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DeeJanuzandClaude Opus 5.5 d8c2ed0c58 Screens: frame rates by attention, ticks in step with the display
ft-screens gave KWin a frame callback for every committed screen on each tick, and the tick
was an 11 ms timer set again after each run, so it slid through the display's frame and came
about 85 times a second at 90 Hz: the desktop repeated a frame several times a second (judder
in scrolling and video), and KWin drew every screen in one burst at a random point of
vrcompositor's frame. Hidden screens got the same 90 Hz unless Frametop was paused for a game.

- Ticks run on a timerfd at absolute times, once per display frame, 1 ms after the vsync
  (IVRSystem::GetTimeSinceLastVsync and the HMD's display frequency, read once a second), so
  KWin gets its callbacks early in the frame. Measured with --no-vr: 91 wakeups a second
  instead of about 85. On the Frame the vsync times SteamVR reports lie on a 90 Hz grid.
- Each screen's callbacks come at a rate for how much of it you see (vr.cpp,
  UpdateAttention): every frame while focused (within 12 degrees of where your head points,
  a laser or the mouse on it in the last 1.5 s, carried, or typed on), 15 a second for the
  rest of what you see (within 60 degrees), and 1 a second when hidden, behind you, or
  paused. Levels rise at once and fall after 1.5 s (focused) or 0.5 s (in view). KWin draws
  a screen only after its callback and its apps wait for theirs, so this throttles the apps
  too. A screen where nothing changes costs nothing at any rate, as before.
- A video in view keeps every frame: 8 commits in a row that each redraw 6% or more of the
  screen, at 10 a second or more, count as one (from the surface's buffer damage).
- "rates F V H" / --rates set the three rates (default 0 15 1, 0 = every frame), "rates?"
  shows them and each screen's level, "watch S" gives everything full rate for S seconds for
  a remote viewer (vnc-bridge.sh renews it), and "phase MS" moves the ticks for tuning.
- ft-screens' main thread runs at nice -5 after the session starts: SteamOS allows down to
  -8 once the soft RLIMIT_NICE is raised, and KWin waits on these ticks. It had spent nearly
  3 times as long waiting to run as running.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 09:16:46 -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
DeeJanuzandClaude Opus 5.5 12ad93d24c Gaze: install our eye tracker, prefer it, and say why a calibration dot wasn't taken
A user on a fresh install got "Calibration failed: only 0 of 21 dots" with
no reason. The installer never installed our tracker, so gaze used
SteamVR's, and the only way SteamVR's tracker rejects a dot is losing an
eye for most of the look. The panel just showed a red ring.

- install.sh: step 9/10 installs our tracker (gaze/tracker/install.sh)
  after gaze mode, yes by default; it needs sudo, so --yes runs it only
  when sudo won't prompt. If it fails, gaze keeps SteamVR's tracker.
  Configs that still say GAZE_TRACKER=steam (the old template) are asked
  whether to switch.
- GAZE_TRACKER=auto, the new default: ours when it's installed (the
  frame grabber, its unit, and ft-eyes' Python), else SteamVR's.
  ft-gazed rechecks every second, so installing it switches over. Input
  Settings lists Own tracker first as recommended, and says how to
  install it when it's missing (checking the host's /etc through
  /run/host from the dev container).
- The calibration panel has a note line, orange over the instructions:
  why a dot wasn't taken (an eye lost, a blink, the eyes disagreeing for
  SteamVR's tracker, from steady_samples' new drop counts; ft-eyes' reply
  for ours), what a click is still waiting for after 1.5 s, and a failed
  calibration's most common reason, which the Gaze page shows too.
  steady_samples keeps the same samples as before (checked on 2037
  windows of recordings); a lost eye is named before a blink, since its
  openness reads 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 20:48:52 -06:00
DeeJanuzandClaude Opus 5.5 a7f9a8dd80 Gaze: say why gaze mode can't work yet, and open the calibration whenever it's missing
Turning gaze mode on without a calibration opened Calibrate only on the
off-to-on change, and only if it could open right then. With the headset
off, the eye tracker silent, or the panel not built, or with gaze mode
already on when the gaze service started, nothing opened and nothing said
why: the pointer just stayed a mouse.

- The gaze service now checks every second: gaze mode on, no calibration
  for the tracker in use, eyes seen -> the full calibration opens. One
  that closes unfinished opens again only after the headset comes off and
  on, gaze mode off and on, or Calibrate, so it doesn't loop. A start that
  fails retries every 10 s.
- Its status says why gaze mode can't work yet (checks.problem): not
  calibrated and opening, open, closed unfinished, or can't open and why.
- Input Settings shows that under the Gaze pointer switch, along with the
  gaze service not installed or not running and our tracker missing its
  frame grabber.
- ft-gazectl on notes a missing calibration.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 17:50:52 -06:00
DeeJanuzandClaude Opus 5.5 ac142f6e4a ft-cutouts status: only the current run's tracker lines
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 17:26:59 -06:00
DeeJanuzandClaude Opus 5.5 b417534425 Hands: ft-cutouts, the hand cutouts without pinches and grips
hands/ft-cutouts on|off|status starts ft-camd and ft-hands as transient
user units with ft-hands' new --no-gestures: hands are published for
ft-screens' cutouts, but no pinch or grip is detected, so nothing clicks
or drags and a closing hand doesn't raise the tracking rate. It needs a
build and ft-camd's capabilities, not hands/run.sh install. Its units
conflict with ft-handsctl's, so each stops the other, and they stop with
SteamVR.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 17:22:52 -06:00
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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. 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 ## 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. 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. 1. In the launcher, choose Launch a program → Desktop.
@@ -27,7 +31,7 @@ You need a Steam Frame with an internet connection, a keyboard (Bluetooth, or th
It asks which version you want: stable (the `main` branch, tested releases) or experimental (the `experimental` branch, the newest features, less tested). Then it clones the repo into `~/frametop` and runs `install.sh`. To choose without the question, add `-s -- --stable` or `-s -- --experimental` after `bash`. By hand, the same is `git clone https://github.com/DeeJanuz/frametop.git ~/frametop`, then `cd ~/frametop` and `./install.sh` (add `--branch experimental` to the clone for experimental). It asks which version you want: stable (the `main` branch, tested releases) or experimental (the `experimental` branch, the newest features, less tested). Then it clones the repo into `~/frametop` and runs `install.sh`. To choose without the question, add `-s -- --stable` or `-s -- --experimental` after `bash`. By hand, the same is `git clone https://github.com/DeeJanuz/frametop.git ~/frametop`, then `cd ~/frametop` and `./install.sh` (add `--branch experimental` to the clone for experimental).
The installer sets up distrobox in your home folder (the system files aren't touched), a Fedora build container, and everything else. The first run downloads 1–2 GB. It asks you three things along the way: whether to install gaze mode (experimental, yes by default) and the Bluetooth fixes, then whether to restart SteamVR. The Bluetooth fixes need your `sudo` password; if you've never set one, run `passwd` first, or skip them for now. SteamVR has to restart once at the end, which closes everything open in VR, including the terminal. Rebooting the headset works too. The installer sets up distrobox in your home folder (the system files aren't touched), a Fedora build container, and everything else. The first run downloads 1–2 GB. It asks you four things along the way: whether to install gaze mode (experimental, yes by default), our own eye tracker for it (yes by default), and the Bluetooth fixes, then whether to restart SteamVR. The eye tracker and the Bluetooth fixes need your `sudo` password; if you've never set one, run `passwd` first, or skip them for now. SteamVR has to restart once at the end, which closes everything open in VR, including the terminal. Rebooting the headset works too.
After the restart, Launch a program → Desktop opens the multi-screen desktop, with its screens arranged around where you're facing. Frametop Display Settings and Frametop Input Settings are in the desktop's application menu, under Settings. After the restart, Launch a program → Desktop opens the multi-screen desktop, with its screens arranged around where you're facing. Frametop Display Settings and Frametop Input Settings are in the desktop's application menu, under Settings.
@@ -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 | | 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 | | 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 | | 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. 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.
@@ -91,9 +95,21 @@ 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 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 | | 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) ### 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). Turn it on and calibrate it on the Gaze page of Frametop Input Settings. 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.
| Do this | To get this | | Do this | To get this |
| --- | --- | | --- | --- |
@@ -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. - 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. - 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. - 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. 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). - 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. - 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. - 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. - 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 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 ## Update
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@@ -802,7 +802,7 @@ Kirigami.ApplicationWindow {
Repeater { Repeater {
model: [ 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: "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 { delegate: ColumnLayout {
required property var modelData 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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@@ -175,7 +175,7 @@ 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 `$XDG_RUNTIME_DIR/frametop/doc`, and that broke saving and uploading in Flatpak apps. The file picker (xdg-desktop-portal 1.18.4 on SteamOS) gives a sandboxed app the host path of the file it picked, `/run/user/1000/frametop/doc/ID/NAME`. Inside the sandbox the portal is at `/run/flatpak/doc`, and `/run/user/1000` is a private per-app folder (`.flatpak/APP/xdg-run` in the runtime directory). So Brave created the missing folder there, "finished" the download into it, and the file vanished when the session cleaned up. The session script now links that path to `/run/flatpak/doc` in each installed app's folder before Plasma starts. Upstream xdg-desktop-portal fixed this after 1.22.1 (commit `69ba5e1`) by handing Flatpak apps `/run/flatpak/doc` paths, after which the links go unused. The private runtime directory also moves the session's document portal to `$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-`. 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 +189,15 @@ 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. 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 (since then, a hidden screen always gets one a second; see the frame rates in reference.md), 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 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 ## 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. 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 ## 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. - **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: single-instance and D-Bus-activated apps open their windows from a process that was already running. - **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`). - **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. - **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. - **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 +66,15 @@ 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 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 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 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 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 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
rates focused in_view hidden rates? watch seconds phase ms
``` ```
`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. Each screen draws at a frame rate for how much of it you see. KWin draws a screen only after ft-screens gives it a frame callback, and its apps wait for theirs, so the rate of callbacks is the screen's frame rate, for KWin and the apps on it alike. A screen is focused while you look at it (within 12 degrees of where your head points), while a laser or the mouse is on it or was in the last 1.5 seconds, while it's carried, and while you type on it; it gets every display frame. The rest of what you can see (within 60 degrees) gets 15 frames a second, and a hidden screen, one behind you, and everything while paused get one a second. A level goes up at once and comes down after a moment (1.5 s from focused, 0.5 s from in view). A video, or anything moving over a large part of a screen (6% or more of it, redrawn on 8 commits in a row, 10 or more a second), keeps every frame while in view. A floating window is a screen of its own here. Nothing that stands still costs anything at any rate: KWin sends a frame only when something on the screen changed. `rates F V H` sets the three rates in Hz (0: every display frame; default `0 15 1`, also `ft-screens --rates 0,15,1`), and `rates?` shows them, the display's rate, and for each screen its level, its milliseconds between frames, and whether it counts as a video. `watch S` gives every screen full rate for S seconds: remote desktop renews it while a VNC client is connected, since a viewer sees what KWin draws. The ticks (SteamVR events and the callbacks) come once per display frame, 1 ms after the vsync (`phase ms` changes that, for tuning), in step with the display rather than on a timer that drifted through the frame.
`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 ## Input relay
@@ -110,15 +113,16 @@ pointer/helper/run.sh status | log | restart
pointer/driver/install.sh probe # devices, hand roles, who owns the dashboard pointer pointer/driver/install.sh probe # devices, hand roles, who owns the dashboard pointer
``` ```
The pointer settings are in `~/.config/frametop.conf`: `POINTER_SENSITIVITY`, `POINTER_IDLE`, `POINTER_WAKE_COUNTS`, `POINTER_CONTROLLER_PICKUP`, `POINTER_DISTANCE`, `POINTER_CURSOR_DEG`, `POINTER_ORIGIN_FRACTION`, `POINTER_ORIGIN_MARGIN`, `POINTER_SCENE_RADIUS`, `POINTER_EDGE_REACH`, `POINTER_LASER_WIDTH`, `POINTER_IGNORE`, the head follow settings `POINTER_FOLLOW`, `POINTER_LEASH_DEG`, `POINTER_LEASH_DELAY`, `POINTER_LEASH_RETURN`, and `POINTER_FOLLOW_REACH`, and the gaze mode settings `POINTER_GAZE`, `POINTER_GAZE_RETAKE`, `POINTER_GAZE_NUDGE_MAX`, `POINTER_GAZE_HOLD`, `POINTER_GAZE_DOT`, `POINTER_GAZE_SHOW`, `POINTER_GAZE_MOUSE`, `POINTER_GAZE_MOUSE_MOVE`, and the keyboard clicks' `POINTER_HEAD_DEADZONE` and `POINTER_KEY_TAP`, and the gaze service's `GAZE_TRACKER` (SteamVR's eye tracker or our own) and `GAZE_EYE` (the eye bias). The example config explains each. Frametop Input Settings changes them live; after editing the file by hand, restart the relay or the helper (the gaze service reads its two again when the file changes). The pointer settings are in `~/.config/frametop.conf`: `POINTER_SENSITIVITY`, `POINTER_IDLE`, `POINTER_WAKE_COUNTS`, `POINTER_CONTROLLER_PICKUP`, `POINTER_DISTANCE`, `POINTER_CURSOR_DEG`, `POINTER_ORIGIN_FRACTION`, `POINTER_ORIGIN_MARGIN`, `POINTER_SCENE_RADIUS`, `POINTER_EDGE_REACH`, `POINTER_LASER_WIDTH`, `POINTER_IGNORE`, the head follow settings `POINTER_FOLLOW`, `POINTER_LEASH_DEG`, `POINTER_LEASH_DELAY`, `POINTER_LEASH_RETURN`, and `POINTER_FOLLOW_REACH`, and the gaze mode settings `POINTER_GAZE`, `POINTER_GAZE_RETAKE`, `POINTER_GAZE_NUDGE_MAX`, `POINTER_GAZE_HOLD`, `POINTER_GAZE_DOT`, `POINTER_GAZE_SHOW`, `POINTER_GAZE_MOUSE`, `POINTER_GAZE_MOUSE_MOVE`, and the keyboard clicks' `POINTER_HEAD_DEADZONE` and `POINTER_KEY_TAP`, and the gaze service's `GAZE_TRACKER` (`auto`, the default: our own eye tracker when it's installed, else SteamVR's; or `own` or `steam`) and `GAZE_EYE` (the eye bias). The example config explains each. Frametop Input Settings changes them live; after editing the file by hand, restart the relay or the helper (the gaze service reads its two again when the file changes).
## Frametop Input Settings ## 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. - 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`. - 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. - 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. - Pointer has a Head follow switch and sliders for the pointer settings, which apply immediately, and a Recenter button.
- Ignored panels lists the SteamVR overlays that are showing, grouped by app (the first two parts of the overlay key, such as `sasaken.frame-perf-overlay`), from the pointer helper (`overlays`). Tick a panel, or Ignore the whole app, and the pointer passes through it to what's behind. It's for panels you only look at, like a performance overlay that follows your view. The list is saved as `POINTER_IGNORE` in `~/.config/frametop.conf`: comma-separated overlay keys, where a shell pattern like `vendor.app*` covers a whole app, including panels it opens later. The helper reloads at once. Frametop's own screens aren't listed, and entries for apps that aren't open are listed below, to remove. - Ignored panels lists the SteamVR overlays that are showing, grouped by app (the first two parts of the overlay key, such as `sasaken.frame-perf-overlay`), from the pointer helper (`overlays`). Tick a panel, or Ignore the whole app, and the pointer passes through it to what's behind. It's for panels you only look at, like a performance overlay that follows your view. The list is saved as `POINTER_IGNORE` in `~/.config/frametop.conf`: comma-separated overlay keys, where a shell pattern like `vendor.app*` covers a whole app, including panels it opens later. The helper reloads at once. Frametop's own screens aren't listed, and entries for apps that aren't open are listed below, to remove.
@@ -199,14 +203,41 @@ power/run.sh off | on # the displays off now, or back on
power/run.sh log 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 every display frame. 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) ## 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. - 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. - 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.
- A correction before a click teaches the gaze service the tracker's error there. A correction bigger than `POINTER_GAZE_NUDGE_MAX` (55 degrees) isn't learned; it opens a quick check instead. - A correction before a click teaches the gaze service the tracker's error there. A correction bigger than `POINTER_GAZE_NUDGE_MAX` (55 degrees) isn't learned; it opens a quick check instead.
- Calibration and checks run in a panel fixed to the headset (`gaze/panel/ft-gazepanel`, which the gaze service runs), from the Gaze page: Quick check is one dot, and also opens when you put the headset on. Calibrate is three rounds of dots, dark to bright; look at each dot and left click or press Meta+J to take it. Check headset fit shows, live, how well the tracker sees each eye. A right click or Meta+K closes the panel. Gaze mode coming on without a calibration opens Calibrate by itself. - Calibration and checks run in a panel fixed to the headset (`gaze/panel/ft-gazepanel`, which the gaze service runs), from the Gaze page: Quick check is one dot, and also opens when you put the headset on. Calibrate is three rounds of dots, dark to bright; look at each dot and left click or press Meta+J to take it. Check headset fit shows, live, how well the tracker sees each eye. A right click or Meta+K closes the panel. Gaze mode on without a calibration opens Calibrate by itself, as soon as your eyes are seen. If gaze mode is on but can't follow your eyes yet (no calibration, the calibration can't open, the gaze service not running), the Gaze page says why under the Gaze pointer switch, and `gaze/ft-gazectl on` notes it.
[gaze/README.md](../gaze/README.md) has the details, our own eye tracker, and the gaze probe, a development tool. [gaze/README.md](../gaze/README.md) has the details, our own eye tracker, and the gaze probe, a development tool.
+29 -6
View File
@@ -229,6 +229,24 @@ def cmdline(pid):
return [] 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: class Launch:
"""An app we started: its first window floats, or (for a profile) its windows go to the """An app we started: its first window floats, or (for a profile) its windows go to the
profile's entries for it, in order.""" profile's entries for it, in order."""
@@ -745,7 +763,10 @@ class Daemon:
Returns (reply, pid or None).""" Returns (reply, pid or None)."""
if app: if app:
app = app.removesuffix(".desktop") 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: if info is None:
return f"error no app {app}", None return f"error no app {app}", None
pids = [] pids = []
@@ -776,8 +797,10 @@ class Daemon:
return None return None
chain = pid_chain(int(ev.get("pid") or 0)) chain = pid_chain(int(ev.get("pid") or 0))
app = ev.get("app", "") 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: 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: if not la.entries or len(la.entries) <= 1:
self.launches.remove(la) self.launches.remove(la)
return la return la
@@ -841,7 +864,7 @@ class Daemon:
for wid, ev in self.windows.items(): for wid, ev in self.windows.items():
if not recordable(ev): if not recordable(ev):
continue 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"): if not entry.get("app") and not entry.get("cmd"):
continue continue
f = self.floats.get(wid) f = self.floats.get(wid)
@@ -868,7 +891,7 @@ class Daemon:
return out return out
def window_key(self, ev): 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): def open_profile(self, name):
"""Open a profile's apps (additive: nothing closes).""" """Open a profile's apps (additive: nothing closes)."""
@@ -884,9 +907,9 @@ class Daemon:
if key != "[]": if key != "[]":
groups.setdefault(key, []).append(e) groups.setdefault(key, []).append(e)
claimed = set() claimed = set()
keys = {wid: self.window_key(ev) for wid, ev in self.windows.items() if recordable(ev)}
for key, entries in groups.items(): for key, entries in groups.items():
have = [ev for wid, ev in self.windows.items() have = [ev for wid, ev in self.windows.items() if wid not in claimed and keys.get(wid) == key]
if wid not in claimed and recordable(ev) and self.window_key(ev) == key]
for e, ev in zip(entries, have): for e, ev in zip(entries, have):
claimed.add(ev["id"]) claimed.add(ev["id"])
self.place_entry(ev, e) self.place_entry(ev, e)
+4 -3
View File
@@ -7,7 +7,7 @@ The Steam Frame's eye tracking as pointer input: a gaze mode for the 3D mouse (t
- `tracker/` is our own eye tracker, an alternative to SteamVR's: `ft-eyes` finds the pupils and glints in the eye-camera frames that `ft-eyegrab` (a small root service) copies out of SteamVR's tracker. See "Our own eye tracker" below. - `tracker/` is our own eye tracker, an alternative to SteamVR's: `ft-eyes` finds the pupils and glints in the eye-camera frames that `ft-eyegrab` (a small root service) copies out of SteamVR's tracker. See "Our own eye tracker" below.
- `probe/ft-gazeprobe` (GTK 4, host Python) is a fullscreen playground, for developing the gaze tracking: day to day, the calibration and the checks run in the headset panel (Quick check, Calibrate, and Check headset fit on the Gaze page). It runs ft-gaze, draws where you're looking, measures accuracy, and tries out hold-to-adjust clicking with a calibration that learns from your adjustments. - `probe/ft-gazeprobe` (GTK 4, host Python) is a fullscreen playground, for developing the gaze tracking: day to day, the calibration and the checks run in the headset panel (Quick check, Calibrate, and Check headset fit on the Gaze page). It runs ft-gaze, draws where you're looking, measures accuracy, and tries out hold-to-adjust clicking with a calibration that learns from your adjustments.
Day to day, install the gaze service, then turn gaze mode on and calibrate on the Gaze page of Frametop Input Settings (Calibrate). The installer offers the gaze service (`gaze/run.sh install`); the probe and our own tracker are installed by hand. Day to day, install the gaze service, then turn gaze mode on and calibrate on the Gaze page of Frametop Input Settings (Calibrate). The installer offers the gaze service (`gaze/run.sh install`) and then our own tracker (`gaze/tracker/install.sh`), which gaze mode uses once it's installed; the probe is installed by hand.
