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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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@@ -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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