage, games: gamesPage, keyboard: keyboardPage,
pointer: pointerPage, ignore: ignorePage, gaze: gazePage,
bluetooth: bluetoothPage })[startPage] || devicesPage
@@ -826,6 +827,140 @@ Kirigami.ApplicationWindow {
}
}
// ---------------------------------------------------------------- Games
Component {
id: gamesPage
Kirigami.ScrollablePage {
id: gmpage
title: "Game optimization"
property var st: backend.pauseStatus
// The gesture's boxes follow the saved gesture (which may tidy what was picked).
function syncGesture() {
const g = backend.pauseGesture
firstBox.currentIndex = firstBox.indexOfValue(g.first)
secondBox.currentIndex = secondBox.indexOfValue(g.second)
pressBox.currentIndex = pressBox.indexOfValue(g.presses)
}
function saveGesture() {
backend.setPauseGesture(firstBox.currentValue, secondBox.currentValue, pressBox.currentValue)
}
Component.onCompleted: syncGesture()
Connections {
target: backend
function onMappingsChanged() { gmpage.syncGesture() }
}
ColumnLayout {
spacing: Kirigami.Units.largeSpacing
Kirigami.InlineMessage {
Layout.fillWidth: true
visible: !gmpage.st.relay
type: Kirigami.MessageType.Error
text: gmpage.st.old
? "The input relay that runs is older and can't pause. Restart it: "
+ "systemctl --user restart frametop-input-relay"
: "The input relay isn't answering (frametop-input-relay.service). It does the pausing."
}
Kirigami.FormLayout {
Layout.fillWidth: true
RowLayout {
Kirigami.FormData.label: "Frametop:"
Controls.Label { text: gmpage.st.summary }
Controls.Button {
text: gmpage.st.paused ? "Resume" : "Pause now"
icon.name: gmpage.st.paused ? "media-playback-start" : "media-playback-pause"
enabled: gmpage.st.relay
onClicked: backend.setPaused(!gmpage.st.paused)
}
}
Controls.Switch {
Kirigami.FormData.label: "VR games:"
text: "Pause while a VR game runs, and resume when it ends"
checked: backend.pauseAuto
onToggled: backend.setPauseAuto(checked)
}
Kirigami.Separator { Kirigami.FormData.isSection: true; Kirigami.FormData.label: "Controller gesture" }
Controls.ComboBox {
id: firstBox
Kirigami.FormData.label: "Button:"
model: backend.gestureButtons
textRole: "text"
valueRole: "value"
Layout.preferredWidth: Kirigami.Units.gridUnit * 10
onActivated: gmpage.saveGesture()
}
Controls.ComboBox {
id: secondBox
Kirigami.FormData.label: "Together with:"
model: backend.gestureButtons
textRole: "text"
valueRole: "value"
enabled: firstBox.currentValue !== ""
Layout.preferredWidth: Kirigami.Units.gridUnit * 10
onActivated: gmpage.saveGesture()
}
Controls.ComboBox {
id: pressBox
Kirigami.FormData.label: "Pressed:"
model: [{ value: 2, text: "Twice" }, { value: 1, text: "Once" }]
textRole: "text"
valueRole: "value"
// One button pressed once would go off far too easily in games.
enabled: firstBox.currentValue !== "" && secondBox.currentValue !== ""
Layout.preferredWidth: Kirigami.Units.gridUnit * 10
onActivated: gmpage.saveGesture()
}
Controls.Label {
Layout.fillWidth: true
wrapMode: Text.Wrap
opacity: 0.7
text: (backend.pauseGesture.first === "" ? "No gesture: a mapped button, a key combination, or ft-pause still work."
: "Pauses and resumes Frametop, in games too. The game still gets the presses, so pick buttons it "
+ "doesn't use this way. Two buttons count as together when both go down within a third of a "
+ "second, and twice means within 0.7 s.")
+ (gmpage.st.relay && backend.pauseGesture.first !== "" && !gmpage.st.gestureReader
? " Not reading the controllers right now (SteamVR isn't running?)." : "")
}
Kirigami.Separator { Kirigami.FormData.isSection: true; Kirigami.FormData.label: "While paused" }
Controls.ComboBox {
Kirigami.FormData.label: "The desktop:"
model: backend.pauseDesktopModes
textRole: "text"
valueRole: "value"
Layout.preferredWidth: Kirigami.Units.gridUnit * 20
Component.onCompleted: currentIndex = indexOfValue(backend.pauseDesktop)
onActivated: backend.setPauseDesktop(currentValue)
}
Controls.Switch {
Kirigami.FormData.label: "Sound:"
text: "Play a sound on pause and resume"
checked: backend.pauseSound
onToggled: backend.setPauseSound(checked)
}
}
Controls.Label {
Layout.fillWidth: true
wrapMode: Text.Wrap
opacity: 0.7
text: "Paused, Frametop leaves the headset's CPU and GPU to the game. The gaze service and our eye "
+ "tracker stop, and nothing reads SteamVR's eye tracking. Hand tracking and remote desktop stop "
+ "if they run. The desktop hides and slows down, or closes, as chosen above. The 3D mouse lets go, "
+ "so the mouse is a plain one for SteamVR. Mapped buttons and key combinations do nothing but "
+ "pausing, the Steam menu, and your own commands. Resuming brings back what pausing stopped. "
+ "Map \"Pause/resume Frametop\" to a button or key combination on the other pages, or run "
+ "input/ft-pause."
}
}
}
}
// ---------------------------------------------------------------- Gaze
Component {
id: gazePage
@@ -834,6 +969,14 @@ Kirigami.ApplicationWindow {
title: "Gaze"
header: DriverWarning {}
property var status: backend.gazeStatus
// The gaze service idles while the gaze isn't used; open, this page keeps it going.
Timer {
running: true
repeat: true
interval: 10000
triggeredOnStart: true
onTriggered: backend.keepGazeAwake()
}
actions: [
Kirigami.Action {
text: "Quick check"
@@ -1067,7 +1210,8 @@ Kirigami.ApplicationWindow {
Controls.Label {
Kirigami.FormData.label: "Service:"
text: backend.gazeServiceRunning
? (gpage.status.ft_gaze ? "running" : "running, eye tracker reader restarting")
? (gpage.status.awake === false ? "idle: " + gpage.status.idle + " (it starts when the gaze is used)"
: gpage.status.ft_gaze ? "running" : "running, eye tracker reader starting")
: backend.gazeServiceInstalled ? "not running (frametop-gaze.service, starts with SteamVR)"
: "not installed: run gaze/run.sh install in the Frametop folder, in a terminal"
color: backend.gazeServiceRunning ? Kirigami.Theme.textColor : Kirigami.Theme.negativeTextColor
+29
View File
@@ -0,0 +1,29 @@
#!/usr/bin/env python3
"""Controller desktop click stability over local IPC; no SteamVR client."""
import argparse
import json
import math
import socket
def request(command):
with socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM) as client:
client.bind(''); client.settimeout(2)
client.sendto(command.encode(), '\0ft_screens')
response=client.recv(8192).decode()
if response.startswith('error'): raise RuntimeError(response)
return response
def main():
parser=argparse.ArgumentParser(description=__doc__)
sub=parser.add_subparsers(dest='command', required=True)
sub.add_parser('status')
sub.add_parser('threshold').add_argument('pixels', type=float)
args=parser.parse_args()
try:
if args.command == 'threshold':
if not math.isfinite(args.pixels) or not 0 <= args.pixels <= 64:
raise ValueError('Threshold must be 0–64 logical pixels; 0 disables stabilization')
if request(f'controller-click {args.pixels:g}') != 'ok': raise RuntimeError('Threshold rejected')
print(json.dumps(json.loads(request('controller-click?')), indent=2))
except (OSError, ValueError, RuntimeError) as error: parser.exit(1, str(error)+'\n')
if __name__ == '__main__': main()
Executable
+45
View File
@@ -0,0 +1,45 @@
#!/usr/bin/python3
"""ft-pause: pause Frametop for a VR game, so it leaves the CPU and GPU to the game, or resume it.
ft-pause on|off|toggle pause or resume (input/game_pause.py has what pausing stops)
ft-pause status the pause state, as JSON (the default)
The input relay does it (frametop-input-relay.service). So do the pause_toggle action, the
controller gesture (by default both thumbsticks clicked together twice), and, with auto pause on,
a VR game starting; Frametop Input Settings has the settings, on its Game optimization page.
"""
import json
import os
import socket
import sys
def ask(msg, timeout=2.0):
s = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM | socket.SOCK_CLOEXEC)
s.bind(f"\0ft_pause.{os.getpid()}")
s.settimeout(timeout)
try:
s.sendto(msg.encode(), "\0frametop_relay")
return json.loads(s.recv(65536))
except ConnectionRefusedError:
sys.exit("the input relay isn't running (frametop-input-relay.service)")
except (socket.timeout, ValueError):
sys.exit("no answer from the input relay (an older one, without pausing?)")
finally:
s.close()
def main():
cmd = sys.argv[1] if len(sys.argv) > 1 else "status"
if cmd in ("on", "off", "toggle"):
r = ask(f"pause {cmd} command")
print("Frametop paused" if r.get("paused") else "Frametop running")
elif cmd == "status":
print(json.dumps(ask("pause ?"), indent=1))
else:
sys.exit(__doc__)
if __name__ == "__main__":
main()
+515
View File
@@ -0,0 +1,515 @@
"""Pause Frametop for VR games, so it leaves the headset's CPU and GPU to the game. The input
relay (input-relay.py) runs this: it's the one part of Frametop that always runs.
Paused:
- The gaze service stops (frametop-gaze: ft-gazed, ft-gaze, our own eye tracker ft-eyes, the
gaze panel), and with it every read of SteamVR's eye tracking. Our frame grabber, the root
service ft-eyegrab, goes idle by itself 3 seconds after ft-eyes stops asking for frames.
- Hand tracking stops if it runs (frametop-camd, frametop-hands).
- The desktop, by "pause_desktop": "hide" (the default) hides every screen and floating window
and slows the desktop down ("pause on" to ft-screens: KWin gets one frame callback a second
instead of 90, so it and the apps on it hardly draw), and remote desktop stops if it runs
(session/remote-ctl.sh: krdp, Xvnc, FreeRDP). Windows stay open. "close" closes the desktop
(desktops.sh stop): its windows close, and resuming starts it again (about 12 seconds), in
its start profile if it has one.
- In the relay: the 3D mouse lets go and the mouse is a plain mouse for SteamVR, typing goes to
Steam, and mapped buttons and key combinations do nothing but PAUSED_ACTIONS and commands.
Resuming starts again only what pausing stopped. The pointer helper and ft-powerd keep running:
they cost little, and the helper is what says a VR game started.
Toggled by:
- The pause_toggle action: a mouse button, a key combination, or a controller button outside
games (the pointer helper only reads those outside games).
- A controller gesture, by default both thumbsticks clicked together twice ("pause_gesture").
It's read from vrserver's web socket (vrws.py), which works in games and takes nothing from
them, so the game sees the clicks too.
- input/ft-pause on|off|toggle|status, which uses the relay's control socket
("pause on|off|toggle|?").
- VR games, with "pause_auto" (on by default): the pointer helper says "vrgame 1|0" as a SteamVR
scene app starts and ends (and every 5 seconds). A game starting pauses; a pause that starts
while a game runs ends RESUME_DELAY after the game does, unless another game starts first.
Toggled back on during a game, Frametop stays on until that game ends. A pause that starts
outside a game lasts until it's toggled off.
Settings in ~/.config/frametop-input.json (Frametop Input Settings, Game optimization page): "pause_auto"
(bool), "pause_gesture" ({"buttons": one or two controller buttons, "presses": 1 or 2}, or null
for none; one button always takes two presses), "pause_desktop" ("hide" or "close"), and
"pause_sound" (a sound on pause and resume; bool). The state outlives a relay restart in
STATE_PATH.
"""
import json
import os
import queue
import socket
import subprocess
import threading
import time
import vrws
REPO = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
DESKTOPS = os.path.join(REPO, "desktops.sh")
REMOTE_CTL = os.path.join(REPO, "session", "remote-ctl.sh")
RELAY = "\0frametop_relay"
SCREENS = "\0ft_screens"
STATE_PATH = f"/run/user/{os.getuid()}/frametop-pause.json"
# User services that pausing stops, if they run.
UNITS = ("frametop-gaze.service", "frametop-hands.service", "frametop-camd.service")
# What still works while paused, besides commands ("command:CMD"): the toggle itself, and Steam's menu.
PAUSED_ACTIONS = ("pause_toggle", "steam_menu")
DEFAULT_GESTURE = {"buttons": ["left/thumbstick", "right/thumbstick"], "presses": 2}
DESKTOP_MODES = ("hide", "close")
SOUNDS = {True: "/usr/share/sounds/ocean/stereo/device-removed.oga",
False: "/usr/share/sounds/ocean/stereo/device-added.oga"}
RESUME_DELAY = 5.0 # after a VR game ends: loading the next one can end one scene app and start another
GAME_STALE = 12.0 # the helper repeats "vrgame" every 5 s; silence this long means no game (or no SteamVR)
CHORD_WINDOW = 0.3 # a two-button gesture's buttons go down within this of each other
DOUBLE_WINDOW = 0.7 # a double press's second press comes within this of the first
LOOKUP_EVERY = 30.0 # the controllers are looked up again this often (and sooner when they may have changed)
LOOKUP_GAP = 3.0 # but not more often than this for a message from a device it doesn't know
def device_of(text):
"""A web socket message's "device", without parsing all of it (there are about 160 a second)."""
at = text.find('"device"')
if at < 0:
return None
start = text.find('"', text.find(":", at) + 1)
end = text.find('"', start + 1)
return text[start + 1:end] if 0 <= start < end else None
def gesture_of(rules, buttons):
"""The rules' pause gesture as (buttons, presses), or None for none. `buttons` are the
controller buttons there are (the relay's VR_BUTTONS)."""
spec = rules.get("pause_gesture", DEFAULT_GESTURE)
if not isinstance(spec, dict) or not isinstance(spec.get("buttons"), list):
return None
chosen = tuple(dict.fromkeys(b for b in spec["buttons"] if b in buttons))[:2]
if not chosen:
return None
return chosen, 1 if len(chosen) == 2 and spec.get("presses") == 1 else 2
def settings_of(rules, buttons):
return {"auto": rules.get("pause_auto", True) is not False,
"gesture": gesture_of(rules, buttons),
"desktop": rules.get("pause_desktop") if rules.get("pause_desktop") in DESKTOP_MODES else "hide",
"sound": rules.get("pause_sound", True) is not False}
class Gesture:
"""The pause gesture, from button presses and releases. A press of a two-button gesture is
both buttons going down within CHORD_WINDOW of each other, so a button held for a while (to
sprint, say) and the other clicked doesn't count. Two presses within DOUBLE_WINDOW make a
double press."""
def __init__(self, buttons, presses):
self.buttons, self.presses = tuple(buttons), presses
self.down = {} # button -> when it went down
self.first = None # when the first press of a double press was
self.fired = None
def reset(self):
self.down.clear()
self.first = None
def feed(self, button, pressed, now):
"""A button's state; True when it completes the gesture."""
if button not in self.buttons:
return False
if not pressed:
self.down.pop(button, None)
return False
if button in self.down:
return False # still down
self.down[button] = now
if len(self.down) < len(self.buttons) or now - min(self.down.values()) > CHORD_WINDOW:
return False
if self.presses == 2 and (self.first is None or now - self.first > DOUBLE_WINDOW):
self.first = now
return False
self.first = None
if self.fired is not None and now - self.fired < 1.0:
return False # a triple press is still one
self.fired = now
return True
class ControllerWatch(threading.Thread):
"""Follows the Frame controllers on vrserver's web socket for the pause gesture, and sends
the relay "pause toggle gesture" when it's made. Reconnects every 5 seconds while SteamVR
is away. With no gesture set, it doesn't connect."""
def __init__(self, log):
super().__init__(name="pause-gesture", daemon=True)
self.log = log
self.lock = threading.Lock()
self.gesture = None
self.changed = threading.Event()
self.connected = False
self.sock = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM)
self.lookup_at = None # look the controllers up again then (see recheck)
def recheck(self, delay=1.5):
"""The controllers' root paths may change soon: the 3D mouse's virtual controller is taking
or giving back its hand role. SteamVR takes a moment to hand the role over."""
self.lookup_at = time.monotonic() + delay
def set_gesture(self, spec):
"""(buttons, presses), or None for no gesture."""