``` ```
gaze/run.sh install # the gaze service: builds ft-gaze and the panel, starts with SteamVR gaze/run.sh install # the gaze service: builds ft-gaze and the panel, starts with SteamVR
@@ -23,7 +23,7 @@ gaze/probe/ft-gazeprobe --screen 1
Gaze as an input method for the whole desktop, without replacing anything of SteamVR's: Gaze as an input method for the whole desktop, without replacing anything of SteamVR's:
- `ft-gazed` (host Python, a user service: `gaze/run.sh install`) runs ft-gaze and corrects its gaze. Two settings on the Gaze page of Frametop Input Settings (`GAZE_TRACKER` and `GAZE_EYE` in `~/.config/frametop.conf`, read again when the file changes) pick whose eye tracking it uses and how it weights the eyes: - `ft-gazed` (host Python, a user service: `gaze/run.sh install`) runs ft-gaze and corrects its gaze. Two settings on the Gaze page of Frametop Input Settings (`GAZE_TRACKER` and `GAZE_EYE` in `~/.config/frametop.conf`, read again when the file changes) pick whose eye tracking it uses and how it weights the eyes:
- **Eye tracker:** SteamVR's (the default), or our own (Own tracker: see "Our own eye tracker" below). The gaze service runs ours while this is on. It keeps its own calibration: with Own tracker chosen, Calibrate on the Gaze page calibrates it. The gaze pointer's settings (hand back, nudges, hold to drag, the dot) are the pointer helper's, so they're the same with either. - **Eye tracker:** our own (Own tracker: see "Our own eye tracker" below) or SteamVR's. The default, `GAZE_TRACKER=auto`, is ours when it's installed (its frame grabber, and ft-eyes' Python in the gaze service's checkout), else SteamVR's, and it switches when ours is installed or removed; picking one on the Gaze page sets it for good. The gaze service runs ours while it's the one in use. It keeps its own calibration: with Own tracker chosen, Calibrate on the Gaze page calibrates it. The gaze pointer's settings (hand back, nudges, hold to drag, the dot) are the pointer helper's, so they're the same with either.
- **Eye bias:** Auto, Left, or Right. The gaze combines both eyes, each calibrated on its own, because their errors partly cancel: on 306 clicks with our tracker, the eyes' sideways errors were correlated -0.37, and both together were 0.65 degrees off (median) against 0.96 for the left eye alone and 1.11 for the right. So Left or Right leans instead of choosing: that eye counts twice as much as the other (0.03 degrees worse there toward the better eye, 0.13 toward the worse). Auto weights each eye by the inverse square of how far off it was at your last 20 nudges, once each eye has 5, and evenly before that. Each eye's miss is measured before that nudge teaches anything, so each is a fresh test. The calibration's own fit isn't used for this: on SteamVR's test of 2026-09-29, the calibration dots said the left eye was the better one, and new spots said the right. Either eye carries the gaze alone while the other is closed or lost. - **Eye bias:** Auto, Left, or Right. The gaze combines both eyes, each calibrated on its own, because their errors partly cancel: on 306 clicks with our tracker, the eyes' sideways errors were correlated -0.37, and both together were 0.65 degrees off (median) against 0.96 for the left eye alone and 1.11 for the right. So Left or Right leans instead of choosing: that eye counts twice as much as the other (0.03 degrees worse there toward the better eye, 0.13 toward the worse). Auto weights each eye by the inverse square of how far off it was at your last 20 nudges, once each eye has 5, and evenly before that. Each eye's miss is measured before that nudge teaches anything, so each is a fresh test. The calibration's own fit isn't used for this: on SteamVR's test of 2026-09-29, the calibration dots said the left eye was the better one, and new spots said the right. Either eye carries the gaze alone while the other is closed or lost.
With SteamVR, each eye is its own reading (set 2), corrected by its calibration from the probe (the Left eye and Right eye sources) plus what the pointer has taught that eye since. On that test, the two eyes each calibrated and averaged were 1.70 degrees off (median; mean 1.62) against 1.72 (mean 1.84) for SteamVR's combined gaze with its calibration. A calibration from before the probe had the eyes as sources, or `--source`, uses the older path. That path runs on SteamVR's combined gaze (mmap set 1), corrected as a whole. When the tracker loses one eye (its variance for that eye jumps from about 0.001 to 0.02), the gaze comes from the other eye instead: that eye's own reading (set 2) plus what it usually reads against the combined gaze, learned while both eyes are seen, in 10 degree cells of where it looks. Set 1 keeps going on one eye too, but it holds the lost eye's yaw where it was, so the gaze moves half as far sideways as your eyes do. On a recording, one eye alone came out a median 0.8 degrees from both eyes' gaze over a steady look, a little more jittery. With SteamVR, each eye is its own reading (set 2), corrected by its calibration from the probe (the Left eye and Right eye sources) plus what the pointer has taught that eye since. On that test, the two eyes each calibrated and averaged were 1.70 degrees off (median; mean 1.62) against 1.72 (mean 1.84) for SteamVR's combined gaze with its calibration. A calibration from before the probe had the eyes as sources, or `--source`, uses the older path. That path runs on SteamVR's combined gaze (mmap set 1), corrected as a whole. When the tracker loses one eye (its variance for that eye jumps from about 0.001 to 0.02), the gaze comes from the other eye instead: that eye's own reading (set 2) plus what it usually reads against the combined gaze, learned while both eyes are seen, in 10 degree cells of where it looks. Set 1 keeps going on one eye too, but it holds the lost eye's yaw where it was, so the gaze moves half as far sideways as your eyes do. On a recording, one eye alone came out a median 0.8 degrees from both eyes' gaze over a steady look, a little more jittery.
@@ -33,8 +33,9 @@ Gaze as an input method for the whole desktop, without replacing anything of Ste
- **The mouse only corrects** (the default; the Gaze page's Mouse movement switch, `POINTER_GAZE_MOUSE_MOVE=held`): while the gaze has the pointer, moving the mouse does nothing. The buttons work like Meta+J and Meta+K: press and hold one and the pointer stops where you look; move the mouse onto what you meant and let go to click there (a left or a right click). Held still for half a second, a press is a real one (to drag). Once you've moved, the left button alone only clicks: press the right one while still holding the left to start a drag there; it lasts while either button is held. Press the right one again (a double right click, the left still held) to pan and tilt what you're dragging, as a right press does during any drag. A bumped or drifting mouse can't pull the pointer away, and every mouse move is a correction, so the tracker only learns from real ones. With the gaze stale for a second (the tracker stopped, eyes lost), in a game, or with the headset off, the mouse moves the pointer as usual. `free` (the switch off) lets the mouse take the pointer any time. - **The mouse only corrects** (the default; the Gaze page's Mouse movement switch, `POINTER_GAZE_MOUSE_MOVE=held`): while the gaze has the pointer, moving the mouse does nothing. The buttons work like Meta+J and Meta+K: press and hold one and the pointer stops where you look; move the mouse onto what you meant and let go to click there (a left or a right click). Held still for half a second, a press is a real one (to drag). Once you've moved, the left button alone only clicks: press the right one while still holding the left to start a drag there; it lasts while either button is held. Press the right one again (a double right click, the left still held) to pan and tilt what you're dragging, as a right press does during any drag. A bumped or drifting mouse can't pull the pointer away, and every mouse move is a correction, so the tracker only learns from real ones. With the gaze stale for a second (the tracker stopped, eyes lost), in a game, or with the headset off, the mouse moves the pointer as usual. `free` (the switch off) lets the mouse take the pointer any time.
- **Keyboard clicks** (Meta+J left, Meta+K right; other key combinations on the Keyboard page of Input Settings): tap to click where you look. A quick tap (let go within 0.25 s, `POINTER_KEY_TAP`) clicks where the dot was when you pressed, whatever your head did, and tells the gaze service it was right there. Hold instead, and the dot stays put in your view: turn your head until it sits on what you meant, and let go to click there (the correction is a lesson, as with the mouse, under the same limit: past `POINTER_GAZE_NUDGE_MAX` it opens the quick check instead). Hold still for half a second to press for real, then turn your head to drag. With Meta+J held, Meta+K presses where the dot is now, so you can correct first and then drag; the drag lasts while either key is held. Meta+K during a Meta+J drag (again, after starting it with Meta+K: a double Meta+K) pans and tilts what you're dragging while it's held: turn your head to turn it. - **Keyboard clicks** (Meta+J left, Meta+K right; other key combinations on the Keyboard page of Input Settings): tap to click where you look. A quick tap (let go within 0.25 s, `POINTER_KEY_TAP`) clicks where the dot was when you pressed, whatever your head did, and tells the gaze service it was right there. Hold instead, and the dot stays put in your view: turn your head until it sits on what you meant, and let go to click there (the correction is a lesson, as with the mouse, under the same limit: past `POINTER_GAZE_NUDGE_MAX` it opens the quick check instead). Hold still for half a second to press for real, then turn your head to drag. With Meta+J held, Meta+K presses where the dot is now, so you can correct first and then drag; the drag lasts while either key is held. Meta+K during a Meta+J drag (again, after starting it with Meta+K: a double Meta+K) pans and tilts what you're dragging while it's held: turn your head to turn it.
- **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. - **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 when gaze mode comes on without one) 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. 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. 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`. - **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. - 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. 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; double lastEmit = 0;
int actionErrors = 0; int actionErrors = 0;
vr::EVRInputError lastActionError = vr::VRInputError_None; 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) { while (true) {
const double now = NowRaw(); 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; vr::TrackedDevicePose_t hp;
sys->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseStanding, 0, &hp, 1); sys->GetDeviceToAbsoluteTrackingPose(vr::TrackingUniverseStanding, 0, &hp, 1);
if (hp.bPoseIsValid) history.Add(now, hp.mDeviceToAbsoluteTracking); 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 // SteamVR's action: a room-space origin and fixation point, turned into the head
// frame so every source reports the same kind of angles. // frame so every source reports the same kind of angles.
std::string action = "{\"ok\":0}"; std::string action = "{\"ok\":0}";
vr::VRActiveActionSet_t active{}; if (!inGame) {
active.ulActionSet = set; vr::VRActiveActionSet_t active{};
active.nPriority = vr::k_nActionSetOverlayGlobalPriorityMin; active.ulActionSet = set;
input->UpdateActionState(&active, sizeof active, 1); active.nPriority = vr::k_nActionSetOverlayGlobalPriorityMin;
vr::VREyeTrackingData_t e{}; input->UpdateActionState(&active, sizeof active, 1);
const vr::EVRInputError ae = vr::VREyeTrackingData_t e{};
input->GetEyeTrackingDataRelativeToNow(gaze, vr::TrackingUniverseStanding, 0, &e, sizeof e); const vr::EVRInputError ae =
if (ae == vr::VRInputError_None && e.bActive && e.bValid) { input->GetEyeTrackingDataRelativeToNow(gaze, vr::TrackingUniverseStanding, 0, &e, sizeof e);
const Vec3 o{e.vGazeOrigin.v[0], e.vGazeOrigin.v[1], e.vGazeOrigin.v[2]}; if (ae == vr::VRInputError_None && e.bActive && e.bValid) {
const Vec3 t{e.vGazeTarget.v[0], e.vGazeTarget.v[1], e.vGazeTarget.v[2]}; const Vec3 o{e.vGazeOrigin.v[0], e.vGazeOrigin.v[1], e.vGazeOrigin.v[2]};
const Vec3 dHead = RotateInverse(headNow, Normalize(t - o)); const Vec3 t{e.vGazeTarget.v[0], e.vGazeTarget.v[1], e.vGazeTarget.v[2]};
char extra[96]; const Vec3 dHead = RotateInverse(headNow, Normalize(t - o));
std::snprintf(extra, sizeof extra, "\"tracked\":%d,\"dist\":%.3f,", int(e.bTracked), Length(t - o)); char extra[96];
action = SrcJson(list, headNow, dHead, extra); std::snprintf(extra, sizeof extra, "\"tracked\":%d,\"dist\":%.3f,", int(e.bTracked), Length(t - o));
} else if (ae != lastActionError || (verbose && ++actionErrors % 90 == 1)) { action = SrcJson(list, headNow, dHead, extra);
std::fprintf(stderr, "ft-gaze: action: error %d active %d valid %d\n", int(ae), int(e.bActive), } else if (ae != lastActionError || (verbose && ++actionErrors % 90 == 1)) {
int(e.bValid)); std::fprintf(stderr, "ft-gaze: action: error %d active %d valid %d\n", int(ae), int(e.bActive),
lastActionError = ae; int(e.bValid));
lastActionError = ae;
}
} }
std::string m1 = "{\"ok\":0}", m2 = m1, left = m1, right = m1, eye = "null"; std::string m1 = "{\"ok\":0}", m2 = m1, left = m1, right = m1, eye = "null";
+10 -1
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@@ -36,8 +36,17 @@ def main():
if r is None: if r is None:
sys.exit("the pointer helper isn't running") sys.exit("the pointer helper isn't running")
print(f"gaze mode {r.removeprefix('ok ')}" if r else "no answer (an older pointer helper without gaze mode?)") print(f"gaze mode {r.removeprefix('ok ')}" if r else "no answer (an older pointer helper without gaze mode?)")
if ask("ft_gazed", "status", 0.3) is None: st = ask("ft_gazed", "status", 0.3)
if st is None:
print("note: the gaze service (ft-gazed) isn't running, so the pointer has no gaze to follow") print("note: the gaze service (ft-gazed) isn't running, so the pointer has no gaze to follow")
elif r == "ok on":
try:
calibrated = (json.loads(st).get("checks") or {}).get("calibrated")
except ValueError:
calibrated = None
if calibrated is False:
print("note: no calibration for this eye tracker yet; it opens in the headset "
"(if it can't, ft-gazectl status says why: checks.problem)")
elif cmd in ("status", "forget", "reload"): elif cmd in ("status", "forget", "reload"):
r = ask("ft_gazed", cmd) r = ask("ft_gazed", cmd)
if r is None: if r is None:
+102 -15
View File
@@ -3,8 +3,12 @@
Two settings in ~/.config/frametop.conf (the Gaze page of Frametop Input Settings), read Two settings in ~/.config/frametop.conf (the Gaze page of Frametop Input Settings), read
again when the file changes: again when the file changes:
GAZE_TRACKER=steam|own SteamVR's eye tracker (default), or our own (gaze/tracker/ft-eyes, GAZE_TRACKER=auto|own|steam
ft-gaze's source "own"; this service runs it, see below) our own eye tracker (gaze/tracker/ft-eyes, ft-gaze's source "own";
this service runs it, see below) or SteamVR's. auto (the default)
is ours when it's installed (gaze/tracker/install.sh: the frame
grabber, and ft-eyes' Python in this checkout), else SteamVR's; it
switches when ours is installed or removed.
GAZE_EYE=auto|left|right the eye bias (gazecal.EyeWeights): auto weights each eye by how far GAZE_EYE=auto|left|right the eye bias (gazecal.EyeWeights): auto weights each eye by how far
off it was at your recent nudges; left or right counts that eye twice off it was at your recent nudges; left or right counts that eye twice
as much as the other. Either eye alone carries the gaze when the as much as the other. Either eye alone carries the gaze when the
@@ -59,9 +63,18 @@ and the error moves): lessons from before count less then, so the first few afte
relearn the offset. relearn the offset.
Our own tracker (gaze/tracker/ft-eyes) runs here too, in the dev container, while 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 GAZE_TRACKER=own and the gaze is in use (below), or the gaze probe asks for it ("eyes SECONDS",
reads the eye-camera frames the root service frametop-eyegrab copies (gaze/tracker/install.sh), a lease the probe renews). It reads the eye-camera frames the root service frametop-eyegrab
which copies them only while ft-eyes runs. 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 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, our tracker asks for a click, and the full calibration when gaze mode comes on without one,
@@ -79,6 +92,8 @@ Control socket: abstract unix datagram "@ft_gazed":
reload read calibration.json and the settings again reload read calibration.json and the settings again
eyes <seconds> keep our own tracker running that much longer (at most 120), eyes <seconds> keep our own tracker running that much longer (at most 120),
whatever GAZE_TRACKER says: the probe's lease. Reply: "ok" 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) quickcal the one-dot check now (the calibration if there's none)
calibrate the full calibration in the panel calibrate the full calibration in the panel
fitcheck the headset fit check in the panel fitcheck the headset fit check in the panel
@@ -119,6 +134,7 @@ EYES_PROG = REPO / "gaze" / "tracker" / "ft-eyes" # our own tracker
EYES_PYTHON = REPO / "gaze" / "tracker" / "build" / "venv" / "bin" / "python" # numpy, OpenCV (build.sh) EYES_PYTHON = REPO / "gaze" / "tracker" / "build" / "venv" / "bin" / "python" # numpy, OpenCV (build.sh)
EYES_SOCKET = "\0ft_eyes" # its control socket EYES_SOCKET = "\0ft_eyes" # its control socket
EYES_CAMS = Path("/dev/shm/frametop-eyes-cams") # the frames it reads (frametop-eyegrab.service) EYES_CAMS = Path("/dev/shm/frametop-eyes-cams") # the frames it reads (frametop-eyegrab.service)
EYEGRAB = (Path("/etc/frametop/ft-eyegrab"), Path("/etc/systemd/system/frametop-eyegrab.service")) # tracker/install.sh
CONF = Path.home() / ".config" / "frametop.conf" CONF = Path.home() / ".config" / "frametop.conf"
CALIBRATION = STATE / "calibration.json" CALIBRATION = STATE / "calibration.json"
LESSONS = STATE / "pointer-lessons.json" LESSONS = STATE / "pointer-lessons.json"
@@ -126,6 +142,7 @@ LESSON_LOG = STATE / "pointer-lessons.jsonl"
SOURCES = ("action", "mmap1", "mmap2", "left", "right") # the ones with a calibration here SOURCES = ("action", "mmap1", "mmap2", "left", "right") # the ones with a calibration here
SIDES = ("left", "right") # ft-gaze's order, and the sources for each eye alone SIDES = ("left", "right") # ft-gaze's order, and the sources for each eye alone
TRACKERS = ("steam", "own") TRACKERS = ("steam", "own")
TRACKER_SETTINGS = ("auto",) + TRACKERS
BIASES = ("auto", "left", "right") BIASES = ("auto", "left", "right")
NUDGE_MAX = 55.0 # degrees: POINTER_GAZE_NUDGE_MAX's default, the largest lesson taken NUDGE_MAX = 55.0 # degrees: POINTER_GAZE_NUDGE_MAX's default, the largest lesson taken
HISTORY = 12.0 # seconds of the gaze sent, to find a lesson's look (the helper sends it up to 10 s later) HISTORY = 12.0 # seconds of the gaze sent, to find a lesson's look (the helper sends it up to 10 s later)
@@ -134,6 +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_RETRY = 10.0 # seconds before starting ft-eyes again after it stopped on its own
EYES_LEASE_MAX = 120.0 EYES_LEASE_MAX = 120.0
SETTLE = 0.3 # seconds after an eye is found again before the fallback learns from it 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 KEYBOARD_PITCH = -20.0 # degrees: gaze under this, on no screen, is a look at the keyboard
@@ -153,8 +173,14 @@ def log(msg):
print(f"ft-gazed: {msg}", file=sys.stderr, flush=True) print(f"ft-gazed: {msg}", file=sys.stderr, flush=True)
def own_installed():
"""Is our own tracker installed: its frame grabber, and ft-eyes' Python here?"""
return all(p.exists() for p in EYEGRAB) and EYES_PYTHON.exists()
def read_settings(): def read_settings():
"""(tracker, eye bias, nudge max) from frametop.conf, defaults for anything missing or unknown.""" """(tracker, GAZE_TRACKER, eye bias, nudge max) from frametop.conf, defaults for anything
missing or unknown. The tracker is "steam" or "own": auto picks ours when it's installed."""
