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VR keyboard: cleanup of the controller bridge, gesture input and docs
- gesture-input.js: drop the unused mode getter and release(). - relay.mjs: both sides have a binding; no condition. - hub.js: the frame cadence is documented once (bridge-patch.js); errors listed. - docs: the bridge's idle cost and "one word at a time" stated once; twoHanded's README row points to the docs; rewrapped lines.
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@@ -3,17 +3,16 @@
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// extraArgs (like lib/hooks.js): installs window.__sfuiControllers unless an
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// equal or newer VERSION is there (a newer one takes over the subscribers)
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// and evaluates to it. relay.mjs calls frame(f) with bridge-patch.js's
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// frames and lost() when the SteamVR side goes away.
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// frames (cadence there) and lost() when the SteamVR side goes away.
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// subscribe(fn) -> unsubscribe fn(frame) per frame, fn(null) when lost
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// last the last frame (null: none / lost)
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// demand(ms) full rate for the next ms (0: end), e.g.
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// during a laser press; via the relay's
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// CDP binding __sfuiCtlIn
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// errors { count, last } of throwing subscribers
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// Each frame's hand points (tip, ray) get the keyboard page's px: x, y
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// (CSS px of the keyboard popup) and onKeyboard (inside the page), if the
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// keyboard popup exists. Frames come at up to ~90 Hz while a hand's tip is
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// within 10 cm of the keyboard or its trigger is pulled, else every 1 s, and
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// only while SteamVR shows the keyboard (then one with keyboard null).
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// keyboard popup exists.
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(() => {
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const VERSION = 2;
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const G = globalThis;
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@@ -56,7 +56,7 @@ async function connect(side) {
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const closed = new Promise((res) => { ws.onclose = res; });
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// No Runtime.enable: bindings work without it, and it would stream the
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// page's console and context events here.
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if (cfg.binding) send('Runtime.addBinding', { name: cfg.binding });
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send('Runtime.addBinding', { name: cfg.binding });
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live[side] = (expression) => send('Runtime.evaluate', { expression });
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console.log(`${side}: connected`);
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await closed;
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@@ -30,7 +30,7 @@
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// attribution. No fresh frames at the press: touch events only, as without
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// the bridge.
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(() => {
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const VERSION = 2;
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const VERSION = 3;
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const STALE = 150, GAP = 60, TOL = 30, AGREE = 40, FAR = 60, WAIT = 250, LATE = 60;
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function create({ now = () => performance.now() } = {}) {
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@@ -89,7 +89,6 @@
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VERSION,
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get owner() { return owner; },
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get hand() { return hand; },
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get mode() { return mode; },
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stats,
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// { phase, id, x, y, target } if the event concerns the gesture (or may
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// start one: phase 'down'), else null. An 'up' or 'cancel' ends the
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@@ -148,7 +147,6 @@
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if (!hand) { waitUntil = touchAt + WAIT; refs = [[c.x, c.y]]; }
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return hand;
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},
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release() { reset(); },
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// A bridge frame (null: bridge lost). Returns [x, y] to add to the path, or null.
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frame(f) {
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const t = now();
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@@ -10,9 +10,10 @@
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// started on at release. With both lasers on the keyboard the pressing one
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// may get no touchmoves; its path then comes from the controller bridge
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// (gesture-input.js: the hand whose laser hit the press point; full rate
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// asked for from the press to the release). Once a press leaves its first key we drop that
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// key from Steam's pending touches (m_mapTouched) and cancel its long press
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// (Steam's own touch-end cleanup, minus the typing), then decode the path.
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// asked for from the press to the release). Once a press leaves its first
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// key we drop that key from Steam's pending touches (m_mapTouched) and
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// cancel its long press (Steam's own touch-end cleanup, minus the typing),
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// then decode the path.
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// - Output: one character or "Backspace" per HandleVirtualKeyDown, the path
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// of Steam's own keys (incl. extraKeys' xdotool fallback for non-ASCII,
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// which is async: we pause after such characters).
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