with self.lock:
g = self.gesture
if spec is None:
self.gesture = None
elif g is None or (g.buttons, g.presses) != spec:
self.gesture = Gesture(*spec)
self.changed.set()
def current(self):
with self.lock:
return self.gesture
def run(self):
while True:
if self.current() is None:
if self.connected:
self.log("pause gesture: none set, stopped reading the controllers")
self.connected = False
self.changed.wait()
self.changed.clear()
continue
try:
self.session()
except (OSError, ValueError) as e: # urllib's errors are OSErrors
if self.connected:
self.log(f"pause gesture: SteamVR's web socket went away ({e}); retrying")
self.connected = False
self.changed.wait(5)
self.changed.clear()
def session(self):
ws = vrws.VrSocket()
try:
ws.open(f"frametop_pause_{os.getpid()}")
sides = {} # root path -> side
next_poll = 0.0
last_poll = 0.0
while True:
g = self.current()
if g is None:
return
now = time.monotonic()
lookup_at = self.lookup_at
if lookup_at is not None and now >= lookup_at:
self.lookup_at = None
next_poll = now
if now >= next_poll:
# A controller connects later, or changes its root path when the 3D mouse's
# virtual controller takes or gives back its hand role. Each lookup is an HTTP
# request to vrserver, so it's at connect, every LOOKUP_EVERY, when a message
# comes from a device not on the list, and when the relay says (recheck).
next_poll, last_poll = now + LOOKUP_EVERY, now
found = vrws.controllers()
if found != sides:
for path in sides.keys() - found.keys():
ws.subscribe(path, on=False)
for path in found.keys() - sides.keys():
ws.subscribe(path)
sides = found
g.reset()
if not self.connected:
self.connected = True
self.log(f"pause gesture: following {' and '.join(sorted(sides.values())) or 'no'} "
f"controller{'s' if len(sides) != 1 else ''} on SteamVR's web socket")
wanted = {b: (b.split("/", 1)[0], f"/input/{b.split('/', 1)[1]}/click") for b in g.buttons}
for text in ws.messages(timeout=1.0):
device = device_of(text)
if device and device not in sides:
next_poll = min(next_poll, last_poll + LOOKUP_GAP) # its root path changed, maybe
# About 160 messages a second, nearly all capacitive sensing: parse only the
# few that carry one of the gesture's buttons.
if not any(c in text for _, c in wanted.values()):
continue
try:
msg = json.loads(text)
except ValueError:
continue
side = sides.get(msg.get("device"))
components = msg.get("components") or {}
for button, (s, component) in wanted.items():
if s == side and component in components:
if g.feed(button, bool(components[component]), time.monotonic()):
self.log("pause gesture")
try:
self.sock.sendto(b"pause toggle gesture", RELAY)
except OSError:
pass
finally:
ws.close()
def run(cmd, timeout=30):
"""A command's exit status (None if it couldn't run), its output going nowhere."""
try:
return subprocess.run(cmd, stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL,
stderr=subprocess.DEVNULL, timeout=timeout).returncode
except (OSError, subprocess.TimeoutExpired):
return None
def output(cmd, timeout=10):
try:
return subprocess.run(cmd, stdin=subprocess.DEVNULL, capture_output=True, text=True,
timeout=timeout).stdout
except (OSError, subprocess.TimeoutExpired):
return ""
def active(unit):
return run(["systemctl", "--user", "-q", "is-active", unit], timeout=10) == 0
def desktop_running():
return run(["pgrep", "-x", "ft-screens"], timeout=5) == 0
class Worker(threading.Thread):
"""Does the slow part of pausing and resuming, in order, one job at a time: stopping and
starting services, remote desktop, and closing or starting the desktop. `stopped` is what
the last pause stopped, for the resume to start again."""
def __init__(self, log, save):
super().__init__(name="pause-worker", daemon=True)
self.log, self.save = log, save
self.jobs = queue.Queue()
self.lock = threading.Lock()
self.stopped = {"units": [], "remote": False, "desktop": None}
self.busy = False
def submit(self, job, *args):
self.busy = True
self.jobs.put((job, args))
def run(self):
while True:
job, args = self.jobs.get()
try:
job(*args)
except Exception as e: # one failure mustn't stop the next pause or resume
self.log(f"pause: {job.__name__} failed: {e!r}")
self.busy = not self.jobs.empty()
self.save()
def snapshot(self):
with self.lock:
return {"units": list(self.stopped["units"]), "remote": self.stopped["remote"],
"desktop": self.stopped["desktop"]}
def restore(self, stopped):
with self.lock:
self.stopped = {"units": [u for u in stopped.get("units", []) if u in UNITS],
"remote": bool(stopped.get("remote")),
"desktop": stopped.get("desktop") if stopped.get("desktop") in ("hidden", "closed") else None}
def stop_units(self):
"""Stop the UNITS that run, adding them to what the resume starts again."""
units = [u for u in UNITS if active(u)]
if units:
run(["systemctl", "--user", "stop", *units], timeout=30)
with self.lock:
self.stopped["units"] += [u for u in units if u not in self.stopped["units"]]
self.log(f"pause: stopped {', '.join(units)}")
def pause(self, desktop):
if desktop == "close":
if desktop_running():
run([DESKTOPS, "stop"], timeout=40) # remote desktop goes with it
with self.lock:
self.stopped["desktop"] = "closed"
self.log("pause: desktop closed")
else:
if "running=1" in output([REMOTE_CTL, "status"]):
run([REMOTE_CTL, "stop"])
with self.lock:
self.stopped["remote"] = True
self.log("pause: remote desktop stopped")
with self.lock:
self.stopped["desktop"] = "hidden" # ft-screens was told already (or isn't running)
self.stop_units()
def enforce(self):
"""While paused: SteamVR restarted, and started the gaze service with it."""
self.stop_units()
def resume(self):
stopped = self.snapshot()
units = stopped["units"]
if units:
# They need SteamVR (Requisite=steamvr.service): without it they start with it next time.
if run(["systemctl", "--user", "start", *units], timeout=30) == 0:
self.log(f"resume: started {', '.join(units)}")
else:
self.log(f"resume: couldn't start {', '.join(units)} (SteamVR not running?)")
if stopped["remote"]:
# In a scope of its own, not this service's, so a relay restart doesn't end it.
run(["systemd-run", "--user", "--scope", "--collect", "--quiet", REMOTE_CTL, "start"])
self.log("resume: remote desktop started")
if stopped["desktop"] == "closed":
if run([DESKTOPS, "start"], timeout=60) == 0:
self.log("resume: desktop started")
else:
self.log("resume: the desktop didn't start (see /tmp/frametop-session.log)")
with self.lock:
self.stopped = {"units": [], "remote": False, "desktop": None}
class GamePause:
"""The pause state, its automatic side, and the relay's way in. `on_change(paused)` is
called (from the relay's thread) when the state flips, for the relay's own part."""
def __init__(self, log, on_change, buttons):
self.log, self.on_change, self.buttons = log, on_change, buttons
self.lock = threading.Lock() # the state file, written from both threads
self.paused = False
self.reason = "" # what paused it: gesture, button, key, controller, command, game
self.since = 0.0 # wall clock
self.ends_with_game = False # resume when the VR game ends
self.game = False
self.game_seen = 0.0 # last "vrgame" from the helper
self.resume_at = None
self.settings = settings_of({}, buttons)
self.screens = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM | socket.SOCK_NONBLOCK)
self.worker = Worker(log, self.save)
self.watch = ControllerWatch(log)
self.worker.start()
self.watch.start()
self.load()
# --- state file ---
def save(self):
with self.lock:
state = {"paused": self.paused, "reason": self.reason, "since": self.since,
"ends_with_game": self.ends_with_game, "stopped": self.worker.snapshot()}
try:
tmp = STATE_PATH + ".tmp"
with open(tmp, "w") as f:
json.dump(state, f)
os.replace(tmp, STATE_PATH)
except OSError as e:
self.log(f"pause: can't save {STATE_PATH}: {e}")
def load(self):
"""A relay restarted while paused stays paused (the relay's part is applied by its first
configure)."""
try:
with open(STATE_PATH) as f:
state = json.load(f)
except (OSError, ValueError):
return
if not isinstance(state, dict) or not state.get("paused"):
return
self.paused = True
self.reason = str(state.get("reason", ""))
self.since = float(state.get("since", 0) or 0)
self.ends_with_game = bool(state.get("ends_with_game"))
self.worker.restore(state.get("stopped") or {})
self.log(f"paused since before this relay started ({self.reason})")
self.worker.submit(self.worker.enforce)
# --- settings ---
def configure(self, rules):
self.settings = settings_of(rules, self.buttons)
self.watch.set_gesture(self.settings["gesture"])
if not self.settings["auto"]:
self.ends_with_game, self.resume_at = False, None
# --- pausing and resuming ---
def sound(self, paused):
if self.settings["sound"] and os.path.exists(SOUNDS[paused]):
try:
subprocess.Popen(["pw-play", SOUNDS[paused]], stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL,
stderr=subprocess.DEVNULL, start_new_session=True)
except OSError:
pass
def tell_screens(self, paused):
try:
self.screens.sendto(b"pause on" if paused else b"pause off", SCREENS)
except OSError:
pass # the desktop isn't running
def pause(self, reason, now):
if self.paused:
return
self.paused, self.reason, self.since = True, reason, time.time()
self.ends_with_game = self.game and self.settings["auto"]
self.resume_at = None
self.log(f"Frametop paused ({reason}{', until the game ends' if self.ends_with_game else ''})")
self.sound(True)
self.tell_screens(True) # at once, even when the desktop is closing: that takes a while
self.on_change(True)
self.worker.submit(self.worker.pause, self.settings["desktop"])
self.save()
def resume(self, reason, now):
if not self.paused:
return
self.paused, self.resume_at, self.ends_with_game = False, None, False
self.log(f"Frametop resumed ({reason})")
self.sound(False)
self.tell_screens(False)
self.on_change(False)
self.worker.submit(self.worker.resume)
self.save()
def toggle(self, reason, now):
"""Pausing only happens by itself as a game starts, so a game resumed during stays on."""
(self.resume if self.paused else self.pause)(reason, now)
def set(self, on, reason, now):
if on != self.paused:
self.toggle(reason, now)
# --- VR games ---
def game_state(self, running, now):
"""From the pointer helper: a VR game runs or not (on a change and every 5 s)."""
self.game_seen = now
if running == self.game:
return
self.game = running
self.log(f"a VR game {'started' if running else 'ended'}")
if running:
self.resume_at = None # the next game came before the resume
if self.settings["auto"]:
self.pause("game", now)
elif self.paused and self.ends_with_game:
self.resume_at = now + RESUME_DELAY
def tick(self, now):
if self.game and now - self.game_seen > GAME_STALE:
self.game_state(False, now) # the helper went quiet: SteamVR (or the helper) stopped
if self.resume_at is not None and now >= self.resume_at:
self.resume("the game ended", now)
def timeout(self, now):
"""How long the relay may wait before tick() has something to do."""
if self.resume_at is not None:
return max(0.05, self.resume_at - now)
return 1.0 if self.game else 3600.0
def controllers_changed(self):
"""The 3D mouse took or gave back its hand role, which changes a controller's root path."""
self.watch.recheck()
def helper_started(self):
"""The pointer helper (re)started, so SteamVR did too, maybe with the gaze service."""
if self.paused:
self.worker.submit(self.worker.enforce)
def status(self):
return {"t": "pause", "paused": self.paused, "reason": self.reason, "since": self.since,
"ends_with_game": self.ends_with_game, "game": self.game,
"busy": self.worker.busy, "stopped": self.worker.snapshot(),
"gesture_reader": self.watch.connected, "auto": self.settings["auto"],
"desktop": self.settings["desktop"]}
+198 -32
View File
@@ -32,7 +32,8 @@ keyboard_toggle = open or close Frametop's keyboard, float_toggle = float the de
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
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), command:CMD = run
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
CMD with sh -c (on the host, as this service: its environment, output to its log, and
COMMAND_PATH, so ft-layout, ft-float and ft-steam need no path), key = pass through as a key, none).
@@ -45,8 +46,8 @@ A modifier on its own ("125": Meta) is a tap: pressed and released with no other
button, or scroll in between; the desktop gets an F24 press before its release, so Plasma's
launcher doesn't open on a Meta tap that's bound. A rules file without "key_bindings" gets
DEFAULT_KEY_BINDINGS (Meta tap: steam_menu, Meta+J: gaze_left, Meta+K: gaze_right, Meta+Shift+F:
float_toggle); one with its own, even an empty one, doesn't. The float, profile, Steam menu and
command actions work without pointer mode too. A combination with Meta also sends the desktop an
float_toggle); one with its own, even an empty one, doesn't. The float, profile, Steam menu,
pause and command actions work without pointer mode too. A combination with Meta also sends the desktop an
F24 press and Meta's release right away: so letting go of Meta doesn't open Plasma's launcher, and
a gaze click isn't Meta+click (KWin's window move and resize). Another key while Meta is still
held gives the desktop Meta back. While typing goes to Steam, keyboards aren't grabbed, so Steam
@@ -92,6 +93,12 @@ keyboards) get their volume entries remapped to unused stand-in codes, so their
other keys keep working for SteamVR; a device without a keymap that has only volume
keys (the headset's pmic_resin) is grabbed. The keymaps go back when the relay exits.
Frametop can pause for VR games (game_pause.py: by hand, with a controller gesture, or by itself
while a game runs). Paused, it stops the services that cost the game CPU and GPU, and the relay
plays a plain one: the pointer devices feed the virtual mouse and keyboard as without pointer
mode, typing goes to Steam, and mapped buttons and key combinations do only pause_toggle,
steam_menu and command:CMD (game_pause.PAUSED_ACTIONS).
Pointer mode (POINTER=1 in ~/.config/frametop.conf) sends pointer devices to
the ft-pointer helper (pointer/helper), which drives the ft_pointer
SteamVR driver. With POINTER=0, pointer devices go to the virtual mouse and
@@ -104,7 +111,10 @@ Control socket (abstract datagram @frametop_relay, JSON replies to the sender):
vrcapture <s> take every controller button for s seconds (0: stop), so the settings
app can capture one; watchers see them as events with id frame_controller
vrbtn, vrhello, gazeawake from the pointer helper (above)
vrgame 1|0 from the pointer helper: a VR game runs (on a change and every 5 s), for pausing
textfield 1|0 from the desktop's input method (above)
pause on|off|toggle [reason] pause Frametop or resume it (input/ft-pause; the gesture reader)
pause ? the pause state, as {"t": "pause", ...}
Runs on the Frame host as a user service (frametop-input-relay.service). The
virtual devices are parked in systemd's file descriptor store, so a relay
@@ -118,6 +128,7 @@ kernel's evdev and uinput interfaces.
"""
import array
import atexit
import collections
import errno
import fcntl
import json
@@ -130,6 +141,8 @@ import subprocess
import sys
import time
import game_pause
# Linux input constants (include/uapi/linux/input-event-codes.h, input.h, uinput.h).
EV_SYN, EV_KEY, EV_REL, EV_MSC = 0x00, 0x01, 0x02, 0x04
SYN_REPORT = 0
@@ -196,7 +209,7 @@ RULES_PATH = os.path.expanduser("~/.config/frametop-input.json")
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",
"gaze_quickcal", "sens_up", "sens_down", "layout_reset", "screens_toggle", "keyboard_toggle", "float_toggle",
"dock_all", "steam_menu", "key", "none")
"dock_all", "steam_menu", "pause_toggle", "key", "none")
# 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")
# Key combinations a rules file without "key_bindings" gets: a Meta tap opens Steam's menu, Meta+J
@@ -229,7 +242,17 @@ def known_action(a):
def needs_pointer(a):
return a not in FLOAT_ACTIONS and a != "steam_menu" and not a.startswith((PROFILE, COMMAND))
return a not in FLOAT_ACTIONS and a not in ("steam_menu", "pause_toggle") and not a.startswith((PROFILE, COMMAND))
def works_paused(a):
"""An action that still does something while Frametop is paused (game_pause.py)."""
return a in game_pause.PAUSED_ACTIONS or a.startswith(COMMAND)
# What pressed pause_toggle, for the log (do_action's source).
PAUSE_SOURCES = {"mouse": "mouse button", "keyboard": "key combination", "left": "controller button",
"right": "controller button"}
KEYS = "\0frametop_keys" # keys of keyboards grabbed for the desktop, for other readers
REPO = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
FT_LAYOUT = os.path.join(REPO, "layout", "ft-layout")
@@ -437,14 +460,22 @@ class Pointer:
CLAIM_PULSE = 0.06 # seconds the claim button (switchlaserhand, no click) is held
RESUME_PAUSE = 1.5 # mouse idle this long, then moving again, re-claims the laser
WAKE_WINDOW = 1.0 # seconds in which WAKE_COUNTS of motion must add up
QUEUE_MAX = 512 # commands kept while the helper is behind (see send)
MOVE_EVERY = 0.004 # mouse motion goes to the helper at most this often (see flush)
def __init__(self, sensitivity, idle, wake_counts=40):
self.sock = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM)
# Never blocks (see send): a stalled helper must not stall the keyboard, volume keys and pausing.
self.sock = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM | socket.SOCK_NONBLOCK)
# Commands the helper's full socket didn't take yet, in order: text, or [dyaw, dpitch] for
# mouse moves, which add up into one while they wait.
self.queue = collections.deque()
self.behind_logged = -60.0
self.sensitivity = sensitivity # degrees per mouse count
self.idle = idle
self.active = False
self.last_used = 0.0
self.dx = self.dy = 0
self.move_at = 0.0 # motion last went to the helper then
self.scroll_until = None
self.claim_at = None # when to press the claim button
self.claim_release = None
@@ -457,11 +488,59 @@ class Pointer:
self.pending_since = 0.0
self.gaze_awake_until = 0.0 # the helper's gaze mode keeps the pointer until then
def send(self, command):
try:
self.sock.sendto(command.encode(), HELPER)
except OSError:
pass # helper not running (SteamVR not running)
def send(self, command, droppable=False):
"""To the helper, in order, without blocking. While the helper doesn't keep up (place and
grabprobe hold it for seconds, and ft-gazed's 90 Hz gaze fills its socket meanwhile), commands
wait in the queue and go out from tick(). A droppable one (a scroll notch: scrolling seconds
late is no use) is dropped instead; presses, releases and the rest are kept, so no button
stays down. Moves add up (_move)."""
if not self.queue:
try:
self.sock.sendto(command.encode(), HELPER)
return
except BlockingIOError:
pass
except OSError:
return # helper not running (SteamVR not running)
if not droppable:
self._queue(command)
def _move(self, dyaw, dpitch):
if self.queue and isinstance(self.queue[-1], list):
self.queue[-1][0] += dyaw
self.queue[-1][1] += dpitch
return
if not self.queue:
try:
self.sock.sendto(f"move {dyaw:.4f} {dpitch:.4f}".encode(), HELPER)
return
except BlockingIOError:
pass
except OSError:
return
self._queue([dyaw, dpitch])
def _queue(self, item):
if not self.queue and time.monotonic() - self.behind_logged > 60:
self.behind_logged = time.monotonic()
log("pointer helper is behind: holding its commands (logged once a minute)")
self.queue.append(item)
if len(self.queue) > self.QUEUE_MAX:
self.queue.popleft() # stalled for long: the oldest goes
def drain(self):
"""Send what waits, in order, as far as the helper takes it."""
while self.queue:
item = self.queue[0]
text = f"move {item[0]:.4f} {item[1]:.4f}" if isinstance(item, list) else item
try:
self.sock.sendto(text.encode(), HELPER)
except BlockingIOError:
return
except OSError:
self.queue.clear() # the helper went away: nothing to deliver to
return
self.queue.popleft()
def wake(self, now):
if not self.active:
@@ -489,7 +568,7 @@ class Pointer:
elif code == REL_Y:
self.dy += value
elif code == REL_WHEEL and value:
self.send(f"scroll 0 {1 if value > 0 else -1}")
self.send(f"scroll 0 {1 if value > 0 else -1}", droppable=True)
self.scroll_until = now + self.SCROLL_PULSE
def action(self, name, value, now, source="mouse"):
@@ -521,7 +600,7 @@ class Pointer:
return # the rest act on press
elif name in ("scroll_up", "scroll_down"):
self.wake(now)
self.send(f"scroll 0 {1 if name == 'scroll_up' else -1}")
self.send(f"scroll 0 {1 if name == 'scroll_up' else -1}", droppable=True)
self.scroll_until = now + self.SCROLL_PULSE
elif name == "dashboard":
self.dashboard(now)
@@ -560,11 +639,16 @@ class Pointer:
self.sensitivity *= 1.25 if name == "sens_up" else 0.8
log(f"sensitivity {self.sensitivity:.4f} deg/count")
def flush(self):
if self.dx or self.dy:
# Mouse right turns the ray right (negative yaw); mouse down tilts it down.
self.send(f"move {-self.dx * self.sensitivity:.4f} {-self.dy * self.sensitivity:.4f}")
self.dx = self.dy = 0
def flush(self, now=None):
"""Send the motion so far. With now (a mouse's SYN_REPORT), only once MOVE_EVERY has passed
since the last: a 1000 Hz mouse sent the helper, which runs every 8 ms, 1000 datagrams a
second. tick() sends the rest when it's due; a button sends it first, so it lands there."""
if not (self.dx or self.dy) or (now is not None and now - self.move_at < self.MOVE_EVERY):
return
self.move_at = time.monotonic() if now is None else now
# Mouse right turns the ray right (negative yaw); mouse down tilts it down.
self._move(-self.dx * self.sensitivity, -self.dy * self.sensitivity)
self.dx = self.dy = 0
def dashboard(self, now=None):
"""Toggle the SteamVR dashboard with the virtual controller's system button.