conf = {} conf = {}
try: try:
for line in CONF.read_text().splitlines(): for line in CONF.read_text().splitlines():
@@ -164,13 +190,15 @@ def read_settings():
conf[k.strip()] = v.strip().lower() conf[k.strip()] = v.strip().lower()
except OSError: except OSError:
pass pass
tracker = conf.get("GAZE_TRACKER", "steam") setting = conf.get("GAZE_TRACKER", "auto")
setting = setting if setting in TRACKER_SETTINGS else "auto"
tracker = setting if setting != "auto" else "own" if own_installed() else "steam"
bias = conf.get("GAZE_EYE", "auto") bias = conf.get("GAZE_EYE", "auto")
try: try:
nudge = min(max(float(conf.get("POINTER_GAZE_NUDGE_MAX", NUDGE_MAX)), 1.0), 110.0) # the helper's range nudge = min(max(float(conf.get("POINTER_GAZE_NUDGE_MAX", NUDGE_MAX)), 1.0), 110.0) # the helper's range
except ValueError: except ValueError:
nudge = NUDGE_MAX nudge = NUDGE_MAX
return tracker if tracker in TRACKERS else "steam", bias if bias in BIASES else "auto", nudge return tracker, setting, bias if bias in BIASES else "auto", nudge
def mtime(path): def mtime(path):
@@ -185,7 +213,7 @@ class Service:
self.override, self.verbose, self.to = source, verbose, to self.override, self.verbose, self.to = source, verbose, to
self.source = source or "mmap1" # the older path's source self.source = source or "mmap1" # the older path's source
STATE.mkdir(parents=True, exist_ok=True) STATE.mkdir(parents=True, exist_ok=True)
self.tracker, self.bias, self.nudge_max = read_settings() self.tracker, self.tracker_setting, self.bias, self.nudge_max = read_settings()
self.conf_mtime = mtime(CONF) self.conf_mtime = mtime(CONF)
self.models = {name: Correction() for name in SOURCES} self.models = {name: Correction() for name in SOURCES}
self.mode = DEFAULT_MODEL self.mode = DEFAULT_MODEL
@@ -216,6 +244,10 @@ class Service:
self.eyes_proc = None # ft-eyes, while it runs self.eyes_proc = None # ft-eyes, while it runs
self.eyes_until = 0.0 # the probe's lease (monotonic time) self.eyes_until = 0.0 # the probe's lease (monotonic time)
self.eyes_restart_at = 0.0 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 = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM | socket.SOCK_CLOEXEC | socket.SOCK_NONBLOCK)
self.sock.bind(ME) self.sock.bind(ME)
@@ -246,9 +278,12 @@ class Service:
def load_settings(self): def load_settings(self):
self.conf_mtime = mtime(CONF) self.conf_mtime = mtime(CONF)
tracker, bias, self.nudge_max = read_settings() tracker, self.tracker_setting, bias, self.nudge_max = read_settings()
if (tracker, bias) != (self.tracker, self.bias): if (tracker, bias) != (self.tracker, self.bias):
log(f"tracker {tracker}, eye bias {bias}" + (f" (--source {self.override} wins)" if self.override else "")) auto = ""
if self.tracker_setting == "auto":
auto = " (auto: ours is installed)" if tracker == "own" else " (auto: ours isn't installed)"
log(f"tracker {tracker}{auto}, eye bias {bias}" + (f" (--source {self.override} wins)" if self.override else ""))
self.tracker, self.bias = tracker, bias self.tracker, self.bias = tracker, bias
for w in self.weights.values(): for w in self.weights.values():
w.bias = bias w.bias = bias
@@ -382,6 +417,46 @@ class Service:
log(f"lesson log: {e}") log(f"lesson log: {e}")
return rec 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 --- # --- ft-gaze ---
def start_helper(self): def start_helper(self):
@@ -424,7 +499,7 @@ class Service:
self.proc = None self.proc = None
def eyes_wanted(self): 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): def start_eyes(self):
"""Our own tracker, in the dev container, with build/venv's numpy and OpenCV. Like """Our own tracker, in the dev container, with build/venv's numpy and OpenCV. Like
@@ -683,6 +758,14 @@ class Service:
reply = "ok" reply = "ok"
except ValueError: except ValueError:
reply = "error bad seconds" 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"]: elif words[:1] == ["reload"]:
self.load_settings() self.load_settings()
self.load_calibration() self.load_calibration()
@@ -733,7 +816,9 @@ class Service:
st.update(calibration_samples=cal.get("dots", 0), calibration_made=cal.get("made"), 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), 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())) own_reseat=any(e.get("reseat") for e in own.get("eyes", {}).values()))
st.update(eyes_process=self.eyes_proc is not None, eyegrab=EYES_CAMS.exists()) 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) st.update({"ft_gaze": self.proc is not None, "sample_age_s": round(time.monotonic() - self.last_sample, 2)
if self.last_sample else None, "headset_on": self.steam.wearing(), if self.last_sample else None, "headset_on": self.steam.wearing(),
"headset_on_since": self.steam.worn(), "last": [round(v, 2) for v in self.last] if self.last else None, "headset_on_since": self.steam.worn(), "last": [round(v, 2) for v in self.last] if self.last else None,
@@ -749,8 +834,10 @@ class Service:
if mtime(CALIBRATION) != self.cal_mtime: if mtime(CALIBRATION) != self.cal_mtime:
self.load_calibration() self.load_calibration()
self.refit() self.refit()
if mtime(CONF) != self.conf_mtime: if mtime(CONF) != self.conf_mtime or (self.tracker_setting == "auto"
and own_installed() != (self.tracker == "own")):
self.load_settings() self.load_settings()
self.update_awake()
want = self.eyes_wanted() want = self.eyes_wanted()
if want and not self.eyes_proc and time.monotonic() >= self.eyes_restart_at: if want and not self.eyes_proc and time.monotonic() >= self.eyes_restart_at:
self.start_eyes() self.start_eyes()
@@ -771,7 +858,7 @@ class Service:
next_verbose = time.monotonic() + 5 next_verbose = time.monotonic() + 5
while self.running: while self.running:
now = time.monotonic() 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() self.start_helper()
for key, _ in self.sel.select(timeout=0.05 if self.checks.active else 0.5): for key, _ in self.sel.select(timeout=0.05 if self.checks.active else 0.5):
if key.data == "control": if key.data == "control":
+23 -10
View File
@@ -640,31 +640,44 @@ def cross_validate(points, mode):
return errs return errs
def steady_samples(samples, vergence_jump=1.5): def steady_samples(samples, vergence_jump=1.5, why=None):
"""The samples of one look at one spot where the tracker had both eyes: none in a blink """The samples of one look at one spot where the tracker had both eyes: none in a blink
(openness under half its median over the samples), none where it had lost an eye (its (openness under half its median over the samples), none where it had lost an eye (its
variance over EYE_LOST), and none where the angle between the eyes' directions (`lr`, the variance over EYE_LOST), and none where the angle between the eyes' directions (`lr`, the
vergence) is more than `vergence_jump` degrees from its median over the samples. The vergence) is more than `vergence_jump` degrees from its median over the samples. The
vergence itself depends on distance (about 2.8 degrees for a screen 1.3 m away, a vergence itself depends on distance (about 2.8 degrees for a screen 1.3 m away, a
fraction of one far off), so only a jump away from what it was during this look means fraction of one far off), so only a jump away from what it was during this look means
the tracker lost an eye. Without the mmap there's nothing to judge by: all are kept.""" the tracker lost an eye. Without the mmap there's nothing to judge by: all are kept.
`why`, a dict, gets how many were dropped for each reason: "lost_left", "lost_right",
"lost_both", "blink" and "vergence" (each sample once, for the first that applies)."""
if why is None:
why = {}
# Openness: a blink is a sharp drop from what it was during this look. Not a fixed # Openness: a blink is a sharp drop from what it was during this look. Not a fixed
# level: looking down, the upper lids come down with the eyes, and in bright light you # level: looking down, the upper lids come down with the eyes, and in bright light you
# squint, so the reading can stay under 0.5 for the whole look while the tracker follows # squint, so the reading can stay under 0.5 for the whole look while the tracker follows
# the eyes fine (a calibration dot at the bottom of the bright round failed that way). # the eyes fine (a calibration dot at the bottom of the bright round failed that way).
opens = [min(o) for o in ((smp["src"].get("mmap1") or {}).get("open") for smp in samples) if o] opens = [min(o) for o in ((smp["src"].get("mmap1") or {}).get("open") for smp in samples) if o]
floor = max(0.12, 0.5 * statistics.median(opens)) if len(opens) >= 5 else 0.12 floor = max(0.12, 0.5 * statistics.median(opens)) if len(opens) >= 5 else 0.12
opened = [] seen = []
for smp in samples: for smp in samples:
o = (smp["src"].get("mmap1") or {}).get("open") m1 = smp["src"].get("mmap1") or {}
if not o or min(o) >= floor: o = m1.get("open")
opened.append(smp) lost = [u > EYE_LOST for u in m1.get("unc") or [0, 0]]
# A lost eye's openness reads 0 too, so a lost eye is named before a blink.
key = ("lost_both" if all(lost) else "lost_left" if lost[0] else "lost_right") if any(lost) else \
"blink" if o and min(o) < floor else None
if key:
why[key] = why.get(key, 0) + 1
else:
seen.append(smp)
def vergence(smp): def vergence(smp):
return (smp["src"].get("mmap1") or {}).get("lr", (smp["src"].get("mmap2") or {}).get("lr")) return (smp["src"].get("mmap1") or {}).get("lr", (smp["src"].get("mmap2") or {}).get("lr"))
opened = [smp for smp in opened if max((smp["src"].get("mmap1") or {}).get("unc") or [0]) <= EYE_LOST] have = [v for v in map(vergence, seen) if v is not None]
have = [v for v in map(vergence, opened) if v is not None]
if len(have) < 5: if len(have) < 5:
return opened return seen
med = statistics.median(have) med = statistics.median(have)
return [smp for smp in opened if vergence(smp) is None or abs(vergence(smp) - med) <= vergence_jump] kept = [smp for smp in seen if vergence(smp) is None or abs(vergence(smp) - med) <= vergence_jump]
if len(kept) < len(seen):
why["vergence"] = why.get("vergence", 0) + len(seen) - len(kept)
return kept
+191 -34
View File
@@ -10,16 +10,21 @@ directions: look at each one.
once every QUICK_COOLDOWN, and on "quickcal" (Frametop Input Settings, or a mouse 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 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 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 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. 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 full the calibration, as the gaze probe's: three rounds, dark, medium and bright (pupil
size, and the tracker's error with it, changes with brightness), each the middle and size, and the tracker's error with it, changes with brightness), each the middle and
a ring of six (SteamVR's tracker) or eight (ours, whose fit goes wrong past its dots) a ring of six (SteamVR's tracker) or eight (ours, whose fit goes wrong past its dots)
RING degrees out, half that in the middle round, turned 20 degrees a round. It opens RING degrees out, half that in the middle round, turned 20 degrees a round. It opens
when gaze mode comes on without a calibration for the tracker in use, and on whenever gaze mode is on without a calibration for the tracker in use and someone's
"calibrate". Frametop's screens hide while it runs. Quitting it while there's still in the headset, and on "calibrate". One that closes unfinished (ignored, too few
no calibration turns gaze mode off (POINTER_GAZE=0); turning it on again reopens it. dots) opens again only once the headset comes off and on, or gaze mode off and on.
Frametop's screens hide while it runs. Quitting it while there's still no
calibration turns gaze mode off (POINTER_GAZE=0); turning it on again reopens it.
Why gaze mode can't work yet goes in the status ("problem"), for Input Settings.
fit the headset fit check (on "fitcheck", Check headset fit on the Gaze page): live, a fit the headset fit check (on "fitcheck", Check headset fit on the Gaze page): live, a
card per eye (tracked or lost, the tracker's signal, how much of the last 10 s it was card per eye (tracked or lost, the tracker's signal, how much of the last 10 s it was
@@ -27,6 +32,9 @@ directions: look at each one.
adjust the headset. A left click or Meta+J runs its guided check (dots, then looks 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. 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 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 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 capture time). It's the gaze holding still that counts, not where the tracker puts it, so it
@@ -34,7 +42,10 @@ works however far off the tracker is; a left click or Meta+J (the pointer helper
"calaccept") takes it now. The full calibration's and five's dots wait for that click: you "calaccept") takes it now. The full calibration's and five's dots wait for that click: you
click when you're looking at the dot (the user asked for that: a steady gaze isn't always on click when you're looking at the dot (the user asked for that: a steady gaze isn't always on
the dot), and the gaze held still up to then is taken (ACCEPT_SPREAD). They wait as long as the dot), and the gaze held still up to then is taken (ACCEPT_SPREAD). They wait as long as
it takes, up to CLICK_IDLE. A right click or Meta+K ("calquit") closes the panel. The pointer hides meanwhile ("calpanel 1", it takes, up to CLICK_IDLE. A dot not taken says why in the panel's note line (reject_reason:
gazecal.steady_samples' drop counts for SteamVR's tracker, ft-eyes' reply for ours), as does a
click with nothing taken after ACCEPT_WAIT, and a failed calibration names its most common
reason there and in the status. A right click or Meta+K ("calquit") closes the panel. The pointer hides meanwhile ("calpanel 1",
renewed every second; the helper shows it again by itself when that stops). renewed every second; the helper shows it again by itself when that stops).
What a capture teaches: What a capture teaches:
@@ -90,6 +101,7 @@ ROUND_BG = (0.03, 0.33, 0.8)
ROUND_NAMES = ("dark", "medium", "bright") ROUND_NAMES = ("dark", "medium", "bright")
RING_SCALE = (1.0, 0.5, 1.0) RING_SCALE = (1.0, 0.5, 1.0)
PANEL_RETRY = 10.0 PANEL_RETRY = 10.0
FULL_RETRY = 10.0 # seconds before an automatic calibration that failed to start tries again
FIT_TIMEOUT = 300.0 # seconds the fit check stays up FIT_TIMEOUT = 300.0 # seconds the fit check stays up
FIT_EVERY = 0.5 # seconds between its cards' updates (each is a new picture for the panel) FIT_EVERY = 0.5 # seconds between its cards' updates (each is a new picture for the panel)
FIT_HINT_WIDTH = 95 # characters a hint line holds in the panel FIT_HINT_WIDTH = 95 # characters a hint line holds in the panel
@@ -117,6 +129,42 @@ def check_dots(kind, own):
return out return out
# Why SteamVR's samples for a look were dropped (gazecal.steady_samples' counts) -> (short, long):
# short for the small panel, long for the calibration's. FIT_HINT goes after the ones the
# headset's fit causes, in the calibration's panel.
STEAM_REASONS = {"lost_left": ("left eye lost", "SteamVR lost your left eye"),
"lost_right": ("right eye lost", "SteamVR lost your right eye"),
"lost_both": ("both eyes lost", "SteamVR lost both eyes"),
"blink": ("blinked", "you blinked"),
"vergence": ("eyes disagreed", "SteamVR's two eyes disagreed")}
FIT_HINT = "check the headset fit"
ACCEPT_WAIT = 1.5 # seconds after a click with no capture before the panel says what it waits for
def reject_reason(reply, why):
"""Why a dot wasn't taken -> (short, long, fit): our tracker's reply (`reply`), or SteamVR's
drop counts (`why`, when `reply` is None). `fit`: the headset's fit is the likely cause."""
if reply is None:
if not why:
return "no reading", "SteamVR sent no reading for that look", False
key = max(why, key=why.get)
return *STEAM_REASONS[key], key.startswith("lost")
words = reply.removeprefix("fail ").split()
# ft-eyes: "fail the left eye was seen in only 3 frames", "fail the left eye moved (4.2 px)"
if len(words) >= 3 and words[0] == "the" and words[2] == "eye":
eye = words[1]
if "seen" in words:
return f"{eye} eye not seen", f"our tracker saw your {eye} eye in only {words[-2]} frames", True
if "moved" in words:
return f"{eye} eye moved", f"your {eye} eye moved while you looked", False
if not reply:
return "no answer", "our tracker didn't answer", False
if reply.startswith("our tracker isn't running"):
return "tracker not running", "our tracker isn't running", False
text = reply.removeprefix("fail ")
return text[:24], f"our tracker said: {text}", False
def spread(points): def spread(points):
"""The median point and the spread around it (1.4826 x the median distance: a standard """The median point and the spread around it (1.4826 x the median distance: a standard
deviation that one stray sample can't move far).""" deviation that one stray sample can't move far)."""
@@ -166,8 +214,13 @@ class Checks:
sel.register(self.out, selectors.EVENT_READ, "checks") sel.register(self.out, selectors.EVENT_READ, "checks")
self.check = None self.check = None
self.gaze_on = 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.gaze_heard = 0.0
self.want_full_until = 0.0 # gaze mode came on before the tracker said whether it's calibrated 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
self.full_failed = None # why the last calibration failed (too few dots), for problem()
self.last_quick = 0.0 self.last_quick = 0.0
self.sample_at = 0.0 # the tracker last sent anything self.sample_at = 0.0 # the tracker last sent anything
self.seen_at = 0.0 # eyes last seen (SteamVR's tracker's variance for them, "unc") self.seen_at = 0.0 # eyes last seen (SteamVR's tracker's variance for them, "unc")
@@ -248,17 +301,22 @@ class Checks:
pass pass
def on_readable(self): 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: while True:
try: try:
data = self.out.recv(4096).decode("utf-8", "replace") words = self.out.recv(4096).decode("utf-8", "replace").split()
except (BlockingIOError, OSError): except (BlockingIOError, OSError):
return return
if data in ("ok on", "ok off"): if words[:1] == ["ok"] and len(words) in (2, 3) and words[1] in ("on", "off"):
on = data == "ok on" on = words[1] == "on"
was, self.gaze_on, self.gaze_heard = self.gaze_on, on, time.monotonic() headset = None if len(words) == 2 else words[2] == "worn"
if on and was is False: 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() self.on_gaze_on()
if was != (on, headset):
self.svc.update_awake()
# --- State --- # --- State ---
@@ -282,11 +340,51 @@ class Checks:
return self.eyes_seen() and time.monotonic() - self.svc.last_sample < 2 return self.eyes_seen() and time.monotonic() - self.svc.last_sample < 2
def on_gaze_on(self): def on_gaze_on(self):
self.full_armed = True
self.need_full("gaze mode came on without a calibration")
def need_full(self, reason):
"""Gaze mode is on without a calibration: open the full one, once per arming (see the top),
or note why it can't open."""
cal = self.calibrated() cal = self.calibrated()
if cal is False: if cal:
self.start("full", "gaze mode came on without a calibration") self.full_armed = True # missing one later (the other tracker picked) is news again
elif cal is None: if not self.gaze_on or self.check or not self.full_armed or cal is not False:
self.want_full_until = time.monotonic() + 20 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?)")
elif now < self.full_retry_at:
return
else:
reply = self.start("full", reason)
why = None if reply == "ok" else reply.removeprefix("error ")
if why:
self.full_retry_at = now + FULL_RETRY
if why and why != self.full_blocked:
log(f"the calibration can't open: {why}")
self.full_blocked = why
if not why:
self.full_armed = False
def problem(self):
"""Why gaze mode, on, can't follow your eyes yet, or None. Our tracker not having said
yet is None: Input Settings has its own line for our tracker."""
if not self.gaze_on or self.calibrated() is not False:
return None
if self.check and self.check["kind"] == "full":
return "Not calibrated yet: the calibration is open in the headset"
if self.full_blocked:
return f"Not calibrated, and the calibration can't open: {self.full_blocked}"
if not self.full_armed:
if self.full_failed:
return f"Not calibrated: the calibration failed (most dots: {self.full_failed}). Use Calibrate"
return "Not calibrated: the calibration closed unfinished. Use Calibrate"
return "Not calibrated: the calibration opens in the headset"
def auto_quick(self, reason): def auto_quick(self, reason):
now = time.monotonic() now = time.monotonic()
@@ -318,7 +416,7 @@ class Checks:
now = time.monotonic() now = time.monotonic()
self.check = {"kind": kind, "reason": reason, "own": own, "dots": check_dots(kind, own), "i": 0, self.check = {"kind": kind, "reason": reason, "own": own, "dots": check_dots(kind, own), "i": 0,
"started": now, "shown": now, "run": [], "accept": False, "done_at": None, "tries": 0, "started": now, "shown": now, "run": [], "accept": False, "done_at": None, "tries": 0,
"skipped": 0, "captured": 0, "points": {}} "skipped": 0, "captured": 0, "points": {}, "reasons": {}, "fit_reasons": set(), "note": ""}
log(f"{kind} check: {reason}") log(f"{kind} check: {reason}")
if kind == "full": if kind == "full":
st = ask(SCREENS, "state", 0.5).split() st = ask(SCREENS, "state", 0.5).split()
@@ -402,10 +500,12 @@ class Checks:
self.to_panel(f"dot {yaw:.3f} {pitch:.3f} look") self.to_panel(f"dot {yaw:.3f} {pitch:.3f} look")
self.last_progress = None self.last_progress = None
c["shown"] = time.monotonic() c["shown"] = time.monotonic()
c["run"], c["accept"], c["done_at"] = [], False, None c["run"], c["accept"], c["done_at"], c["accept_at"] = [], False, None, None
def on_sample(self, s): def on_sample(self, s):
self.sample_at = time.monotonic() self.sample_at = time.monotonic()
if self.pending:
self.run_pending()
unc = (s["src"].get("mmap1") or {}).get("unc") unc = (s["src"].get("mmap1") or {}).get("unc")
if unc and min(unc) <= EYE_LOST: if unc and min(unc) <= EYE_LOST:
self.seen_at = time.monotonic() self.seen_at = time.monotonic()
@@ -428,6 +528,7 @@ class Checks:
if "hy" not in src: if "hy" not in src:
return return
now = time.monotonic() now = time.monotonic()
c["gaze_at"] = now
if now < c["shown"] + CHECK_SETTLE: if now < c["shown"] + CHECK_SETTLE:
return return
g = (src["hy"], src["hp"]) g = (src["hy"], src["hp"])
@@ -488,7 +589,9 @@ class Checks:
if ok: if ok:
svc.weights["own"].add(miss) svc.weights["own"].add(miss)
else: else:
steady = steady_samples(samples) why = {}
steady = steady_samples(samples, why=why)
rec["dropped"] = why
reads = {} reads = {}
for name in ("action", "mmap1", "mmap2", "left", "right"): for name in ("action", "mmap1", "mmap2", "left", "right"):
pts = [(smp["src"][name]["hy"], smp["src"][name]["hp"]) for smp in steady pts = [(smp["src"][name]["hy"], smp["src"][name]["hp"]) for smp in steady
@@ -522,23 +625,41 @@ class Checks:
if svc.kind == "eyes": if svc.kind == "eyes":
svc.weights["steam"].add(miss) svc.weights["steam"].add(miss)
svc.dirty = True svc.dirty = True
if not ok:
short, long, fit = reject_reason(rec.get("reply", "") if c["own"] else None, rec.get("dropped"))
rec["reason"] = long
c["reasons"][long] = c["reasons"].get(long, 0) + 1
if fit:
c["fit_reasons"].add(long)
rec["accepted"] = ok rec["accepted"] = ok
self.log_check(rec) self.log_check(rec)
if not ok: if not ok:
c["tries"] += 1 c["tries"] += 1
log(f"{c['kind']} check dot {c['i'] + 1}: not taken ({rec.get('reply', '')})") log(f"{c['kind']} check dot {c['i'] + 1}: not taken: {rec['reason']} ({rec.get('reply', '')})")
if c["tries"] >= 2 or c["kind"] != "full": full = c["kind"] == "full"
if c["tries"] >= 2 or not full:
self.note(f"Dot skipped: {long}" + (f" ({FIT_HINT})" if fit else "") if full else f"Skipped: {short}")
self.skip() self.skip()
else: else:
self.note(f"Not taken: {long}. Look at the dot and click again")
self.to_panel(f"dot {yaw:.3f} {pitch:.3f} fail") self.to_panel(f"dot {yaw:.3f} {pitch:.3f} fail")
c["run"], c["accept"] = [], False c["run"], c["accept"], c["accept_at"] = [], False, None
c["shown"] = time.monotonic() # settle again, then retry c["shown"] = time.monotonic() # settle again, then retry
return return
c["captured"] += 1 c["captured"] += 1
c["tries"] = 0 c["tries"] = 0
self.note("")
self.to_panel(f"dot {yaw:.3f} {pitch:.3f} done") self.to_panel(f"dot {yaw:.3f} {pitch:.3f} done")
c["done_at"] = time.monotonic() + DONE_PAUSE c["done_at"] = time.monotonic() + DONE_PAUSE
def note(self, text):
"""The panel's warning line, over the instructions (empty: none). It stays until the
next dot is taken, so a skipped dot's reason is still there at the one after it."""
