Files
DeeJanuz--frametop/pointer/helper/pointer.h
T
DeeJanuzandClaude Opus 5.5 9e7c12e0d4 Pointer helper: split the member functions into files by topic
Structure only, no behaviour change; the code moves as it is (git's
--color-moved shows it). build.sh compiles ft-pointer.cpp and
pointer_*.cpp.

- pointer.h: the includes, the helpers more than one file uses
  (HandGestures, PoseHistory, FramePanel, SendTo, JsonQuote, OverlayList;
  the three functions are now inline), Clock, Frame, and Pointer.
- ft-pointer.cpp: the header comment, setup (Init, ApplyConfig, and the
  helpers only it uses), the short per-frame sections, and main().
- pointer_input.cpp: waking, the mouse's buttons, the relay's commands.
- pointer_place.cpp: panel placement for layouts.
- pointer_gaze.cpp: gaze mode, the held-back press, the click.
- pointer_holds.cpp: holds (hands, gaze precision buttons).
- pointer_keys.cpp: keyboard clicks.
- pointer_cursor.cpp: recenter, head follow, slow work, the cursor.

Helpers only one file uses stay in its anonymous namespace. Each new file
says that "the top" in its comments is ft-pointer.cpp's header comment.
hands/README.md and update-check.py now name the files that hold the code
they point at.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 11:48:43 -06:00

479 lines
22 KiB
C++

// ft-pointer's shared code: helpers, the Frame, and the Pointer struct, whose member functions are
// in ft-pointer.cpp and pointer_*.cpp.
// "The top" in comments here is the header comment of ft-pointer.cpp.
#pragma once
#include <openvr.h>
#include "pointer_config.h"
#include "vrbuttons.h"
#include "vrmath.h"
extern "C" {
#include "../../hands/include/fh_gestures.h"
}
#include <algorithm>
#include <atomic>
#include <chrono>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <deque>
#include <fstream>
#include <map>
#include <mutex>
#include <string>
#include <thread>
#include <tuple>
#include <vector>
#include <climits>
#include <fcntl.h>
#include <fnmatch.h>
#include <sys/mman.h>
#include <sys/socket.h>
#include <sys/stat.h>
#include <sys/un.h>
#include <unistd.h>
using namespace md;
// Hand gestures from ft-hands (see "Hands" at the top): /run/user/UID/frametop-hands/gestures,
// mapped read-only. Version 1 files have pinches only; their grips read as zero.
class HandGestures {
public:
~HandGestures() { Close(); }
// A consistent copy of the file (its sequence lock), if it's there. Opens it, and
// checks it's still the same file, at most once a second.
bool Read(fh_gestures_t &out) {
const auto now = std::chrono::steady_clock::now();
if (now - checked_ > std::chrono::seconds(1)) {
checked_ = now;
const std::string path = "/run/user/" + std::to_string(getuid()) + "/frametop-hands/gestures";
struct stat st;
if (stat(path.c_str(), &st) != 0 || size_t(st.st_size) != len_ || st.st_ino != ino_) {
Close();
const int fd = open(path.c_str(), O_RDONLY | O_CLOEXEC | O_NOFOLLOW);
if (fd >= 0 && fstat(fd, &st) == 0 && size_t(st.st_size) >= offsetof(fh_gestures_t, grip)) {
void *m = mmap(nullptr, size_t(st.st_size), PROT_READ, MAP_SHARED, fd, 0);
if (m != MAP_FAILED) map_ = m, len_ = size_t(st.st_size), ino_ = st.st_ino, ++opens;
}
if (fd >= 0) close(fd);
}
}
if (!map_) return false;
const auto *g = static_cast<const fh_gestures_t *>(map_);
if (std::memcmp(g->magic, FH_GESTURES_MAGIC, 8) != 0) return false;
const size_t n = std::min(len_, sizeof out);
for (int tries = 0; tries < 3; ++tries) {
const uint64_t seq = __atomic_load_n(&g->seq, __ATOMIC_ACQUIRE);
if (seq & 1) continue;
std::memset(&out, 0, sizeof out);
std::memcpy(&out, map_, n);
__atomic_thread_fence(__ATOMIC_ACQUIRE);
if (__atomic_load_n(&g->seq, __ATOMIC_RELAXED) != seq) continue;
if (out.version < 2) std::memset(out.grip, 0, sizeof out.grip);
return true;
}
return false;
}
int opens = 0; // a new file: the counters start over
private:
void Close() {
if (map_) munmap(map_, len_);
map_ = nullptr, len_ = 0, ino_ = 0;
}
void *map_ = nullptr;
size_t len_ = 0;
ino_t ino_ = 0;
std::chrono::steady_clock::time_point checked_{};
};
// The HMD's recent poses (standing universe), to turn the gestures' head-frame points into
// the room as the head was when the cameras took them.