@@ -579,6 +663,8 @@ class Pointer:
self.system_at = now + (0.4 if woke else 0.0)
def tick(self, now):
self.drain()
self.flush(now)
if self.system_at is not None and now >= self.system_at:
self.send("btn system 1")
self.system_at = None
@@ -603,7 +689,26 @@ class Pointer:
def timeout(self):
pending = (self.scroll_until, self.claim_at, self.claim_release, self.system_at, self.system_release)
return 0.02 if any(t is not None for t in pending) else 0.5
wait = 0.02 if self.queue or any(t is not None for t in pending) else 0.5
if self.dx or self.dy: # motion held back by flush
wait = max(0.0, min(wait, self.move_at + self.MOVE_EVERY - time.monotonic()))
return wait
def stand_down(self):
"""Frametop is pausing: a pulse under way ends now, and the pointer lets go."""
if self.system_release is not None:
self.send("btn system 0")
if self.claim_release is not None:
self.send("btn a 0")
if self.scroll_until is not None:
self.send("scroll 0 0")
self.system_at = self.system_release = self.claim_at = self.claim_release = self.scroll_until = None
self.dx = self.dy = self.pending = 0
self.gaze_awake_until = 0.0
if self.active:
self.send("hide")
self.active = False
log("pointer off (paused)")
class Node:
@@ -688,23 +793,43 @@ def main():
# desktop_until: typing goes to the Frametop desktop until then (ft-screens says so
# every second); typing_applied: the grabs match that as of the last apply_roles().
# vr_capture_until: every controller button is taken until then (the settings app capturing one).
state = {"pointer": None, "rules": {}, "share_keys": False,
"desktop_until": 0.0, "typing_applied": None, "vr_capture_until": 0.0}
# pointer: the 3D mouse while it's in use, pointer_conf: the one the config asks for (they
# differ while Frametop is paused).
state = {"pointer": None, "pointer_conf": None, "rules": {}, "share_keys": False,
"desktop_until": 0.0, "typing_applied": None, "vr_capture_until": 0.0, "vr_bind_retry": False,
"pointer_holding": False}
def pause_changed(paused):
"""Frametop paused or resumed (game_pause.py): the relay's own part."""
p = state["pointer_conf"]
if paused:
if p:
p.stand_down()
state["pointer"] = None
state["desktop_until"] = 0.0 # typing goes to Steam
else:
state["pointer"] = p
apply_roles()
vr_bind(time.monotonic())
pause = game_pause.GamePause(log, pause_changed, VR_BUTTONS)
def load_config():
conf = read_config()
state["rules"] = read_rules()
state["share_keys"] = conf.get("SHARE_KEYS", "0") == "1"
if conf.get("POINTER", "0") == "1":
p = state["pointer"] or Pointer(0.03, 30)
p = state["pointer_conf"] or Pointer(0.03, 30)
p.sensitivity = float(conf.get("POINTER_SENSITIVITY", "0.03"))
p.idle = float(conf.get("POINTER_IDLE", "30"))
p.wake_counts = int(conf.get("POINTER_WAKE_COUNTS", "40"))
state["pointer"] = p
state["pointer_conf"] = p
log(f"pointer mode: {p.sensitivity} deg/count, idle {p.idle} s, wake {p.wake_counts} counts")
else:
state["pointer"] = None
state["pointer_conf"] = None
log("pointer mode off: pointer devices feed the virtual mouse and keyboard")
state["pointer"] = None if pause.paused else state["pointer_conf"]
pause.configure(state["rules"])
load_config()
tap = None # the modifier (folded, MODIFIERS) pressed alone, with nothing since: its release is a tap
@@ -719,11 +844,14 @@ def main():
state["vr_capture_until"] = 0.0
buttons = " ".join(b for b, a in state["rules"]["controller_buttons"].items()
if b in VR_BUTTONS and known_action(a) and a not in ("key", "none")
and a not in GAZE_ACTIONS) or "-"
and a not in GAZE_ACTIONS and (not pause.paused or works_paused(a))) or "-"
if state["rules"].get("controller_in_games"):
buttons = "+games " + buttons
state["vr_bind_retry"] = False
try:
screens_sock.sendto(f"vrbind {buttons}".encode(), HELPER)
except BlockingIOError:
state["vr_bind_retry"] = True # the helper is behind: again on the next loop
except OSError:
pass # helper not running; it says vrhello when it starts
@@ -764,6 +892,12 @@ def main():
def do_action(action, value, now, source="mouse"):
"""A mapped mouse or controller button, or key combination (pointer mode only, but
for the actions needs_pointer() says don't)."""
if action == "pause_toggle":
if value == 1:
pause.toggle(PAUSE_SOURCES.get(source, source), now)
return
if pause.paused and not works_paused(action):
return
if action == "keyboard_toggle":
if value == 1 and vr_keyboard_mode() != "never":
vr_keyboard("toggle")
@@ -832,7 +966,7 @@ def main():
return value == 2 and code in combos_down
combo = "+".join(str(c) for c in sorted(held_modifiers) + [code])
action = state["rules"]["key_bindings"].get(combo)
if not known_action(action) or action in ("key", "none"):
if not known_action(action) or action in ("key", "none") or (pause.paused and not works_paused(action)):
return False
combos_down[code] = action
if held_meta - meta_hidden:
@@ -853,7 +987,7 @@ def main():
def modifier_tap(mod, now):
"""A modifier pressed and released alone: its binding, if it has one ("125": Meta tap)."""
action = state["rules"]["key_bindings"].get(str(mod))
if not known_action(action) or action in ("key", "none"):
if not known_action(action) or action in ("key", "none") or (pause.paused and not works_paused(action)):
return
# The desktop gets a key in between before the release goes there, so the tap isn't one
# there too: a Meta tap would open Plasma's launcher.
@@ -1054,7 +1188,7 @@ def main():
try:
if cmd == "keyboard":
# From ft-screens (unbound, no reply): where typing goes, repeated every second.
desktop = len(words) > 1 and words[1] == "desktop"
desktop = len(words) > 1 and words[1] == "desktop" and not pause.paused
state["desktop_until"] = now + 3.0 if desktop else 0.0
continue
if cmd == "vrbtn" and len(words) == 3 and words[1] in VR_BUTTONS and words[2] in ("0", "1"):
@@ -1062,6 +1196,20 @@ def main():
continue
if cmd == "vrhello":
vr_bind(now)
pause.helper_started()
continue
if cmd == "vrgame" and len(words) == 2:
pause.game_state(words[1] == "1", now)
continue
if cmd == "pause" and len(words) >= 2 and words[1] in ("on", "off", "toggle", "?"):
# From input/ft-pause, the settings app, or the gesture reader (unbound, no reply).
reason = words[2] if len(words) > 2 else "command"
if words[1] == "toggle":
pause.toggle(reason, now)
elif words[1] != "?":
pause.set(words[1] == "on", reason, now)
if addr:
reply(addr, pause.status())
continue
if cmd == "textfield" and len(words) == 2:
text_field(words[1] == "1")
@@ -1073,7 +1221,8 @@ def main():
if not addr:
continue # unbound sender, nowhere to reply
if cmd == "devices":
reply(addr, {"t": "devices", "pointer_mode": state["pointer"] is not None,
reply(addr, {"t": "devices", "pointer_mode": state["pointer_conf"] is not None,
"paused": pause.paused,
"actions": ACTIONS,
"nodes": [n.describe() for n in nodes.values() if n.candidate]})
elif cmd == "watch":
@@ -1139,6 +1288,11 @@ def main():
# New here: a new device, or one that came back in the same place.
for old in [n for n in nodes.values() if n.path == path]:
drop(old, "replaced by a new device node")
# A new node is root's alone until udev gives it to the input group, a moment
# after it appears. Opened in that gap, it would fail and never be tried
# again: leave it for the next scan instead.
if not os.access(path, os.R_OK):
continue
seen[path] = ino
node = probe(path)
if node and node.volume_keys and not take_volume(node):
@@ -1150,17 +1304,29 @@ def main():
if added:
apply_roles()
# The 3D mouse connecting or letting go moves a hand role, so the pause gesture's reader
# looks the controllers up again (game_pause.py).
holding = bool(state["pointer_conf"] and state["pointer_conf"].active)
if holding != state["pointer_holding"]:
state["pointer_holding"] = holding
pause.controllers_changed()
ready, _, _ = select.select(list(nodes) + [control], [], [],
volume.timeout(now, pointer.timeout() if pointer else 0.5))
min(volume.timeout(now, pointer.timeout() if pointer else 0.5), pause.timeout(now)))
now = time.monotonic()
if pointer:
pointer.tick(now)
elif state["pointer_conf"]:
state["pointer_conf"].drain() # paused: what waited still goes, in order
if state["vr_bind_retry"]:
vr_bind(now)
volume.tick(now)
pause.tick(now)
if state["vr_capture_until"] and now >= state["vr_capture_until"]:
vr_bind(now) # capture over: back to the mapped buttons
if (now < state["desktop_until"]) != state["typing_applied"] or waiting:
waiting = apply_roles()
for fd in ready:
pointer = state["pointer"] # (a pause or resume in this batch changes it)
if fd is control:
handle_control(now)
continue
@@ -1215,7 +1381,7 @@ def main():
continue
if etype == EV_KEY:
action = buttons.get(str(code), DEFAULT_BUTTONS.get(code, "key"))
if pointer and action not in ("key", "none"):
if (pointer or action == "pause_toggle") and action not in ("key", "none"):
do_action(action, value, now)
continue
if action == "none":
@@ -1234,7 +1400,7 @@ def main():
mouse.emit(etype, code, value)
elif etype == EV_SYN and code == SYN_REPORT:
if pointer:
pointer.flush()
pointer.flush(now)
mouse.sync()
keyboard.sync()
+65 -5
View File
@@ -3,8 +3,9 @@
Runs the relay's main() against a fake pass-through keyboard and a fake mouse (pipes), with
every socket it sends to renamed, no uinput devices, no grabs, and ft-steam swapped for a
logger. Nothing reaches the live desktop, SteamVR, or the running relay, so it's safe next
to them. Rules come from the test, not ~/.config/frametop-input.json.
logger. Pausing (game_pause.py) is a stub: no threads, state file, or services. Nothing reaches
the live desktop, SteamVR, or the running relay, so it's safe next to them. Rules come from the
test, not ~/.config/frametop-input.json.
input/test/keys-test.py [RELAY] (default: input/input-relay.py next to this folder)
"""
@@ -26,8 +27,41 @@ with open(relay_path) as f:
src = f.read().replace('"\\0frametop_relay"', f'"\\0{tag}_relay"')
relay = importlib.util.module_from_spec(importlib.util.spec_from_loader("relay", loader=None))
relay.__file__ = os.path.abspath(relay_path)
sys.path.insert(0, os.path.dirname(os.path.abspath(relay_path))) # its game_pause and vrws
exec(compile(src, relay_path, "exec"), relay.__dict__)
class StubPause:
"""game_pause.GamePause without its threads, state file, or services."""
paused = False
def __init__(self, log, on_change, buttons):
self.on_change = on_change
stub["pause"] = self
def toggle(self, reason, now):
self.paused = not self.paused
self.on_change(self.paused)
def set(self, on, reason, now):
if on != self.paused:
self.toggle(reason, now)
def status(self):
return {"t": "pause", "paused": self.paused}
def timeout(self, now):
return 3600.0
def configure(self, *args):
pass
game_state = tick = helper_started = controllers_changed = configure
stub = {}
relay.game_pause.GamePause = StubPause
for name in ("SCREENS", "HELPER", "FLOAT", "GAZED", "KEYS"):
setattr(relay, name, f"\0{tag}_{name.lower()}")
OUT = tempfile.mkdtemp(prefix="ft-keys-test-")
@@ -80,6 +114,7 @@ fake_os = type(os)("os")
fake_os.__dict__.update(os.__dict__)
fake_os.listdir = lambda path: ["event900", "event901"] if path == "/dev/input" else os.listdir(path)
fake_os.stat = lambda path, *a, **k: Inode() if path in FAKE else os.stat(path, *a, **k)
fake_os.access = lambda path, mode, *a, **k: path in FAKE or os.access(path, mode, *a, **k)
relay.os = fake_os
@@ -143,6 +178,15 @@ def use(key_bindings):
typed()
def pause(cmd):
c = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM)
c.bind("")
c.settimeout(2)
c.sendto(f"pause {cmd} test".encode(), f"\0{tag}_relay")
c.recv(4096)
time.sleep(0.05)
def lines(path, wait=0.3):
time.sleep(wait)
try:
@@ -162,7 +206,7 @@ def check(label, got, want):
failures.append(label)
META, RMETA, SHIFT, CTRL, RCTRL, A, F, J = 125, 126, 42, 29, 97, 30, 33, 36
META, RMETA, SHIFT, CTRL, RCTRL, A, F, J, P = 125, 126, 42, 29, 97, 30, 33, 36, 25
F24 = ["key 194 1", "key 194 0"]
@@ -206,9 +250,25 @@ def tests():
check("right Ctrl tap runs its command, which finds Frametop's tools", lines(cmd_log), ["combo", "3"])
check("Ctrl tap: F24 before Ctrl's release", typed(), ["key 97 1"] + F24 + ["key 97 0"])
use({"125+36": "gaze_left", "29": f"command:echo paused >> {cmd_log}", "42+125+25": "pause_toggle"})
pause("on")
check("pause on: paused", stub["pause"].paused, True)
key(META, 1); key(J, 1); key(J, 0); key(META, 0)
check("paused: Meta+J (gaze click) does nothing and is typed as is", typed(),
["key 125 1", "key 36 1", "key 36 0", "key 125 0"])
key(RCTRL, 1); key(RCTRL, 0)
check("paused: a command still runs", lines(cmd_log), ["combo", "3", "paused"])
typed()
key(SHIFT, 1); key(META, 1); key(P, 1); key(P, 0); key(META, 0); key(SHIFT, 0)
check("paused: Meta+Shift+P (pause_toggle) resumes", stub["pause"].paused, False)
check("Meta+Shift+P isn't typed", [k for k in typed() if k.startswith("key 25 ")], [])
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("an empty command isn't an action", relay.known_action("command: "), False)
check("steam_menu and commands work without pointer mode",
(relay.needs_pointer("steam_menu"), relay.needs_pointer("command:ls")), (False, False))
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")),
(False, False, False))
print("FAILED: " + ", ".join(failures) if failures else "all passed", flush=True)
shutil.rmtree(OUT, ignore_errors=True)
os._exit(1 if failures else 0)
+214
View File
@@ -0,0 +1,214 @@
#!/usr/bin/env python3
"""Offline test of pausing for VR games (input/game_pause.py): the controller gesture, and when
Frametop pauses and resumes by itself. The worker (services, remote desktop, the desktop) and
the controller reader are stubs, the state file is a temporary one, and ft-screens' socket is
renamed, so nothing reaches the live Frametop, SteamVR, or the running relay.
input/test/pause-test.py
"""
import os
import sys
import tempfile
sys.path.insert(0, os.path.join(os.path.dirname(os.path.abspath(__file__)), ".."))