c = self.check
if c.get("note") != text:
c["note"] = text
self.to_panel(f"note {text}".rstrip())
def skip(self): def skip(self):
c = self.check c = self.check
yaw, pitch, _ = c["dots"][c["i"]] yaw, pitch, _ = c["dots"][c["i"]]
@@ -567,12 +688,20 @@ class Checks:
return return
n = len(c["dots"]) n = len(c["dots"])
if c["captured"] < n * 2 / 3: if c["captured"] < n * 2 / 3:
log(f"calibration failed: only {c['captured']} of {n} dots; the old one stays") reasons = c["reasons"]
main = max(reasons, key=reasons.get) if reasons else None
self.full_failed = main
log(f"calibration failed: only {c['captured']} of {n} dots; the old one stays"
+ (f". Not taken: {', '.join(f'{r} ({k})' for r, k in reasons.items())}" if reasons else ""))
self.to_panel(f"text Calibration failed: only {c['captured']} of {n} dots. Try again from Input Settings") self.to_panel(f"text Calibration failed: only {c['captured']} of {n} dots. Try again from Input Settings")
if main:
fit = main in c["fit_reasons"]
self.note(f"Most dots: {main}" + (". Check headset fit on the Gaze page" if fit else ""))
self.to_panel("dot 0 0 off") self.to_panel("dot 0 0 off")
c["done_at"] = time.monotonic() + 3.0 c["done_at"] = time.monotonic() + (8.0 if main else 3.0) # time to read why
c["closing"] = True c["closing"] = True
return return
self.full_failed = None
if c["own"]: if c["own"]:
reply = ask(EYES, "calib-fit", 10.0) reply = ask(EYES, "calib-fit", 10.0)
log(f"calibration ({c['captured']} of {n} dots): our tracker says {reply or 'nothing'}") log(f"calibration ({c['captured']} of {n} dots): our tracker says {reply or 'nothing'}")
@@ -629,9 +758,28 @@ class Checks:
# --- From the service --- # --- 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.""" """quickcal, calibrate, calaccept, calquit -> a reply."""
cmd = words[0] 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": if cmd == "quickcal":
return self.start("full" if self.calibrated() is False else "quick", "asked for") return self.start("full" if self.calibrated() is False else "quick", "asked for")
if cmd == "calibrate": if cmd == "calibrate":
@@ -642,6 +790,8 @@ class Checks:
if self.check and self.check["kind"] == "fit": if self.check and self.check["kind"] == "fit":
self.check["fit"].toggle_guide(time.monotonic()) self.check["fit"].toggle_guide(time.monotonic())
elif self.check: elif self.check:
if not self.check["accept"]:
self.check["accept_at"] = time.monotonic()
self.check["accept"] = True self.check["accept"] = True
return "ok" return "ok"
if cmd == "calquit": if cmd == "calquit":
@@ -688,6 +838,13 @@ class Checks:
return return
if c["done_at"]: if c["done_at"]:
return return
if c["accept"] and c["accept_at"] and now - c["accept_at"] > ACCEPT_WAIT:
# Clicked, but no capture yet (see on_sample): say what it's waiting for.
full = c["kind"] == "full"
if now - c.get("gaze_at", 0.0) > 0.5:
self.note("Waiting: the eye tracker isn't sending a gaze" if full else "Waiting: no gaze")
else:
self.note("Waiting for your gaze to hold still on the dot" if full else "Hold your look still")
if c["kind"] == "quick" and now - c["started"] > QUICK_TIMEOUT: if c["kind"] == "quick" and now - c["started"] > QUICK_TIMEOUT:
self.close("ignored") self.close("ignored")
elif c["kind"] != "quick" and now - c["shown"] > CLICK_IDLE: elif c["kind"] != "quick" and now - c["shown"] > CLICK_IDLE:
@@ -698,23 +855,20 @@ class Checks:
now = time.monotonic() now = time.monotonic()
if not self.panel_proc and now >= self.panel_restart_at: if not self.panel_proc and now >= self.panel_restart_at:
self.start_panel() self.start_panel()
self.to_helper("gaze ?") self.to_helper("gaze ? headset")
if now - self.gaze_heard > 5: 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: if self.check:
self.to_helper("calpanel 1") self.to_helper("calpanel 1")
if self.want_full_until:
cal = self.calibrated()
if cal is not None or now > self.want_full_until:
self.want_full_until = 0.0
if cal is False and self.gaze_on:
self.start("full", "gaze mode came on without a calibration")
if not self.eyes_seen(AWAY_MIN): if not self.eyes_seen(AWAY_MIN):
self.away, self.back_since = True, None self.away, self.back_since = True, None
elif self.back_since is not None and not self.eyes_seen(): elif self.back_since is not None and not self.eyes_seen():
self.back_since = None # gone again before DON_DELAY self.back_since = None # gone again before DON_DELAY
elif self.back_since is not None and now - self.back_since >= DON_DELAY: elif self.back_since is not None and now - self.back_since >= DON_DELAY:
self.away, self.back_since = False, None self.away, self.back_since = False, None
self.full_armed = True # a calibration that closed unfinished opens again
self.auto_quick("the headset went on") self.auto_quick("the headset went on")
if svc.kind == "own" and now - svc.own_at < 5: if svc.kind == "own" and now - svc.own_at < 5:
reseat = any(e.get("reseat") for e in (svc.own.get("eyes") or {}).values()) reseat = any(e.get("reseat") for e in (svc.own.get("eyes") or {}).values())
@@ -723,10 +877,13 @@ class Checks:
elif not self.reseat_seen and self.can_run(): elif not self.reseat_seen and self.can_run():
self.reseat_seen = True self.reseat_seen = True
self.auto_quick("our tracker asked for a click") self.auto_quick("our tracker asked for a click")
self.need_full("gaze mode is on without a calibration")
def status(self): def status(self):
c = self.check 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, "panel": self.panel_proc is not None,
"last_quick_s": round(time.monotonic() - self.last_quick) if self.last_quick else None} "last_quick_s": round(time.monotonic() - self.last_quick) if self.last_quick else None}
if c: if c:
+9 -2
View File
@@ -22,6 +22,8 @@
// look, capture (a ring filling to progress), done, // look, capture (a ring filling to progress), done,
// fail, off // fail, off
// title <text> / text <text> a line at the top / at the bottom (empty to clear) // title <text> / text <text> a line at the top / at the bottom (empty to clear)
// note <text> a warning line just above the bottom one, in orange (red on
// the bright round): why a dot wasn't taken (empty to clear)
// eye <0|1> <r> <g> <b> <signal 0..1|-1> <seen 0..1|-1> <word> // eye <0|1> <r> <g> <b> <signal 0..1|-1> <seen 0..1|-1> <word>
// fit: an eye's card (0 left): its state in that colour, the // fit: an eye's card (0 left): its state in that colour, the
// tracker's signal, the share of the last 10 s it was seen // tracker's signal, the share of the last 10 s it was seen
@@ -143,7 +145,7 @@ struct Panel {
double wDeg = kQuickDeg; // across double wDeg = kQuickDeg; // across
std::vector<uint8_t> px; std::vector<uint8_t> px;
double bg = 0.05; double bg = 0.05;
std::string title, text; std::string title, text, note;
bool dotOn = false; bool dotOn = false;
double dotYaw = 0, dotPitch = 0, progress = 0; double dotYaw = 0, dotPitch = 0, progress = 0;
std::string state = "off"; std::string state = "off";
@@ -268,6 +270,9 @@ void Draw(Panel &p) {
const int titleSize = int(pxPerDeg * (p.full ? 1.5 : 1.1)), textSize = int(pxPerDeg * (p.full ? 1.2 : 0.9)); const int titleSize = int(pxPerDeg * (p.full ? 1.5 : 1.1)), textSize = int(pxPerDeg * (p.full ? 1.2 : 0.9));
Text(p, p.title, titleSize, p.w / 2, int(titleSize * 1.2), faint); Text(p, p.title, titleSize, p.w / 2, int(titleSize * 1.2), faint);
Text(p, p.text, textSize, p.w / 2, p.h - int(textSize * 1.3), faint); Text(p, p.text, textSize, p.w / 2, p.h - int(textSize * 1.3), faint);
// Under the full calibration's lowest dots (RING degrees down) and over the text.
if (light) Text(p, p.note, textSize, p.w / 2, p.h - int(textSize * 2.8), 0.7, 0.12, 0.05);
else Text(p, p.note, textSize, p.w / 2, p.h - int(textSize * 2.8), 1.0, 0.62, 0.3);
if (p.fit) DrawFit(p, pxPerDeg, textSize, faint); if (p.fit) DrawFit(p, pxPerDeg, textSize, faint);
if (!p.dotOn || p.state == "off") return; if (!p.dotOn || p.state == "off") return;
double x, y; double x, y;
@@ -468,7 +473,7 @@ int main(int argc, char **argv) {
p.w = p.full ? kFullW : p.fit ? kFitW : kQuickPx; p.w = p.full ? kFullW : p.fit ? kFitW : kQuickPx;
p.h = p.full ? kFullH : p.fit ? kFitH : kQuickPx; p.h = p.full ? kFullH : p.fit ? kFitH : kQuickPx;
p.wDeg = p.full ? kFullDeg : p.fit ? kFitDeg : kQuickDeg; p.wDeg = p.full ? kFullDeg : p.fit ? kFitDeg : kQuickDeg;
p.title.clear(), p.text.clear(), p.dotOn = false, p.state = "off"; p.title.clear(), p.text.clear(), p.note.clear(), p.dotOn = false, p.state = "off";
p.eyes[0] = p.eyes[1] = EyeCard{}, p.hints.clear(); p.eyes[0] = p.eyes[1] = EyeCard{}, p.hints.clear();
place(); place();
visible = dirty = true; // shown with its first picture visible = dirty = true; // shown with its first picture
@@ -496,6 +501,8 @@ int main(int argc, char **argv) {
p.title = buf[5] == ' ' ? buf + 6 : "", dirty = true; p.title = buf[5] == ' ' ? buf + 6 : "", dirty = true;
} else if (!std::strncmp(buf, "text", 4)) { } else if (!std::strncmp(buf, "text", 4)) {
p.text = buf[4] == ' ' ? buf + 5 : "", dirty = true; p.text = buf[4] == ' ' ? buf + 5 : "", dirty = true;
} else if (!std::strncmp(buf, "note", 4)) {
p.note = buf[4] == ' ' ? buf + 5 : "", dirty = true;
} else if (std::sscanf(buf, "%15s", word) == 1 && !std::strcmp(word, "ping")) { } else if (std::sscanf(buf, "%15s", word) == 1 && !std::strcmp(word, "ping")) {
reply = visible ? "ok shown" : "ok hidden"; reply = visible ? "ok shown" : "ok hidden";
} else { } else {
+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)
+3 -2
View File
@@ -2,8 +2,9 @@
# Install (or remove) the frame grabber our own eye tracker needs: ft-eyegrab, as the system # Install (or remove) the frame grabber our own eye tracker needs: ft-eyegrab, as the system
# service frametop-eyegrab.service. It copies the eye-camera frames, read-only, out of # service frametop-eyegrab.service. It copies the eye-camera frames, read-only, out of
# SteamVR's eyetracking process into /dev/shm/frametop-eyes-cams for ft-eyes, and only while # SteamVR's eyetracking process into /dev/shm/frametop-eyes-cams for ft-eyes, and only while
# ft-eyes wants them. The gaze service (gaze/ft-gazed) runs ft-eyes itself, when Eye tracker # ft-eyes wants them. The gaze service (gaze/ft-gazed) runs ft-eyes itself, when ours is the
# is Own tracker or the gaze probe uses it. # tracker in use (GAZE_TRACKER=auto, the default, picks it once this is installed) or the gaze
# probe uses it. install.sh offers this after gaze mode.
# Needs host sudo, for the binary (/etc/frametop/ft-eyegrab, root's) and the unit: it asks for # Needs host sudo, for the binary (/etc/frametop/ft-eyegrab, root's) and the unit: it asks for
# the password in the terminal, on the Frame or from a PC, or runs SUDO_ASKPASS when that's set # the password in the terminal, on the Frame or from a PC, or runs SUDO_ASKPASS when that's set
# (frame_sudo in scripts/_env.sh, which also takes it from the repo's .env). # (frame_sudo in scripts/_env.sh, which also takes it from the repo's .env).
+5
View File
@@ -14,6 +14,8 @@ Two programs, each a user service that stops when SteamVR does:
They don't start with SteamVR. `hands/run.sh install` builds them, gives ft-camd its capabilities, installs both services disabled, and links `hands/ft-handsctl` into `~/.local/bin`. Then `ft-handsctl on` starts hand tracking and `ft-handsctl off` stops it. `install.sh` doesn't install it. They don't start with SteamVR. `hands/run.sh install` builds them, gives ft-camd its capabilities, installs both services disabled, and links `hands/ft-handsctl` into `~/.local/bin`. Then `ft-handsctl on` starts hand tracking and `ft-handsctl off` stops it. `install.sh` doesn't install it.
For the cutouts alone, `hands/ft-cutouts on` starts the same two programs with ft-hands' `--no-gestures`: your hands show through the screens, and no pinch or grip is detected, so nothing clicks or drags. It runs this checkout's build as transient user units, so it needs `hands/build.sh` and ft-camd's capabilities (`hands/run.sh caps`) but not `hands/run.sh install`. It and `ft-handsctl on` stop each other's services, and it stops with SteamVR too.
``` ```
ft-handsctl on | off # on the Frame: start or stop hand tracking (SteamVR must be running) ft-handsctl on | off # on the Frame: start or stop hand tracking (SteamVR must be running)
ft-handsctl status # the services, and ft-hands' last status lines ft-handsctl status # the services, and ft-hands' last status lines
@@ -21,6 +23,8 @@ ft-handsctl log [lines]
ft-handsctl cutouts on|off|state # ft-screens' hand cutouts, without stopping tracking ft-handsctl cutouts on|off|state # ft-screens' hand cutouts, without stopping tracking
ft-handsctl gestures # pinches and grips, live (tools/watch_gestures.py --distance) ft-handsctl gestures # pinches and grips, live (tools/watch_gestures.py --distance)
hands/ft-cutouts on | off | status # the cutouts only: no pinches or grips
hands/run.sh install # build, give ft-camd its capabilities (sudo, once per build), install disabled hands/run.sh install # build, give ft-camd its capabilities (sudo, once per build), install disabled
hands/run.sh start|stop # start or stop the services hands/run.sh start|stop # start or stop the services
hands/run.sh restart # after changing a setting hands/run.sh restart # after changing a setting
@@ -104,6 +108,7 @@ Options:
- `--models DIR`: where the models are. - `--models DIR`: where the models are.
- `--nice N`: niceness. Default 5, so the VR stack wins contested CPUs. - `--nice N`: niceness. Default 5, so the VR stack wins contested CPUs.
- `--no-publish`: don't write the hands and gestures files. - `--no-publish`: don't write the hands and gestures files.
- `--no-gestures`: hands for the cutouts only. No pinch or grip detection, so nothing reaches the pointer and a closing hand doesn't raise the rate to 30 Hz. The gestures file is removed at start. `ft-cutouts` runs it this way.
- `--record DIR`, `--record-for S`: save every frame set for S seconds (default 120) to `DIR/sets.bin`. That's about 80 MB/s. Sending the tracker SIGUSR1 (`pkill -USR1 -x ft-hands`) starts a recording in `~/.local/share/frametop/hands/rec-<time>` without a restart. Recordings are images of your hands and room: they stay on the headset unless you move them. - `--record DIR`, `--record-for S`: save every frame set for S seconds (default 120) to `DIR/sets.bin`. That's about 80 MB/s. Sending the tracker SIGUSR1 (`pkill -USR1 -x ft-hands`) starts a recording in `~/.local/share/frametop/hands/rec-<time>` without a restart. Recordings are images of your hands and room: they stay on the headset unless you move them.
- `--record-only`: record without tracking or publishing, so it can run beside the live tracker. Give it `--record DIR`, since SIGUSR1 would reach both trackers. With `ft-camd --with-dark`, recordings also hold each camera's newest dark frame as `<name>_dk`, which doubles the rate. With `--with-color`, each colour camera's newest frame is saved with every set, as `color_video<N>`, which adds about 70 MB/s. Run the recorder at normal I/O priority: idle I/O priority stalled a 165 MB/s recording. - `--record-only`: record without tracking or publishing, so it can run beside the live tracker. Give it `--record DIR`, since SIGUSR1 would reach both trackers. With `ft-camd --with-dark`, recordings also hold each camera's newest dark frame as `<name>_dk`, which doubles the rate. With `--with-color`, each colour camera's newest frame is saved with every set, as `color_video<N>`, which adds about 70 MB/s. Run the recorder at normal I/O priority: idle I/O priority stalled a 165 MB/s recording.
- `--keep-presence P`: the landmark presence a tracked view needs to stay tracked. New views always need 0.5. Default 0.5. Lowering it to 0.2 barely helped in the bright recording, because lost hands drop to near-zero presence. - `--keep-presence P`: the landmark presence a tracked view needs to stay tracked. New views always need 0.5. Default 0.5. Lowering it to 0.2 barely helped in the bright recording, because lost hands drop to near-zero presence.
+57
View File
@@ -0,0 +1,57 @@
#!/usr/bin/env bash
# ft-cutouts: the hand cutouts without pinches and grips. Your hands show through Frametop's
# screens, but ft-hands runs with --no-gestures, so nothing clicks or drags. ft-handsctl on is
# the full version; each stops the other. Like it, this doesn't start with SteamVR, and it
# stops when SteamVR does. On the Frame.
#
# ft-cutouts on | off | status
#
# Runs this checkout's hands/build as transient user units, so it doesn't need hands/run.sh
# install: only a build (hands/build.sh) and ft-camd's capabilities (hands/run.sh caps).
set -euo pipefail
here=$(cd "$(dirname "$(readlink -f "${BASH_SOURCE[0]}")")" && pwd)
camd=frametop-cutouts-camd.service hands=frametop-cutouts-hands.service
die() { echo "$*" >&2; exit 1; }
run_unit() { # unit, the ft-handsctl unit it replaces, description, then the command
local unit=$1 conflicts=$2 what=$3
shift 3
systemctl --user -q is-active "$unit" && return
systemd-run --user --quiet --collect --unit="$unit" --description="Frametop hand cutouts: $what" \
-p PartOf=steamvr.service -p After=steamvr.service -p Conflicts="$conflicts" \
-p Restart=always -p RestartSec=5 -p TimeoutStopSec=5 "$@"
}
case ${1:-status} in
on)
systemctl --user -q is-active steamvr.service || die "SteamVR isn't running"
[ -x "$here/build/ft-camd" ] && [ -x "$here/build/ft-hands" ] || die "not built: hands/build.sh"
grep -qa -- --no-gestures "$here/build/ft-hands" || die "ft-hands predates --no-gestures: hands/build.sh"
getcap "$here/build/ft-camd" | grep -q cap_sys_ptrace ||
die "ft-camd needs its capabilities: hands/run.sh caps (asks for sudo)"
if systemctl --user -q is-active frametop-camd.service frametop-hands.service; then
echo "stopping ft-handsctl's hand tracking (it has pinches and grips)"
fi
run_unit $camd frametop-camd.service "the camera broker" "$here/build/ft-camd" --status 60
if ! systemctl --user -q is-active $hands; then
"$here/../scripts/container-up.sh" # so stopping the unit can't take the container down
pkill -x ft-hands || true
fi
run_unit $hands frametop-hands.service "hand tracking, no gestures" "$HOME/.local/bin/distrobox" enter dev -- \
"$here/build/ft-hands" --status 60 --no-gestures
"$here/ft-handsctl" cutouts on >/dev/null || true
sleep 4
"$0" status ;;
off)
systemctl --user stop $hands $camd 2>/dev/null || true
systemctl --user -q is-active frametop-hands.service || pkill -x ft-hands || true
echo "hand cutouts off" ;;
status)
for u in $camd $hands; do echo "$u: $(systemctl --user is-active $u || true)"; done
echo "ft-screens cutouts: $("$here/ft-handsctl" cutouts state 2>&1)"
inv=$(systemctl --user show -p InvocationID --value $hands) # this run's lines only
[ -n "$inv" ] && journalctl --user _SYSTEMD_INVOCATION_ID="$inv" --no-pager -o cat |
grep -E '^ *[0-9.]+s |sets with a hand|cameras:' | tail -2 | cut -c1-160 || true ;;
*) sed -n '2,10p' "$0" | sed 's/^# \{0,1\}//'; exit 2 ;;
esac
+32 -20
View File
@@ -3,9 +3,12 @@
// Python prototype: the same scheduling, with the models on a few threads. // Python prototype: the same scheduling, with the models on a few threads.
// //
// ft-hands [--seconds N] [--threads N] [--int8] [--status S] [--models DIR] [--nice N] // ft-hands [--seconds N] [--threads N] [--int8] [--status S] [--models DIR] [--nice N]
// [--no-publish] [--record DIR] [--swap-sides] [--cams auto|mono|color|all] ... // [--no-publish] [--no-gestures] [--record DIR] [--swap-sides] [--cams auto|mono|color|all] ...
// (--help lists them all) // (--help lists them all)
// //
// --no-gestures: hands for the cutouts only. No pinch or grip detection, so nothing reaches
// the pointer and a closing hand doesn't raise the rate; the gestures file is removed.