class PoseHistory {
public:
void Add(std::chrono::steady_clock::time_point t, const vr::HmdMatrix34_t &m) {
poses_.push_back({t, m});
while (poses_.size() > 128) poses_.pop_front(); // about a second
}
// The pose at CLOCK_MONOTONIC time t_ns (steady_clock's), or the nearest kept.
bool At(uint64_t t_ns, vr::HmdMatrix34_t &out) const {
if (poses_.empty()) return false;
const std::chrono::steady_clock::time_point t{std::chrono::nanoseconds(t_ns)};
const auto *best = &poses_.front();
for (const auto &p : poses_)
if (std::chrono::abs(p.first - t) < std::chrono::abs(best->first - t)) best = &p;
out = best->second;
return true;
}
private:
std::deque<std::pair<std::chrono::steady_clock::time_point, vr::HmdMatrix34_t>> poses_;
};
// One of ft-screens' panels showing a desktop: a screen (frametop.screen.N), a floating
// window (frametop.float.N), or a floating window's popup (frametop.float.N.sub.K), not a
// control of theirs.
inline bool FramePanel(const std::string &key) {
for (const char *prefix : {"frametop.screen.", "frametop.float."}) {
if (key.rfind(prefix, 0) != 0) continue;
const std::string rest = key.substr(std::strlen(prefix));
const size_t dot = rest.find('.');
return dot == std::string::npos || rest.compare(dot, 5, ".sub.") == 0;
}
return false;
}
inline void SendTo(int fd, const char *name, const std::string &msg) {
sockaddr_un addr{};
addr.sun_family = AF_UNIX;
std::memcpy(addr.sun_path + 1, name, std::strlen(name));
const socklen_t len = offsetof(sockaddr_un, sun_path) + 1 + std::strlen(name);
sendto(fd, msg.data(), msg.size(), 0, reinterpret_cast<sockaddr *>(&addr), len);
}
// JSON string literal (names come from other apps).
inline std::string JsonQuote(const std::string &s) {
std::string out = "\"";
for (const unsigned char c : s) {
if (c == '"' || c == '\\') out += '\\', out += char(c);
else if (c < 0x20) {
char esc[8];
std::snprintf(esc, sizeof esc, "\\u%04x", c);
out += esc;
} else out += char(c);
}
return out + "\"";
}
// Overlay keys, refreshed in the background from `vrcmd --overlays` (OpenVR has no
// public call to enumerate other apps' overlays). Hidden ones are listed too: the
// window controls under a floating panel only appear while something hovers the
// panel, and the cursor has to find them the moment they do, not a second later.
// Paused while the pointer is off: each vrcmd run connects to SteamVR as a new app, and a new
// app every second kept SteamVR (and the headset's displays) from going to standby.