import game_pause as gp # noqa: E402
failures = []
def check(label, got, want):
ok = got == want
print(("ok " if ok else "FAIL ") + label + ("" if ok else f": got {got!r}, want {want!r}"), flush=True)
if not ok:
failures.append(label)
# ---------------------------------------------------------------- the gesture
L, R = "left/thumbstick", "right/thumbstick"
def presses(g, events):
"""events: (time, button, down); how many times the gesture went off."""
return sum(g.feed(b, d, t) for t, b, d in events)
def both(t, hold=0.1, gap=0.02):
"""Both sticks clicked at t (the right one gap later), held for hold."""
return [(t, L, True), (t + gap, R, True), (t + hold, L, False), (t + hold + gap, R, False)]
g = gp.Gesture((L, R), 2)
check("both sticks twice: goes off", presses(g, both(0) + both(0.3)), 1)
g = gp.Gesture((L, R), 2)
check("both sticks once: nothing", presses(g, both(0)), 0)
g = gp.Gesture((L, R), 2)
check("both sticks twice, 0.9 s apart: nothing", presses(g, both(0) + both(0.9)), 0)
g = gp.Gesture((L, R), 2)
check("left held (sprint), right clicked twice: nothing",
presses(g, [(0, L, True), (1.0, R, True), (1.1, R, False), (1.3, R, True), (1.4, R, False)]), 0)
g = gp.Gesture((L, R), 2)
check("sticks 0.5 s apart, twice: nothing", presses(g, both(0, gap=0.5, hold=0.6) + both(1.2, gap=0.5, hold=0.6)), 0)
g = gp.Gesture((L, R), 2)
check("three double presses in a row: once", presses(g, both(0) + both(0.3) + both(0.6)), 1)
g = gp.Gesture((L, R), 2)
check("again after a second: twice in all", presses(g, both(0) + both(0.3) + both(2.0) + both(2.3)), 2)
g = gp.Gesture((L, R), 2)
check("repeated down states count once",
presses(g, [(0, L, True), (0.01, L, True), (0.02, R, True), (0.03, R, True), (0.1, L, False), (0.1, R, False)]
+ both(0.3)), 1)
g = gp.Gesture((L, R), 1)
check("both sticks once (presses 1): goes off", presses(g, both(0)), 1)
g = gp.Gesture(("right/b",), 2)
check("one button double-clicked: goes off",
presses(g, [(0, "right/b", True), (0.1, "right/b", False), (0.3, "right/b", True)]), 1)
g = gp.Gesture(("right/b",), 2)
check("other buttons don't count", presses(g, [(0, "right/a", True), (0.2, "right/a", True)]), 0)
VR = ("left/thumbstick", "right/thumbstick", "right/b", "right/a")
check("no pause_gesture: both sticks twice", gp.gesture_of({}, VR), ((L, R), 2))
check("pause_gesture null: none", gp.gesture_of({"pause_gesture": None}, VR), None)
check("one button, presses 1: still twice", gp.gesture_of({"pause_gesture": {"buttons": ["right/b"], "presses": 1}}, VR),
(("right/b",), 2))
check("unknown buttons dropped", gp.gesture_of({"pause_gesture": {"buttons": ["right/zz", "right/a"]}}, VR),
(("right/a",), 2))
check("settings: defaults", gp.settings_of({}, VR)["auto"], True)
check("settings: unknown desktop mode is hide", gp.settings_of({"pause_desktop": "x"}, VR)["desktop"], "hide")
# ---------------------------------------------------------------- pausing by itself
class StubWorker:
def __init__(self, log, save):
self.jobs = []
self.busy = False
def start(self):
pass
def submit(self, job, *args):
self.jobs.append(job.__name__)
def snapshot(self):
return {"units": [], "remote": False, "desktop": None}
def restore(self, stopped):
self.restored = stopped
def pause(self, desktop):
pass
def resume(self):
pass
def enforce(self):
pass
class StubWatch:
connected = False
def __init__(self, log):
pass
def start(self):
pass
def set_gesture(self, spec):
self.spec = spec
tmp = tempfile.mkdtemp(prefix="ft-pause-test-")
gp.STATE_PATH = os.path.join(tmp, "pause.json")
gp.SCREENS = f"\0ft_pause_test_{os.getpid()}_screens"
gp.Worker, gp.ControllerWatch = StubWorker, StubWatch
changes = []
def new(rules=None):
"""A relay starting afresh: not paused before."""
if os.path.exists(gp.STATE_PATH):
os.remove(gp.STATE_PATH)
changes.clear()
p = gp.GamePause(lambda *a: None, changes.append, VR)
p.configure(dict({"pause_sound": False}, **(rules or {})))
return p
p = new()
p.game_state(True, 0)
check("a game starts: paused", (p.paused, p.reason, p.ends_with_game), (True, "game", True))
check("the relay heard", changes, [True])
p.game_state(True, 5)
p.tick(5)
check("the helper repeats it: still paused, nothing new", (p.paused, changes), (True, [True]))
p.game_state(False, 10)
p.tick(12)
check("the game ends: not yet resumed", p.paused, True)
p.tick(15.1)
check("5 s later: resumed", (p.paused, changes), (False, [True, False]))
check("the worker paused and resumed", p.worker.jobs, ["pause", "resume"])
p = new()
p.game_state(True, 0)
p.game_state(False, 10)
p.game_state(True, 12)
p.tick(16)
check("the next game starts within 5 s: stays paused", p.paused, True)
p.game_state(False, 20)
p.tick(25.1)
check("and resumes 5 s after that one ends", p.paused, False)
p = new()
p.game_state(True, 0)
p.toggle("gesture", 1)
check("resumed during a game: running", p.paused, False)
p.game_state(True, 6)
p.tick(30)
check("and stays running while that game runs", p.paused, False)
p.game_state(False, 40)
p.game_state(True, 50)
check("the next game pauses again", p.paused, True)
p = new()
p.toggle("command", 0)
check("paused outside a game: not tied to one", (p.paused, p.ends_with_game), (True, False))
p.game_state(True, 1)
p.game_state(False, 10)
p.tick(20)
check("a game comes and goes: still paused", p.paused, True)
p.toggle("command", 21)
check("toggled: running", p.paused, False)
p = new({"pause_auto": False})
p.game_state(True, 0)
check("auto off: a game doesn't pause", p.paused, False)
p.toggle("gesture", 1)
p.game_state(False, 10)
p.tick(20)
check("auto off: a pause during a game outlasts it", p.paused, True)
p = new()
p.game_state(True, 0)
p.tick(0 + gp.GAME_STALE + 0.1)
check("the helper goes quiet: the game counts as ended", p.game, False)
p.tick(0 + gp.GAME_STALE + gp.RESUME_DELAY + 0.2)
check("and the pause ends", p.paused, False)
p = new()
p.toggle("gesture", 0)
q = gp.GamePause(lambda *a: None, changes.append, VR)
check("a relay restarted while paused stays paused", (q.paused, q.reason), (True, "gesture"))
check("and stops the services again", q.worker.jobs, ["enforce"])
q.toggle("gesture", 1)
r = gp.GamePause(lambda *a: None, changes.append, VR)
check("resumed: the next relay starts running", r.paused, False)
p = new({"pause_gesture": None})
check("pause_gesture null: the reader gets none", p.watch.spec, None)
check("status", sorted(p.status()), sorted(["t", "paused", "reason", "since", "ends_with_game", "game", "busy",
"stopped", "gesture_reader", "auto", "desktop"]))
print("FAILED: " + ", ".join(failures) if failures else "all passed", flush=True)
for f in os.listdir(tmp):
os.remove(os.path.join(tmp, f))
os.rmdir(tmp)
sys.exit(1 if failures else 0)
Executable
+198
View File
@@ -0,0 +1,198 @@
#!/usr/bin/python3
"""vrws: vrserver's local web socket, with nothing but the standard library.
vrserver (SteamVR) serves its controller binding page on 127.0.0.1:27062, and that page
follows the controllers' raw input through a web socket there (mailbox input_server,
request_input_state_updates). Reading it takes nothing from anyone: whatever the buttons are
bound to still happens, and it works whatever app has input focus, VR games included. SteamVR
input only reaches the focused app, or an overlay with global input, which then takes the button
from the game (pointer/helper/vrbuttons.h). frame-voice reads its push-to-talk button the same
way. It's undocumented, so a SteamVR update could change it (scripts/update-check.py checks it).
The host's Python has no `websockets` module, so this is a small RFC 6455 client of its own.
controllers() the Frame controllers SteamVR has now: {root path: "left" | "right"}. A
controller's root path is /user/hand/<side>, or /devices/cv/<serial> while the
3D mouse's virtual controller holds that hand role.
VrSocket() a connection: open(mailbox), subscribe(path), messages(timeout) -> raw texts,
each a JSON object like {"type": "update_component_states", "device": path,
"components": {"/input/thumbstick/click": true, ...}} with the components
that changed (mostly capacitive sensing, about 160 a second)
Run as a program, it prints the controllers' button changes for a while (default 10 s):
input/vrws.py [seconds]
"""
import base64
import json
import os
import select
import socket
import struct
import sys
import time
import urllib.request
HOST, PORT = "127.0.0.1", 27062
ORIGIN = f"http://{HOST}:{PORT}"
# vrserver answers the binding page's own requests; these headers make ours look like them.
HEADERS = {"Referer": f"{ORIGIN}/dashboard/controllerbinding.html"}
def getstate(timeout=3):
"""vrserver's /input/getstate.json: the devices and their input components."""
req = urllib.request.Request(f"{ORIGIN}/input/getstate.json", headers=HEADERS)
with urllib.request.urlopen(req, timeout=timeout) as resp:
return json.load(resp)
def controllers(timeout=3):
"""{root path: side} for the Frame controllers SteamVR has now."""
return {d["root_path"]: d["side"] for d in getstate(timeout).get("devices", [])
if d.get("controller_type") == "frame_controller" and d.get("root_path")
and d.get("side") in ("left", "right")}
class VrSocket:
def __init__(self, timeout=3):
self.sock = socket.create_connection((HOST, PORT), timeout=timeout)
try:
key = base64.b64encode(os.urandom(16)).decode()
self.sock.sendall((f"GET / HTTP/1.1\r\nHost: {HOST}:{PORT}\r\nUpgrade: websocket\r\n"
f"Connection: Upgrade\r\nSec-WebSocket-Key: {key}\r\nSec-WebSocket-Version: 13\r\n"
f"Origin: {ORIGIN}\r\nReferer: {HEADERS['Referer']}\r\n\r\n").encode())
head = b""
while b"\r\n\r\n" not in head:
chunk = self.sock.recv(4096)
if not chunk:
raise OSError("vrserver closed the connection during the handshake")
head += chunk
head, rest = head.split(b"\r\n\r\n", 1)
status = head.split(b"\r\n", 1)[0]
if b" 101 " not in status + b" ":
raise OSError(f"vrserver refused the web socket: {status.decode(errors='replace')}")
except BaseException:
self.sock.close()
raise
self.sock.settimeout(None)
self.buf = bytearray(rest)
self.parts = bytearray() # a fragmented message so far
self.mailbox = ""
def fileno(self):
return self.sock.fileno()
def close(self):
try:
self._frame(0x8, b"")
except OSError:
pass
self.sock.close()
def _frame(self, opcode, payload):
"""One frame to vrserver: final, masked (as a client's must be)."""
n = len(payload)
head = bytes([0x80 | opcode])
if n < 126:
head += bytes([0x80 | n])
elif n < 65536:
head += bytes([0x80 | 126]) + struct.pack(">H", n)
else:
head += bytes([0x80 | 127]) + struct.pack(">Q", n)
mask = os.urandom(4)
self.sock.sendall(head + mask + bytes(b ^ mask[i % 4] for i, b in enumerate(payload)))
def send(self, text):
self._frame(0x1, text.encode())
def open(self, mailbox):
self.send(f"mailbox_open {mailbox}")
self.mailbox = mailbox
def subscribe(self, path, on=True):
kind = "request_input_state_updates" if on else "cancel_input_state_updates"
self.send("mailbox_send input_server " +
json.dumps({"type": kind, "device_path": path, "returnAddress": self.mailbox}))
def messages(self, timeout=None):
"""The text messages that came in, as strings: waits up to `timeout` seconds (None:
forever) for some, [] at the timeout. Raises OSError when the connection ends."""
out = self._parse()
if out:
return out
if not select.select([self.sock], [], [], timeout)[0]:
return []
chunk = self.sock.recv(65536)
if not chunk:
raise OSError("vrserver closed the web socket")
self.buf += chunk
return self._parse()
def _parse(self):
"""Every whole frame in the buffer; a partial one waits for the rest."""
out, buf, pos = [], self.buf, 0
while len(buf) - pos >= 2:
b0, b1 = buf[pos], buf[pos + 1]
n, head = b1 & 0x7F, 2
if n == 126:
if len(buf) - pos < 4:
break
n, head = struct.unpack_from(">H", buf, pos + 2)[0], 4
elif n == 127:
if len(buf) - pos < 10:
break
n, head = struct.unpack_from(">Q", buf, pos + 2)[0], 10
masked = b1 & 0x80
if masked:
head += 4
if len(buf) - pos < head + n:
break
data = bytes(buf[pos + head:pos + head + n])
if masked: # servers don't mask, but nothing says they can't
mask = buf[pos + head - 4:pos + head]
data = bytes(b ^ mask[i % 4] for i, b in enumerate(data))
pos += head + n
opcode = b0 & 0x0F
if opcode == 0x8:
raise OSError("vrserver closed the web socket")
if opcode == 0x9:
self._frame(0xA, data) # ping: pong
elif opcode in (0x0, 0x1, 0x2):
self.parts += data
if b0 & 0x80:
out.append(self.parts.decode(errors="replace"))
self.parts = bytearray()
del buf[:pos]
return out
def main():
seconds = float(sys.argv[1]) if len(sys.argv) > 1 else 10.0
ws = VrSocket()
ws.open(f"frametop_vrws_{os.getpid()}")
sides = controllers()
for path, side in sides.items():
print(f"{side} controller: {path}", flush=True)
ws.subscribe(path)
if not sides:
print("no Frame controllers", flush=True)
start = time.monotonic()
count = 0
try:
while time.monotonic() - start < seconds:
for text in ws.messages(timeout=0.5):
count += 1
if "/click" not in text:
continue
msg = json.loads(text)
side = sides.get(msg.get("device"), msg.get("device"))
for name, value in sorted(msg.get("components", {}).items()):
if name.endswith("/click"):
print(f"{time.monotonic() - start:7.3f} {side} {name[len('/input/'):-len('/click')]} "
f"{'down' if value else 'up'}", flush=True)
finally:
ws.close()
print(f"{count} messages in {seconds:.0f} s")
if __name__ == "__main__":
main()
+98 -46
View File
@@ -12,7 +12,7 @@
// aim <yaw_deg> <pitch_deg> absolute direction (yaw 0 = -Z, the SteamVR forward)
// gaze follow the head (origin and direction) again
// distance <metres> cursor distance from the anchor (default 1.5)
// pose <x> <y> <z> <yaw> <pitch> exact pose, sent every frame by the ft-pointer helper
// pose <x> <y> <z> <yaw> <pitch> exact pose, from the ft-pointer helper when it changes (it holds)
// posq <x> <y> <z> <qw> <qx> <qy> <qz> exact pose with a full rotation (tilting a panel while moving it)
// btn <name> <0|1> name: trigger, b, x, system, joystick, a (a = claim the laser, no click)
// scroll <x> <y> joystick deflection -1..1
@@ -224,12 +224,23 @@ public:
pose.result = ok ? TrackingResult_Running_OK : TrackingResult_Uninitialized;
pose.deviceIsConnected = snapshot.visible;
pose_ = pose;
VRServerDriverHost()->TrackedDevicePoseUpdated(objectId_, pose_, sizeof(DriverPose_t));
// Connected, the pose goes out every frame, as SteamVR expects of a tracked device.
