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>
This commit is contained in:
saphidandClaude Opus 5.5 committed 2026-09-29 08:23:55 +10:00
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// Control on the live view (tap, drag, hold, scroll, type), run in node against the real
// functions from ui/index.html with a fake canvas and a fake server.
import { readFileSync } from "fs";
const src = readFileSync(new URL("../../ui/index.html", import.meta.url), "utf8");
const grab = name => {
const one = src.match(new RegExp(`\\n((?:async )?function ${name}\\(.*\\}\\n)`)); // one-line function
if (one) return one[1];
const m = src.match(new RegExp(`(?:\\nconst ${name} = [^\\n]*\\n)|((?:async )?function ${name}\\([\\s\\S]*?\\n}\\n)`));
if (!m) throw new Error("not found: " + name);
return m[0];
};
const NAMES = ["isMoveEvent", "TAP_MOVE", "ctrlSend", "ctrlFlush", "ctrlMoveTo", "ctrlMoveBy", "ctrlSchedule",
"ctrlFlushMoves", "ctrlButton", "ctrlClick", "ctrlRelease", "ctrlFraction", "ctrlTouchDown", "centroid",
"ctrlTouchMove", "ctrlTouchUp", "ctrlTap", "ctrlText"];
const code = NAMES.map(grab).join("");
const fail = msg => { console.log("FAIL " + msg); process.exit(1); };
const tick = (ms = 0) => new Promise(r => setTimeout(r, ms));
function page({ mode = "abs", rect = { left: 0, top: 0, width: 640, height: 360 }, api } = {}) {
const ctrl = { on: true, queue: [], sending: false, state: "ready", message: "", move: null, rel: [0, 0], raf: 0,
held: new Set(), pointers: new Map(), g: null, retry: null };
const sent = [];
const canvas = { width: 1280, height: 720, getBoundingClientRect: () => rect };
const env = {
ctrl, $: () => canvas, ctrlMode: () => mode, ctrlShow: () => {}, toast: () => {},
ctrlTarget: () => (mode === "abs" ? { ok: true, panel: { window: 42 } } : { ok: true }),
api: api || (async (path, body) => { sent.push(...body.events); return { state: "ready", sent: true }; }),
requestAnimationFrame: cb => { setTimeout(cb, 0); return 1; },
navigator: {},
};
const fns = new Function(...Object.keys(env), `let ctrlWarned = false;\n${code}
return { ctrlTouchDown, ctrlTouchMove, ctrlTouchUp, ctrlSend, ctrlText, ctrlButton, ctrlRelease, ctrlFlushMoves };`)(...Object.values(env));
const at = (id, x, y) => ({ pointerId: id, clientX: x, clientY: y });
return { ctrl, sent, ...fns, at };
}
// A tap lands where it was tapped: pointer there first, then the click.
{
const p = page();
p.ctrlTouchDown(p.at(1, 320, 90)); p.ctrlTouchUp(p.at(1, 320, 90));
await tick(10);
const [move, down, up] = p.sent;
if (!(move.fx === 0.5 && Math.abs(move.fy - 0.25) < 1e-9 && move.window === 42)) fail("tap position " + JSON.stringify(move));
if (!(down.button === "left" && down.down && up.button === "left" && up.down === false && p.sent.length === 3))
fail("tap click " + JSON.stringify(p.sent));
}
// The panel is letterboxed in a taller view: taps map inside it, taps on the bars do nothing.
{
const p = page({ rect: { left: 0, top: 0, width: 640, height: 480 } }); // 640x360 picture, 60px bars
p.ctrlTouchDown(p.at(1, 320, 150)); p.ctrlTouchUp(p.at(1, 320, 150));
p.ctrlTouchDown(p.at(2, 320, 10)); p.ctrlTouchUp(p.at(2, 320, 10));
await tick(10);
if (!(p.sent.length === 3 && Math.abs(p.sent[0].fy - 0.25) < 1e-9)) fail("letterbox " + JSON.stringify(p.sent));
}
// A drag is a mouse drag: down where it started, moves, up at the end.