// "overlays" requests (Frametop Input Settings' Ignored panels page) refresh the list even
// while paused, and are answered from this thread once it's fresh.
class OverlayList {
public:
void Start() {
out_ = socket(AF_UNIX, SOCK_DGRAM | SOCK_CLOEXEC, 0);
thread_ = std::thread([this] {
while (running_) {
if (!paused_ || requested_) Refresh();
// Wait a second, or less when the pointer wakes (refresh right away then).
for (int i = 0; i < 10 && running_; ++i) {
const bool wasPaused = paused_;
std::this_thread::sleep_for(std::chrono::milliseconds(100));
if ((wasPaused && !paused_) || requested_) break;
}
}
});
}
void SetPaused(bool paused) { paused_ = paused; }
void Stop() {
running_ = false;
if (thread_.joinable()) thread_.join();
}
std::vector<std::string> Keys() {
std::lock_guard<std::mutex> guard(lock_);
std::vector<std::string> keys;
for (const auto &e : entries_) keys.push_back(e.key);
return keys;
}
// Answer `to` with {"t":"overlays","list":[{"key","name","visible"}...]} after the next refresh.
void Request(const sockaddr_un &to, socklen_t len) {
if (len <= offsetof(sockaddr_un, sun_path)) return;
std::lock_guard<std::mutex> guard(lock_);
if (waiting_.size() < 8) waiting_.push_back({to, len});
requested_ = true;
}
private:
struct Entry {
std::string key, name;
bool visible;
};
void Refresh() {
requested_ = false;
FILE *p = popen("LD_LIBRARY_PATH=/opt/steamvr/bin/linuxarm64 /opt/steamvr/bin/linuxarm64/vrcmd --overlays 2>/dev/null", "r");
if (!p) return;
std::vector<Entry> entries;
char line[1024];
while (std::fgets(line, sizeof line, p)) {
// 'key' -- 'name', WxH visible VROverlayType_...
if (line[0] != '\'') continue;
const char *end = std::strchr(line + 1, '\'');
if (!end) continue;
const std::string key(line + 1, size_t(end - (line + 1)));
const std::string rest(end);
if (rest.find("Thumbnail") != std::string::npos || rest.find("Subview") != std::string::npos) continue;
if (key.rfind("system.pointer", 0) == 0 || key.rfind("system.cursor", 0) == 0 ||
key.rfind("frametop.pointer", 0) == 0 || key.rfind("frametop.guide", 0) == 0 ||
key == "frametop.gazepanel" || // the gaze calibration panel, fixed to the headset
key == "frametop.catcher" || // ft-screens' release catcher: only on a laser mid-drag
key == "system.HeadsetView" || key == "system.toast")
continue;
// The name can hold quotes; it ends at the last "', " (the size and state follow).
const auto nameAt = rest.find("-- '"), nameEnd = rest.rfind("', ");
const std::string name =
nameAt != std::string::npos && nameEnd > nameAt + 3 ? rest.substr(nameAt + 4, nameEnd - nameAt - 4) : key;
entries.push_back({key, name, rest.find(" not_visible ") == std::string::npos});
}
pclose(p);
std::vector<std::pair<sockaddr_un, socklen_t>> waiting;
{
std::lock_guard<std::mutex> guard(lock_);
entries_ = std::move(entries);
waiting.swap(waiting_);
}
if (waiting.empty()) return;
std::string msg = "{\"t\":\"overlays\",\"list\":[";
for (size_t i = 0; i < entries_.size(); ++i)
msg += std::string(i ? "," : "") + "{\"key\":" + JsonQuote(entries_[i].key) + ",\"name\":" +
JsonQuote(entries_[i].name) + ",\"visible\":" + (entries_[i].visible ? "true" : "false") + "}";
msg += "]}";
for (const auto &[to, len] : waiting)
sendto(out_, msg.data(), msg.size(), MSG_DONTWAIT, reinterpret_cast<const sockaddr *>(&to), len);
}
std::thread thread_;
int out_ = -1;
std::atomic<bool> paused_{false};
std::atomic<bool> running_{true};
std::atomic<bool> requested_{false};
std::mutex lock_;
std::vector<Entry> entries_; // written only by the thread; the lock guards readers
std::vector<std::pair<sockaddr_un, socklen_t>> waiting_;
};
using Clock = std::chrono::steady_clock;
// One frame's poses and time: ReadFrame reads them after the relay's commands, and the sections
// after it share them. handOk: PinchesAndGrips read the hand gestures (for HandsStopped).