// Disconnected, once: it says the same thing every frame after.
if (snapshot.visible || !reportedOff_) {
VRServerDriverHost()->TrackedDevicePoseUpdated(objectId_, pose_, sizeof(DriverPose_t));
reportedOff_ = !snapshot.visible;
}
// Inputs only when they change (and all of them the first time).
auto input = VRDriverInput();
for (int i = 0; i < kButtons; ++i) input->UpdateBooleanComponent(buttons_[i], snapshot.buttons[i], 0);
input->UpdateScalarComponent(scrollX_, snapshot.scrollX, 0);
input->UpdateScalarComponent(scrollY_, snapshot.scrollY, 0);
for (int i = 0; i < kButtons; ++i)
if (!inputsSent_ || snapshot.buttons[i] != sentButtons_[i])
input->UpdateBooleanComponent(buttons_[i], sentButtons_[i] = snapshot.buttons[i], 0);
if (!inputsSent_ || snapshot.scrollX != sentScrollX_)
input->UpdateScalarComponent(scrollX_, sentScrollX_ = snapshot.scrollX, 0);
if (!inputsSent_ || snapshot.scrollY != sentScrollY_)
input->UpdateScalarComponent(scrollY_, sentScrollY_ = snapshot.scrollY, 0);
inputsSent_ = true;
}
private:
@@ -239,6 +250,10 @@ private:
int32_t role_ = TrackedControllerRole_RightHand;
bool hinted_ = false; // whether the role hint currently claims role_
DriverPose_t pose_{};
bool reportedOff_ = false; // the disconnected pose has gone out (it isn't repeated)
// What the input components were last set to.
bool inputsSent_ = false, sentButtons_[kButtons] = {};
float sentScrollX_ = 0.f, sentScrollY_ = 0.f;
VRInputComponentHandle_t buttons_[kButtons] = {};
VRInputComponentHandle_t scrollX_ = 0, scrollY_ = 0;
};
@@ -293,65 +308,102 @@ private:
}
}
// Parsed first, then applied under the lock, which RunFrame (vrserver's frame) takes too.
void Handle(const char *cmd) {
std::lock_guard<std::mutex> guard(state_.lock);
enum { kNone, kPosq, kPose, kMove, kRecenter, kAim, kGaze, kHide, kShow, kRole, kBtn, kDistance, kScroll };
int kind = kNone;
char name[32];
float a, b;
int v;
float x, y, z, qw, qx, qy, qz;
if (std::sscanf(cmd, "posq %f %f %f %f %f %f %f", &x, &y, &z, &qw, &qx, &qy, &qz) == 7) {
float f[7];
int v = 0, role = 0, button = -1;
if (std::sscanf(cmd, "posq %f %f %f %f %f %f %f", &f[0], &f[1], &f[2], &f[3], &f[4], &f[5], &f[6]) == 7) {
kind = kPosq;
} else if (std::sscanf(cmd, "pose %f %f %f %f %f", &f[0], &f[1], &f[2], &f[3], &f[4]) == 5) {
kind = kPose;
} else if (std::sscanf(cmd, "move %f %f", &f[0], &f[1]) == 2) {
kind = kMove;
} else if (std::strncmp(cmd, "recenter", 8) == 0) {
kind = kRecenter;
} else if (std::sscanf(cmd, "aim %f %f", &f[0], &f[1]) == 2) {
kind = kAim;
} else if (std::strncmp(cmd, "gaze", 4) == 0) {
kind = kGaze;
} else if (std::strncmp(cmd, "hide", 4) == 0) {
kind = kHide;
} else if (std::strncmp(cmd, "show", 4) == 0) {
kind = kShow;
} else if (std::sscanf(cmd, "role %31s", name) == 1) {
role = !std::strcmp(name, "left") ? TrackedControllerRole_LeftHand
: !std::strcmp(name, "right") ? TrackedControllerRole_RightHand
: !std::strcmp(name, "stylus") ? TrackedControllerRole_Stylus
: 0;
if (role) kind = kRole;
} else if (std::sscanf(cmd, "btn %31s %d", name, &v) == 2) {
for (int i = 0; i < kButtons; ++i)
if (std::strcmp(name, kButtonNames[i]) == 0) button = i;
if (button >= 0) kind = kBtn;
} else if (std::sscanf(cmd, "distance %f", &f[0]) == 1) {
kind = kDistance;
} else if (std::sscanf(cmd, "scroll %f %f", &f[0], &f[1]) == 2) {
kind = kScroll;
}
if (kind == kNone) return;
std::lock_guard<std::mutex> guard(state_.lock);
switch (kind) {
case kPosq:
state_.explicitPose = true;
state_.hasQuat = true;
state_.gaze = false;
state_.pos[0] = x;
state_.pos[1] = y;
state_.pos[2] = z;
state_.quat[0] = qw;
state_.quat[1] = qx;
state_.quat[2] = qy;
state_.quat[3] = qz;
} else if (std::sscanf(cmd, "pose %f %f %f %f %f", &x, &y, &z, &a, &b) == 5) {
std::memcpy(state_.pos, f, sizeof state_.pos);
std::memcpy(state_.quat, f + 3, sizeof state_.quat);
break;
case kPose:
state_.explicitPose = true;
state_.hasQuat = false;
state_.gaze = false;
state_.pos[0] = x;
state_.pos[1] = y;
state_.pos[2] = z;
state_.yaw = a;
state_.pitch = b;
} else if (std::sscanf(cmd, "move %f %f", &a, &b) == 2) {
std::memcpy(state_.pos, f, sizeof state_.pos);
state_.yaw = f[3];
state_.pitch = f[4];
break;
case kMove:
state_.explicitPose = false;
if (state_.gaze) state_.recenter = true; // first move starts from the gaze
state_.yaw += a; // wrap by hand: libm remainder() is GLIBC_2.43 in the build container
state_.yaw += f[0]; // wrap by hand: libm remainder() is GLIBC_2.43 in the build container
while (state_.yaw > 180.f) state_.yaw -= 360.f;
while (state_.yaw < -180.f) state_.yaw += 360.f;
state_.pitch = std::fmax(-85.f, std::fmin(85.f, state_.pitch + b));
} else if (std::strncmp(cmd, "recenter", 8) == 0) {
state_.pitch = std::fmax(-85.f, std::fmin(85.f, state_.pitch + f[1]));
break;
case kRecenter:
state_.explicitPose = false;
state_.recenter = true;
} else if (std::sscanf(cmd, "aim %f %f", &a, &b) == 2) {
break;
case kAim:
state_.gaze = false;
state_.yaw = a;
state_.pitch = b;
} else if (std::strncmp(cmd, "gaze", 4) == 0) {
state_.yaw = f[0];
state_.pitch = f[1];
break;
case kGaze:
state_.gaze = true;
} else if (std::strncmp(cmd, "hide", 4) == 0) {
break;
case kHide:
state_.visible = false;
} else if (std::strncmp(cmd, "show", 4) == 0) {
break;
case kShow:
state_.visible = true;
} else if (std::sscanf(cmd, "role %31s", name) == 1) {
state_.role = !std::strcmp(name, "left") ? TrackedControllerRole_LeftHand
: !std::strcmp(name, "right") ? TrackedControllerRole_RightHand
: !std::strcmp(name, "stylus") ? TrackedControllerRole_Stylus
: state_.role;
} else if (std::sscanf(cmd, "btn %31s %d", name, &v) == 2) {
for (int i = 0; i < kButtons; ++i)
if (std::strcmp(name, kButtonNames[i]) == 0) state_.buttons[i] = v != 0;
} else if (std::sscanf(cmd, "distance %f", &a) == 1) {
state_.distance = std::fmax(0.3f, std::fmin(10.f, a));
} else if (std::sscanf(cmd, "scroll %f %f", &a, &b) == 2) {
state_.scrollX = a;
state_.scrollY = b;
break;
case kRole:
state_.role = role;
break;
case kBtn:
state_.buttons[button] = v != 0;
break;
case kDistance:
state_.distance = std::fmax(0.3f, std::fmin(10.f, f[0]));
break;
case kScroll:
state_.scrollX = f[0];
state_.scrollY = f[1];
break;
}
}
+333 -158
View File
@@ -36,6 +36,22 @@
// pointer is off the helper also stops listing overlays with vrcmd, whose connection every
// second kept SteamVR from going to standby.
//
// Idle: while the pointer is off (and hand gestures are off), the main loop waits for a command
// on its socket for up to 250 ms instead of running every 8 ms, or 20 ms while it reads mapped
// Frame controller buttons (vrbuttons.h), which have no event to wait for. What has to go on
// meanwhile still does: the headset's activity level, the game check and the relay's "vrgame"
// and "gazeawake" repeats, and a mouse command wakes it at once. The overlay lookups (the 50 ms
// visibility poll, the once-a-second handles) wait for the pointer to wake, and run right then.
//
// Unchanged frames: while the pointer is awake, a frame where nothing moved reuses the last one's
// result. The collision passes (ComputeOverlayIntersection on every visible overlay, twice) run
// again when the mouse or the anchor moved, the eye moved 5 mm, an overlay showed or hid, or
// 100 ms have passed (overlays also move by themselves), and always while dragging. The dots'
// setters go to SteamVR only when their value changes, and a dot's placement only when it moved
// 0.2 mm or the eye 5 mm (its facing and size then change by well under 1%). The pose goes to the
// driver, which keeps the last one, when the laser's origin moved 0.2 mm or its direction 0.04
// deg (0.1 mm where it lands, 15 cm on), and at least every 100 ms.
//
// Last used wins: when a real controller moves (picked up), the pointer is released
// (driver "hide", which also drops its hand role hint), so the controller gets
// its role and laser back. The next mouse input reconnects and claims the laser again.
@@ -267,7 +283,8 @@
//
// Commands (datagrams on @ft_pointer_helper): show, hide, recenter, move <dyaw> <dpitch>,
// follow on|off|toggle (head follow, until the next restart or a change to POINTER_FOLLOW),
// gaze on|off|toggle|? (gaze mode, likewise with POINTER_GAZE; ? only asks), gz ... (the gaze, from ft-gazed),
// gaze on|off|toggle|? (gaze mode, likewise with POINTER_GAZE; ? only asks, and "? headset" adds
// worn|away to the reply), gz ... (the gaze, from ft-gazed),
// reload (re-read the settings below), debug (toggle a twice-a-second state log),
// overlays (replies with the overlay list as JSON, see OverlayList),
// vrbind/vrglobal/vrstatus (Frame controller buttons, see vrbuttons.h),
@@ -310,6 +327,7 @@ extern "C" {
#include <atomic>
#include <chrono>
#include <cmath>
#include <condition_variable>
#include <cstdio>
#include <cstdlib>
#include <cstring>
@@ -327,6 +345,7 @@ extern "C" {
#include <fcntl.h>
#include <fnmatch.h>
#include <poll.h>
#include <sys/mman.h>
#include <sys/socket.h>
#include <sys/stat.h>
@@ -499,29 +518,62 @@ std::string JsonQuote(const std::string &s) {
// public call to enumerate other apps' overlays). Hidden ones are listed too: the
// window controls under a floating panel only appear while something hovers the
// panel, and the cursor has to find them the moment they do, not a second later.
// Each vrcmd run is a shell and a new SteamVR client, about 30 ms of CPU, so the list is read
// every 20 seconds (kEvery) while the pointer is awake, and at once when something says it may
// have changed (Kick: the pointer waking, the dashboard opening or closing, a click that hit
// nothing), at most once a second. Showing and hiding the overlays it knows doesn't need a new
// list: the main loop polls their visibility (IsOverlayVisible) every 50 ms.
// Paused while the pointer is off: each vrcmd run connects to SteamVR as a new app, and a new
// app every second kept SteamVR (and the headset's displays) from going to standby.
// "overlays" requests (Frametop Input Settings' Ignored panels page) refresh the list even
// while paused, and are answered from this thread once it's fresh.
class OverlayList {
public:
static constexpr auto kEvery = std::chrono::seconds(20), kGap = std::chrono::seconds(1);
void Start() {
out_ = socket(AF_UNIX, SOCK_DGRAM | SOCK_CLOEXEC, 0);
thread_ = std::thread([this] {
std::unique_lock<std::mutex> lk(lock_);
while (running_) {
if (!paused_ || requested_) Refresh();
// Wait a second, or less when the pointer wakes (refresh right away then).
for (int i = 0; i < 10 && running_; ++i) {
const bool wasPaused = paused_;
std::this_thread::sleep_for(std::chrono::milliseconds(100));
if ((wasPaused && !paused_) || requested_) break;
// Sleeps while paused (until a request or the wake); otherwise until it's time, or
// a kick once kGap has passed since the last read.
const auto due = std::max(last_ + kGap, kicked_ ? last_ : last_ + kEvery);
if (!waiting_.empty()) {
} else if (paused_) {
cv_.wait(lk);
continue;
} else if (std::chrono::steady_clock::now() < due) {
cv_.wait_until(lk, due);
continue;
}
kicked_ = false;
lk.unlock();
Refresh();
lk.lock();
last_ = std::chrono::steady_clock::now();
}
});
}
void SetPaused(bool paused) { paused_ = paused; }
// Unpausing (the pointer woke) reads the list again at once.
void SetPaused(bool paused) {
std::lock_guard<std::mutex> guard(lock_);
if (paused == paused_) return;
if (!paused) kicked_ = true, last_ = {};
paused_ = paused;
cv_.notify_one();
}
// The list may have changed: read it again soon (not while paused).
void Kick() {
std::lock_guard<std::mutex> guard(lock_);
kicked_ = true;
cv_.notify_one();
}
void Stop() {
running_ = false;
{
std::lock_guard<std::mutex> guard(lock_);
running_ = false;
cv_.notify_one();
}
if (thread_.joinable()) thread_.join();
}
std::vector<std::string> Keys() {
@@ -530,12 +582,14 @@ public:
for (const auto &e : entries_) keys.push_back(e.key);
return keys;
}
// Goes up by one each time the list is read, so the main loop knows to look the keys up again.
unsigned Generation() const { return generation_; }
// Answer `to` with {"t":"overlays","list":[{"key","name","visible"}...]} after the next refresh.
void Request(const sockaddr_un &to, socklen_t len) {
if (len <= offsetof(sockaddr_un, sun_path)) return;
std::lock_guard<std::mutex> guard(lock_);
if (waiting_.size() < 8) waiting_.push_back({to, len});
requested_ = true;
cv_.notify_one();
}
private:
@@ -544,7 +598,6 @@ private:
bool visible;
};
void Refresh() {
requested_ = false;
FILE *p = popen("LD_LIBRARY_PATH=/opt/steamvr/bin/linuxarm64 /opt/steamvr/bin/linuxarm64/vrcmd --overlays 2>/dev/null", "r");
if (!p) return;
std::vector<Entry> entries;
@@ -576,6 +629,7 @@ private:
entries_ = std::move(entries);
waiting.swap(waiting_);
}
++generation_;
if (waiting.empty()) return;
std::string msg = "{\"t\":\"overlays\",\"list\":[";
for (size_t i = 0; i < entries_.size(); ++i)
@@ -588,10 +642,11 @@ private:
std::thread thread_;
int out_ = -1;
std::atomic<bool> paused_{false};
std::atomic<bool> running_{true};
std::atomic<bool> requested_{false};
std::mutex lock_;
std::mutex lock_; // guards everything below
std::condition_variable cv_;
bool paused_ = false, running_ = true, kicked_ = false;
std::chrono::steady_clock::time_point last_{}; // the last read
std::atomic<unsigned> generation_{0};
std::vector<Entry> entries_; // written only by the thread; the lock guards readers
std::vector<std::pair<sockaddr_un, socklen_t>> waiting_;
};
@@ -619,6 +674,36 @@ bool Ignored(const std::vector<std::string> &patterns, const std::string &key) {
return false;
}
vr::HmdMatrix34_t Billboard(Vec3 at, Vec3 eye);
// One of our dots, with what was last set on it: each setter goes to SteamVR only when its value
// changes (see "Unchanged frames" at the top).
struct DotOverlay {
vr::VROverlayHandle_t h = vr::k_ulOverlayHandleInvalid;
int shown = -1; // unknown at first
float alpha = -1, width = -1;
bool placed = false;
Vec3 at, eye;
void Show(bool on) {
if (shown == int(on)) return;
shown = on;
if (on) vr::VROverlay()->ShowOverlay(h);
else vr::VROverlay()->HideOverlay(h);
}
void Alpha(float a) {
if (a != alpha) vr::VROverlay()->SetOverlayAlpha(h, alpha = a);
}
// Width w, at `to`, facing `from`: left as it is for a change under 0.5% in width, and while
// it moved less than 0.2 mm and the eye less than 5 mm.
void Place(Vec3 to, Vec3 from, float w) {
if (std::fabs(w - width) > 0.005f * width) vr::VROverlay()->SetOverlayWidthInMeters(h, width = w);
if (placed && Length(to - at) < 0.0002 && Length(from - eye) < 0.005) return;
placed = true, at = to, eye = from;
const auto m = Billboard(to, from);
vr::VROverlay()->SetOverlayTransformAbsolute(h, vr::TrackingUniverseStanding, &m);
}
};
vr::HmdMatrix34_t Billboard(Vec3 at, Vec3 eye) {
// Overlay faces +Z; point +Z at the eye, keep +Y roughly up.
const Vec3 z = Normalize(eye - at);
@@ -802,6 +887,8 @@ int main() {
below.m[1][3] = -50;
overlay->SetOverlayTransformTrackedDeviceRelative(laserMode, vr::k_unTrackedDeviceIndex_Hmd, &below);
bool laserModeShown = false;
DotOverlay cursorDot, markerDot; // the setters for `cursor` and `marker` (see "Unchanged frames" at the top)
cursorDot.h = cursor, markerDot.h = marker;
// Controller beams keep the user's width; nothing here changes it any more.
vr::VRSettings()->SetFloat("dashboard", "laserRayWidthScale", laserWidth);
@@ -821,12 +908,34 @@ int main() {
std::map<std::string, bool> sceneGraph; // no texture: plane test instead of ComputeOverlayIntersection
std::map<std::string, bool> visible; // refreshed every 50 ms
auto lastVisible = std::chrono::steady_clock::now();
auto lastSlow = std::chrono::steady_clock::now() - std::chrono::seconds(10);
unsigned listGeneration = 0; // the overlay list the handles were looked up from
// The plane of the last panel the cursor was on, and the last point on it (panel edges).
Vec3 edgePoint, edgeNormal, edgeLast;
std::string edgeKey;
bool active = false, recenter = false, anchored = false;
using Clock = std::chrono::steady_clock;
// Unchanged frames (see the top): visibleGen goes up when an overlay shows or hides or the
// handles change; pass is the last collision pass, posed the last plain pose sent.
unsigned visibleGen = 0;
struct Pass {
bool valid = false;
Clock::time_point at{};
unsigned gen = 0;
double yaw = 0, pitch = 0;
Vec3 anchor, eye;
double best = 1e9, distance = 0;
std::string key;
bool scene = false, onEdge = false, occluded = false;
Vec3 point;
} pass;
struct Posed {
bool valid = false;
Clock::time_point at{};
Vec3 origin;
double yaw = 0, pitch = 0;
} posed;
Clock::time_point lastMouse{}, claimAt{}, claimRelease{}, wokeAt{}, noWakeUntil{};
bool claimPending = false, claimHeld = false;
// Last used wins: since when each controller has been moving (zero: it isn't).