{
const p = page();
p.ctrlTouchDown(p.at(1, 100, 100));
p.ctrlTouchMove(p.at(1, 140, 100)); await tick(5);
p.ctrlTouchMove(p.at(1, 200, 120)); await tick(5);
p.ctrlTouchUp(p.at(1, 200, 120)); await tick(10);
const kinds = p.sent.map(e => "fx" in e ? "move" : `${e.button}-${e.down ? "down" : "up"}`);
if (!(kinds[0] === "move" && kinds[1] === "left-down" && kinds.at(-1) === "left-up" && kinds.includes("move", 2)))
fail("drag " + kinds.join(","));
if (Math.abs(p.sent[0].fx - 100 / 640) > 1e-9) fail("drag starts where the finger went down");
if (p.ctrl.held.size) fail("drag left the button held");
}
// Press and hold is a right-click where the finger is.
{
const p = page();
p.ctrlTouchDown(p.at(1, 64, 36));
await tick(620);
p.ctrlTouchUp(p.at(1, 64, 36)); await tick(10);
const buttons = p.sent.filter(e => "button" in e).map(e => `${e.button}-${e.down}`);
if (buttons.join() !== "right-true,right-false") fail("hold " + buttons.join());
if (!(p.sent[0].fx === 0.1)) fail("hold position " + JSON.stringify(p.sent[0]));
}
// Two fingers scroll, and the content follows them (fingers up scrolls down).
{
const p = page();
p.ctrlTouchDown(p.at(1, 100, 200)); p.ctrlTouchDown(p.at(2, 200, 200));
p.ctrlTouchMove(p.at(1, 100, 180)); p.ctrlTouchMove(p.at(2, 200, 180));
p.ctrlTouchUp(p.at(1, 100, 180)); p.ctrlTouchUp(p.at(2, 200, 180));
await tick(10);
const dy = p.sent.filter(e => e.scroll).reduce((a, e) => a + e.scroll[1], 0);
if (!(dy === 40 && !p.sent.some(e => "button" in e))) fail("scroll " + JSON.stringify(p.sent));
}
// On the headset view it's a trackpad: drags move the pointer, taps click where it is.
{
const p = page({ mode: "rel" });
p.ctrlTouchDown(p.at(1, 100, 100));
p.ctrlTouchMove(p.at(1, 110, 100)); p.ctrlTouchMove(p.at(1, 120, 105));
p.ctrlTouchUp(p.at(1, 120, 105)); await tick(10);
p.ctrlTouchDown(p.at(1, 50, 50)); p.ctrlTouchUp(p.at(1, 50, 50)); await tick(10);
const moved = p.sent.filter(e => "dx" in e).reduce((a, e) => [a[0] + e.dx, a[1] + e.dy], [0, 0]);
if (!(moved[0] === 32 && moved[1] === 8)) fail("trackpad move " + JSON.stringify(moved));
if (p.sent.some(e => "fx" in e)) fail("trackpad sent an absolute position");
if (p.sent.filter(e => e.button === "left").length !== 2) fail("trackpad tap " + JSON.stringify(p.sent));
}
// Text: plain ASCII only, in chunks the server takes.
{
const p = page();
p.ctrlText("héllo " + "x".repeat(600));
await tick(10);
const text = p.sent.map(e => e.text).join("");
if (!(text === "hllo " + "x".repeat(600) && p.sent.every(e => e.text.length <= 500))) fail("text " + text.length);
}
// Not connected yet, or the request fails: clicks and keys wait, stale moves don't; a release is never lost.
{
let calls = 0;
const p = page({ api: async () => { calls++; if (calls === 1) return { state: "starting", sent: false }; throw new Error("offline"); } });
p.ctrlSend([{ fx: 0.1, fy: 0.1, window: 42 }, { button: "left", down: true }, { key: 30, down: true }]);
await tick(5);
const q = p.ctrl.queue;
if (!(q.length === 2 && q[0].button === "left" && q[1].key === 30)) fail("kept while starting " + JSON.stringify(q));
clearTimeout(p.ctrl.retry);
p.ctrl.queue = [];
p.ctrlSend([{ button: "left", down: false }, { key: 31, down: true }, { dx: 3, dy: 1 }]);
await tick(5);
if (!(p.ctrl.queue.length === 1 && p.ctrl.queue[0].button === "left" && p.ctrl.queue[0].down === false))
fail("release kept on failure " + JSON.stringify(p.ctrl.queue));
if (calls !== 2) fail("retried in a tight loop: " + calls + " requests");
clearTimeout(p.ctrl.retry);
}
// Turning Control off (or the view losing focus) lets go of anything held.