struct Frame {
vr::TrackedDevicePose_t all[vr::k_unMaxTrackedDeviceCount];
vr::TrackedDevicePose_t hmdRaw;
Clock::time_point tnow;
Vec3 eye;
bool handOk = false;
const vr::TrackedDevicePose_t &Hmd() const { return all[0]; }
};
// Everything the pointer keeps: its settings, what Init sets up, and the state the main loop
// carries from one frame to the next.
struct Pointer {
PointerConfig cfg;
// Head follow (see the top). followConf is POINTER_FOLLOW as last read: a reload only
// overrides a "follow" command when the setting itself changed.
bool follow = false, followConf = false, followReset = true;
// Gaze mode (see the top); gazeConf is POINTER_GAZE as last read, like followConf.
bool gazeOn = false, gazeConf = false;
// Set in Init, after VR_Init.
vr::IVRSystem *sys = nullptr;
vr::IVROverlay *overlay = nullptr;
// The dot, the marker, and laser mode's overlay, created in Init.
vr::VROverlayHandle_t cursor = vr::k_ulOverlayHandleInvalid;
vr::VROverlayHandle_t marker = vr::k_ulOverlayHandleInvalid;
vr::VROverlayHandle_t laserMode = vr::k_ulOverlayHandleInvalid;
bool laserModeShown = false;
int in = -1, out = -1; // @ft_pointer_helper, and the socket we send from (opened in Init)
ControllerButtons controllerButtons; // Frame controller buttons (vrbuttons.h)
OverlayList overlays;
std::map<std::string, vr::VROverlayHandle_t> handles;
std::map<std::string, bool> sceneGraph; // no texture: plane test instead of ComputeOverlayIntersection
std::map<std::string, bool> visible; // refreshed every 50 ms
Clock::time_point lastVisible{}; // set in Init
// The plane of the last panel the cursor was on, and the last point on it (panel edges).
Vec3 edgePoint, edgeNormal, edgeLast;
std::string edgeKey;
bool active = false, recenter = false, anchored = false;
Clock::time_point lastMouse{}, claimAt{}, claimRelease{}, wokeAt{}, noWakeUntil{};
bool claimPending = false, claimHeld = false;
// Last used wins: since when each controller has been moving (zero: it isn't).
Clock::time_point movingSince[vr::k_unMaxTrackedDeviceCount] = {};
// Tilt mode (see top of file).
bool leftHeld = false, tilting = false, tiltStart = false, swallowedRight = false;
// The mouse's buttons in gaze mode (see the top): leftDown, rightDown as the relay last said;
// aimRight, the held-back press is the right button's; chordDrag, a drag the right button
// began during the left's held-back press (the first release drops it, the other's is nothing).
bool leftDown = false, rightDown = false, aimRight = false, chordDrag = false;
bool ignoreLeftUp = false;
// The keyboard clicks' keys as the relay last said, and a tilt gaze_right holds during a
// keyboard drag (see the top): the head turns the panel, from where it was (keyTiltYaw, keyTiltPitch).
bool keyLeftDown = false, keyRightDown = false, keyTilting = false;
double keyTiltYaw = 0, keyTiltPitch = 0;
double tiltYaw = 0, tiltPitch = 0;
double dragDistance = 0, lastDistance = 1.5; // drag lock: distance from the anchor at the press
bool onVrSettings = false; // the cursor is on the SteamVR Settings page (kept while dragging)
bool catcherHidesHit = false; // the laser-catching dot hides SteamVR's hit dot (Settings page)
Clock::time_point dropHoldUntil{}; // after a left release: keep the drag pose this long
bool debug = false;
std::string lastHit;
// The ft-screens panel the left button was pressed on, and where it was then (see the top).