@@ -863,6 +972,9 @@ int main() {
wokeAt = t;
active = true;
recenter = true;
// Overlay handles and visibility weren't looked at while it was off (see "Idle" at the top).
lastSlow = lastVisible = t - std::chrono::seconds(10);
pass.valid = posed.valid = false;
SendTo(out, "ft_pointer", "role " + role); // POINTER_ROLE, before it takes it
SendTo(out, "ft_pointer", "show");
claimPending = true; // take the laser without clicking, once SteamVR has bound the device
@@ -931,8 +1043,8 @@ int main() {
Clock::time_point handUsed{}; // a gesture began then (keeps the pointer, like gaze mode)
Clock::time_point lastTyping{}; // the relay's last "typing": a key on a keyboard
// Gaze mode outside games, and its dot (see the top): lastMove/lastHeld/pulseAt.
bool inGame = false, gazeAwake = false;
Clock::time_point inGameAt{}, gazeAwakeAt{};
bool inGame = false, gazeAwake = false, gameSent = false;
Clock::time_point inGameAt{}, gazeAwakeAt{}, gameSentAt{};
Clock::time_point lastMove{}, lastHeld{}, pulseAt{};
// The left button, as sent to the driver; pressRight: the next press is the right button
// instead (gaze_right), heldButton: the one pressed.
@@ -964,6 +1076,8 @@ int main() {
if (debug) std::fflush(stdout);
}
nudging = confirmLesson = false;
// A click on nothing: maybe on an overlay that came up since the list was read.
if (lastHit.empty()) overlays.Kick();
leftHeld = true;
dragDistance = lastDistance;
pressKey.clear();
@@ -1087,7 +1201,6 @@ int main() {
return gazeOn && gazeMouseHeld && !inGame && !headsetOff && Clock::now() - gz.at < std::chrono::seconds(1) &&
!aimHeld && !leftHeld && !tilting && hold.src == Src::None && !clickPress && !clickRelease;
};
auto lastSlow = std::chrono::steady_clock::now() - std::chrono::seconds(10);
// --- Panel placement (see "Placement" at the top of the file) ---
// Device pose, given in the standing universe, sent to the driver in raw space.
@@ -1103,6 +1216,7 @@ int main() {
char msg[200];
std::snprintf(msg, sizeof msg, "posq %.5f %.5f %.5f %.6f %.6f %.6f %.6f", o.x, o.y, o.z, q[0], q[1], q[2], q[3]);
SendTo(out, "ft_pointer", msg);
posed.valid = false;
};
auto sleepMs = [](int ms) { std::this_thread::sleep_for(std::chrono::milliseconds(ms)); };
auto headPos = [&] {
@@ -1114,8 +1228,8 @@ int main() {
auto borrow = [&] {
SendTo(out, "ft_pointer", "show");
overlay->ShowOverlay(laserMode);
overlay->HideOverlay(cursor);
overlay->HideOverlay(marker);
cursorDot.Show(false);
markerDot.Show(false);
sleepMs(active ? 50 : 400); // a fresh connect needs SteamVR to bind the device
SendTo(out, "ft_pointer", "btn a 1");
sleepMs(60);
@@ -1242,6 +1356,36 @@ int main() {
return msg;
};
// "move <dyaw> <dpitch>" from the relay.
auto mouseMove = [&](double a, double b) {
// A move held back (POINTER_GAZE_MOUSE_MOVE=held) only wakes the pointer: it isn't using
// the mouse, so a drifting mouse doesn't keep the gaze from taking the pointer back.
const bool heldBack = mouseMoveHeld();
if (!heldBack) lastMouse = Clock::now();
// Any mouse input wakes the pointer (after a controller took over, or a helper restart).
if (!active) wake(Clock::now());
if (heldBack) return;
if (tilting) {
tiltYaw += a;
tiltPitch = std::clamp(tiltPitch + b, -80.0, 80.0);
return;
}
lastMove = Clock::now(); // the dot shows while the mouse moves it (gaze mode)
if (gazeOn && gazeOwns) {
// The mouse takes the pointer from the gaze, from where the gaze left it.
gazeOwns = false;
nudging = haveHead && Clock::now() - gz.at < std::chrono::milliseconds(200);
nudgeRawHy = gz.rhy, nudgeRawHp = gz.rhp, nudgeHead = lastHead;
nudgeAt = Clock::now(), nudgeMoved = 0;
}
if (nudging || aimHeld) nudgeMoved += std::hypot(a, b);
if (!anchored) recenter = true;
yaw += a;
while (yaw > 180) yaw -= 360;
while (yaw < -180) yaw += 360;
pitch = std::clamp(pitch + b, -85.0, 85.0);
};
std::printf("ft-pointer running: free distance %.2f m, dot %.2f deg\n", freeDistance, cursorDeg);
std::fflush(stdout);
@@ -1256,8 +1400,8 @@ int main() {
if (headsetOff && active) {
active = false;
claimPending = claimHeld = false;
overlay->HideOverlay(cursor);
overlay->HideOverlay(marker);
cursorDot.Show(false);
markerDot.Show(false);
SendTo(out, "ft_pointer", "btn a 0");
SendTo(out, "ft_pointer", "hide");
std::printf("headset off: pointer released\n");
@@ -1283,6 +1427,13 @@ int main() {
gazeAwakeAt = t;
SendTo(out, "frametop_relay", awake ? "gazeawake 1" : "gazeawake 0");
}
// The relay pauses Frametop for VR games (input/game_pause.py). Repeated, so a relay
// that restarts learns it, and silence (SteamVR gone) ends the game there.
if (inGame != gameSent || t - gameSentAt > std::chrono::seconds(5)) {
gameSent = inGame;
gameSentAt = t;
SendTo(out, "frametop_relay", inGame ? "vrgame 1" : "vrgame 0");
}
}
// Commands from the relay.
@@ -1300,6 +1451,12 @@ int main() {
if (senderLen > offsetof(sockaddr_un, sun_path))
sendto(out, msg.data(), msg.size(), 0, reinterpret_cast<const sockaddr *>(&sender), senderLen);
};
// Mouse moves first, the most frequent command.
double mx, my;
if (std::strncmp(buf, "move ", 5) == 0 && std::sscanf(buf + 5, "%lf %lf", &mx, &my) == 2) {
mouseMove(mx, my);
continue;
}
// The gaze, from ft-gazed: not mouse input, it never wakes the pointer.
double g[4];
if (std::sscanf(buf, "gz %lf %lf %lf %lf", &g[0], &g[1], &g[2], &g[3]) == 4) {
@@ -1380,19 +1537,19 @@ int main() {
std::printf("gaze mode %s\n", gazeOn ? "on" : "off");
std::fflush(stdout);
}
reply(gazeOn ? "ok on" : "ok off");
// "gaze ? headset" (the gaze service, which idles while nobody wears the headset)
// also says whether someone does.
if (std::strstr(arg, "headset"))
reply(gazeOn ? (headsetOff ? "ok on away" : "ok on worn") : (headsetOff ? "ok off away" : "ok off worn"));
else
reply(gazeOn ? "ok on" : "ok off");
continue;
}
const bool mouseInput = std::strncmp(buf, "move", 4) == 0 || std::strncmp(buf, "btn", 3) == 0 ||
std::strncmp(buf, "scroll", 6) == 0;
// A move held back (POINTER_GAZE_MOUSE_MOVE=held) only wakes the pointer: it isn't using
// the mouse, so a drifting mouse doesn't keep the gaze from taking the pointer back.
const bool moveHeldBack = std::strncmp(buf, "move", 4) == 0 && mouseMoveHeld();
if (mouseInput && !moveHeldBack) lastMouse = Clock::now();
// (Moves were taken first, above.)
const bool mouseInput = std::strncmp(buf, "btn", 3) == 0 || std::strncmp(buf, "scroll", 6) == 0;
if (mouseInput) lastMouse = Clock::now();
// Any mouse input wakes the pointer (after a controller took over, or a helper restart).
if (!active && mouseInput) wake(Clock::now());
if (moveHeldBack) continue;
double a, b;
char key[128];
double px, py, pz, pyaw, ppitch, proll = 0, pgrab = -1;
if (std::sscanf(buf, "grabprobe %127s", key) == 1) {
@@ -1451,31 +1608,12 @@ int main() {
tilting = swallowedRight = false;
continue;
}
if (tilting && std::sscanf(buf, "move %lf %lf", &a, &b) == 2) {
tiltYaw += a;
tiltPitch = std::clamp(tiltPitch + b, -80.0, 80.0);
continue;
}
if (std::sscanf(buf, "move %lf %lf", &a, &b) == 2) {
lastMove = Clock::now(); // the dot shows while the mouse moves it (gaze mode)
if (gazeOn && gazeOwns) {
// The mouse takes the pointer from the gaze, from where the gaze left it.
gazeOwns = false;
nudging = haveHead && Clock::now() - gz.at < std::chrono::milliseconds(200);
nudgeRawHy = gz.rhy, nudgeRawHp = gz.rhp, nudgeHead = lastHead;
nudgeAt = Clock::now(), nudgeMoved = 0;
}
if (nudging || aimHeld) nudgeMoved += std::hypot(a, b);
if (!anchored) recenter = true;
yaw += a;
while (yaw > 180) yaw -= 360;
while (yaw < -180) yaw += 360;
pitch = std::clamp(pitch + b, -85.0, 85.0);
} else if (std::strncmp(buf, "recenter", 8) == 0) {
if (std::strncmp(buf, "recenter", 8) == 0) {
recenter = true;
} else if (std::strncmp(buf, "reload", 6) == 0) {
loadConfig();
lastSlow = Clock::now() - std::chrono::seconds(10); // apply POINTER_IGNORE now
pass.valid = false;
std::printf("reloaded: free distance %.2f m, dot %.2f deg, origin %.2f, head follow %s, leash %.0f deg, "
"controller pickup %.1fx, %zu ignored\n",
freeDistance, cursorDeg, originFraction, follow ? "on" : "off", leashDeg, pickupScale,
@@ -1493,8 +1631,8 @@ int main() {
if (!active) wake(Clock::now());
} else if (std::strncmp(buf, "hide", 4) == 0) {
active = false;
overlay->HideOverlay(cursor);
overlay->HideOverlay(marker);
cursorDot.Show(false);
markerDot.Show(false);
SendTo(out, "ft_pointer", "hide");
} else {
SendTo(out, "ft_pointer", buf); // btn, scroll
@@ -1536,8 +1674,8 @@ int main() {
sys->GetControllerRoleForTrackedDeviceIndex(ours) == vr::TrackedControllerRole_Invalid) {
active = false;
claimPending = claimHeld = false;
overlay->HideOverlay(cursor);
overlay->HideOverlay(marker);
cursorDot.Show(false);
markerDot.Show(false);
SendTo(out, "ft_pointer", "btn a 0");
SendTo(out, "ft_pointer", "hide");
noWakeUntil = tnow + std::chrono::seconds(2);
@@ -1565,8 +1703,8 @@ int main() {
if (tnow - movingSince[i] >= std::chrono::milliseconds(100)) {
active = false;
claimPending = claimHeld = false;
overlay->HideOverlay(cursor);
overlay->HideOverlay(marker);
cursorDot.Show(false);
markerDot.Show(false);
SendTo(out, "ft_pointer", "btn a 0");
SendTo(out, "ft_pointer", "hide");
std::printf("controller %u moved (%.2f m/s, %.1f rad/s): pointer released\n", i, speed, spin);
@@ -1616,7 +1754,7 @@ int main() {
}
// Hands (see the top): pinches and grips from ft-hands.
{
if (handsOn) {
vr::TrackedDevicePose_t h0;
sys->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseStanding, 0, &h0, 1);
if (h0.bPoseIsValid) poses.Add(tnow, h0.mDeviceToAbsoluteTracking);
@@ -1915,10 +2053,13 @@ int main() {
}
followAt = tnow;
// Slow work, once a second: overlay handles, our device index, laser width.
// Slow work, once a second and when the overlay list is new: overlay handles, our device
// index. Only while the pointer is awake (see "Idle" at the top).
const auto now = std::chrono::steady_clock::now();
if (now - lastSlow > std::chrono::seconds(1)) {
if (active && (now - lastSlow > std::chrono::seconds(1) || overlays.Generation() != listGeneration)) {
lastSlow = now;
listGeneration = overlays.Generation();
const auto before = handles;
handles.clear();
for (const auto &key : overlays.Keys()) {
if (Ignored(ignore, key)) continue;
@@ -1938,19 +2079,21 @@ int main() {
sceneGraph[key] = (tw == 0 || th == 0) && tt == vr::VROverlayTransform_Absolute &&
key.rfind("frametop.", 0) != 0;
}
ours = vr::k_unTrackedDeviceIndexInvalid;
for (vr::TrackedDeviceIndex_t i = 0; i < vr::k_unMaxTrackedDeviceCount; ++i) {
if (handles != before) ++visibleGen;
// Our device keeps its index; it's looked for again when a device is activated or
// deactivated (the events below).
for (vr::TrackedDeviceIndex_t i = 0; ours == vr::k_unTrackedDeviceIndexInvalid && i < vr::k_unMaxTrackedDeviceCount; ++i) {
char type[64] = "";
sys->GetStringTrackedDeviceProperty(i, vr::Prop_ControllerType_String, type, sizeof type);
if (std::strcmp(type, "ft_pointer") == 0) ours = i;
}
}
if (now - lastVisible > std::chrono::milliseconds(50) || visible.size() != handles.size()) {
if (active && (now - lastVisible > std::chrono::milliseconds(50) || visible.size() != handles.size())) {
lastVisible = now;
visible.clear();
for (const auto &[key, h] : handles) visible[key] = overlay->IsOverlayVisible(h);
std::map<std::string, bool> seen;
for (const auto &[key, h] : handles) seen[key] = overlay->IsOverlayVisible(h);
if (seen != visible) visible.swap(seen), ++visibleGen;
}
if (active && anchored && hmd.bPoseIsValid && tilting) {
@@ -1960,8 +2103,8 @@ int main() {
tiltOrigin = lastOrigin;
tiltBasis = AimBasis(lastAim);
tiltStart = false; // angles carry on from any earlier tilt in this drag
overlay->HideOverlay(cursor);
overlay->HideOverlay(marker);
cursorDot.Show(false);
markerDot.Show(false);
}
const double yr = tiltYaw * M_PI / 180, pr = tiltPitch * M_PI / 180;
const Vec3 up{0, 1, 0}, side = tiltBasis.x;
@@ -1977,6 +2120,7 @@ int main() {
std::snprintf(msg, sizeof msg, "posq %.5f %.5f %.5f %.6f %.6f %.6f %.6f", originRaw.x, originRaw.y,
originRaw.z, q[0], q[1], q[2], q[3]);
SendTo(out, "ft_pointer", msg);
posed.valid = false;
} else if (active && anchored && hmd.bPoseIsValid) {
const bool dragging = leftHeld || tnow < dropHoldUntil;
if (!dragging) tiltYaw = tiltPitch = 0; // drop finished: back to plain pointing
@@ -2020,85 +2164,98 @@ int main() {
}
return h;
};
Hit first;
if (!dragging) first = nearest(anchor, dir);
double best = first.along;
std::string bestKey = first.key;
bool bestScene = first.scene;
Vec3 bestPoint = first.point, bestNormal = first.normal;
bool onEdge = false;
if (!dragging && best < 1e8 && !bestScene) {
edgeKey = bestKey, edgePoint = bestPoint, edgeNormal = Normalize(bestNormal), edgeLast = bestPoint;
} else if (!dragging && best >= 1e8 && !edgeKey.empty() && visible[edgeKey]) {
// Just off a panel: stay on its plane (see "Panel edges" at the top).
const double denom = Dot(dir, edgeNormal);
if (std::fabs(denom) > 1e-4) {
const double along = Dot(edgePoint - anchor, edgeNormal) / denom;
const Vec3 at = anchor + dir * along;
if (along > 0.05 && std::sqrt(Dot(at - edgeLast, at - edgeLast)) <= edgeReach) {
best = along;
bestKey = edgeKey;
onEdge = true;
// Unchanged frames (see the top): the last pass still holds.
const bool reuse = !dragging && pass.valid && tnow - pass.at < std::chrono::milliseconds(100) &&
pass.gen == visibleGen && std::fabs(yaw - pass.yaw) < 1e-6 &&
std::fabs(pitch - pass.pitch) < 1e-6 && Length(anchor - pass.anchor) < 0.001 &&
Length(eye - pass.eye) < 0.005;
double best = pass.best, distance = pass.distance;
std::string bestKey = pass.key;
bool bestScene = pass.scene, onEdge = pass.onEdge, occluded = pass.occluded;
Vec3 point = pass.point;
if (!reuse) {
Hit first;
if (!dragging) first = nearest(anchor, dir);
best = first.along;
bestKey = first.key;
bestScene = first.scene;
Vec3 bestPoint = first.point, bestNormal = first.normal;
onEdge = false;
if (!dragging && best < 1e8 && !bestScene) {
edgeKey = bestKey, edgePoint = bestPoint, edgeNormal = Normalize(bestNormal), edgeLast = bestPoint;
} else if (!dragging && best >= 1e8 && !edgeKey.empty() && visible.count(edgeKey) &&
visible.at(edgeKey)) {
// Just off a panel: stay on its plane (see "Panel edges" at the top).
const double denom = Dot(dir, edgeNormal);
if (std::fabs(denom) > 1e-4) {
const double along = Dot(edgePoint - anchor, edgeNormal) / denom;
const Vec3 at = anchor + dir * along;
if (along > 0.05 && std::sqrt(Dot(at - edgeLast, at - edgeLast)) <= edgeReach) {
best = along;
bestKey = edgeKey;
onEdge = true;
}
}
}
}
// Held on one of ft-screens' panels that stays where it is: onto whichever of them
// the ray meets (see the top).
if (leftHeld && !pressKey.empty()) {
vr::ETrackingUniverseOrigin uo;
vr::HmdMatrix34_t now{};
auto it = handles.find(pressKey);
bool still = it != handles.end() &&
overlay->GetOverlayTransformAbsolute(it->second, &uo, &now) == vr::VROverlayError_None;
for (int i = 0; still && i < 3; ++i)
for (int j = 0; j < 4; ++j)
if (std::fabs(now.m[i][j] - pressPose.m[i][j]) > 0.001f) still = false;
if (still) {
Hit h;
for (const auto &[key, handle] : handles) {
if (!visible[key] || !FramePanel(key)) continue;
vr::VROverlayIntersectionParams_t params{};
params.vSource = {float(anchor.x), float(anchor.y), float(anchor.z)};
params.vDirection = {float(dir.x), float(dir.y), float(dir.z)};
params.eOrigin = vr::TrackingUniverseStanding;
vr::VROverlayIntersectionResults_t r{};
if (overlay->ComputeOverlayIntersection(handle, &params, &r) && r.fDistance > 0.05f &&
r.fDistance < h.along)
h.along = r.fDistance, h.key = key;
// Held on one of ft-screens' panels that stays where it is: onto whichever of them
// the ray meets (see the top).
if (leftHeld && !pressKey.empty()) {
vr::ETrackingUniverseOrigin uo;
vr::HmdMatrix34_t now{};
auto it = handles.find(pressKey);
bool still = it != handles.end() &&
overlay->GetOverlayTransformAbsolute(it->second, &uo, &now) == vr::VROverlayError_None;
for (int i = 0; still && i < 3; ++i)
for (int j = 0; j < 4; ++j)
if (std::fabs(now.m[i][j] - pressPose.m[i][j]) > 0.001f) still = false;
if (still) {
Hit h;
for (const auto &[key, handle] : handles) {
if (!visible[key] || !FramePanel(key)) continue;
vr::VROverlayIntersectionParams_t params{};
params.vSource = {float(anchor.x), float(anchor.y), float(anchor.z)};
params.vDirection = {float(dir.x), float(dir.y), float(dir.z)};
params.eOrigin = vr::TrackingUniverseStanding;
vr::VROverlayIntersectionResults_t r{};
if (overlay->ComputeOverlayIntersection(handle, &params, &r) && r.fDistance > 0.05f &&
r.fDistance < h.along)
h.along = r.fDistance, h.key = key;
}
if (h.along < 1e8) dragDistance = h.along, lastHit = h.key;
} else {
pressKey.clear(); // carried: the lock holds for the rest of this press
}
if (h.along < 1e8) dragDistance = h.along, lastHit = h.key;
} else {
pressKey.clear(); // carried: the lock holds for the rest of this press
}
}
// While dragging: keep the press-time distance and show the non-interactive marker.