//
// Which cameras (--cams, HANDS_CAMERAS): the four mono IR cameras light the hands with their // Which cameras (--cams, HANDS_CAMERAS): the four mono IR cameras light the hands with their
// own IR and track well in dim rooms, but in bright light (a sunny room, a window behind the // own IR and track well in dim rooms, but in bright light (a sunny room, a window behind the
// hands) they expose for the room and the hands come out dark. The two Arcturus colour // hands) they expose for the room and the hands come out dark. The two Arcturus colour
@@ -150,7 +153,7 @@ struct Lighting {
int main(int argc, char **argv) { int main(int argc, char **argv) {
double seconds = 0, status = 5; double seconds = 0, status = 5;
int threads = 3, niceness = 5; int threads = 3, niceness = 5;
bool int8 = false, publish = true, track = true, swap_sides = false; bool int8 = false, publish = true, track = true, swap_sides = false, gestures_on = true;
std::string models = std::string(argv[0]).substr(0, std::string(argv[0]).rfind('/') + 1) + "../models/ncnn"; std::string models = std::string(argv[0]).substr(0, std::string(argv[0]).rfind('/') + 1) + "../models/ncnn";
std::string record, ring_path = "/run/user/" + std::to_string(getuid()) + "/" FH_RING_NAME; std::string record, ring_path = "/run/user/" + std::to_string(getuid()) + "/" FH_RING_NAME;
// SteamOS starts user processes on CPUs 0-4 and keeps 5-7 (two A720s and the X4) for // SteamOS starts user processes on CPUs 0-4 and keeps 5-7 (two A720s and the X4) for
@@ -189,6 +192,7 @@ int main(int argc, char **argv) {
else if (a == "--nice" && more) niceness = std::atoi(argv[++i]); else if (a == "--nice" && more) niceness = std::atoi(argv[++i]);
else if (a == "--int8") int8 = true; else if (a == "--int8") int8 = true;
else if (a == "--no-publish") publish = false; else if (a == "--no-publish") publish = false;
else if (a == "--no-gestures") gestures_on = false;
else if (a == "--pinch-begin" && more) pinch_params.begin_m = std::atof(argv[++i]); else if (a == "--pinch-begin" && more) pinch_params.begin_m = std::atof(argv[++i]);
else if (a == "--pinch-end" && more) pinch_params.end_m = std::atof(argv[++i]); else if (a == "--pinch-end" && more) pinch_params.end_m = std::atof(argv[++i]);
else if (a == "--pinch-triangulated") pinch_params.triangulated = true; else if (a == "--pinch-triangulated") pinch_params.triangulated = true;
@@ -217,6 +221,7 @@ int main(int argc, char **argv) {
} }
else { else {
std::printf("usage: %s [--seconds N] [--threads N] [--int8] [--status S] [--models DIR] [--nice N] [--no-publish]\n" std::printf("usage: %s [--seconds N] [--threads N] [--int8] [--status S] [--models DIR] [--nice N] [--no-publish]\n"
" [--no-gestures] (hands for the cutouts only: no pinches or grips)\n"
" [--record DIR] [--record-for S] [--record-only] [--cpus 5,6,7] [--swap-sides]\n" " [--record DIR] [--record-for S] [--record-only] [--cpus 5,6,7] [--swap-sides]\n"
" [--keep-presence P] (0.5) [--ring PATH] (ft-camd's, or ft-ringplay's)\n" " [--keep-presence P] (0.5) [--ring PATH] (ft-camd's, or ft-ringplay's)\n"
" [--cams auto|mono|color|all] (auto) [--bright all|color] (all) [--bright-on L] (40) [--bright-off L] (25)\n" " [--cams auto|mono|color|all] (auto) [--bright all|color] (all) [--bright-on L] (40) [--bright-off L] (25)\n"
@@ -265,12 +270,14 @@ int main(int argc, char **argv) {
return true; return true;
}; };
if (!load_calibration(calib, err) || !ring.open(ring_path.c_str(), err) || !nets.load(models, int8, err) || if (!load_calibration(calib, err) || !ring.open(ring_path.c_str(), err) || !nets.load(models, int8, err) ||
(publish && (!pub.open(err) || !gestures.open(pinch, grip, err))) || (publish && (!pub.open(err) || (gestures_on && !gestures.open(pinch, grip, err)))) ||
(!record.empty() && !start_recording(record, err))) { (!record.empty() && !start_recording(record, err))) {
std::fprintf(stderr, "%s\n", err.c_str()); std::fprintf(stderr, "%s\n", err.c_str());
return 1; return 1;
} }
if (!ring.alive()) return std::fprintf(stderr, "ft-camd isn't running (no heartbeat)\n"), 1; if (!ring.alive()) return std::fprintf(stderr, "ft-camd isn't running (no heartbeat)\n"), 1;
// so a reader can't take an earlier run's file for this one's
if (publish && !gestures_on) unlink((run_dir() + "/gestures").c_str());
std::map<std::string, int> index; // mono calibration name -> ring camera std::map<std::string, int> index; // mono calibration name -> ring camera
std::map<std::string, int> color; // colour calibration name (color_video<N>) -> ring camera std::map<std::string, int> color; // colour calibration name (color_video<N>) -> ring camera
@@ -541,9 +548,11 @@ int main(int argc, char **argv) {
const auto hands = tracker.step(images, int64_t(tmin)); const auto hands = tracker.step(images, int64_t(tmin));
const uint64_t capture = uint64_t(int64_t(tmin) - raw_off); // CLOCK_MONOTONIC const uint64_t capture = uint64_t(int64_t(tmin) - raw_off); // CLOCK_MONOTONIC
const std::vector<Seen> views = tracker.views_now(); const std::vector<Seen> views = tracker.views_now();
grip.update(hands, views, int64_t(capture)); if (gestures_on) {
pinch.update(hands, views, int64_t(capture), grip.gripping()); grip.update(hands, views, int64_t(capture));
if (gesture_log && capture - t_glog >= 100'000'000) { pinch.update(hands, views, int64_t(capture), grip.gripping());
}
if (gestures_on && gesture_log && capture - t_glog >= 100'000'000) {
t_glog = capture; t_glog = capture;
for (int k = 0; k < 2; ++k) for (int k = 0; k < 2; ++k)
if (pinch.world_d[k] >= 0) if (pinch.world_d[k] >= 0)
@@ -554,7 +563,8 @@ int main(int argc, char **argv) {
// a gesture down or closing gets the full rate, even while the palm holds still // a gesture down or closing gets the full rate, even while the palm holds still
next_ns = tmin + uint64_t((std::min(tracker.interval(), pinch.engaged() || grip.engaged() ? 1 / 30.0 : 1.0) - next_ns = tmin + uint64_t((std::min(tracker.interval(), pinch.engaged() || grip.engaged() ? 1 / 30.0 : 1.0) -
0.005) * 1e9); 0.005) * 1e9);
if (publish) pub.write(hands, capture), gestures.write(pinch, grip, capture); if (publish) pub.write(hands, capture);
if (publish && gestures_on) gestures.write(pinch, grip, capture);
for (const Pinch::Event &e : grip.events) for (const Pinch::Event &e : grip.events)
std::printf("grip %s %-5s curl %.2f at %+.3f %+.3f %+.3f\n", e.side ? "right" : "left ", e.what, e.distance, std::printf("grip %s %-5s curl %.2f at %+.3f %+.3f %+.3f\n", e.side ? "right" : "left ", e.what, e.distance,
e.point[0], e.point[1], e.point[2]); e.point[0], e.point[1], e.point[2]);
@@ -593,17 +603,19 @@ int main(int argc, char **argv) {
s.handoff_miss, s.dups, s.splits, s.created, s.merged, s.forgotten, s.handoff_miss, s.dups, s.splits, s.created, s.merged, s.forgotten,
!rec ? "" : (" recorded " + std::to_string(rec->written()) + " dropped " + !rec ? "" : (" recorded " + std::to_string(rec->written()) + " dropped " +
std::to_string(rec->dropped())).c_str()); std::to_string(rec->dropped())).c_str());
std::printf(" pinches: left %u right %u (held back, palm down: %d %d) grips: left %u right %u", if (gestures_on) {
pinch.side(0).begins, pinch.side(1).begins, pinch.held_back[0], pinch.held_back[1], std::printf(" pinches: left %u right %u (held back, palm down: %d %d) grips: left %u right %u",
grip.side(0).begins, grip.side(1).begins); pinch.side(0).begins, pinch.side(1).begins, pinch.held_back[0], pinch.held_back[1],
for (int k = 0; k < 2; ++k) grip.side(0).begins, grip.side(1).begins);
if (pinch.side(k).flags & FH_PINCH_TRACKED) for (int k = 0; k < 2; ++k)
std::printf(" %s %s d %.3f curl %.2f", k ? "right" : "left", if (pinch.side(k).flags & FH_PINCH_TRACKED)
grip.side(k).flags & FH_PINCH_DOWN ? "GRIP" std::printf(" %s %s d %.3f curl %.2f", k ? "right" : "left",
: pinch.side(k).flags & FH_PINCH_DOWN ? "PINCH" grip.side(k).flags & FH_PINCH_DOWN ? "GRIP"
: "open", : pinch.side(k).flags & FH_PINCH_DOWN ? "PINCH"
pinch.side(k).distance, grip.curl[k]); : "open",
std::printf("\n"); pinch.side(k).distance, grip.curl[k]);
std::printf("\n");
}
for (const Hand *h : hands) for (const Hand *h : hands)
std::printf(" hand %d %-5s views %d wrist %+.3f %+.3f %+.3f m scale %.2f speed %.2f m/s\n", h->id, std::printf(" hand %d %-5s views %d wrist %+.3f %+.3f %+.3f m scale %.2f speed %.2f m/s\n", h->id,
h->right() ? "right" : "left", h->nviews, h->pts[0][0], h->pts[0][1], h->pts[0][2], h->scale, h->right() ? "right" : "left", h->nviews, h->pts[0][0], h->pts[0][1], h->pts[0][2], h->scale,
@@ -616,8 +628,8 @@ int main(int argc, char **argv) {
} }
} }
if (!color.empty()) unlink(want_file.c_str()); if (!color.empty()) unlink(want_file.c_str());
if (publish) { if (publish) pub.write({}, mono_ns());
pub.write({}, mono_ns()); if (publish && gestures_on) {
pinch.release(int64_t(mono_ns())); // a drag in progress ends, as lost pinch.release(int64_t(mono_ns())); // a drag in progress ends, as lost
grip.release(int64_t(mono_ns())); grip.release(int64_t(mono_ns()));
gestures.write(pinch, grip, mono_ns()); gestures.write(pinch, grip, mono_ns());
+158 -5
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. - Pointer: speed, dot size, distance and the rest, applied live.
- Ignored panels: SteamVR overlays the pointer passes through (POINTER_IGNORE), by app or - Ignored panels: SteamVR overlays the pointer passes through (POINTER_IGNORE), by app or
one by one. The helper lists them (@ft_pointer_helper "overlays"). 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: 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 (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). 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", "sens_down": "Slower pointer", "layout_reset": "Reset desktop screen layout",
"screens_toggle": "Hide/show desktop screens", "keyboard_toggle": "Open/close keyboard", "screens_toggle": "Hide/show desktop screens", "keyboard_toggle": "Open/close keyboard",
"float_toggle": "Float window in VR / put it back", "dock_all": "Put all floating windows back", "float_toggle": "Float window in VR / put it back", "dock_all": "Put all floating windows back",
"pause_toggle": "Pause/resume Frametop (for VR games)",
"key": "Pass through as key", "key": "Pass through as key",
"none": "Do nothing", "none": "Do nothing",
} }
@@ -95,6 +99,13 @@ CONTROLLER_BUTTONS = {
"right/bumper": "Right bumper", "right/trigger": "Right trigger", "right/grip": "Right grip", "right/bumper": "Right bumper", "right/trigger": "Right trigger", "right/grip": "Right grip",
"right/thumbstick": "Right stick click", "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 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") 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] CONTROLLER_ACTIONS = [a for a in ACTION_LABELS if a not in ("key", "none") + GAZE_ACTIONS]
@@ -162,8 +173,12 @@ def key_bindings(rules):
counts as its own).""" counts as its own)."""
bound = rules.get("key_bindings") bound = rules.get("key_bindings")
return dict(bound) if isinstance(bound, dict) else dict(DEFAULT_KEY_BINDINGS) return dict(bound) if isinstance(bound, dict) else dict(DEFAULT_KEY_BINDINGS)
# The gaze service's settings (gaze/ft-gazed): whose eye tracking, and the eye bias. # The gaze service's settings (gaze/ft-gazed): whose eye tracking, and the eye bias. GAZE_TRACKER
# can also be auto (the default): ours when it's installed, else SteamVR's.
GAZE_TRACKERS = {"steam": "SteamVR's eye tracker", "own": "our own eye tracker"} GAZE_TRACKERS = {"steam": "SteamVR's eye tracker", "own": "our own eye tracker"}
# Our tracker's frame grabber (gaze/tracker/install.sh), on the host: this runs in the dev
# container, which has the host's /etc under /run/host.
EYEGRAB = ("/etc/frametop/ft-eyegrab", "/run/host/etc/frametop/ft-eyegrab")
GAZE_EYES = {"auto": "auto", "left": "left eye", "right": "right eye"} GAZE_EYES = {"auto": "auto", "left": "left eye", "right": "right eye"}
# Pointer settings: key, label, default, min, max, step, unit. # Pointer settings: key, label, default, min, max, step, unit.
POINTER_SETTINGS = [ POINTER_SETTINGS = [
@@ -289,6 +304,7 @@ class Backend(QObject):
gazeChanged = Signal() gazeChanged = Signal()
driverChanged = Signal() driverChanged = Signal()
panelsChanged = Signal() panelsChanged = Signal()
pauseChanged = Signal()
activity = Signal(str) # device id activity = Signal(str) # device id
captured = Signal(int, str) # code, name captured = Signal(int, str) # code, name
capturedController = Signal(str, str) # button, label capturedController = Signal(str, str) # button, label
@@ -316,6 +332,8 @@ class Backend(QObject):
self._check_asked = 0.0 # when quickcal or calibrate went to the gaze service (its errors) self._check_asked = 0.0 # when quickcal or calibrate went to the gaze service (its errors)
self._driver_block = "" # set by _check_driver self._driver_block = "" # set by _check_driver
self._panels = None # SteamVR's overlays, from the helper; None until it answers 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 = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM)
self.sock.bind("") # autobind an abstract address the relay can reply to self.sock.bind("") # autobind an abstract address the relay can reply to
self.sock.setblocking(False) self.sock.setblocking(False)
@@ -348,6 +366,7 @@ class Backend(QObject):
def _refresh(self): def _refresh(self):
self._send("devices") self._send("devices")
self._send("pause ?")
self._send("vrstatus", HELPER) self._send("vrstatus", HELPER)
self._send("gaze ?", HELPER) self._send("gaze ?", HELPER)
if not self._send("status", GAZED) and self._gaze: if not self._send("status", GAZED) and self._gaze:
@@ -361,6 +380,9 @@ class Backend(QObject):
if self._gaze_mode is not None and now - self._gaze_at > 5: if self._gaze_mode is not None and now - self._gaze_at > 5:
self._gaze_mode = None self._gaze_mode = None
self.gazeChanged.emit() self.gazeChanged.emit()
if self._pause and now - self._pause_at > 5:
self._pause = {}
self.pauseChanged.emit()
def _check_driver(self): def _check_driver(self):
block = driver_block() block = driver_block()
@@ -399,13 +421,20 @@ class Backend(QObject):
if t == "devices": if t == "devices":
self._nodes = msg.get("nodes", []) self._nodes = msg.get("nodes", [])
self._pointer_mode = bool(msg.get("pointer_mode")) 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() self.devicesChanged.emit()
elif t == "overlays": elif t == "overlays":
panels = [o for o in msg.get("list", []) if isinstance(o, dict) and isinstance(o.get("key"), str)] panels = [o for o in msg.get("list", []) if isinstance(o, dict) and isinstance(o.get("key"), str)]
if panels != self._panels: if panels != self._panels:
self._panels = panels self._panels = panels
self.panelsChanged.emit() self.panelsChanged.emit()
elif t == "pause":
self._pause_at = time.monotonic()
if msg != self._pause:
self._pause = msg
self.pauseChanged.emit()
elif t == "vrstatus": elif t == "vrstatus":
self._vr = msg self._vr = msg
self._vr_at = time.monotonic() self._vr_at = time.monotonic()
@@ -813,6 +842,108 @@ class Backend(QObject):
else: else:
self.message.emit("The pointer helper isn't running (frametop-pointer.service)", True) 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 --- # --- gaze ---
def _gaze_status(self, status): def _gaze_status(self, status):
now = time.monotonic() now = time.monotonic()
@@ -961,9 +1092,25 @@ class Backend(QObject):
@Property(str, notify=gazeChanged) @Property(str, notify=gazeChanged)
def gazeTracker(self): def gazeTracker(self):
"""Whose eye tracking the gaze service uses: "steam" or "own" (GAZE_TRACKER).""" """Whose eye tracking the gaze service uses: "steam" or "own" (GAZE_TRACKER; auto is
v = read_conf().get("GAZE_TRACKER", "steam") ours when it's installed)."""
return v if v in GAZE_TRACKERS else "steam" v = read_conf().get("GAZE_TRACKER", "auto")
if v in GAZE_TRACKERS:
return v
return "own" if self.gazeOwnInstalled else "steam"
@Property(bool, notify=gazeChanged)
def gazeTrackerAuto(self):
"""GAZE_TRACKER is auto (or missing): ours once it's installed, without a choice here."""
return read_conf().get("GAZE_TRACKER", "auto") not in GAZE_TRACKERS
@Property(bool, notify=gazeChanged)
def gazeOwnInstalled(self):
"""Is our own tracker installed? The gaze service says (it also checks ft-eyes' Python in
its checkout); without it, whether the frame grabber is."""
if "own_installed" in self._gaze:
return bool(self._gaze["own_installed"])
return any(os.path.exists(p) for p in EYEGRAB)
@Property(str, notify=gazeChanged) @Property(str, notify=gazeChanged)
def gazeEye(self): def gazeEye(self):
@@ -1016,6 +1163,12 @@ class Backend(QObject):
else: else:
self.message.emit("The gaze service isn't running (frametop-gaze.service)", True) 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() @Slot()
def gazeQuickCheck(self): def gazeQuickCheck(self):
"""The gaze service's one-dot check, in the panel fixed to the headset.""" """The gaze service's one-dot check, in the panel fixed to the headset."""
+181 -8
View File
@@ -19,6 +19,7 @@ Kirigami.ApplicationWindow {
Kirigami.Action { text: "Devices"; icon.name: "input-mouse"; onTriggered: root.show(devicesPage) }, 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: "Buttons"; icon.name: "input-keyboard"; onTriggered: root.show(buttonsPage) },
Kirigami.Action { text: "Controllers"; icon.name: "input-gamepad"; onTriggered: root.show(controllersPage) }, 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: "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: "Pointer"; icon.name: "transform-move"; onTriggered: root.show(pointerPage) },
Kirigami.Action { text: "Ignored panels"; icon.name: "view-hidden"; onTriggered: root.show(ignorePage) }, Kirigami.Action { text: "Ignored panels"; icon.name: "view-hidden"; onTriggered: root.show(ignorePage) },
@@ -56,8 +57,8 @@ Kirigami.ApplicationWindow {
pageStack.push(page) pageStack.push(page)
} }
// FT_INPUT_PAGE=buttons|controllers|keyboard|pointer|ignore|gaze|bluetooth opens the app on that page. // 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, keyboard: keyboardPage, pageStack.initialPage: ({ buttons: buttonsPage, controllers: controllersPage, games: gamesPage, keyboard: keyboardPage,
pointer: pointerPage, ignore: ignorePage, gaze: gazePage, pointer: pointerPage, ignore: ignorePage, gaze: gazePage,
bluetooth: bluetoothPage })[startPage] || devicesPage 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 // ---------------------------------------------------------------- Gaze
Component { Component {
id: gazePage id: gazePage
@@ -834,6 +969,14 @@ Kirigami.ApplicationWindow {
title: "Gaze" title: "Gaze"
header: DriverWarning {} header: DriverWarning {}
property var status: backend.gazeStatus 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: [ actions: [
Kirigami.Action { Kirigami.Action {
text: "Quick check" text: "Quick check"
@@ -902,6 +1045,23 @@ Kirigami.ApplicationWindow {
opacity: 0.7 opacity: 0.7
font: Kirigami.Theme.smallFont font: Kirigami.Theme.smallFont
} }
Controls.Label {
// Why the gaze pointer, on, can't follow your eyes yet, so it isn't left looking
// like a plain mouse. The calibration part is the gaze service's (gaze/gazecheck.py).
readonly property var checks: gpage.status.checks || {}
readonly property string why: !backend.gazeServiceInstalled
? "The gaze service isn't installed: run gaze/run.sh install in the Frametop folder, in a terminal"
: !backend.gazeServiceRunning ? "The gaze service isn't running (it starts with SteamVR)"
: backend.gazeTracker === "own" && !gpage.status.eyegrab
? "Our eye tracker needs its frame grabber: run gaze/tracker/install.sh (asks for sudo)"
: checks.problem || ""
visible: backend.gazeMode > 0 && why !== ""
text: why
Layout.maximumWidth: Kirigami.Units.gridUnit * 30
wrapMode: Text.WordWrap
color: checks.check ? Kirigami.Theme.neutralTextColor : Kirigami.Theme.negativeTextColor
font: Kirigami.Theme.smallFont
}
ColumnLayout { ColumnLayout {
Kirigami.FormData.label: "Mouse left button:" Kirigami.FormData.label: "Mouse left button:"
Repeater { Repeater {
@@ -949,16 +1109,28 @@ Kirigami.ApplicationWindow {
} }
RowLayout { RowLayout {
Kirigami.FormData.label: "Eye tracker:" Kirigami.FormData.label: "Eye tracker:"
Controls.RadioButton {
text: "Own tracker (recommended)"
checked: backend.gazeTracker === "own"
onToggled: if (checked) backend.setGazeTracker("own")
}
Controls.RadioButton { Controls.RadioButton {
text: "SteamVR" text: "SteamVR"
checked: backend.gazeTracker === "steam" checked: backend.gazeTracker === "steam"
onToggled: if (checked) backend.setGazeTracker("steam") onToggled: if (checked) backend.setGazeTracker("steam")
} }
Controls.RadioButton { }
text: "Own tracker" Controls.Label {
checked: backend.gazeTracker === "own" // Ours is the default once it's installed (GAZE_TRACKER=auto, gaze/ft-gazed).
onToggled: if (checked) backend.setGazeTracker("own") visible: backend.gazeTracker === "steam" && !backend.gazeOwnInstalled
} text: "Our own tracker is more accurate. Install it with gaze/tracker/install.sh in the "
+ "Frametop folder, in a terminal (asks for sudo)"
+ (backend.gazeTrackerAuto ? "; gaze then uses it, and you calibrate it once."
: ", then pick Own tracker here and calibrate it once.")
