@glassly/engine 0.3.2-dev.595 → 0.3.2-dev.598

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,9 +1,9 @@
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  export const ENGINE_RELEASE_METADATA = Object.freeze({
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  "schemaVersion": 1,
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  "familyBaseVersion": "0.3.2",
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- "releaseIdentity": "0.3.2-dev.595",
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- "releaseSetId": "glassly-0.3.2-dev.595",
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- "sourceCommit": "fdafc60b7dfa2523c464e2fb8a6347b9975dd8b7",
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+ "releaseIdentity": "0.3.2-dev.598",
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+ "releaseSetId": "glassly-0.3.2-dev.598",
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+ "sourceCommit": "aa903f5f9561defcdd3e31d5fe6d5df05bd8e70c",
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  "otaManifestUrl": null,
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  "otaManifestSha256": null
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  });
@@ -1 +1 @@
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- {"version":3,"file":"releaseMetadata.js","sourceRoot":"","sources":["../../src/generated/releaseMetadata.ts"],"names":[],"mappings":"AAWA,MAAM,CAAC,MAAM,uBAAuB,GAAoC,MAAM,CAAC,MAAM,CAAC;IACpF,eAAe,EAAE,CAAC;IAClB,mBAAmB,EAAE,OAAO;IAC5B,iBAAiB,EAAE,eAAe;IAClC,cAAc,EAAE,uBAAuB;IACvC,cAAc,EAAE,0CAA0C;IAC1D,gBAAgB,EAAE,IAAI;IACtB,mBAAmB,EAAE,IAAI;CAC1B,CAAC,CAAA","sourcesContent":["/** Generated by release CI. Do not edit in a release checkout. */\nexport interface EngineReleaseMetadata {\n schemaVersion: 1\n familyBaseVersion: string | null\n releaseIdentity: string | null\n releaseSetId: string | null\n sourceCommit: string | null\n otaManifestUrl: string | null\n otaManifestSha256: string | null\n}\n\nexport const ENGINE_RELEASE_METADATA: Readonly<EngineReleaseMetadata> = Object.freeze({\n \"schemaVersion\": 1,\n \"familyBaseVersion\": \"0.3.2\",\n \"releaseIdentity\": \"0.3.2-dev.595\",\n \"releaseSetId\": \"glassly-0.3.2-dev.595\",\n \"sourceCommit\": \"fdafc60b7dfa2523c464e2fb8a6347b9975dd8b7\",\n \"otaManifestUrl\": null,\n \"otaManifestSha256\": null\n})\n"]}
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+ {"version":3,"file":"releaseMetadata.js","sourceRoot":"","sources":["../../src/generated/releaseMetadata.ts"],"names":[],"mappings":"AAWA,MAAM,CAAC,MAAM,uBAAuB,GAAoC,MAAM,CAAC,MAAM,CAAC;IACpF,eAAe,EAAE,CAAC;IAClB,mBAAmB,EAAE,OAAO;IAC5B,iBAAiB,EAAE,eAAe;IAClC,cAAc,EAAE,uBAAuB;IACvC,cAAc,EAAE,0CAA0C;IAC1D,gBAAgB,EAAE,IAAI;IACtB,mBAAmB,EAAE,IAAI;CAC1B,CAAC,CAAA","sourcesContent":["/** Generated by release CI. Do not edit in a release checkout. */\nexport interface EngineReleaseMetadata {\n schemaVersion: 1\n familyBaseVersion: string | null\n releaseIdentity: string | null\n releaseSetId: string | null\n sourceCommit: string | null\n otaManifestUrl: string | null\n otaManifestSha256: string | null\n}\n\nexport const ENGINE_RELEASE_METADATA: Readonly<EngineReleaseMetadata> = Object.freeze({\n \"schemaVersion\": 1,\n \"familyBaseVersion\": \"0.3.2\",\n \"releaseIdentity\": \"0.3.2-dev.598\",\n \"releaseSetId\": \"glassly-0.3.2-dev.598\",\n \"sourceCommit\": \"aa903f5f9561defcdd3e31d5fe6d5df05bd8e70c\",\n \"otaManifestUrl\": null,\n \"otaManifestSha256\": null\n})\n"]}
@@ -2,15 +2,10 @@ declare class GestureDotsService {
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  private started;
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  private flash;
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  private flashTimer;
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- /** Finger currently on the touch bar (tap_start..tap_end; the CFW forwards holds as these edges). */
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- private held;
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- /** The band's middle finger is down (its edges carry index 1); any other finger draws the disc. */
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- private heldMiddle;
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- /**
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- * The CFW's tap_then_hold fired during this press (discrete recognition
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- * event; the tap_end that follows on release is what clears it).