// On a scene-graph plane or a panel's edge: the laser-catching dot goes 5 cm behind it.
double distance = dragging ? dragDistance : (best < 1e8 ? best : freeDistance);
Vec3 point = anchor + dir * distance;
bool occluded = false;
if (!dragging) {
// The cursor lands on what you see under it: the ray above starts at the anchor,
// not the eye, so after leaning it can pick a panel that something nearer
// covers from where you are now (panels close together in view, at different
// depths). Anything in front of the point on the eye's line of sight wins.
const double toPoint = std::sqrt(Dot(point - eye, point - eye));
const Hit front = nearest(eye, Normalize(point - eye));
if (front.along < toPoint - 0.02) {
occluded = true;
bestKey = front.key, bestScene = front.scene;
point = front.point;
if (!front.scene) edgeKey = front.key, edgePoint = front.point, edgeNormal = Normalize(front.normal),
edgeLast = front.point;
distance = std::sqrt(Dot(point - anchor, point - anchor));
best = distance;
onEdge = false;
// While dragging: keep the press-time distance and show the non-interactive marker.
// On a scene-graph plane or a panel's edge: the laser-catching dot goes 5 cm behind it.
distance = dragging ? dragDistance : (best < 1e8 ? best : freeDistance);
point = anchor + dir * distance;
occluded = false;
if (!dragging) {
// The cursor lands on what you see under it: the ray above starts at the anchor,
// not the eye, so after leaning it can pick a panel that something nearer
// covers from where you are now (panels close together in view, at different
// depths). Anything in front of the point on the eye's line of sight wins.
const double toPoint = std::sqrt(Dot(point - eye, point - eye));
const Hit front = nearest(eye, Normalize(point - eye));
if (front.along < toPoint - 0.02) {
occluded = true;
bestKey = front.key, bestScene = front.scene;
point = front.point;
if (!front.scene)
edgeKey = front.key, edgePoint = front.point, edgeNormal = Normalize(front.normal),
edgeLast = front.point;
distance = std::sqrt(Dot(point - anchor, point - anchor));
best = distance;
onEdge = false;
}
lastDistance = distance, lastHit = bestKey;
}
lastDistance = distance, lastHit = bestKey;
}
const bool onScene = !dragging && ((bestScene && best < 1e8) || onEdge);
const bool onPanel = dragging || (best < 1e8 && !onScene);
const Vec3 sight = Normalize(point - eye);
if (!dragging) {
if (!dragging && !reuse) {
// SteamVR Settings (see the top): the dashboard's main panel is hidden and its
// scene-graph panel shows the page.
onVrSettings = false;
@@ -2114,6 +2271,10 @@ int main() {
}
}
}
if (!reuse) {
pass = {!dragging, tnow, visibleGen, yaw, pitch, anchor, eye,
best, distance, bestKey, bestScene, onEdge, occluded, point};
}
if (onVrSettings != catcherHidesHit) {
overlay->SetOverlayFlag(cursor, vr::VROverlayFlags_HideLaserIntersection, onVrSettings);
catcherHidesHit = onVrSettings;
@@ -2130,20 +2291,16 @@ int main() {
alpha = std::clamp(1 - std::min(secs(lastMove) - gazeShow, secs(lastHeld)) / 0.25, 0.0, 1.0);
}
if (tnow < calPanelUntil) alpha = 0;
overlay->SetOverlayAlpha(marker, float(alpha));
overlay->SetOverlayWidthInMeters(marker, float(2 * SETTINGS_DOT * std::tan(cursorDeg * M_PI / 360)));
auto mm = Billboard(near, eye);
overlay->SetOverlayTransformAbsolute(marker, vr::TrackingUniverseStanding, &mm);
overlay->SetOverlayAlpha(cursor, 0);
overlay->SetOverlayWidthInMeters(cursor, float(2 * SETTINGS_CATCHER * std::tan(cursorDeg * M_PI / 360)));
auto mc = Billboard(far, eye);
overlay->SetOverlayTransformAbsolute(cursor, vr::TrackingUniverseStanding, &mc);
overlay->ShowOverlay(marker);
overlay->ShowOverlay(cursor);
markerDot.Alpha(float(alpha));
markerDot.Place(near, eye, float(2 * SETTINGS_DOT * std::tan(cursorDeg * M_PI / 360)));
cursorDot.Alpha(0);
cursorDot.Place(far, eye, float(2 * SETTINGS_CATCHER * std::tan(cursorDeg * M_PI / 360)));
markerDot.Show(true);
cursorDot.Show(true);
} else {
// On a panel: the non-interactive marker, pulled 5 mm toward the eye so it
// draws on top. In free space: the interactive dot the laser lands on.
const vr::VROverlayHandle_t show = onPanel ? marker : cursor, hide = onPanel ? cursor : marker;
DotOverlay &show = onPanel ? markerDot : cursorDot, &hide = onPanel ? cursorDot : markerDot;
const Vec3 at = onPanel ? point + Normalize(eye - point) * 0.005 : onScene ? point + dir * 0.05 : point;
const double dist = std::sqrt(Dot(at - eye, at - eye));
// Gaze mode: a pulse for each click, and with POINTER_GAZE_DOT=moving, shown only
@@ -2160,12 +2317,10 @@ int main() {
}
}
if (tnow < calPanelUntil) alpha = 0; // the calibration panel is up (see the top)
overlay->SetOverlayAlpha(show, float(alpha));
overlay->SetOverlayWidthInMeters(show, float(2 * dist * std::tan(scale * cursorDeg * M_PI / 360)));
auto m = Billboard(at, eye);
overlay->SetOverlayTransformAbsolute(show, vr::TrackingUniverseStanding, &m);
overlay->ShowOverlay(show);
overlay->HideOverlay(hide);
show.Alpha(float(alpha));
show.Place(at, eye, float(2 * dist * std::tan(scale * cursorDeg * M_PI / 360)));
show.Show(true);
hide.Show(false);
}
// Controller ray: from the eye, aimed at the cursor point, converted from the
@@ -2210,10 +2365,15 @@ int main() {
std::snprintf(msg, sizeof msg, "posq %.5f %.5f %.5f %.6f %.6f %.6f %.6f", oRaw.x, oRaw.y, oRaw.z, q[0],
q[1], q[2], q[3]);
SendTo(out, "ft_pointer", msg);
} else {
posed.valid = false;
} else if (!posed.valid || tnow - posed.at >= std::chrono::milliseconds(100) ||
Length(eyeRaw - posed.origin) >= 0.0002 || std::fabs(std::remainder(ayaw - posed.yaw, 360.0)) >= 0.04 ||
std::fabs(apitch - posed.pitch) >= 0.04) {
// The driver keeps the last pose: only a change goes out (see "Unchanged frames" at the top).
char msg[160];
std::snprintf(msg, sizeof msg, "pose %.5f %.5f %.5f %.4f %.4f", eyeRaw.x, eyeRaw.y, eyeRaw.z, ayaw, apitch);
SendTo(out, "ft_pointer", msg);
posed = {true, tnow, eyeRaw, ayaw, apitch};
}
}
@@ -2262,6 +2422,12 @@ int main() {
vr::VREvent_t ev;
while (sys->PollNextEvent(&ev, sizeof ev)) {
// The dashboard's overlays come and go with it, and a game brings its own.
if (ev.eventType == vr::VREvent_DashboardActivated || ev.eventType == vr::VREvent_DashboardDeactivated ||
ev.eventType == vr::VREvent_DashboardOverlayCreated || ev.eventType == vr::VREvent_SceneApplicationChanged)
overlays.Kick();
if (ev.eventType == vr::VREvent_TrackedDeviceActivated || ev.eventType == vr::VREvent_TrackedDeviceDeactivated)
ours = vr::k_unTrackedDeviceIndexInvalid;
if (ev.eventType == vr::VREvent_Quit) {
sys->AcknowledgeQuit_Exiting();
@@ -2270,6 +2436,15 @@ int main() {
return 0;
}
}
std::this_thread::sleep_for(std::chrono::milliseconds(8));
// Idle (see the top): wait for a command instead. Not with anything still to finish (the
// claim pulse, a click's release, a press).
const bool idle = !active && !handsOn && !claimPending && !claimHeld && !clickRelease && !leftHeld &&
hold.src == Src::None;
if (idle) {
pollfd p{in, POLLIN, 0};
poll(&p, 1, controllerButtons.Watching(inGame) ? 20 : 250);
} else {
std::this_thread::sleep_for(std::chrono::milliseconds(8));
}
}
}
+8
View File
@@ -111,6 +111,14 @@ class ControllerButtons {
}
}
// Whether Poll reads any button now (the main loop can't sleep long while it does).
bool Watching(bool inGame) const {
if (!ok_ || (inGame && !games_ && !capture_)) return false;
for (int i = 0; i < kCount; ++i)
if (bound_[i]) return true;
return false;
}
// {"manifest":true,"global":false,"bound":[...],"active":[...]}: active = bound and
// delivered (a controller that has the button is on, and SteamVR lets us have it).
std::string Status() const {
+27 -4
View File
@@ -58,6 +58,7 @@
#include <wlr/util/log.h>
#include "vr.h"
#include "controller-click.h"
#define MAX_SCREENS 24 // screens and spare outputs
@@ -104,6 +105,7 @@ struct server {
struct wl_list buffers; // tracked_buffer
struct wl_event_source *tick;
struct screen *pointer_focus;
struct ft_controller_click controller_click;
pid_t child;
// Where typing goes: the screens after a click on one, Steam after a click on another
// panel. The input relay grabs the keyboards while it's the screens (see keys_update).
@@ -292,6 +294,11 @@ static void handle_vr_event(const struct ft_event *e, void *data) {
return;
}
if (e->screen < 0 || e->screen >= MAX_SCREENS || !s->screens[e->screen]) return;
struct ft_event filtered = *e;
if (e->screen < s->n_config &&
!ft_controller_click_filter(&s->controller_click, &filtered, s->scale[e->screen])) return;
e = &filtered;
if (e->screen < 0 || e->screen >= MAX_SCREENS || !s->screens[e->screen]) return;
struct screen *sc = s->screens[e->screen];
struct wlr_surface *surface = sc->toplevel->base->surface;
const uint32_t t = now_ms();
@@ -374,7 +381,10 @@ static void keys_update(struct server *s) {
offsetof(struct sockaddr_un, sun_path) + 1 + sizeof name - 1);
}
// Every ~11 ms (90 Hz): SteamVR events, and frame callbacks for screens that committed.
// Every ~11 ms (90 Hz): SteamVR events, and frame callbacks for screens that committed. While
// Frametop is paused for a VR game (everything hidden), every 100 ms, and the frame callbacks
// once a second: KWin draws a screen only after its callback, and its apps wait for theirs, so
// the desktop hardly draws until it's resumed.
static int tick(void *data) {
struct server *s = data;
ft_vr_poll(handle_vr_event, s);
@@ -388,14 +398,15 @@ static int tick(void *data) {
}
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
for (int i = 0; i < MAX_SCREENS; ++i) {
const bool paused = ft_vr_paused();
for (int i = 0; i < MAX_SCREENS && (!paused || s->ticks % 10 == 0); ++i) {
struct screen *sc = s->screens[i];
if (sc && sc->frame_pending) {
sc->frame_pending = false;
wlr_surface_send_frame_done(sc->toplevel->base->surface, &now);
}
}
wl_event_source_timer_update(s->tick, 11);
wl_event_source_timer_update(s->tick, paused ? 100 : 11);
return 0;
}
@@ -514,7 +525,18 @@ static int control_readable(int fd, uint32_t mask, void *data) {
unsigned code;
int value, index, w, h;
double scale;
if (sscanf(buf, "size %d %d %d", &index, &w, &h) == 3) {
char tail;
if (strcmp(buf, "controller-click?") == 0) {
snprintf(reply, sizeof reply,
"{\"supported\":true,\"threshold\":%.3f,\"held\":%s,\"dragging\":%s,\"suppressedMotions\":%lu,\"clicks\":%lu,\"drags\":%lu}",
s->controller_click.threshold, s->controller_click.held ? "true" : "false",
s->controller_click.dragging ? "true" : "false", s->controller_click.suppressed,
s->controller_click.clicks, s->controller_click.drags);
} else if (sscanf(buf, "controller-click %lf %c", &scale, &tail) == 1) {
if (!isfinite(scale) || scale < 0 || scale > 64 || s->controller_click.buttons)
snprintf(reply, sizeof reply, "error threshold or held controller button");
else { s->controller_click.threshold = scale; snprintf(reply, sizeof reply, "ok"); }
} else if (sscanf(buf, "size %d %d %d", &index, &w, &h) == 3) {
// A new resolution for a screen, live: KWin resizes the screen to match. (KWin makes
// it this size times its scale; ft-floatd sends spares' sizes divided by theirs.)
const int min_w = index - 1 < s->n_config ? 320 : 64, min_h = index - 1 < s->n_config ? 200 : 64;
@@ -641,6 +663,7 @@ static bool setup_dmabuf(struct server *s) {
int main(int argc, char **argv) {
struct server s = {0};
s.controller_click.threshold = 8;
for (int i = 0; i < MAX_SCREENS; ++i) s.scale[i] = 1;
s.kb_screen = -1;
const char *socket_name = "ft-screens-0", *control_name = "ft_screens";
+46
View File
@@ -0,0 +1,46 @@
#ifndef FT_CONTROLLER_CLICK_H
#define FT_CONTROLLER_CLICK_H
#include <math.h>
#include <linux/input-event-codes.h>
#include "vr.h"
struct ft_controller_click {
bool held, dragging;
int screen;
uint32_t buttons;
double x, y, threshold, radius;
unsigned long suppressed, clicks, drags;
};
// Hold the desktop position at press time until movement exceeds a logical-pixel
// radius. No timer or delayed button-down. Only a hand controller's press starts
// it: the 3D mouse drives a laser too, and its short drags must stay drags.
static inline bool ft_controller_click_filter(struct ft_controller_click *c,
struct ft_event *e, double scale) {
if (e->type == FT_BUTTON && e->button >= BTN_LEFT && e->button < BTN_LEFT+8) {
uint32_t bit = 1u << (e->button-BTN_LEFT);
if (e->pressed) c->buttons |= bit; else c->buttons &= ~bit;
}
if (e->type == FT_BUTTON && e->pressed) {
if (e->button == BTN_LEFT && e->controller && !c->held && c->threshold > 0) {
c->held = true; c->dragging = false; c->screen = e->screen;
c->x = e->x; c->y = e->y; c->radius = c->threshold * scale;
} else if (e->button != BTN_LEFT) {
c->held = false; // Multi-button gestures retain their usual semantics.
}
} else if (e->type == FT_MOTION && c->held && !c->dragging) {
if (e->screen == c->screen && hypot(e->x-c->x, e->y-c->y) <= c->radius) {
++c->suppressed;
return false;
}
c->dragging = true; ++c->drags;
} else if (e->type == FT_BUTTON && e->button == BTN_LEFT && !e->pressed && c->held) {
if (!c->dragging) {
e->screen = c->screen; e->x = c->x; e->y = c->y;
++c->clicks;
}
c->held = false; c->dragging = false;
} else if (e->type == FT_LEAVE && c->held) {
return false; // Preserve the implicit grab through tiny edge excursions.
