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The last state of the experiment, kept on this branch only: - input/gazefirst.py, input/steamui.py: the relay reading the controllers from vrserver's web socket, switching the compositor binding, and driving the Steam UI filter (whose block now expires unless renewed). - The helper's trigger and bumper holds (steered by the controller's position), the laser keeper, and the click gate that waits for the laser. - pointer/probe/focustest (overlay flag 1 << 4, as an input client too), vrsetting (SteamVR settings through vrserver), lasertest --reclaim. Every press and release Steam sees takes SteamVR out of laser mode, and taking the laser back breaks clicks and drags. See docs/gaze-controllers.md on experimental. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
16 lines
591 B
JSON
16 lines
591 B
JSON
{
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"action_manifest_version": 0,
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"controller_type": "frame_controller",
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"description": "focustest (pointer/probe/focustest.cpp)",
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"name": "focustest",
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"bindings": {
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"/actions/focus": {
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"sources": [
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{"path": "/user/hand/right/input/y", "mode": "button", "inputs": {"click": {"output": "/actions/focus/in/y"}}},
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{"path": "/user/hand/right/input/trigger", "mode": "button", "inputs": {"click": {"output": "/actions/focus/in/trigger"}}},
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{"path": "/user/hand/left/input/trigger", "mode": "button", "inputs": {"click": {"output": "/actions/focus/in/trigger"}}}
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]
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}
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}
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}
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