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