Live view: a Desktop view that stays still, and Control to tap on the Frame (#46)

* Live view: a Desktop view that stays still, and Control to tap on the Frame

The live view gets a second source and a way to use the Frame from it:

- Desktop: the app panel in use in the headset, streamed from its own window
  (x11grab of gamescope's redirected window), so it doesn't move as the
  wearer looks around. A picker shows any other panel, view only.
- Control: on the Desktop view a tap or click lands exactly where you put it;
  drag is a mouse drag, press and hold right-clicks, two fingers scroll, and
  on a computer the mouse, wheel and keyboard work directly. On the headset
  view the view is a trackpad. A text field and key row type from a phone.

Input goes through gamescope's own EIS socket (the way Steam feeds Remote
Play input) with the libei already on the image: ui/frame_touch.py, over
the same long-lived ssh machinery as the keyboard agent, nothing to
install. It reaches the panel that has focus on either X display, which
the KDE Connect route can't. Verified on the Frame and from the iPhone app
in the Simulator.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

* Control: fixes from review

- Keys held on the Frame are released with buttons when Control stops or
  the view loses focus; keys for the Frame no longer trigger Frame Control's
  own shortcuts.
- Taps only act when the picture on screen is the panel in use; positions,
  presses, keys, text and scrolls name their panel (display and window: ids
  repeat across :0 and :1, told apart by pid), and the Frame drops them if
  focus has moved on. Releases always go.
- While connecting, a tap keeps its position; on an error only releases wait
  and retries back off; trimming a long queue never drops a release.
- Lifting one of two scrolling fingers ends the scroll; a cancelled touch
  isn't a tap; clicks and holds on the bars around the picture do nothing.
- A capture loop from before a Live restart can't stop the new video.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

* Control: close the targeting gaps from the second review

- The focused panel's display comes from GAMESCOPE_FOCUS_DISPLAY (gamescope
  packs ":1" into the first value), so a window id repeated across :0 and :1
  can't be mistaken; the pid is only the fallback.
- Presses, keys, text and scrolls read focus afresh on the Frame; only moves
  use a reading up to a second old.
- A gesture remembers the panel it started on and does nothing more if that
  stops being the one in use; a press with no panel to aim at isn't sent.
- Opening a screenshot clears the panel Control would act on; switching to
  another app releases held keys and buttons.
- Trimming keeps a click with its position; the error backoff holds for new
  input too.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

* Control: fixes from the SWE-2 Max review

- The Frame side tracks keys as well as buttons and lets go of both when the
  session ends.
- A stale tap tells the page, which re-reads the panels at once.
- A paused input device waits instead of ending the session; only a
  disconnect does. An OS error on one event skips it.
- Presses check focus with two property reads and do the full lookup only
  when it changed.
- Writes to an agent's stdin are serialized, so two devices sending at once
  can't tear a line (the keyboard agent too).
- Connecting gives up with a message after 15 s instead of hanging on
  "Connecting…"; text goes in 100-character pieces so releases don't wait
  behind a long paste; a cancelled mouse gesture releases what's held.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

* Control: stale clears, pauses reconverge, pastes split per request

- The Frame says it has caught up as soon as an aimed event lands after a
  stale one, so the page stops re-reading the panels.
- After a device pause it lets go of everything it holds (releases that
  arrived while paused were dropped), and waits for the device once per
  batch, not once per event.
- The quick focus check no longer freshens the panel geometry's age.
- Each request carries at most about 100 characters of text.
- Turning Control off while it connects doesn't report an error.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

* frame_touch: build the socket path on the Frame, so Windows can import it for tests

