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.
This commit is contained in:
Pierre Kisters committed 2026-10-01 04:01:00 +02:00
1 parent 605e42ffa1
commit 2442527514
6 files changed
+16 -19

No files matched your search

+4 -3
View File
@@ -10,9 +10,10 @@
// started on at release. With both lasers on the keyboard the pressing one
// may get no touchmoves; its path then comes from the controller bridge
// (gesture-input.js: the hand whose laser hit the press point; full rate
// asked for from the press to the release). Once a press leaves its first key we drop that
// key from Steam's pending touches (m_mapTouched) and cancel its long press
// (Steam's own touch-end cleanup, minus the typing), then decode the path.
// asked for from the press to the release). Once a press leaves its first
// key we drop that key from Steam's pending touches (m_mapTouched) and
// cancel its long press (Steam's own touch-end cleanup, minus the typing),
// then decode the path.
// - Output: one character or "Backspace" per HandleVirtualKeyDown, the path
// of Steam's own keys (incl. extraKeys' xdotool fallback for non-ASCII,
// which is async: we pause after such characters).