}
return true;
}
#endif
+42
View File
@@ -0,0 +1,42 @@
#include <assert.h>
#include "../controller-click.h"
static struct ft_event event(enum ft_event_type t, bool down, double x, double y) {
return (struct ft_event){.type=t,.screen=0,.button=BTN_LEFT,.pressed=down,.controller=true,.x=x,.y=y};
}
int main(void) {
struct ft_controller_click c={.threshold=8};
struct ft_event e=event(FT_BUTTON,true,100,100);
assert(ft_controller_click_filter(&c,&e,2));
e=event(FT_MOTION,false,112,108);
assert(!ft_controller_click_filter(&c,&e,2));
assert(c.held && !c.dragging && c.suppressed==1);
e=event(FT_BUTTON,false,116,111);
assert(ft_controller_click_filter(&c,&e,2));
assert(e.x==100 && e.y==100 && c.clicks==1 && !c.held);
e=event(FT_BUTTON,true,100,100);ft_controller_click_filter(&c,&e,1);
e=event(FT_MOTION,false,109,100);assert(ft_controller_click_filter(&c,&e,1));
assert(c.dragging && c.drags==1);
e=event(FT_MOTION,false,101,100);assert(ft_controller_click_filter(&c,&e,1));
e=event(FT_BUTTON,false,103,100);assert(ft_controller_click_filter(&c,&e,1));
assert(e.x==103 && c.clicks==1 && !c.held && !c.dragging);
e=event(FT_BUTTON,true,100,100);ft_controller_click_filter(&c,&e,1);
e=event(FT_LEAVE,false,0,0);assert(!ft_controller_click_filter(&c,&e,1));
e=event(FT_BUTTON,false,800,900);e.screen=1;ft_controller_click_filter(&c,&e,1);
assert(e.screen==0 && e.x==100 && c.clicks==2);
e=event(FT_BUTTON,true,100,100);ft_controller_click_filter(&c,&e,1);
e=event(FT_MOTION,false,101,100);e.screen=1;
assert(ft_controller_click_filter(&c,&e,1) && c.dragging);
e=event(FT_BUTTON,false,101,100);ft_controller_click_filter(&c,&e,1);
c.threshold=0;
e=event(FT_BUTTON,true,100,100);ft_controller_click_filter(&c,&e,1);
e=event(FT_MOTION,false,101,100);assert(ft_controller_click_filter(&c,&e,1) && !c.held);
c.threshold=8;
e=event(FT_BUTTON,true,100,100);ft_controller_click_filter(&c,&e,1);
e=event(FT_BUTTON,true,100,100);e.button=BTN_RIGHT;ft_controller_click_filter(&c,&e,1);
assert(!c.held);
// The 3D mouse's laser: a short drag stays a drag, and the release stays where it was.
e=event(FT_BUTTON,true,100,100);e.controller=false;assert(ft_controller_click_filter(&c,&e,1) && !c.held);
e=event(FT_MOTION,false,104,100);assert(ft_controller_click_filter(&c,&e,1));
e=event(FT_BUTTON,false,106,100);e.controller=false;
assert(ft_controller_click_filter(&c,&e,1) && e.x==106 && c.clicks==2 && c.suppressed==1);
}
+22 -2
View File
@@ -43,6 +43,10 @@
// own; also for flatscreen games, which aren't scene apps).
// - 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.
// - paused ("pause on", from the input relay when Frametop pauses for a VR game,
// input/game_pause.py): every screen and floating window hides whatever the mode, the
// hotkey, or the dashboard says, and compositor.c gives KWin a frame callback once a
// second instead of 90 times, so KWin and its apps hardly draw. "pause off" undoes it.
// - hand cutouts (handcut.cpp): where ft-hands (hands/) tracks a hand between an eye and a
// screen, that eye sees through the screen (to Room View). Only then is the screen
// drawn by us, into a side-by-side buffer (one half per eye); otherwise its client
@@ -320,6 +324,7 @@ double g_gestureAngle = 20; // gesture: look within this of the controller
std::string g_gestureHand = "left";
Lasers g_lasers = Lasers::OutsideGames; // when controllers' lasers work the screens (see the top)
bool g_gameRunning = false; // a scene app (VR game) is running
bool g_paused = false; // Frametop paused for a VR game: everything hidden (see the top)
InGames g_inGames = InGames::Hide; // during a VR game, the always mode acts like the dashboard mode
// ---------------------------------------------------------------- chrome (bar, button, handle)
@@ -734,6 +739,7 @@ void UpdateGame() {
}
bool ModeVisible() {
if (g_paused) return false;
switch (EffectiveMode()) {
case Mode::Always: return !g_manual;
case Mode::Toggle: return g_manual;
@@ -792,7 +798,7 @@ void UpdateVisibility() {
Mat head;
const bool haveHead = DevicePose(vr::k_unTrackedDeviceIndex_Hmd, &head);
for (auto &[i, s] : g_screens) {
bool visible = s.shown && (shared || s.drag != Drag::None) && !s.alone;
bool visible = !g_paused && s.shown && (shared || s.drag != Drag::None) && !s.alone;
// A floating window's panel: while a window floats on it, its output is on, and the
// window isn't minimized (and once it has a crop).
if (s.floating) visible = visible && s.floatOn && s.outputOn && !s.minimized && s.cropW > 0;
@@ -1330,7 +1336,8 @@ void UpdateCatcher() {
for (int k = 0; k < 3; ++k) params.vSource.v[k] = l.m[k][3], params.vDirection.v[k] = -l.m[k][2];
for (auto &[i, s] : g_screens) {
if (!s.visible) continue;
std::vector<vr::VROverlayHandle_t> parts(s.All().begin(), s.All().end());
const auto all = s.All(); // one copy: two calls give two temporaries, not one range
std::vector<vr::VROverlayHandle_t> parts(all.begin(), all.end());
for (const auto &[k, sub] : s.subs) parts.push_back(sub.overlay);
for (auto o : parts) {
vr::VROverlayIntersectionResults_t hit;
@@ -1568,6 +1575,7 @@ int ft_vr_modifiers(uint32_t format, uint64_t *out, int max) {
}
bool ft_vr_screens_shown(void) { return g_vr && ModeVisible(); }
bool ft_vr_paused(void) { return g_paused; }
} // extern "C"
@@ -1741,6 +1749,7 @@ void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data) {
e.type = FT_BUTTON;
e.button = LinuxButton(ev.data.mouse.button);
e.pressed = ev.eventType == vr::VREvent_MouseButtonDown;
e.controller = IsHandController(ev.trackedDeviceIndex);
at();
if (!e.pressed && s.titleCarry) e.x = s.carryX, e.y = s.carryY, s.titleCarry = false;
if (e.pressed) {
@@ -2102,6 +2111,17 @@ void ft_vr_command(const char *cmd, char *reply, int size) {
g_manual = always ? !want : want;
UpdateVisibility();
std::snprintf(reply, size, "ok %s", want ? "shown" : "hidden");
} else if (std::sscanf(cmd, "pause %15s", word) == 1) {
if (!std::strcmp(word, "on") || !std::strcmp(word, "off")) {
const bool on = !std::strcmp(word, "on");
if (on != g_paused)
std::printf("%s\n", on ? "paused for a VR game: everything hidden, KWin slowed down" : "resumed");
g_paused = on;
UpdateVisibility();
} else if (std::strcmp(word, "state") != 0) {
return (void)std::snprintf(reply, size, "error pause on|off|state");
}
std::snprintf(reply, size, "ok %s", g_paused ? "paused" : "running");
} else if (std::sscanf(cmd, "ingames %15s", word) == 1) {
if (!std::strcmp(word, "hide")) g_inGames = InGames::Hide;
else if (!std::strcmp(word, "visible")) g_inGames = InGames::Visible;
+3
View File
@@ -25,6 +25,7 @@ struct ft_event {
double x, y; // FT_MOTION: buffer pixels from the top left
uint32_t button; // FT_BUTTON: linux BTN_*
bool pressed;
bool controller; // FT_BUTTON: from a hand controller's laser (not the 3D mouse's)
double dx, dy; // FT_SCROLL: notches (positive dy: scroll down)
uint32_t key; // FT_KEY: linux KEY_* from our keyboard (pressed: down or up)
};
@@ -35,6 +36,8 @@ void ft_vr_shutdown(void);
int ft_vr_modifiers(uint32_t format, uint64_t *out, int max);
// The screens are showing (by the visibility mode; not counting a wrist-pinned screen).
bool ft_vr_screens_shown(void);
// Frametop is paused for a VR game ("pause on"): everything is hidden, and KWin slows down.
bool ft_vr_paused(void);
// A panel for screen `index`, width in metres, placed in a row in front of the head.
void ft_vr_screen_create(int index, double metres, int count);
void ft_vr_screen_destroy(int index);
+18 -3
View File
@@ -6,7 +6,22 @@
# `distrobox enter`.
box=${FRAME_BOX:-dev}
export XDG_RUNTIME_DIR=${XDG_RUNTIME_DIR:-/run/user/$(id -u)}
[ "$(podman container inspect -f '{{.State.Running}}' "$box" 2>/dev/null)" = true ] && exit 0
running() { [ "$(podman container inspect -f '{{.State.Running}}' "$box" 2>/dev/null)" = true ]; }
running && exit 0
podman container exists "$box" 2>/dev/null || exit 0 # not created yet: setup/dev-container.sh does that
exec systemd-run --user --scope --quiet --collect --description="$box container (started for Frametop)" \
podman start "$box" >/dev/null
since=$(date -u +%FT%T)
systemd-run --user --scope --quiet --collect --description="$box container (started for Frametop)" \
podman start "$box" >/dev/null || exit
# Every start runs distrobox-init in the container, and `distrobox enter` only waits for it
# when it starts the container itself. The first start installs what distrobox needs and sets
# up passwordless sudo, which takes a minute or more; until then sudo in the container asks
# for a password (issue #9). Later starts take a few seconds.
for i in $(seq 600); do
podman logs --since "$since" "$box" 2>&1 | grep -q '^container_setup_done' && exit 0
running || break
[ "$i" = 10 ] && echo "setting up the $box container (the first start takes a few minutes)" >&2
sleep 1
done
echo "the $box container didn't finish starting; see: podman logs $box" >&2
exit 1
+1
View File
@@ -25,6 +25,7 @@ for u in frametop-input-relay frametop-pointer frametop-power; do
echo "$u: $(systemctl --user is-enabled $u 2>/dev/null) / $(systemctl --user is-active $u 2>/dev/null)"
done
echo "desktop: $(pgrep -x ft-screens >/dev/null && echo running || echo 'not running'), plasmashell: $(pgrep -c plasmashell || true)"
echo "paused for VR games: $(cat /run/user/$(id -u)/frametop-pause.json 2>/dev/null || echo 'no (never paused since boot)')"
LD_LIBRARY_PATH=/opt/steamvr/bin/linuxarm64 /opt/steamvr/bin/linuxarm64/vrpathreg show 2>/dev/null | sed -n '/xternal/,$p'
section "What Frametop needs from SteamOS (scripts/update-check.py)"
+4
View File
@@ -0,0 +1,4 @@
#!/usr/bin/env bash
set -euo pipefail
root=$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)
"$root/scripts/frame.sh" -C screens 'mkdir -p build; gcc -std=c11 -Wall -Wextra -Werror tests/controller-click-test.c -lm -o build/controller-click-test && build/controller-click-test'
+80 -3
View File
@@ -12,15 +12,18 @@ This checks each one, and compares the versions with the last ones recorded as w
From a PC: ssh frame python3 - [--mark-good] < scripts/update-check.py
It only reads. It connects to SteamVR as a background app (which never starts SteamVR),
runs `vrcmd --overlays` as the pointer helper does, and maps the eye tracker's shared
memory read-only. It never starts, stops, or restarts anything.
runs `vrcmd --overlays` as the pointer helper does, maps the eye tracker's shared memory
read-only, and follows a controller on vrserver's web socket for a moment. It never starts,
stops, or restarts anything.
"""
import base64
import json
import math
import mmap
import os
import platform
import re
import socket
import struct
import subprocess
import sys
@@ -34,6 +37,8 @@ LAUNCHER = os.path.join(HOME, ".local/share/applications/deckard-nested-desktop.
VRPATHS = os.path.join(HOME, ".config/openvr/openvrpaths.vrpath")
BACKLIGHT = "/sys/class/backlight/ae94000.dsi.0/brightness" # as in power/ft-powerd.cpp
EYE_MMAP = "/dev/shm/eye-server.mmap"
VRSERVER = "http://127.0.0.1:27062" # its web socket: input/vrws.py
PAUSE_STATE = f"/run/user/{os.getuid()}/frametop-pause.json" # input/game_pause.py
HOST_GLIBC = (2, 39) # the newest the pointer driver may need (pointer/driver/build.sh)
# Packages in the OS image that Frametop depends on, and what to try by hand when one changes.
@@ -297,11 +302,19 @@ def check_overlays(desktop_up):
def check_services(sockets, desktop_up):
try:
with open(PAUSE_STATE) as f:
pause = json.load(f)
paused = pause["stopped"]["units"] if pause.get("paused") else []
except (OSError, ValueError, KeyError, TypeError):
paused = []
for unit, socket in UNITS.items():
if systemctl("is-enabled", unit) != "enabled":
continue
state = systemctl("is-active", unit)
if state != "active":
if state != "active" and unit + ".service" in paused:
report("skip", unit, "stopped while Frametop is paused for a VR game (input/ft-pause off resumes it)")
elif state != "active":
report("FAIL", unit, f"{state}; see journalctl --user -u {unit}")
elif socket and socket not in sockets:
report("FAIL", unit, f"runs, but hasn't opened {socket}")
@@ -345,6 +358,69 @@ def check_steam_ui():
report("warn", "Steam menu shortcut", f"{detail}; a Meta tap won't open the Steam menu (steam/ft-steam)")
def check_vr_socket():
"""vrserver's web socket, which the pause gesture reads the controllers from (input/vrws.py,
input/game_pause.py). It's undocumented: SteamVR's controller binding page uses it."""
label, headers = "vrserver web socket", {"Referer": f"{VRSERVER}/dashboard/controllerbinding.html"}
try:
import urllib.request
with urllib.request.urlopen(urllib.request.Request(f"{VRSERVER}/input/getstate.json", headers=headers),
timeout=3) as r:
devices = json.load(r).get("devices", [])
except (OSError, ValueError) as e:
report("FAIL", label, f"/input/getstate.json didn't answer ({e}); the pause gesture can't read the controllers")
return
found = [d for d in devices if d.get("controller_type") == "frame_controller" and d.get("root_path")
and d.get("side") in ("left", "right")]
if not found:
report("skip", label, "no Frame controller is on, so it wasn't checked")
return
if not all(any(c.get("path") == "/input/thumbstick/click" for c in d.get("components", [])) for d in found):
report("warn", label, "a controller lists no /input/thumbstick/click; the default pause gesture needs it")
data = b""
try:
with socket.create_connection(("127.0.0.1", 27062), timeout=3) as s:
key = base64.b64encode(os.urandom(16)).decode()
s.sendall((f"GET / HTTP/1.1\r\nHost: 127.0.0.1:27062\r\nUpgrade: websocket\r\nConnection: Upgrade\r\n"
f"Sec-WebSocket-Key: {key}\r\nSec-WebSocket-Version: 13\r\nOrigin: {VRSERVER}\r\n"
f"Referer: {headers['Referer']}\r\n\r\n").encode())
while b"\r\n\r\n" not in data:
chunk = s.recv(4096)
if not chunk:
break
data += chunk
if b" 101 " not in data.split(b"\r\n", 1)[0] + b" ":
report("FAIL", label, "vrserver refused the web socket; the pause gesture can't read the controllers")
return
mailbox = f"frametop_check_{os.getpid()}"
# Every controller: one lying still (or asleep) may send nothing at all.
for text in [f"mailbox_open {mailbox}"] + ["mailbox_send input_server " + json.dumps(
{"type": "request_input_state_updates", "device_path": d["root_path"], "returnAddress": mailbox})
for d in found]:
payload, mask = text.encode(), os.urandom(4)
size = bytes([0x80 | len(payload)]) if len(payload) < 126 else bytes([0x80 | 126]) + struct.pack(">H", len(payload))
s.sendall(b"\x81" + size + mask + bytes(b ^ mask[i % 4] for i, b in enumerate(payload)))
deadline = time.monotonic() + 3
try:
while b"update_component_states" not in data and time.monotonic() < deadline:
chunk = s.recv(65536)
if not chunk:
break
data += chunk
except socket.timeout:
report("skip", label, "it took the subscription, but no controller sent anything in 3 s "
"(lying still or asleep?): pick one up and check again")
return
except OSError as e:
report("FAIL", label, f"{e}; the pause gesture can't read the controllers")
return
if b"update_component_states" in data and b"/click" in data:
report("ok", label, "it still streams the controllers' buttons, which the pause gesture reads")
else:
report("FAIL", label, "no button states came, so the pause gesture can't read the controllers "
"(input/vrws.py: the message format changed?)")
def check_eye_tracker():
gaze = systemctl("is-enabled", "frametop-gaze") == "enabled"
try:
@@ -394,6 +470,7 @@ def main():
check_overlays(desktop_up)
check_services(sockets, desktop_up)
check_steam_ui()
check_vr_socket()
check_eye_tracker()
if args == ["--mark-good"]:
+2 -2
View File
@@ -45,9 +45,9 @@ fi
"$distrobox" enter dev -- bash -c '
set -euo pipefail
echo "installing ${#@} packages (already-installed ones are skipped)"
sudo dnf install -y -q "$@" 2>&1 | { grep -vE "is already installed|^Nothing to do|^$" || true; }
sudo -n dnf install -y -q "$@" 2>&1 | { grep -vE "is already installed|^Nothing to do|^$" || true; }
# OpenVR programs built here (the pointer helper and probe) look for the runtime at /opt/steamvr.
[ -e /opt/steamvr ] || sudo ln -s /run/host/opt/steamvr /opt/steamvr
[ -e /opt/steamvr ] || sudo -n ln -s /run/host/opt/steamvr /opt/steamvr
echo "dev container ready: $(. /etc/os-release; echo $PRETTY_NAME), glibc $(ldd --version | head -1 | grep -oE "[0-9.]+$")"
' dev "$@"
EOF