std::string pressKey;
vr::HmdMatrix34_t pressPose{};
Clock::time_point lastDebug{}; // set in Init
vr::VROverlayHandle_t systemPointer = vr::k_ulOverlayHandleInvalid; // found in Init
Vec3 pivot, tiltOrigin, lastPoint, lastOrigin, lastAim{0, 0, -1};
Basis tiltBasis{};
bool headsetOff = false; // nobody is wearing the headset (see the main loop)
Vec3 anchor;
double yaw = 0, pitch = 0;
Vec3 followRef{0, 0, -1}; // head follow's reference direction (see the top)
Clock::time_point followAt{}; // its last update, for the easing (set in Init)
bool following = false; // past the leash: easing toward the head
double followLag = 0; // radians the reference trails the head
std::chrono::steady_clock::time_point leashOutSince{}; // head past the leash since (delay)
// Gaze mode (see the top).
struct Gaze {
double hy = 0, hp = 0, rhy = 0, rhp = 0; // corrected, and raw
Clock::time_point at{};
} gz;
bool gazeOwns = true; // the pointer follows the gaze; false: the mouse has it
bool nudging = false; // the mouse took it from the gaze: the next click may be a lesson
double nudgeRawHy = 0, nudgeRawHp = 0, nudgeMoved = 0;
vr::HmdMatrix34_t nudgeHead{}, lastHead{};
bool haveHead = false, havePoint = false;
Clock::time_point nudgeAt{}, retakeSince{};
// A held-back press (see the top): aimHeld while the button is down; then the click
// (clickPress at the end of the next frame, clickRelease 40 ms later). gazeBack: give
// the gaze the pointer again when the press or click is over.
vr::TrackedDeviceIndex_t ours = vr::k_unTrackedDeviceIndexInvalid;
bool aimHeld = false, clickPress = false, clickRelease = false, gazeBack = false;
bool aimHand = false; // the held-back press is a hold's (below): it never turns into a real press
Clock::time_point aimSince{}, clickReleaseAt{};
// Holds (see "Gaze precision" and "Hands" at the top): a pinch or grip, or a gaze
// precision or gaze drag button, held now. What steers the pointer meanwhile (a hand, or
// the mouse through its own moves), from where it pointed when the hold began (for a
// hand: seen from the eye then, in the room), and the pointer then.
HandGestures handFile;
PoseHistory poses;
enum class Src { None, Hand, Mouse, Head };
struct Hold {
Src src = Src::None;
int side = -1; // a hand's side (0 left, 1 right)
bool grip = false; // pressed at once and dragging (a grip, gaze drag), not a click on release
bool engaged = false; // past the dead zone
bool pressed = false; // a real press went out (a grip or gaze drag, or a pinch without gaze mode)
bool promote = false; // held still for POINTER_GAZE_HOLD, it becomes a real press (keyboard clicks)
bool right = false; // the right button (gaze_right)
bool keyDrag = false; // gaze_right pressed while gaze_left aimed: a left press, either key ends it
double pressYaw = 0, pressPitch = 0; // the pointer at the press (a quick tap clicks there)
Vec3 origin;
double refYaw = 0, refPitch = 0, startYaw = 0, startPitch = 0, lastYaw = 0, lastPitch = 0;
} hold;
// "precision|gazedrag <source> 1|0" from the relay, done in the frame (see Holds).
struct DevicePress {
std::string source;
bool drag, down;
};
std::vector<DevicePress> devicePresses;
// "gazekey left|right 1|0" from the relay (keyboard clicks), done in the frame.
struct KeyPress {
bool right, down;
};
std::vector<KeyPress> keyPresses;
uint32_t seenBegins[2][2] = {}, seenEnds[2][2] = {}; // [pinch, grip][side], as last read
bool handBaseline = false;
int handOpens = 0;
uint64_t handSeq = 0, handPublished = 0;
Clock::time_point handUsed{}; // a gesture began then (keeps the pointer, like gaze mode)
Clock::time_point lastTyping{}; // the relay's last "typing": a key on a keyboard
// Gaze mode outside games, and its dot (see the top): lastMove/lastHeld/pulseAt.
