With both lasers on the keyboard SteamVR forwards per poll only one laser's
movement, so the pressing one may get no touchmoves and its swipe became a
tap. keyboard.vr.swipe.twoHanded (default on; turns on the controller
bridge): a press is attributed to the hand whose laser hit is nearest to it
(within 30 px, the trigger as a tiebreak; without recent frames the first
frame after the press decides, within 60 px). The path comes from runs of
one source: the touch's own moves while they flow, that hand's laser hit
per bridge frame once they pause for 60 ms, touchmoves again if frames
pause. A touchend disagreeing with the laser during a bridge run ends at
the laser. Touchmoves on the other hand's laser move the attribution.
Without fresh frames: touch events only, as before. A second press during
a swipe stays Steam's tap (one text field, one word at a time).
The bridge sends full rate only on demand now: hub.js demand(ms) goes
back through the relay (CDP binding __sfuiCtlIn) to systemui's
__sfuiCtl.demand; the swipe patch asks from the press to the release.
Tests: gesture-input with the two-controller recording and synthetic bridge
frames (a pressing hand without touchmoves, attribution with both lasers on
the keyboard, a stale bridge, frames stopping mid-swipe, re-attribution,
interleaved hover and presses); hub demand.
With both controllers on the keyboard, the idle one's hover (mouse events,
pointerId 1) arrived during the other's press and went into the swipe path
("tust" for "test"). A gesture now belongs to the contact that started it
(touch identifier, pointerId or mouse; gesture-input.js): other contacts'
moves, releases and cancels are ignored, a second press meanwhile stays
Steam's tap. Test with a recorded two-controller swipe.
Steam sends Tab as the text "\t" and drops Shift. With Shift, Tab now
goes to the xdotool helper (shift+Tab, ISO_Left_Tab on any keymap); the
suggestions text model resets on it like on Shift+arrows. The helper's
allowlist moves to allowlist.mjs with a test (flake check
vr-keyboard-extra-keys).
Opt-in with steamFrame.keyboard.vr.enable; swipe, autocorrect and
completion suggestions, Backspace drag and haptics are on under it.
- vr-keyboard/patch.js (Steam UI): swipe decoder, a model of what the
keyboard typed, suggestions that only replace what they typed, Backspace
drag with word detents and retyping; checks its Steam internals by
signature (signatures.json: vr-keyboard) and stays stock otherwise.
- vr-keyboard/panel.js (SteamVR systemui) + relay.mjs (user service
vr-keyboard-relay): the suggestion strip as a dashboard panel below or
above the keyboard (signatures: vr-keyboard-panel).
- Dictionary built from nixpkgs' wordfreq and hunspellDicts; default: the
keyboard.layout language (de, fr, es, it, nl, pt, sv) plus English.
- Tests: keyboard.vr.checks and the flake check vr-keyboard.