{
const p = page();
p.ctrlButton("left", true);
p.ctrlRelease(); await tick(10);
if (!(p.sent.at(-1).button === "left" && p.sent.at(-1).down === false && !p.ctrl.held.size)) fail("release " + JSON.stringify(p.sent));
}
console.log("control gestures ok");
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"""Touch: the live view's Control (ui/frame_touch.py on the Frame, and the server's checks).
Run: python3 -m unittest discover -s tests
"""
import shutil
import subprocess
import sys
import unittest
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
sys.path.insert(0, str(ROOT / "ui"))
class Mapping(unittest.TestCase):
@classmethod
def setUpClass(cls):
import frame_touch
cls.t = frame_touch
def test_panel_bigger_than_its_display_is_scaled(self):
# Verified 2026-09-29: a 1920x1080 window on :1 (1280x720) took Accept at
# window (1828, 1020) as pointer (1219, 680).
panel = {"root": [1280, 720], "width": 1920, "height": 1080}
x, y = self.t.to_root(panel, 1828 / 1920, 1020 / 1080)
self.assertAlmostEqual(x, 1218.7, delta=1)
self.assertAlmostEqual(y, 679.4, delta=1)
def test_same_size_is_one_to_one_and_clamped(self):
panel = {"root": [1280, 720], "width": 1280, "height": 720}
self.assertEqual(self.t.to_root(panel, 0, 0), (0, 0))
self.assertEqual(self.t.to_root(panel, 1, 1), (1279, 719))
self.assertEqual(self.t.to_root(panel, -3, 7), (0, 719))
def test_other_shapes_are_letterboxed(self):
panel = {"root": [1280, 720], "width": 800, "height": 800} # square: bars left and right
x, y = self.t.to_root(panel, 0, 0.5)
self.assertAlmostEqual(x, 280, delta=0.5)
self.assertAlmostEqual(y, 359.5, delta=0.5)
def test_ascii_table_covers_printable_characters(self):
for code in range(0x20, 0x7F):
self.assertIn(chr(code), self.t.ASCII, chr(code))
self.assertEqual(self.t.ASCII["a"], (30, False))
self.assertEqual(self.t.ASCII["A"], (30, True))
self.assertEqual(self.t.ASCII["?"], (53, True))
self.assertEqual(self.t.ASCII["1"], (2, False))
self.assertEqual(self.t.ASCII["0"], (11, False))
def test_events_parsing(self):
self.assertEqual(self.t.events(b'{"dx": 1}'), [{"dx": 1}])
self.assertEqual(self.t.events(b'[{"dx": 1}, 5]'), [{"dx": 1}])
self.assertEqual(self.t.events(b"nope"), [])
class FakeGamescope:
def __init__(self):
self.calls = []
def __getattr__(self, name):
return lambda *a: self.calls.append((name, *a))
class Apply(unittest.TestCase):
@classmethod
def setUpClass(cls):
import frame_touch
cls.t = frame_touch
def setUp(self):
self.focused = {"window": 7, "display": ":1", "root": [1280, 720], "width": 1280, "height": 720, "name": "x"}
self.old_focus, self.old_say = self.t.focus, self.t.say
self.said = []
self.t.focus = lambda: dict(self.focused)
self.t.say = lambda state, **more: self.said.append((state, more))
self.addCleanup(lambda: (setattr(self.t, "focus", self.old_focus), setattr(self.t, "say", self.old_say)))
def test_tap_moves_then_clicks_in_order(self):
gs, panel = FakeGamescope(), None
for e in ({"fx": 0.5, "fy": 0.5, "window": 7}, {"button": "left", "down": True}, {"button": "left", "down": False}):
panel = self.t.apply(gs, e, panel)
self.assertEqual([c[0] for c in gs.calls], ["move_to", "button", "button"])
self.assertEqual(gs.calls[1][1:], ("left", True))
def test_a_tap_meant_for_another_panel_goes_nowhere(self):
gs = FakeGamescope()
self.t.apply(gs, {"fx": 0.5, "fy": 0.5, "window": 99}, None)