bool inGame = false, gazeAwake = false;
Clock::time_point inGameAt{}, gazeAwakeAt{};
Clock::time_point lastMove{}, lastHeld{}, pulseAt{};
// The left button, as sent to the driver; pressRight: the next press is the right button
// instead (gaze_right), heldButton: the one pressed.
bool pressRight = false;
std::string heldButton = "trigger";
bool confirmLesson = false; // a keyboard click's quick tap: a lesson with no correction (see the top)
// The gaze calibration panel is up until then ("calpanel 1"; see the top); calOpened: it just
// came up, so a press in progress ends without a click.
Clock::time_point calPanelUntil{};
bool calOpened = false;
Clock::time_point lastSlow{}; // set in Init
void ApplyConfig();
void Init();
void Wake(Clock::time_point t);
void PressLeft();
void ReleaseLeft();
bool CanAim();
void AimStart(bool right);
void ChordDrop();
void LeftButton(bool down);
bool RightButton(bool down);
bool MouseMoveHeld();
void SendPose(Vec3 originStanding, const Basis &b);
std::pair<bool, Vec3> HeadPos();
void Borrow();
void GiveBack();
std::string FindPanel(const char *key, Panel &p, Vec3 &eye);
void GrabProbe(const char *key);
std::string Place(const char *key, Vec3 target, const Basis &bt, double grabBelow);
// Nearest's answer: the nearest overlay along a ray.
struct Hit {
double along = 1e9;
std::string key;
bool scene = false;
Vec3 point, normal;
};
// Where the cursor is this frame (FindCursor), for DrawDot and SendRay.
struct Spot {
bool dragging = false;
Vec3 dir, point;
double best = 1e9, distance = 0;
bool onEdge = false, occluded = false, onScene = false, onPanel = false;
};
// The main loop's sections, in the order main calls them, and what they share.
void HeadsetOff();
void GazeAwake();
void RelayCommands();
void Command(const char *buf, const sockaddr_un &sender, socklen_t senderLen);
void ReadFrame(Frame &frame);
void ClaimPulse(const Frame &frame);
void PauseOverlayList();
void LaserMode();
void HandRole(const Frame &frame);
void LastUsedWins(const Frame &frame);
void Recenter(const Frame &frame);
void GazeMode(const Frame &frame);
void Hands(const Frame &frame);
bool HandAngles(const float p[3], uint64_t t_ns, const Vec3 &from, double &hy, double &hp);
void EndHold(bool lost);
void StartHold(bool press, Clock::time_point tnow);
void Steer(double hy, double hp, double deadzone, double gain, Clock::time_point tnow);
void BeginHold(int side, bool grip, const fh_pinch_t &g, Clock::time_point tnow);
void GazePrecisionButtons(const Frame &frame);
bool HeadAngles(const vr::TrackedDevicePose_t &hmd, double &hy, double &hp);
void KeyboardClicks(const Frame &frame);
void CalPanelOpened();
void HeadSteer(const Frame &frame);
void PinchesAndGrips(Frame &frame);
void HandsStopped(const Frame &frame);
void MarkHeld(const Frame &frame);
void HeadFollow(const Frame &frame);
void SlowWork();
void Cursor(const Frame &frame);
void Tilt(const Frame &frame);
Hit Nearest(Vec3 from, Vec3 d);
Spot FindCursor(const Frame &frame);
void DrawDot(const Frame &frame, const Spot &spot);
void SendRay(const Frame &frame, const Spot &spot);
void HeldBackPress(const Frame &frame);
void KeyboardClickHold(const Frame &frame);
void Click(const Frame &frame);
void PollControllerButtons();
bool SteamVRQuit();
};