Layout.maximumWidth: Kirigami.Units.gridUnit * 30
wrapMode: Text.WordWrap
opacity: 0.7
font: Kirigami.Theme.smallFont
} }
Controls.Label { Controls.Label {
// The gaze service runs ours (gaze/tracker/ft-eyes); it needs the frame grabber // The gaze service runs ours (gaze/tracker/ft-eyes); it needs the frame grabber
@@ -1038,7 +1210,8 @@ Kirigami.ApplicationWindow {
Controls.Label { Controls.Label {
Kirigami.FormData.label: "Service:" Kirigami.FormData.label: "Service:"
text: backend.gazeServiceRunning 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)" : backend.gazeServiceInstalled ? "not running (frametop-gaze.service, starts with SteamVR)"
: "not installed: run gaze/run.sh install in the Frametop folder, in a terminal" : "not installed: run gaze/run.sh install in the Frametop folder, in a terminal"
color: backend.gazeServiceRunning ? Kirigami.Theme.textColor : Kirigami.Theme.negativeTextColor color: backend.gazeServiceRunning ? Kirigami.Theme.textColor : Kirigami.Theme.negativeTextColor
+29
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@@ -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()
+483
View File
@@ -0,0 +1,483 @@
"""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
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)
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
while True:
g = self.current()
if g is None:
return
now = time.monotonic()
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.
next_poll = now + 3.0
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):
# 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 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"]}
+101 -16
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 pointer (else the active one) in VR, or put it back if it floats, dock_all = put every floating
window back (both to ft-floatd, @frametop_float), profile:NAME = switch to that profile (ft-layout window back (both to ft-floatd, @frametop_float), profile:NAME = switch to that profile (ft-layout
use NAME: its screens and apps; docs/profiles.md), steam_menu = open the SteamVR dashboard on use NAME: its screens and apps; docs/profiles.md), steam_menu = open the SteamVR dashboard on
Steam's menu, or close the dashboard (steam/ft-steam menu, through Steam's UI), 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 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). 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 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 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: 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 float_toggle); one with its own, even an empty one, doesn't. The float, profile, Steam menu,
command actions work without pointer mode too. A combination with Meta also sends the desktop an 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 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 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 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 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. 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 Pointer mode (POINTER=1 in ~/.config/frametop.conf) sends pointer devices to
the ft-pointer helper (pointer/helper), which drives the ft_pointer the ft-pointer helper (pointer/helper), which drives the ft_pointer
SteamVR driver. With POINTER=0, pointer devices go to the virtual mouse and 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 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 app can capture one; watchers see them as events with id frame_controller
vrbtn, vrhello, gazeawake from the pointer helper (above) 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) 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 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 virtual devices are parked in systemd's file descriptor store, so a relay
@@ -130,6 +140,8 @@ import subprocess
import sys import sys
import time import time
import game_pause
# Linux input constants (include/uapi/linux/input-event-codes.h, input.h, uinput.h). # 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 EV_SYN, EV_KEY, EV_REL, EV_MSC = 0x00, 0x01, 0x02, 0x04
SYN_REPORT = 0 SYN_REPORT = 0
@@ -196,7 +208,7 @@ RULES_PATH = os.path.expanduser("~/.config/frametop-input.json")
ACTIONS = ("left", "right", "middle", "back", "scroll_up", "scroll_down", "dashboard", "recenter", ACTIONS = ("left", "right", "middle", "back", "scroll_up", "scroll_down", "dashboard", "recenter",
"pointer_toggle", "follow_toggle", "gaze_toggle", "gaze_precision", "gaze_drag", "gaze_left", "gaze_right", "pointer_toggle", "follow_toggle", "gaze_toggle", "gaze_precision", "gaze_drag", "gaze_left", "gaze_right",
"gaze_quickcal", "sens_up", "sens_down", "layout_reset", "screens_toggle", "keyboard_toggle", "float_toggle", "gaze_quickcal", "sens_up", "sens_down", "layout_reset", "screens_toggle", "keyboard_toggle", "float_toggle",
"dock_all", "steam_menu", "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 mode is a mouse feature: these never come from a controller button (docs/gaze-controllers.md).
GAZE_ACTIONS = ("gaze_toggle", "gaze_precision", "gaze_drag", "gaze_left", "gaze_right", "gaze_quickcal") GAZE_ACTIONS = ("gaze_toggle", "gaze_precision", "gaze_drag", "gaze_left", "gaze_right", "gaze_quickcal")
# Key combinations a rules file without "key_bindings" gets: a Meta tap opens Steam's menu, Meta+J # Key combinations a rules file without "key_bindings" gets: a Meta tap opens Steam's menu, Meta+J
@@ -229,7 +241,17 @@ def known_action(a):
def needs_pointer(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 KEYS = "\0frametop_keys" # keys of keyboards grabbed for the desktop, for other readers
REPO = os.path.dirname(os.path.dirname(os.path.abspath(__file__))) REPO = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
FT_LAYOUT = os.path.join(REPO, "layout", "ft-layout") FT_LAYOUT = os.path.join(REPO, "layout", "ft-layout")
@@ -605,6 +627,22 @@ class Pointer:
pending = (self.scroll_until, self.claim_at, self.claim_release, self.system_at, self.system_release) 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 return 0.02 if any(t is not None for t in pending) else 0.5
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: class Node:
"""One input event node: a candidate device (mouse or keyboard, USB or Bluetooth), """One input event node: a candidate device (mouse or keyboard, USB or Bluetooth),
@@ -688,23 +726,42 @@ def main():
# desktop_until: typing goes to the Frametop desktop until then (ft-screens says so # 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(). # 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). # vr_capture_until: every controller button is taken until then (the settings app capturing one).
state = {"pointer": None, "rules": {}, "share_keys": False, # 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} "desktop_until": 0.0, "typing_applied": None, "vr_capture_until": 0.0}
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(): def load_config():
conf = read_config() conf = read_config()
state["rules"] = read_rules() state["rules"] = read_rules()
state["share_keys"] = conf.get("SHARE_KEYS", "0") == "1" state["share_keys"] = conf.get("SHARE_KEYS", "0") == "1"
if conf.get("POINTER", "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.sensitivity = float(conf.get("POINTER_SENSITIVITY", "0.03"))
p.idle = float(conf.get("POINTER_IDLE", "30")) p.idle = float(conf.get("POINTER_IDLE", "30"))
p.wake_counts = int(conf.get("POINTER_WAKE_COUNTS", "40")) 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") log(f"pointer mode: {p.sensitivity} deg/count, idle {p.idle} s, wake {p.wake_counts} counts")
else: else:
state["pointer"] = None state["pointer_conf"] = None
log("pointer mode off: pointer devices feed the virtual mouse and keyboard") 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() load_config()
tap = None # the modifier (folded, MODIFIERS) pressed alone, with nothing since: its release is a tap tap = None # the modifier (folded, MODIFIERS) pressed alone, with nothing since: its release is a tap
@@ -719,7 +776,7 @@ def main():
state["vr_capture_until"] = 0.0 state["vr_capture_until"] = 0.0
buttons = " ".join(b for b, a in state["rules"]["controller_buttons"].items() 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") 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"): if state["rules"].get("controller_in_games"):
buttons = "+games " + buttons buttons = "+games " + buttons
try: try:
@@ -764,6 +821,12 @@ def main():
def do_action(action, value, now, source="mouse"): def do_action(action, value, now, source="mouse"):
"""A mapped mouse or controller button, or key combination (pointer mode only, but """A mapped mouse or controller button, or key combination (pointer mode only, but
for the actions needs_pointer() says don't).""" 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 action == "keyboard_toggle":
if value == 1 and vr_keyboard_mode() != "never": if value == 1 and vr_keyboard_mode() != "never":
vr_keyboard("toggle") vr_keyboard("toggle")
@@ -832,7 +895,7 @@ def main():
return value == 2 and code in combos_down return value == 2 and code in combos_down
combo = "+".join(str(c) for c in sorted(held_modifiers) + [code]) combo = "+".join(str(c) for c in sorted(held_modifiers) + [code])
action = state["rules"]["key_bindings"].get(combo) 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 return False
combos_down[code] = action combos_down[code] = action
if held_meta - meta_hidden: if held_meta - meta_hidden:
@@ -853,7 +916,7 @@ def main():
def modifier_tap(mod, now): def modifier_tap(mod, now):
"""A modifier pressed and released alone: its binding, if it has one ("125": Meta tap).""" """A modifier pressed and released alone: its binding, if it has one ("125": Meta tap)."""
action = state["rules"]["key_bindings"].get(str(mod)) 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 return
# The desktop gets a key in between before the release goes there, so the tap isn't one # 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. # there too: a Meta tap would open Plasma's launcher.
@@ -1054,7 +1117,7 @@ def main():
try: try:
if cmd == "keyboard": if cmd == "keyboard":
# From ft-screens (unbound, no reply): where typing goes, repeated every second. # 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 state["desktop_until"] = now + 3.0 if desktop else 0.0
continue continue
if cmd == "vrbtn" and len(words) == 3 and words[1] in VR_BUTTONS and words[2] in ("0", "1"): if cmd == "vrbtn" and len(words) == 3 and words[1] in VR_BUTTONS and words[2] in ("0", "1"):
@@ -1062,6 +1125,20 @@ def main():
continue continue
if cmd == "vrhello": if cmd == "vrhello":
vr_bind(now) 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 continue
if cmd == "textfield" and len(words) == 2: if cmd == "textfield" and len(words) == 2:
text_field(words[1] == "1") text_field(words[1] == "1")
@@ -1073,7 +1150,8 @@ def main():
if not addr: if not addr:
continue # unbound sender, nowhere to reply continue # unbound sender, nowhere to reply
if cmd == "devices": 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, "actions": ACTIONS,
"nodes": [n.describe() for n in nodes.values() if n.candidate]}) "nodes": [n.describe() for n in nodes.values() if n.candidate]})
elif cmd == "watch": elif cmd == "watch":
@@ -1139,6 +1217,11 @@ def main():
# New here: a new device, or one that came back in the same place. # 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]: for old in [n for n in nodes.values() if n.path == path]:
drop(old, "replaced by a new device node") 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 seen[path] = ino
node = probe(path) node = probe(path)
if node and node.volume_keys and not take_volume(node): if node and node.volume_keys and not take_volume(node):
@@ -1151,16 +1234,18 @@ def main():
apply_roles() apply_roles()
ready, _, _ = select.select(list(nodes) + [control], [], [], 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() now = time.monotonic()
if pointer: if pointer:
pointer.tick(now) pointer.tick(now)
volume.tick(now) volume.tick(now)
pause.tick(now)
if state["vr_capture_until"] and now >= state["vr_capture_until"]: if state["vr_capture_until"] and now >= state["vr_capture_until"]:
vr_bind(now) # capture over: back to the mapped buttons vr_bind(now) # capture over: back to the mapped buttons
if (now < state["desktop_until"]) != state["typing_applied"] or waiting: if (now < state["desktop_until"]) != state["typing_applied"] or waiting:
waiting = apply_roles() waiting = apply_roles()
for fd in ready: for fd in ready:
pointer = state["pointer"] # (a pause or resume in this batch changes it)
if fd is control: if fd is control:
handle_control(now) handle_control(now)
continue continue
@@ -1215,7 +1300,7 @@ def main():
continue continue
if etype == EV_KEY: if etype == EV_KEY:
action = buttons.get(str(code), DEFAULT_BUTTONS.get(code, "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) do_action(action, value, now)
continue continue
if action == "none": if action == "none":
+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 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 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 logger. Pausing (game_pause.py) is a stub: no threads, state file, or services. Nothing reaches
to them. Rules come from the test, not ~/.config/frametop-input.json. 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) 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"') 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 = importlib.util.module_from_spec(importlib.util.spec_from_loader("relay", loader=None))
relay.__file__ = os.path.abspath(relay_path) 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__) 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 = configure
stub = {}
relay.game_pause.GamePause = StubPause
for name in ("SCREENS", "HELPER", "FLOAT", "GAZED", "KEYS"): for name in ("SCREENS", "HELPER", "FLOAT", "GAZED", "KEYS"):
setattr(relay, name, f"\0{tag}_{name.lower()}") setattr(relay, name, f"\0{tag}_{name.lower()}")
OUT = tempfile.mkdtemp(prefix="ft-keys-test-") OUT = tempfile.mkdtemp(prefix="ft-keys-test-")
@@ -80,6 +114,7 @@ fake_os = type(os)("os")
fake_os.__dict__.update(os.__dict__) fake_os.__dict__.update(os.__dict__)
fake_os.listdir = lambda path: ["event900", "event901"] if path == "/dev/input" else os.listdir(path) 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.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 relay.os = fake_os
@@ -143,6 +178,15 @@ def use(key_bindings):
typed() 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): def lines(path, wait=0.3):
time.sleep(wait) time.sleep(wait)
try: try:
@@ -162,7 +206,7 @@ def check(label, got, want):
failures.append(label) 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"] 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("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"]) 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("an empty command isn't an action", relay.known_action("command: "), False)
check("steam_menu and commands work without pointer mode", check("steam_menu, pause_toggle and commands work without pointer mode",
(relay.needs_pointer("steam_menu"), relay.needs_pointer("command:ls")), (False, False)) (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) print("FAILED: " + ", ".join(failures) if failures else "all passed", flush=True)
shutil.rmtree(OUT, ignore_errors=True) shutil.rmtree(OUT, ignore_errors=True)
os._exit(1 if failures else 0) os._exit(1 if failures else 0)
+214
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@@ -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
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@@ -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()
+51 -14
View File
@@ -1,13 +1,13 @@
#!/usr/bin/env bash #!/usr/bin/env bash
# Install everything on the Steam Frame: the build container, Frametop (multi-screen # Install everything on the Steam Frame: the build container, Frametop (multi-screen
# desktop, input relay, universal 3D mouse, settings app), and optionally gaze mode and the # desktop, input relay, universal 3D mouse, settings app), and optionally gaze mode, our own
# Bluetooth fixes. Run it on the headset in a terminal, from this repo. It's safe to re-run, # eye tracker for it, and the Bluetooth fixes. Run it on the headset in a terminal, from this repo. It's safe to re-run,
# for example after `git pull`. (Hand tracking, hands/, is deferred: it isn't offered here.) # for example after `git pull`. (Hand tracking, hands/, is deferred: it isn't offered here.)
# (It also works from a PC over SSH; see "Developing from a PC" in the README.) # (It also works from a PC over SSH; see "Developing from a PC" in the README.)
# #
# Usage: ./install.sh [--yes] [--no-bluetooth] # Usage: ./install.sh [--yes] [--no-bluetooth]
# --yes don't ask; installs gaze mode, skips the Bluetooth fixes and the SteamVR # --yes don't ask; installs gaze mode, and our eye tracker if sudo can run without
# restart # a password prompt; skips the Bluetooth fixes and the SteamVR restart
# --no-bluetooth don't offer the Bluetooth fixes # --no-bluetooth don't offer the Bluetooth fixes
set -euo pipefail set -euo pipefail
@@ -19,7 +19,7 @@ for arg in "$@"; do
case $arg in case $arg in
--yes) assume_yes=1 ;; --yes) assume_yes=1 ;;
--no-bluetooth) bluetooth=0 ;; --no-bluetooth) bluetooth=0 ;;
-h|--help) sed -n '2,11p' "$0"; exit 0 ;; -h|--help) sed -n '2,12p' "$0"; exit 0 ;;
*) echo "unknown option: $arg" >&2; exit 2 ;; *) echo "unknown option: $arg" >&2; exit 2 ;;
esac esac
done done
@@ -38,6 +38,13 @@ ask() { # ask "question" default(y|n)
answer=${answer:-$2} answer=${answer:-$2}
[[ $answer =~ ^[Yy] ]] [[ $answer =~ ^[Yy] ]]
} }
# Can sudo run here without a password prompt (SUDO_ASKPASS, the repo's .env, a recent sudo)?
# See frame_sudo in scripts/_env.sh.
sudo_quiet() {
{ [ "$FRAME_LOCAL" = 1 ] && [ -n "${SUDO_ASKPASS:-}" ]; } && return 0
grep -q '^steamos_root_pwd=.' "$REPO_ROOT/.env" 2>/dev/null && return 0
on_frame 'sudo -n true' 2>/dev/null
}
if [ "$FRAME_LOCAL" = 1 ]; then if [ "$FRAME_LOCAL" = 1 ]; then
echo "Installing on this Steam Frame from $FRAME_REPO" echo "Installing on this Steam Frame from $FRAME_REPO"
@@ -50,7 +57,7 @@ if [ "$FRAME_LOCAL" = 0 ] || [ -n "${SSH_CONNECTION:-}" ]; then
echo "that need SteamVR start with it if it isn't running now." echo "that need SteamVR start with it if it isn't running now."
fi fi
step "1/9 distrobox (container tool, installed in your home folder)" step "1/10 distrobox (container tool, installed in your home folder)"
if on_frame 'test -x ~/.local/bin/distrobox'; then if on_frame 'test -x ~/.local/bin/distrobox'; then
echo "already installed: $(on_frame '~/.local/bin/distrobox version | head -1')" echo "already installed: $(on_frame '~/.local/bin/distrobox version | head -1')"
else else
@@ -60,25 +67,25 @@ else
cd ~/dev/src/distrobox && ./install --prefix ~/.local' cd ~/dev/src/distrobox && ./install --prefix ~/.local'
fi fi
step "2/9 build container (Fedora 44 'dev', about 1-2 GB the first time)" step "2/10 build container (Fedora 44 'dev', about 1-2 GB the first time)"
"$root/setup/dev-container.sh" "$root/setup/dev-container.sh"
step "3/9 input relay (keeps Bluetooth mice working in SteamVR, device roles, button maps)" step "3/10 input relay (keeps Bluetooth mice working in SteamVR, device roles, button maps)"
"$root/desktops.sh" relay install "$root/desktops.sh" relay install
step "4/9 3D mouse: SteamVR driver" step "4/10 3D mouse: SteamVR driver"
"$root/pointer/driver/build.sh" "$root/pointer/driver/build.sh"
"$root/pointer/driver/install.sh" install 2>&1 | grep -v xdg-open "$root/pointer/driver/install.sh" install 2>&1 | grep -v xdg-open
step "5/9 3D mouse: pointer helper service" step "5/10 3D mouse: pointer helper service"
"$root/pointer/helper/build.sh" "$root/pointer/helper/build.sh"
"$root/pointer/helper/run.sh" install "$root/pointer/helper/run.sh" install
step "6/9 power service (turns the displays off while the headset isn't used, even on a stand)" step "6/10 power service (turns the displays off while the headset isn't used, even on a stand)"
"$root/power/build.sh" "$root/power/build.sh"
"$root/power/run.sh" install "$root/power/run.sh" install
step "7/9 multi-screen desktop (ft-screens), Frametop Input Settings, and Frametop Display Settings" step "7/10 multi-screen desktop (ft-screens), Frametop Input Settings, and Frametop Display Settings"
"$root/screens/build.sh" "$root/screens/build.sh"
"$root/desktops.sh" install >/dev/null "$root/desktops.sh" install >/dev/null
"$root/input-settings/install.sh" "$root/input-settings/install.sh"
@@ -87,14 +94,44 @@ step "7/9 multi-screen desktop (ft-screens), Frametop Input Settings, and Framet
on_frame "sed -i 's/^POINTER=0/POINTER=1/' ~/.config/frametop.conf; grep -q '^POINTER=' ~/.config/frametop.conf || echo 'POINTER=1' >> ~/.config/frametop.conf" on_frame "sed -i 's/^POINTER=0/POINTER=1/' ~/.config/frametop.conf; grep -q '^POINTER=' ~/.config/frametop.conf || echo 'POINTER=1' >> ~/.config/frametop.conf"
echo "the launcher's Desktop entry now opens the multi-screen desktop; 3D mouse on (POINTER=1 in ~/.config/frametop.conf)" echo "the launcher's Desktop entry now opens the multi-screen desktop; 3D mouse on (POINTER=1 in ~/.config/frametop.conf)"
step "8/9 gaze mode (optional, experimental: the pointer goes where you look)" step "8/10 gaze mode (optional, experimental: the pointer goes where you look)"
gaze=0
if ask "Install gaze mode? You turn it on and calibrate it in Frametop Input Settings, on the Gaze page." y; then if ask "Install gaze mode? You turn it on and calibrate it in Frametop Input Settings, on the Gaze page." y; then
"$root/gaze/run.sh" install "$root/gaze/run.sh" install
gaze=1
else else
echo "skipped. Install later with: gaze/run.sh install" echo "skipped. Install later with: gaze/run.sh install"
fi fi
step "9/9 Bluetooth fixes (optional; they let LE mice and keyboards like the Swiftpoint Z3 reconnect)" # Ours is gaze mode's default once it's installed (GAZE_TRACKER=auto). Without it, gaze mode
# uses SteamVR's eye tracker.
step "9/10 our own eye tracker for gaze mode (recommended: more accurate than SteamVR's)"
if [ "$gaze" = 0 ]; then
echo "skipped: gaze mode isn't installed. Install it later with: gaze/tracker/install.sh"
elif [ "$assume_yes" = 1 ] && ! sudo_quiet; then
echo "skipped: it needs your password (sudo), and --yes doesn't ask. Install it later with: gaze/tracker/install.sh"
elif ask "Install our own eye tracker? Gaze mode then uses it instead of SteamVR's. Its frame grabber is a small system service, so it needs your password (sudo), and it downloads about 165 MB (numpy, OpenCV)." y; then
if "$root/gaze/tracker/install.sh" install; then
# Configs made before GAZE_TRACKER=auto say steam, which keeps SteamVR's.
tracker=$(on_frame "sed -n 's/^GAZE_TRACKER=\([a-z]*\).*/\1/p' ~/.config/frametop.conf | tail -1")
if [ "$tracker" = steam ] &&
ask "Your settings pick SteamVR's eye tracker (GAZE_TRACKER=steam, the old default). Use ours instead?" y; then
on_frame "sed -i 's~^GAZE_TRACKER=steam\b.*~GAZE_TRACKER=auto # gaze service: auto = our own eye tracker when installed, else SteamVR | own | steam~' ~/.config/frametop.conf"
tracker=auto
fi
if [ "$tracker" = steam ]; then
echo "installed; your settings keep SteamVR's eye tracker (pick Own tracker on the Gaze page to use ours)"
else
echo "gaze mode uses our eye tracker: calibrate it once, with Calibrate on the Gaze page"
fi
else
echo "our eye tracker didn't install, so gaze mode uses SteamVR's. Try again with: gaze/tracker/install.sh"
fi
else
echo "skipped: gaze mode uses SteamVR's eye tracker. Install ours later with: gaze/tracker/install.sh"
fi
step "10/10 Bluetooth fixes (optional; they let LE mice and keyboards like the Swiftpoint Z3 reconnect)"
if [ "$bluetooth" = 1 ] && ask "Install the Bluetooth fixes? They need your password (sudo)." n; then if [ "$bluetooth" = 1 ] && ask "Install the Bluetooth fixes? They need your password (sudo)." n; then
"$root/setup/bluetooth/install.sh" install "$root/setup/bluetooth/install.sh" install
else else
+17 -4
View File
@@ -267,7 +267,8 @@
// //
// Commands (datagrams on @ft_pointer_helper): show, hide, recenter, move <dyaw> <dpitch>, // 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), // 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), // reload (re-read the settings below), debug (toggle a twice-a-second state log),
// overlays (replies with the overlay list as JSON, see OverlayList), // overlays (replies with the overlay list as JSON, see OverlayList),
// vrbind/vrglobal/vrstatus (Frame controller buttons, see vrbuttons.h), // vrbind/vrglobal/vrstatus (Frame controller buttons, see vrbuttons.h),
@@ -931,8 +932,8 @@ int main() {
Clock::time_point handUsed{}; // a gesture began then (keeps the pointer, like gaze mode) 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 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. // Gaze mode outside games, and its dot (see the top): lastMove/lastHeld/pulseAt.
bool inGame = false, gazeAwake = false; bool inGame = false, gazeAwake = false, gameSent = false;
Clock::time_point inGameAt{}, gazeAwakeAt{}; Clock::time_point inGameAt{}, gazeAwakeAt{}, gameSentAt{};
Clock::time_point lastMove{}, lastHeld{}, pulseAt{}; Clock::time_point lastMove{}, lastHeld{}, pulseAt{};
// The left button, as sent to the driver; pressRight: the next press is the right button // The left button, as sent to the driver; pressRight: the next press is the right button
// instead (gaze_right), heldButton: the one pressed. // instead (gaze_right), heldButton: the one pressed.