self.assertEqual(gs.calls, [])
self.assertEqual(self.said, [("ready", {"focus": 7, "stale": True})])
def test_relative_scroll_keys_text(self):
gs = FakeGamescope()
for e in ({"dx": 5, "dy": -3}, {"scroll": [0, 120]}, {"key": 30, "down": True}, {"text": "hi"},
{"key": True}, {"button": "sideways"}):
self.t.apply(gs, e, None)
self.assertEqual([c[0] for c in gs.calls], ["move_by", "scroll", "key", "text"])
def test_text_uses_shift_for_capitals(self):
class Keys(self.t.Gamescope):
def __init__(self):
self.pressed = []
def key(self, code, down):
self.pressed.append((code, down))
k = Keys()
k.text("Hié") # the é has no key on a US layout and is left out
self.assertEqual(k.pressed, [(42, True), (35, True), (35, False), (42, False), (23, True), (23, False)])
class ServerChecks(unittest.TestCase):
@classmethod
def setUpClass(cls):
import server
cls.s = server
def test_touch_event_keeps_known_fields(self):
ev = self.s.touch_event
self.assertEqual(ev({"fx": 0.5, "fy": 2, "window": 5}), {"fx": 0.5, "fy": 1.0, "window": 5})
self.assertEqual(ev({"button": "right"}), {"button": "right", "down": True})
self.assertEqual(ev({"key": 30, "down": False}), {"key": 30, "down": False})
self.assertEqual(ev({"scroll": [0, 1e9]}), {"scroll": [0.0, 5000.0]})
self.assertEqual(ev({"dx": 3, "other": 1}), {"dx": 3.0})
def test_touch_event_rejects_bad_ones(self):
for bad in (None, {}, {"fx": 0.5, "fy": 0.5}, {"fx": "1", "fy": 0, "window": 1}, {"button": "side"},
{"key": 0}, {"key": 999}, {"key": True}, {"scroll": [1]}, {"text": ""}, {"text": "x" * 501},
{"fx": 0.1, "fy": 0.1, "window": True}):
with self.assertRaises(self.s.Failure, msg=repr(bad)):
self.s.touch_event(bad)
def test_panel_stream_is_the_window_and_checked(self):
cmd = self.s.stream_command("src=panel&window=10485777&display=:1&h=720&fps=30")
self.assertIn("DISPLAY=:1 ffmpeg", cmd)
self.assertIn("-window_id 10485777 -i :1", cmd)
for bad in ("src=panel&window=1;rm&display=:1", "src=panel&window=1&display=:1;x", "src=panel&display=:1"):
with self.assertRaises(self.s.Failure):
self.s.stream_command(bad + "&h=720&fps=30")
def test_touch_agent_runs_the_helper_with_nothing_to_copy(self):
agent = self.s.TouchAgent()
self.assertEqual(agent.deliver(lambda m: None), "")
cmd = agent.command()
self.assertTrue(cmd.startswith("python3 -u -c '"))
self.assertIn("frame_touch", cmd)
def test_batch_limit(self):
with self.assertRaises(self.s.Failure):
self.s.remote_touch({"events": [{"dx": 1}] * (self.s.INPUT_BATCH_LIMIT + 1)})
@unittest.skipUnless(shutil.which("node"), "needs node")
class PageGestures(unittest.TestCase):
"""Control's gestures and queue (tests/page/ctrl_gestures.mjs runs the real functions from index.html)."""
def test_gestures(self):
r = subprocess.run(["node", str(ROOT / "tests" / "page" / "ctrl_gestures.mjs")], capture_output=True, text=True,
timeout=60)
self.assertEqual(r.returncode, 0, r.stdout + r.stderr)
class Script(unittest.TestCase):
def test_helper_compiles_on_the_frames_python(self):
# The Frame runs it with its own python3 (3.13 on SteamOS 0.4.1); stdlib and ctypes only.
src = (ROOT / "ui/frame_touch.py").read_text()
compile(src, "frame_touch.py", "exec")
for mod in ("import ctypes", "import json", "import select"):
self.assertIn(mod, src)
self.assertNotIn("import requests", src)
if __name__ == "__main__":
unittest.main()