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Fixes #7: SteamVR's keyboard never came up for the desktop's apps, and opening it for our panels doesn't work well on the Frame (it's Steam's own panel, mounted in the dashboard's scene, it follows the laser between panels, and it takes the controllers over to SteamVR's laser). - KWin starts input/ft-textinput as the desktop's input method. It tells the input relay when a text field gains or loses focus, and the relay asks ft-screens to open or close the keyboard. The session drops the QT_IM_MODULE=xim and GTK_IM_MODULE=xim that the gamescope session sets, or Qt and GTK apps never report text fields. - The keyboard is ft-screens' own panel (screens/keyboard.cpp): a US laptop layout, typed with a controller's laser or the 3D mouse. It opens 0.7 m in front of you, below your eyes and facing you. It has a grab bar to move it, a Close key, latching Shift, Ctrl and Alt, and repeat on a held key. It's drawn into shared DMA-BUFs, so it doesn't flicker. Its keys reach the focused screen as key presses, so every app takes them. - It steps aside while the Steam menu or Steam's own keyboard is up and comes back after. A layout reset closes it, and it doesn't open without a head pose. - Frametop Input Settings has a Keyboard page: open it for every text field, only while no keyboard is connected (the default), only from a mapped button (the new Open/close keyboard action, for mice and controllers), or never. A switch keeps it open until you close it. - The pointer helper treats every frametop.* overlay as a real panel. The keyboard's shared texture reports 0x0 like SteamVR's scene-graph controls, and the helper had given it their wide catch radius. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>