@@ -1283,6 +1284,13 @@ int main() {
gazeAwakeAt = t; gazeAwakeAt = t;
SendTo(out, "frametop_relay", awake ? "gazeawake 1" : "gazeawake 0"); 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. // Commands from the relay.
@@ -1380,7 +1388,12 @@ int main() {
std::printf("gaze mode %s\n", gazeOn ? "on" : "off"); std::printf("gaze mode %s\n", gazeOn ? "on" : "off");
std::fflush(stdout); 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; continue;
} }
const bool mouseInput = std::strncmp(buf, "move", 4) == 0 || std::strncmp(buf, "btn", 3) == 0 || const bool mouseInput = std::strncmp(buf, "move", 4) == 0 || std::strncmp(buf, "btn", 3) == 0 ||
+1 -1
View File
@@ -23,6 +23,6 @@ $cxx -c -o build/handcut.o handcut.cpp
$cxx -c -o build/handtest.o handtest.cpp $cxx -c -o build/handtest.o handtest.cpp
vrlibs="$(pkg-config --libs egl glesv2 gbm) -L/opt/steamvr/bin/linuxarm64 -lopenvr_api -Wl,-rpath,/opt/steamvr/bin/linuxarm64" vrlibs="$(pkg-config --libs egl glesv2 gbm) -L/opt/steamvr/bin/linuxarm64 -lopenvr_api -Wl,-rpath,/opt/steamvr/bin/linuxarm64"
g++ -o build/ft-screens build/compositor.o build/vr.o build/keyboard.o build/handcut.o \ g++ -o build/ft-screens build/compositor.o build/vr.o build/keyboard.o build/handcut.o \
$(pkg-config --libs wlroots-0.20 wayland-server xkbcommon) $vrlibs $(pkg-config --libs wlroots-0.20 wayland-server xkbcommon pixman-1) $vrlibs
g++ -o build/ft-handtest build/handtest.o build/handcut.o $vrlibs g++ -o build/ft-handtest build/handtest.o build/handcut.o $vrlibs
echo "built build/ft-screens build/ft-handtest"' echo "built build/ft-screens build/ft-handtest"'
+189 -12
View File
@@ -13,7 +13,7 @@
// scale first ("scale <screen> <s>", from ft-layout). // scale first ("scale <screen> <s>", from ft-layout).
// //
// Usage: ft-screens [--socket NAME] [--control NAME] [--no-vr] [--screen WxH@METRES]... // Usage: ft-screens [--socket NAME] [--control NAME] [--no-vr] [--screen WxH@METRES]...
// [--spares N] [-- COMMAND ARGS...] // [--spares N] [--rates F,V,H] [-- COMMAND ARGS...]
// --socket Wayland socket name in $XDG_RUNTIME_DIR (default ft-screens-0) // --socket Wayland socket name in $XDG_RUNTIME_DIR (default ft-screens-0)
// --control the control socket's abstract name (default ft_screens) // --control the control socket's abstract name (default ft_screens)
// --no-vr run without SteamVR, for tests next to the running desktop: no panels, no // --no-vr run without SteamVR, for tests next to the running desktop: no panels, no
@@ -22,6 +22,8 @@
// --screen one per screen, in KWin's order (default: 3440x1440@2.4) // --screen one per screen, in KWin's order (default: 3440x1440@2.4)
// --spares KWin's outputs after the screens: spares for floating windows (ft-floatd // --spares KWin's outputs after the screens: spares for floating windows (ft-floatd
// turns them on and sizes them; see docs/floating-windows.md) // turns them on and sizes them; see docs/floating-windows.md)
// --rates frame rates in Hz for screens you look at, the rest you see, and hidden ones
// (0: every display frame; default 0,15,1; see frame_interval)
// COMMAND run with WAYLAND_DISPLAY set to our socket (e.g. the Frametop session) // COMMAND run with WAYLAND_DISPLAY set to our socket (e.g. the Frametop session)
// Runs in the dev container (wlroots 0.20); KWin connects from the host. // Runs in the dev container (wlroots 0.20); KWin connects from the host.
#define _GNU_SOURCE #define _GNU_SOURCE
@@ -33,7 +35,9 @@
#include <string.h> #include <string.h>
#include <stddef.h> #include <stddef.h>
#include <sys/socket.h> #include <sys/socket.h>
#include <sys/resource.h>
#include <sys/stat.h> #include <sys/stat.h>
#include <sys/timerfd.h>
#include <sys/un.h> #include <sys/un.h>
#include <sys/wait.h> #include <sys/wait.h>
#include <time.h> #include <time.h>
@@ -58,8 +62,15 @@
#include <wlr/util/log.h> #include <wlr/util/log.h>
#include "vr.h" #include "vr.h"
#include "controller-click.h"
#define MAX_SCREENS 24 // screens and spare outputs #define MAX_SCREENS 24 // screens and spare outputs
// A screen counts as playing a video while its last VIDEO_COMMITS commits each redrew at
// least VIDEO_AREA percent of it, at VIDEO_HZ or more; for VIDEO_HOLD ms after that stops.
#define VIDEO_COMMITS 8
#define VIDEO_AREA 6
#define VIDEO_HZ 10
#define VIDEO_HOLD 1500
struct config { struct config {
int width, height; int width, height;
@@ -79,6 +90,13 @@ struct screen {
int buffer_width, buffer_height; int buffer_width, buffer_height;
struct wlr_xdg_toplevel_decoration_v1 *decoration; // answered on the first commit struct wlr_xdg_toplevel_decoration_v1 *decoration; // answered on the first commit
struct wl_listener commit, destroy, decoration_destroy, set_title; struct wl_listener commit, destroy, decoration_destroy, set_title;
// Its frame rate (see tick): when its last frame callback went (ms), and what its recent
// commits looked like, to tell a video playing on it.
uint32_t frame_sent;
uint32_t commit_ms[VIDEO_COMMITS];
unsigned commit_at;
unsigned big; // a bit per recent commit: it redrew at least VIDEO_AREA percent
uint32_t video_until; // counts as a video until then (ms)
}; };
// Per client buffer: forget its import when it goes away. // Per client buffer: forget its import when it goes away.
@@ -103,7 +121,16 @@ struct server {
int spares; int spares;
struct wl_list buffers; // tracked_buffer struct wl_list buffers; // tracked_buffer
struct wl_event_source *tick; struct wl_event_source *tick;
int tick_fd; // timerfd, at absolute times in step with the display's vsync (see schedule)
int64_t period_ns, base_ns, synced_ns; // the display's frame time, a tick time, last sync
double phase_ms; // ticks come this long after a vsync
// Frame rates in Hz for each attention level (0: every display frame), and a remote
// viewer's lease: until then (ms) every screen gets full rate ("watch").
int rate[3];
uint32_t watch_until;
uint32_t typed_ms; // the last key sent to the desktop: its screen counts as focused
struct screen *pointer_focus; struct screen *pointer_focus;
struct ft_controller_click controller_click;
pid_t child; pid_t child;
// Where typing goes: the screens after a click on one, Steam after a click on another // 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). // panel. The input relay grabs the keyboards while it's the screens (see keys_update).
@@ -147,6 +174,25 @@ static void track_buffer(struct server *s, struct wlr_buffer *buffer) {
// ---------------------------------------------------------------- screens // ---------------------------------------------------------------- screens
// A video (or anything moving over a large area) on a screen you don't look at keeps the
// full frame rate (see frame_interval): its commits keep redrawing much of it, and keep
// coming as fast as its rate lets them. A cursor blinking or a spinner turning redraws a
// small part, and a page changing now and then doesn't keep coming.
static void note_damage(struct screen *sc, struct wlr_surface *surface, struct wlr_buffer *buffer) {
int n = 0;
const pixman_box32_t *r = pixman_region32_rectangles(&surface->buffer_damage, &n);
int64_t area = 0;
for (int i = 0; i < n; ++i) area += (int64_t)(r[i].x2 - r[i].x1) * (r[i].y2 - r[i].y1);
const bool big = area * 100 >= (int64_t)buffer->width * buffer->height * VIDEO_AREA;
const unsigned all = (1u << VIDEO_COMMITS) - 1;
sc->big = ((sc->big << 1) | big) & all;
const uint32_t t = now_ms();
const uint32_t oldest = sc->commit_ms[sc->commit_at]; // the commit VIDEO_COMMITS ago
sc->commit_ms[sc->commit_at] = t;
sc->commit_at = (sc->commit_at + 1) % VIDEO_COMMITS;
if (sc->big == all && t - oldest <= VIDEO_COMMITS * 1000 / VIDEO_HZ) sc->video_until = t + VIDEO_HOLD;
}
static void screen_commit(struct wl_listener *l, void *data) { static void screen_commit(struct wl_listener *l, void *data) {
struct screen *sc = wl_container_of(l, sc, commit); struct screen *sc = wl_container_of(l, sc, commit);
struct wlr_xdg_surface *xdg = sc->toplevel->base; struct wlr_xdg_surface *xdg = sc->toplevel->base;
@@ -170,6 +216,7 @@ static void screen_commit(struct wl_listener *l, void *data) {
if (!buffer) return; if (!buffer) return;
sc->frame_pending = true; sc->frame_pending = true;
++sc->commits; ++sc->commits;
note_damage(sc, xdg->surface, buffer);
sc->buffer_width = buffer->width, sc->buffer_height = buffer->height; sc->buffer_width = buffer->width, sc->buffer_height = buffer->height;
if (buffer == sc->held) return; if (buffer == sc->held) return;
struct wlr_dmabuf_attributes a; struct wlr_dmabuf_attributes a;
@@ -292,6 +339,11 @@ static void handle_vr_event(const struct ft_event *e, void *data) {
return; return;
} }
if (e->screen < 0 || e->screen >= MAX_SCREENS || !s->screens[e->screen]) return; if (e->screen < 0 || e->screen >= MAX_SCREENS || !s->screens[e->screen]) return;
struct 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 screen *sc = s->screens[e->screen];
struct wlr_surface *surface = sc->toplevel->base->surface; struct wlr_surface *surface = sc->toplevel->base->surface;
const uint32_t t = now_ms(); const uint32_t t = now_ms();
@@ -374,9 +426,64 @@ static void keys_update(struct server *s) {
offsetof(struct sockaddr_un, sun_path) + 1 + sizeof name - 1); offsetof(struct sockaddr_un, sun_path) + 1 + sizeof name - 1);
} }
// Every ~11 ms (90 Hz): SteamVR events, and frame callbacks for screens that committed. // How often a screen gets its frame callback (ms; 0 every tick). KWin draws a screen only
static int tick(void *data) { // after its callback, and its apps wait for theirs, so this is the screen's frame rate:
// full where you look (ft_vr_screen_attention) and for a video, lower for the rest of what
// you see, and about once a second for what you don't (hidden, behind you, paused for a VR
// game). A screen nothing changes on costs nothing at any rate: KWin commits only when
// something on it moved. A remote viewer ("watch") sees every screen at full rate.
static uint32_t frame_interval(struct server *s, struct screen *sc, uint32_t t) {
if ((int32_t)(s->watch_until - t) > 0) return 0;
enum ft_attention a = ft_vr_screen_attention(sc->index);
if (a == FT_IN_VIEW && (int32_t)(sc->video_until - t) > 0) a = FT_FOCUSED;
if (a != FT_FOCUSED && t - s->typed_ms < 1500 &&
s->seat->keyboard_state.focused_surface == sc->toplevel->base->surface)
a = FT_FOCUSED; // typing on it while looking elsewhere
const int hz = s->rate[a];
return hz > 0 ? 1000 / hz : 0;
}
static int64_t mono_ns(void) {
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
return ts.tv_sec * 1000000000LL + ts.tv_nsec;
}
// Ticks come once per display frame, phase_ms after its vsync: KWin gets its frame callbacks
// early in the frame and has the rest of it to draw before vrcompositor takes the panels.
// The vsync is read from SteamVR once a second, and the ticks run at absolute times between
// reads, so they keep their place (a timer set again after each tick, as before, slid
// through the frame and came about 85 times a second at 90 Hz). Without SteamVR's timing
// they still come at the display's rate (90 Hz until known). While paused, every 100 ms.
static void schedule(struct server *s) {
const int64_t now = mono_ns();
int64_t next;
if (ft_vr_paused()) {
next = now + 100000000LL;
} else {
double since, hz;
if (now - s->synced_ns >= 1000000000LL) {
s->synced_ns = now;
if (ft_vr_vsync(&since, &hz)) {
const int64_t period = (int64_t)(1e9 / hz);
if (llabs(period - s->period_ns) > 100000) wlr_log(WLR_INFO, "display at %.1f Hz", hz);
s->period_ns = period;
s->base_ns = now - (int64_t)(since * 1e9) + (int64_t)(s->phase_ms * 1e6);
while (s->base_ns > now) s->base_ns -= s->period_ns;
}
}
next = s->base_ns + ((now - s->base_ns) / s->period_ns + 1) * s->period_ns;
}
struct itimerspec its = {.it_value = {.tv_sec = next / 1000000000LL, .tv_nsec = next % 1000000000LL}};
timerfd_settime(s->tick_fd, TFD_TIMER_ABSTIME, &its, NULL);
}
// Each tick: SteamVR events, and frame callbacks for screens that committed and are due.
static int tick(int fd, uint32_t mask, void *data) {
struct server *s = data; struct server *s = data;
uint64_t expirations;
const ssize_t got = read(fd, &expirations, sizeof expirations); // clears it; how many doesn't matter
(void)got;
ft_vr_poll(handle_vr_event, s); ft_vr_poll(handle_vr_event, s);
if (++s->ticks % 9 == 0) keys_update(s); if (++s->ticks % 9 == 0) keys_update(s);
if (s->kb_close_at && s->ticks >= s->kb_close_at) { if (s->kb_close_at && s->ticks >= s->kb_close_at) {
@@ -388,14 +495,17 @@ static int tick(void *data) {
} }
struct timespec now; struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now); clock_gettime(CLOCK_MONOTONIC, &now);
const uint32_t t = now_ms();
// Due within half a tick counts as due, so 15 Hz is every 6th tick at 90 Hz, not 7th.
const uint32_t slack = ft_vr_paused() ? 50 : (uint32_t)(s->period_ns / 2000000);
for (int i = 0; i < MAX_SCREENS; ++i) { for (int i = 0; i < MAX_SCREENS; ++i) {
struct screen *sc = s->screens[i]; struct screen *sc = s->screens[i];
if (sc && sc->frame_pending) { if (!sc || !sc->frame_pending || t - sc->frame_sent + slack < frame_interval(s, sc, t)) continue;
sc->frame_pending = false; sc->frame_pending = false;
wlr_surface_send_frame_done(sc->toplevel->base->surface, &now); sc->frame_sent = t;
} wlr_surface_send_frame_done(sc->toplevel->base->surface, &now);
} }
wl_event_source_timer_update(s->tick, 11); schedule(s);
return 0; return 0;
} }
@@ -420,6 +530,7 @@ static bool key_held(const struct wlr_keyboard *kb, uint32_t code) {
// One key to the focused screen, through the seat's keyboard so its xkb state and // One key to the focused screen, through the seat's keyboard so its xkb state and
// modifiers stay right. // modifiers stay right.
static void send_key(struct server *s, uint32_t code, int pressed) { static void send_key(struct server *s, uint32_t code, int pressed) {
s->typed_ms = now_ms();
struct wlr_keyboard_key_event ev = { struct wlr_keyboard_key_event ev = {
.time_msec = now_ms(), .keycode = code, .update_state = true, .time_msec = now_ms(), .keycode = code, .update_state = true,
.state = pressed ? WL_KEYBOARD_KEY_STATE_PRESSED : WL_KEYBOARD_KEY_STATE_RELEASED}; .state = pressed ? WL_KEYBOARD_KEY_STATE_PRESSED : WL_KEYBOARD_KEY_STATE_RELEASED};
@@ -514,7 +625,18 @@ static int control_readable(int fd, uint32_t mask, void *data) {
unsigned code; unsigned code;
int value, index, w, h; int value, index, w, h;
double scale; 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 // 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.) // 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; const int min_w = index - 1 < s->n_config ? 320 : 64, min_h = index - 1 < s->n_config ? 200 : 64;
@@ -562,6 +684,38 @@ static int control_readable(int fd, uint32_t mask, void *data) {
handle_vr_event(&e, s); handle_vr_event(&e, s);
snprintf(reply, sizeof reply, "ok"); snprintf(reply, sizeof reply, "ok");
} }
} else if (sscanf(buf, "watch %d", &value) == 1) {
// A remote viewer is watching for that many seconds (vnc-bridge.sh renews it).
s->watch_until = now_ms() + (uint32_t)(value < 0 ? 0 : value > 60 ? 60 : value) * 1000;
snprintf(reply, sizeof reply, "ok");
} else if (sscanf(buf, "rates %d %d %d", &index, &w, &h) == 3) {
// Frame rates in Hz: focused, in view, hidden (0: every display frame).
if (index < 0 || w < 0 || h < 0 || index > 240 || w > 240 || h > 240) {
snprintf(reply, sizeof reply, "error rates <focused> <in view> <hidden> (Hz, 0 full)");
} else {
s->rate[FT_FOCUSED] = index, s->rate[FT_IN_VIEW] = w, s->rate[FT_HIDDEN] = h;
wlr_log(WLR_INFO, "frame rates: focused %d, in view %d, hidden %d (0 full)", index, w, h);
snprintf(reply, sizeof reply, "ok");
}
} else if (sscanf(buf, "phase %lf", &scale) == 1) {
// Ticks this long after the vsync (ms), for tuning.
if (!(scale >= 0 && scale < 20)) snprintf(reply, sizeof reply, "error phase <ms after vsync>");
else s->phase_ms = scale, s->synced_ns = 0, snprintf(reply, sizeof reply, "ok");
} else if (strcmp(buf, "rates?") == 0) {
// "ok <focused> <in view> <hidden> <display Hz> <phase ms> <watched>" and a line per
// screen: "<screen> hidden|view|focused <ms between frames> <video 0|1>".