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

* frame_touch: any event that goes through clears the stale flag

A trackpad move names no panel, so waiting for an aimed event could leave
the page re-reading panels for the rest of the session; a release still
aimed at the old panel doesn't count.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -8,6 +8,7 @@ This covers three directions, plus input:
- **PC VR from Linux**: [feasibility and options](linux-vr-streaming.md),
including Valve's streaming and USB support. No Linux host tested yet.
- **Input**: type and point in the Frame from the Mac or iPhone.
- **Live view and Control**: watch a panel flat and tap on it to use it.
The confidence labels are the same as in [ssh.md](ssh.md).
@@ -184,13 +185,72 @@ on the Frame, which talks KDE Connect's own LAN protocol to the Frame's
and ignores injected pointer motion; `:1` holds apps such as Chromium and
takes it. KDE Connect runs on `:1`, so it reaches apps, not Steam's own menus.
There's also a `gamescope-0-ei` (libei) socket.
- **Not yet tested:** typing and clicking as seen in the headset, and whether
it reaches the KDE desktop panel (Plasma is its own session).
- Typing through KDE Connect lands in a Chromium panel on `:1` (seen in the
panel's own capture, 2026-09-29). It **can't reach panels on `:0`** (Frame
Control's own panels, Steam's UI) and, since XTest positions are clamped to
`:1`'s 1280×720 root, can't reach beyond that in a bigger window. Control on
the live view (below) has neither limit.
- **Not yet tested:** whether it reaches the KDE desktop panel (Plasma is its
own session).
- **Known limit:** keys and clicks typed while the link is reconnecting wait
and are sent once it's back, but anything sent in the moment the Wi-Fi
drops, before SSH notices, can be lost. Confirming every event would add a
round trip to each pointer move.
## Live view and Control: watch a panel and tap on it
**Built: Home → Desktop / Headset view → Control.** The live view has two
sources:
- **Headset view**: what the lenses show (SteamVR's mirror, `/dev/video99`). It
moves with the wearer's head, so Control makes the view a trackpad: drag to
move the pointer, tap to click, press and hold to right-click, two fingers to
scroll. With a mouse, moving over the view moves the pointer.
- **Desktop**: the app panel in use in the headset, from its own window, so it
stays still however the wearer looks around. Control makes taps and clicks
land exactly where you put them. Dragging is a mouse drag, press and hold is a
right-click, two fingers scroll, and on a computer the mouse, wheel and
keyboard work directly on it (⌘ is sent as Ctrl on a Mac). A picker shows any
other panel, view only.
Below the view, a text field and key buttons type on the Frame from a phone.
How (**verified 2026-09-29**, SteamOS 0.4.1, build 20260925.6191901):
- **Input goes through gamescope's own injection.** gamescope serves an EIS
socket (`/run/user/1000/gamescope-0-ei`; Steam feeds Remote Play input through
it), and `libei` 1.4.1 is on the image. [`ui/frame_touch.py`](../ui/frame_touch.py)
talks to it with `ctypes`: nothing to install. gamescope offers one device,
"Gamescope Virtual Input", with relative and absolute pointer, buttons,
scroll and keyboard (Linux key codes; no text capability, so the text field
types printable ASCII on a US layout). Its absolute region is unbounded; the
pointer uses the focused panel's display coordinates, and gamescope fits each
window to its display, so a 1920×1080 window on the 1280×720 `:1` takes
positions at two thirds scale. Taps on a 1280×720 page landed on the exact
pixel.
- **It reaches the panel that has focus** (`GAMESCOPE_FOCUSED_WINDOW` on `:0`'s
root), on either X display. In the OpenVR backend focus moves only on SteamVR
overlay events (the controller's laser entering or clicking a panel), or to a
new panel when none holds it (read from gamescope's `OpenVRBackend.cpp`, seen
with `gamescopectl focus_info`, which writes to the journal). Neither
`GAMESCOPECTRL_BASELAYER_WINDOW`/`_APPID` nor X focus moves it, and no
gamescope command does. So Control follows the wearer: whatever they last
used is what your taps reach. A window without a Steam app id (`STEAM_GAME`)
gets a connector of its own and doesn't hold focus.
- **Keys in a burst can arrive out of order**, so the helper paces them (8 ms
apart).
- **Known limit:** if focus moves to another panel in the middle of a drag, the
release goes to the panel that has focus then. Whether gamescope hands it to
the window that got the press isn't known yet. When the session ends, the
helper lets go of every button and key it still holds.
- **The Desktop picture is the window's own pixels**: `ffmpeg -f x11grab
-window_id <window> -i :<display>` works on gamescope's redirected windows,
while grabbing the root gives black. It streams as H.264 like the headset view
(about 30 fps at 720p).
- Tested from the iPhone app (Simulator): a tap on the Desktop view focused a
text box in the panel and the text field typed into it; a trackpad move went
exactly (+40, +25).
Our own `uinput` keyboard and mouse would also work (`steamos` is in the
`input` group and `/dev/uinput` is group-writable, verified 2026-09-27), and
remains the fallback if the bundled KDE Connect ever stops working on a new SteamOS.