static const char *names[] = {"hidden", "view", "focused"};
const uint32_t t = now_ms();
int at = snprintf(reply, sizeof reply, "ok %d %d %d %.1f %.1f %d", s->rate[FT_FOCUSED],
s->rate[FT_IN_VIEW], s->rate[FT_HIDDEN], 1e9 / s->period_ns, s->phase_ms,
(int32_t)(s->watch_until - t) > 0);
for (int i = 0; i < MAX_SCREENS && at < (int)sizeof reply; ++i) {
struct screen *sc = s->screens[i];
if (!sc) continue;
at += snprintf(reply + at, sizeof reply - at, "\n%d %s %u %d", i + 1,
names[ft_vr_screen_attention(i)], frame_interval(s, sc, t),
(int32_t)(sc->video_until - t) > 0);
}
} else if (strcmp(buf, "toplevels") == 0) { } else if (strcmp(buf, "toplevels") == 0) {
int n = 0, at = 0; int n = 0, at = 0;
for (int i = 0; i < MAX_SCREENS; ++i) n += s->screens[i] != NULL; for (int i = 0; i < MAX_SCREENS; ++i) n += s->screens[i] != NULL;
@@ -641,8 +795,12 @@ static bool setup_dmabuf(struct server *s) {
int main(int argc, char **argv) { int main(int argc, char **argv) {
struct server s = {0}; struct server s = {0};
s.controller_click.threshold = 8;
for (int i = 0; i < MAX_SCREENS; ++i) s.scale[i] = 1; for (int i = 0; i < MAX_SCREENS; ++i) s.scale[i] = 1;
s.kb_screen = -1; s.kb_screen = -1;
s.rate[FT_FOCUSED] = 0, s.rate[FT_IN_VIEW] = 15, s.rate[FT_HIDDEN] = 1;
s.period_ns = 1000000000LL / 90;
s.phase_ms = 1;
const char *socket_name = "ft-screens-0", *control_name = "ft_screens"; const char *socket_name = "ft-screens-0", *control_name = "ft_screens";
char **command = NULL; char **command = NULL;
s.vr = true; s.vr = true;
@@ -655,6 +813,11 @@ int main(int argc, char **argv) {
s.spares = atoi(argv[++i]); s.spares = atoi(argv[++i]);
} else if (strcmp(argv[i], "--no-vr") == 0) { } else if (strcmp(argv[i], "--no-vr") == 0) {
s.vr = false; s.vr = false;
} else if (strcmp(argv[i], "--rates") == 0 && i + 1 < argc) {
if (sscanf(argv[++i], "%d,%d,%d", &s.rate[FT_FOCUSED], &s.rate[FT_IN_VIEW], &s.rate[FT_HIDDEN]) != 3) {
fprintf(stderr, "bad --rates %s (want FOCUSED,IN_VIEW,HIDDEN in Hz, 0 full)\n", argv[i]);
return 2;
}
} else if (strcmp(argv[i], "--screen") == 0 && i + 1 < argc && s.n_config < MAX_SCREENS) { } else if (strcmp(argv[i], "--screen") == 0 && i + 1 < argc && s.n_config < MAX_SCREENS) {
struct config *c = &s.config[s.n_config]; struct config *c = &s.config[s.n_config];
c->metres = 0; c->metres = 0;
@@ -670,7 +833,7 @@ int main(int argc, char **argv) {
} else { } else {
fprintf(stderr, fprintf(stderr,
"usage: %s [--socket NAME] [--control NAME] [--no-vr] [--screen WxH@METRES]... " "usage: %s [--socket NAME] [--control NAME] [--no-vr] [--screen WxH@METRES]... "
"[--spares N] [-- COMMAND ARGS...]\n", "[--spares N] [--rates F,V,H] [-- COMMAND ARGS...]\n",
argv[0]); argv[0]);
return 2; return 2;
} }
@@ -722,8 +885,10 @@ int main(int argc, char **argv) {
s.relay_fd = socket(AF_UNIX, SOCK_DGRAM | SOCK_CLOEXEC | SOCK_NONBLOCK, 0); s.relay_fd = socket(AF_UNIX, SOCK_DGRAM | SOCK_CLOEXEC | SOCK_NONBLOCK, 0);
wl_event_loop_add_fd(s.loop, control, WL_EVENT_READABLE, control_readable, &s); wl_event_loop_add_fd(s.loop, control, WL_EVENT_READABLE, control_readable, &s);
s.tick = wl_event_loop_add_timer(s.loop, tick, &s); s.tick_fd = timerfd_create(CLOCK_MONOTONIC, TFD_NONBLOCK | TFD_CLOEXEC);
wl_event_source_timer_update(s.tick, 11); s.base_ns = mono_ns();
s.tick = wl_event_loop_add_fd(s.loop, s.tick_fd, WL_EVENT_READABLE, tick, &s);
schedule(&s);
wl_event_loop_add_signal(s.loop, SIGINT, stop, &s); wl_event_loop_add_signal(s.loop, SIGINT, stop, &s);
wl_event_loop_add_signal(s.loop, SIGTERM, stop, &s); wl_event_loop_add_signal(s.loop, SIGTERM, stop, &s);
wl_event_loop_add_signal(s.loop, SIGCHLD, child_exited, &s); wl_event_loop_add_signal(s.loop, SIGCHLD, child_exited, &s);
@@ -738,6 +903,18 @@ int main(int argc, char **argv) {
} }
} }
// Ahead of the desktop's programs for the CPU, after the session started (it would
// inherit it): KWin waits for our ticks to draw. SteamOS lets users go to nice -8
// (RLIMIT_NICE 28) once they raise their soft limit; without that, as before.
if (s.vr) {
struct rlimit rl;
if (getrlimit(RLIMIT_NICE, &rl) == 0 && rl.rlim_cur < rl.rlim_max) {
rl.rlim_cur = rl.rlim_max;
setrlimit(RLIMIT_NICE, &rl);
}
if (setpriority(PRIO_PROCESS, 0, -5) != 0) wlr_log(WLR_INFO, "can't raise our priority (nice -5); running at 0");
}
wl_display_run(s.display); wl_display_run(s.display);
wlr_log(WLR_INFO, "stopping"); wlr_log(WLR_INFO, "stopping");
+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);
}
+109 -2
View File
@@ -43,6 +43,11 @@
// own; also for flatscreen games, which aren't scene apps). // 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), // - during a VR game the screens hide unless the dashboard is open (g_inGames, default),
// or stay visible over it; the hotkey still shows them. // or stay visible over it; the hotkey still shows them.
// - paused ("pause on", from the input relay when Frametop pauses for a VR game,
// 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, as for any hidden screen, 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 // - 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 // 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 // drawn by us, into a side-by-side buffer (one half per eye); otherwise its client
@@ -287,6 +292,11 @@ struct Screen {
long resizeSent = 0; // g_tick of the last resize request (they're throttled) long resizeSent = 0; // g_tick of the last resize request (they're throttled)
int resizeW = 0, resizeH = 0; // ...and its size int resizeW = 0, resizeH = 0; // ...and its size
std::map<int, Sub> subs; std::map<int, Sub> subs;
// Attention (UpdateAttention): what ft_vr_screen_attention answers, and until when (ms)
// it stays focused or in view after the last reason for it.
ft_attention attention = FT_FOCUSED;
int64_t inputMs = INT64_MIN / 2; // the last pointer event on it or its controls
int64_t focusUntil = 0, viewUntil = 0;
double heightMetres() const { double heightMetres() const {
if (floating && cropW > 0) return metres * cropH / cropW; if (floating && cropW > 0) return metres * cropH / cropW;
return width > 0 ? metres * height / width : metres * 9 / 16; return width > 0 ? metres * height / width : metres * 9 / 16;
@@ -320,6 +330,7 @@ double g_gestureAngle = 20; // gesture: look within this of the controller
std::string g_gestureHand = "left"; std::string g_gestureHand = "left";
Lasers g_lasers = Lasers::OutsideGames; // when controllers' lasers work the screens (see the top) 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_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 InGames g_inGames = InGames::Hide; // during a VR game, the always mode acts like the dashboard mode
// ---------------------------------------------------------------- chrome (bar, button, handle) // ---------------------------------------------------------------- chrome (bar, button, handle)
@@ -734,6 +745,7 @@ void UpdateGame() {
} }
bool ModeVisible() { bool ModeVisible() {
if (g_paused) return false;
switch (EffectiveMode()) { switch (EffectiveMode()) {
case Mode::Always: return !g_manual; case Mode::Always: return !g_manual;
case Mode::Toggle: return g_manual; case Mode::Toggle: return g_manual;
@@ -792,7 +804,7 @@ void UpdateVisibility() {
Mat head; Mat head;
const bool haveHead = DevicePose(vr::k_unTrackedDeviceIndex_Hmd, &head); const bool haveHead = DevicePose(vr::k_unTrackedDeviceIndex_Hmd, &head);
for (auto &[i, s] : g_screens) { 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 // 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). // window isn't minimized (and once it has a crop).
if (s.floating) visible = visible && s.floatOn && s.outputOn && !s.minimized && s.cropW > 0; if (s.floating) visible = visible && s.floatOn && s.outputOn && !s.minimized && s.cropW > 0;
@@ -810,6 +822,66 @@ void UpdateVisibility() {
} }
} }
// Attention, for each screen's frame rate (compositor.c gives KWin frame callbacks at a
// rate for each level): focused while you look at the screen (within kFocusAngle of where
// your head points), a laser or the mouse is on it, or it's being carried; in view while
// any of it is within kViewAngle; hidden otherwise, or while it isn't shown. A level stays
// for a moment after its reason goes, so a glance away doesn't make it stutter, and goes up
// at once.
constexpr double kFocusAngle = 12, kViewAngle = 60; // degrees
constexpr int64_t kFocusLinger = 1500, kViewLinger = 500, kInputFocus = 1500; // ms
bool RayOnPlane(const Mat &p, const Mat &d, double *x, double *y);
int64_t NowMs() {
return std::chrono::duration_cast<std::chrono::milliseconds>(Clock::now().time_since_epoch()).count();
}
// The smallest angle between where the head points and the screen: to the point of its
// rectangle nearest where the head's ray meets its plane, its centre, and its corners. A
// curved screen counts as flat; the angles hardly differ.
double AngleToScreen(const Screen &s, const Mat &p, const Mat &head) {
const double hw = s.metres / 2, hh = s.heightMetres() / 2;
double f[3];
Column(head, 2, f); // the head's +Z points backward
auto angleTo = [&](double u, double v) {
double to[3];
for (int i = 0; i < 3; ++i) to[i] = p.m[i][3] + u * p.m[i][0] + v * p.m[i][1] - head.m[i][3];
const double len = std::sqrt(Dot3(to, to)) + 1e-9;
return std::acos(std::clamp(-Dot3(f, to) / len, -1.0, 1.0)) * 180 / M_PI;
};
double best = 180, x, y;
if (RayOnPlane(p, head, &x, &y)) best = angleTo(std::clamp(x, -hw, hw), std::clamp(y, -hh, hh));
for (double u : {-hw, 0.0, hw})
for (double v : {-hh, 0.0, hh}) best = std::min(best, angleTo(u, v));
return best;
}
void UpdateAttention() {
const int64_t now = NowMs();
Mat head;
const bool haveHead = DevicePose(vr::k_unTrackedDeviceIndex_Hmd, &head);
for (auto &[i, s] : g_screens) {
if (!s.visible) {
s.attention = FT_HIDDEN;
s.focusUntil = s.viewUntil = 0;
continue;
}
bool focus = s.drag != Drag::None || now - s.inputMs < kInputFocus, view = focus;
Mat p;
if (!haveHead) {
view = true; // nothing to go by
} else if (ScreenPose(s, &p)) {
const double a = AngleToScreen(s, p, head);
focus = focus || a <= kFocusAngle;
view = view || a <= kViewAngle;
}
if (focus) s.focusUntil = now + kFocusLinger;
if (view) s.viewUntil = now + kViewLinger;
s.attention = now < s.focusUntil ? FT_FOCUSED : now < s.viewUntil ? FT_IN_VIEW : FT_HIDDEN;
}
}
// Controllers' lasers on the screens (see the top): the flag follows the mode and whether a // Controllers' lasers on the screens (see the top): the flag follows the mode and whether a
// VR game runs. // VR game runs.
@@ -1330,7 +1402,8 @@ 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 (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) { for (auto &[i, s] : g_screens) {
if (!s.visible) continue; 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 (const auto &[k, sub] : s.subs) parts.push_back(sub.overlay);
for (auto o : parts) { for (auto o : parts) {
vr::VROverlayIntersectionResults_t hit; vr::VROverlayIntersectionResults_t hit;
@@ -1568,6 +1641,25 @@ 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_screens_shown(void) { return g_vr && ModeVisible(); }
bool ft_vr_paused(void) { return g_paused; }
enum ft_attention ft_vr_screen_attention(int index) {
const auto it = g_screens.find(index);
return g_vr && it != g_screens.end() ? it->second.attention : FT_FOCUSED;
}
bool ft_vr_vsync(double *since, double *hz) {
if (!g_vr) return false;
float s = 0;
uint64_t frame = 0;
if (!vr::VRSystem()->GetTimeSinceLastVsync(&s, &frame)) return false;
vr::ETrackedPropertyError err = vr::TrackedProp_Success;
const float f = vr::VRSystem()->GetFloatTrackedDeviceProperty(vr::k_unTrackedDeviceIndex_Hmd,
vr::Prop_DisplayFrequency_Float, &err);
if (err != vr::TrackedProp_Success || !(f >= 30 && f <= 240) || !(s >= 0 && s < 1)) return false;
*since = s, *hz = f;
return true;
}
} // extern "C" } // extern "C"
@@ -1727,6 +1819,7 @@ void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data) {
auto panelEvent = [&](const vr::VREvent_t &ev, bool sub) { auto panelEvent = [&](const vr::VREvent_t &ev, bool sub) {
ft_event e{}; ft_event e{};
e.screen = index; e.screen = index;
if (ev.eventType != vr::VREvent_FocusLeave) s.inputMs = NowMs();
auto at = [&] { s.ToBuffer(ev.data.mouse.x, ev.data.mouse.y, &e.x, &e.y); }; auto at = [&] { s.ToBuffer(ev.data.mouse.x, ev.data.mouse.y, &e.x, &e.y); };
switch (ev.eventType) { switch (ev.eventType) {
case vr::VREvent_MouseMove: case vr::VREvent_MouseMove:
@@ -1741,6 +1834,7 @@ void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data) {
e.type = FT_BUTTON; e.type = FT_BUTTON;
e.button = LinuxButton(ev.data.mouse.button); e.button = LinuxButton(ev.data.mouse.button);
e.pressed = ev.eventType == vr::VREvent_MouseButtonDown; e.pressed = ev.eventType == vr::VREvent_MouseButtonDown;
e.controller = IsHandController(ev.trackedDeviceIndex);
at(); at();
if (!e.pressed && s.titleCarry) e.x = s.carryX, e.y = s.carryY, s.titleCarry = false; if (!e.pressed && s.titleCarry) e.x = s.carryX, e.y = s.carryY, s.titleCarry = false;
if (e.pressed) { if (e.pressed) {
@@ -1778,6 +1872,7 @@ void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data) {
// The controls light up under a laser. // The controls light up under a laser.
auto hover = [&](int k) { auto hover = [&](int k) {
const bool on = ev.eventType == vr::VREvent_MouseMove || ev.eventType == vr::VREvent_FocusEnter; const bool on = ev.eventType == vr::VREvent_MouseMove || ev.eventType == vr::VREvent_FocusEnter;
if (on) s.inputMs = NowMs();
if (!on && ev.eventType != vr::VREvent_FocusLeave) return; if (!on && ev.eventType != vr::VREvent_FocusLeave) return;
if (s.hover[k] != on) s.hover[k] = on, ApplyAlpha(s); if (s.hover[k] != on) s.hover[k] = on, ApplyAlpha(s);
}; };
@@ -1890,6 +1985,7 @@ void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data) {
UpdateGame(); UpdateGame();
UpdateArrange(); UpdateArrange();
UpdateVisibility(); UpdateVisibility();
UpdateAttention();
UpdateLasers(); UpdateLasers();
UpdateControls(); UpdateControls();
UpdateGuides(); UpdateGuides();
@@ -2102,6 +2198,17 @@ void ft_vr_command(const char *cmd, char *reply, int size) {
g_manual = always ? !want : want; g_manual = always ? !want : want;
UpdateVisibility(); UpdateVisibility();
std::snprintf(reply, size, "ok %s", want ? "shown" : "hidden"); 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) { } else if (std::sscanf(cmd, "ingames %15s", word) == 1) {
if (!std::strcmp(word, "hide")) g_inGames = InGames::Hide; if (!std::strcmp(word, "hide")) g_inGames = InGames::Hide;
else if (!std::strcmp(word, "visible")) g_inGames = InGames::Visible; else if (!std::strcmp(word, "visible")) g_inGames = InGames::Visible;
+11
View File
@@ -25,6 +25,7 @@ struct ft_event {
double x, y; // FT_MOTION: buffer pixels from the top left double x, y; // FT_MOTION: buffer pixels from the top left
uint32_t button; // FT_BUTTON: linux BTN_* uint32_t button; // FT_BUTTON: linux BTN_*
bool pressed; 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) double dx, dy; // FT_SCROLL: notches (positive dy: scroll down)
uint32_t key; // FT_KEY: linux KEY_* from our keyboard (pressed: down or up) uint32_t key; // FT_KEY: linux KEY_* from our keyboard (pressed: down or up)
}; };
@@ -35,6 +36,16 @@ void ft_vr_shutdown(void);
int ft_vr_modifiers(uint32_t format, uint64_t *out, int max); 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). // The screens are showing (by the visibility mode; not counting a wrist-pinned screen).
bool ft_vr_screens_shown(void); 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);
// How much of a screen you see, for its frame rate (compositor.c): hidden (or out of view),
// in view, or focused (you look at it, or a laser or the mouse is on it). Focused without
// SteamVR (--no-vr) or for an unknown screen.
enum ft_attention { FT_HIDDEN, FT_IN_VIEW, FT_FOCUSED };
enum ft_attention ft_vr_screen_attention(int index);
// The display's refresh rate and the time since its last vsync, in seconds. False without
// them (no SteamVR, or the headset isn't reporting).
bool ft_vr_vsync(double *since, double *hz);
// A panel for screen `index`, width in metres, placed in a row in front of the head. // 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_create(int index, double metres, int count);
void ft_vr_screen_destroy(int index); void ft_vr_screen_destroy(int index);
+18 -3
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@@ -6,7 +6,22 @@
# `distrobox enter`. # `distrobox enter`.
box=${FRAME_BOX:-dev} box=${FRAME_BOX:-dev}
export XDG_RUNTIME_DIR=${XDG_RUNTIME_DIR:-/run/user/$(id -u)} export XDG_RUNTIME_DIR=${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 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)" \ since=$(date -u +%FT%T)
podman start "$box" >/dev/null 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 $box" >&2
exit 1
+1
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@@ -25,6 +25,7 @@ for u in frametop-input-relay frametop-pointer frametop-power; do
echo "$u: $(systemctl --user is-enabled $u 2>/dev/null) / $(systemctl --user is-active $u 2>/dev/null)" echo "$u: $(systemctl --user is-enabled $u 2>/dev/null) / $(systemctl --user is-active $u 2>/dev/null)"
done done
echo "desktop: $(pgrep -x ft-screens >/dev/null && echo running || echo 'not running'), plasmashell: $(pgrep -c plasmashell || true)" 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/,$p' LD_LIBRARY_PATH=/opt/steamvr/bin/linuxarm64 /opt/steamvr/bin/linuxarm64/vrpathreg show 2>/dev/null | sed -n '/xternal/,$p'
section "What Frametop needs from SteamOS (scripts/update-check.py)" 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 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), 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 runs `vrcmd --overlays` as the pointer helper does, maps the eye tracker's shared memory
memory read-only. It never starts, stops, or restarts anything. 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 json
import math import math
import mmap import mmap
import os import os
import platform import platform
import re import re
import socket
import struct import struct
import subprocess import subprocess
import sys 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") VRPATHS = os.path.join(HOME, ".config/openvr/openvrpaths.vrpath")
BACKLIGHT = "/sys/class/backlight/ae94000.dsi.0/brightness" # as in power/ft-powerd.cpp BACKLIGHT = "/sys/class/backlight/ae94000.dsi.0/brightness" # as in power/ft-powerd.cpp
EYE_MMAP = "/dev/shm/eye-server.mmap" 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) 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. # 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): 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(): for unit, socket in UNITS.items():
if systemctl("is-enabled", unit) != "enabled": if systemctl("is-enabled", unit) != "enabled":
continue continue
state = systemctl("is-active", unit) 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}") report("FAIL", unit, f"{state}; see journalctl --user -u {unit}")
elif socket and socket not in sockets: elif socket and socket not in sockets:
report("FAIL", unit, f"runs, but hasn't opened {socket}") 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)") 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(): def check_eye_tracker():
gaze = systemctl("is-enabled", "frametop-gaze") == "enabled" gaze = systemctl("is-enabled", "frametop-gaze") == "enabled"
try: try:
@@ -394,6 +470,7 @@ def main():
check_overlays(desktop_up) check_overlays(desktop_up)
check_services(sockets, desktop_up) check_services(sockets, desktop_up)
check_steam_ui() check_steam_ui()
check_vr_socket()
check_eye_tracker() check_eye_tracker()
if args == ["--mark-good"]: if args == ["--mark-good"]:
+1 -1
View File
@@ -38,7 +38,7 @@ POINTER_GAZE_SHOW=1 # gaze mode, with POINTER_GAZE_DOT=moving: the dot sh
POINTER_GAZE_MOUSE=precision # gaze mode: the left button holds back its press, the mouse steers, the release clicks (precision) | clicks right away (direct) POINTER_GAZE_MOUSE=precision # gaze mode: the left button holds back its press, the mouse steers, the release clicks (precision) | clicks right away (direct)
POINTER_HEAD_DEADZONE=0.5 # keyboard clicks at the gaze (Meta+J, Meta+K): degrees the head turns before the held dot moves with it POINTER_HEAD_DEADZONE=0.5 # keyboard clicks at the gaze (Meta+J, Meta+K): degrees the head turns before the held dot moves with it
POINTER_KEY_TAP=0.25 # keyboard clicks: let go within this (s) and it clicks where the dot was at the press, and tells the gaze tracker it was right POINTER_KEY_TAP=0.25 # keyboard clicks: let go within this (s) and it clicks where the dot was at the press, and tells the gaze tracker it was right
GAZE_TRACKER=steam # gaze service: steam = SteamVR's eye tracker | own = our own (gaze/tracker: its frame grabber needs gaze/tracker/install.sh; calibrated with Calibrate on Frametop Input Settings' Gaze page) GAZE_TRACKER=auto # gaze service: auto = our own eye tracker when it's installed (gaze/tracker/install.sh, which install.sh offers), else SteamVR's | own = ours | steam = SteamVR's. Each keeps its own calibration (Calibrate on Frametop Input Settings' Gaze page)
GAZE_EYE=auto # gaze service: eye bias. auto = each eye weighted by how far off it was at your recent nudges | left | right = that eye counts twice GAZE_EYE=auto # gaze service: eye bias. auto = each eye weighted by how far off it was at your recent nudges | left | right = that eye counts twice
HANDS_SWAP_SIDES=0 # hand tracking (hands/run.sh install): 1 = the side cameras' names are swapped, which some SteamVR restarts cause (hands/tools/check_sides.py --ring tells) HANDS_SWAP_SIDES=0 # hand tracking (hands/run.sh install): 1 = the side cameras' names are swapped, which some SteamVR restarts cause (hands/tools/check_sides.py --ring tells)
HANDS_CPUS=5,6,7 # hand tracking: the CPUs its model threads run on HANDS_CPUS=5,6,7 # hand tracking: the CPUs its model threads run on
+2 -2
View File
@@ -45,9 +45,9 @@ fi
"$distrobox" enter dev -- bash -c ' "$distrobox" enter dev -- bash -c '
set -euo pipefail set -euo pipefail
echo "installing ${#@} packages (already-installed ones are skipped)" 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. # 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 $(ldd --version | head -1 | grep -oE "[0-9.]+$")" echo "dev container ready: $(. /etc/os-release; echo $PRETTY_NAME), glibc $(ldd --version | head -1 | grep -oE "[0-9.]+$")"
' dev "$@" ' dev "$@"
EOF EOF