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- */
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- private holdRecognized;
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+ /** Raw controller holds survive hold recognition/dial events until their own release. */
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+ private presses;
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+ /** Avoid sending identical images for successive phases of the same press. */
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+ private renderedGlyph;
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  /** Whether the indicator scene currently has anything on it (needs a clear when the flash ends). */
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  private visible;
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  private unsubs;
@@ -28,6 +23,8 @@ declare class GestureDotsService {
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  */
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  noteGesture(gestureName: string, claimed?: boolean, fingerIndex?: number): void;
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  private applyGesture;
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+ private clearFlash;
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+ private startFlash;
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  /** Debug setting only; no payloads or retained history. Correlate seq with G2PERF. */
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  private trace;
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  /**
@@ -1 +1 @@
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- {"version":3,"file":"GestureDotsService.d.ts","sourceRoot":"","sources":["../../src/services/GestureDotsService.ts"],"names":[],"mappings":"AA2CA,cAAM,kBAAkB;IACtB,OAAO,CAAC,OAAO,CAAQ;IACvB,OAAO,CAAC,KAAK,CAA+B;IAC5C,OAAO,CAAC,UAAU,CAAsB;IACxC,qGAAqG;IACrG,OAAO,CAAC,IAAI,CAAQ;IACpB,mGAAmG;IACnG,OAAO,CAAC,UAAU,CAAQ;IAC1B;;;OAGG;IACH,OAAO,CAAC,cAAc,CAAQ;IAC9B,oGAAoG;IACpG,OAAO,CAAC,OAAO,CAAQ;IACvB,OAAO,CAAC,MAAM,CAAwB;IAEtC,KAAK,IAAI,IAAI;IAqBb,IAAI,IAAI,IAAI;IAOZ,OAAO,CAAC,YAAY;IASpB,uFAAuF;IACvF,OAAO,CAAC,UAAU;IAOlB,OAAO,CAAC,OAAO;IAIf;;;;;OAKG;IACH,WAAW,CAAC,WAAW,EAAE,MAAM,EAAE,OAAO,UAAQ,EAAE,WAAW,CAAC,EAAE,MAAM,GAAG,IAAI;IAM7E,OAAO,CAAC,YAAY;IAmDpB,sFAAsF;IACtF,OAAO,CAAC,KAAK;IAgBb;;;;;;;;;;OAUG;IACH,OAAO,CAAC,MAAM;CAiCf;AAED,QAAA,MAAM,kBAAkB,oBAA2B,CAAA;AACnD,eAAe,kBAAkB,CAAA;AACjC,OAAO,EAAC,kBAAkB,EAAC,CAAA"}
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+ {"version":3,"file":"GestureDotsService.d.ts","sourceRoot":"","sources":["../../src/services/GestureDotsService.ts"],"names":[],"mappings":"AAyCA,cAAM,kBAAkB;IACtB,OAAO,CAAC,OAAO,CAAQ;IACvB,OAAO,CAAC,KAAK,CAA+B;IAC5C,OAAO,CAAC,UAAU,CAAsB;IACxC,yFAAyF;IACzF,OAAO,CAAC,OAAO,CAA4D;IAC3E,8EAA8E;IAC9E,OAAO,CAAC,aAAa,CAA+B;IACpD,oGAAoG;IACpG,OAAO,CAAC,OAAO,CAAQ;IACvB,OAAO,CAAC,MAAM,CAAwB;IAEtC,KAAK,IAAI,IAAI;IAqBb,IAAI,IAAI,IAAI;IAOZ,OAAO,CAAC,YAAY;IAOpB,uFAAuF;IACvF,OAAO,CAAC,UAAU;IAQlB,OAAO,CAAC,OAAO;IAIf;;;;;OAKG;IACH,WAAW,CAAC,WAAW,EAAE,MAAM,EAAE,OAAO,UAAQ,EAAE,WAAW,CAAC,EAAE,MAAM,GAAG,IAAI;IAM7E,OAAO,CAAC,YAAY;IAgDpB,OAAO,CAAC,UAAU;IAMlB,OAAO,CAAC,UAAU;IAWlB,sFAAsF;IACtF,OAAO,CAAC,KAAK;IAgBb;;;;;;;;;;OAUG;IACH,OAAO,CAAC,MAAM;CAqCf;AAED,QAAA,MAAM,kBAAkB,oBAA2B,CAAA;AACnD,eAAe,kBAAkB,CAAA;AACjC,OAAO,EAAC,kBAAkB,EAAC,CAAA"}
@@ -2,7 +2,7 @@
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  * Gesture dots — a debug indicator that flashes a small glyph top-right on the
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  * glasses when a touch gesture arrives, while nothing else is on the display:
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  * a filled circle for a single tap, two for a double tap, an arrow for a swipe
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- * (cleared after a short pulse), a bullseye while a CFW tap-then-hold is held.
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+ * (cleared after a short pulse), a bullseye for a recognized long press.
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  * The Neural Band's middle finger (index 1) draws the same shapes hollow. Extracted from
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  * the CFW dashboard service; it renders through
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  * the ordinary scene pipeline, so it works on any positioning device (stock
@@ -24,8 +24,6 @@ const DOTS_APP_ID = "system.gesture-dots";
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  const GESTURE_FLASH_MS = 700;
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  const MARGIN_X = 16;
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  const MARGIN_TOP = 10;
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- // Off: tap_then_hold opens the side menu now.
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- const HOLD_GLYPH_ENABLED = false;
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  /** Gestures that flash a glyph. */
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  const FLASH_GLYPHS = {
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  single_tap: "dot",
@@ -42,15 +40,10 @@ class GestureDotsService {
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  started = false;
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  flash = null;
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  flashTimer = null;
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- /** Finger currently on the touch bar (tap_start..tap_end; the CFW forwards holds as these edges). */
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- held = false;
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- /** The band's middle finger is down (its edges carry index 1); any other finger draws the disc. */
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- heldMiddle = false;
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- /**
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- * The CFW's tap_then_hold fired during this press (discrete recognition
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- * event; the tap_end that follows on release is what clears it).
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- */
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- holdRecognized = false;
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+ /** Raw controller holds survive hold recognition/dial events until their own release. */
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+ presses = new Map();
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+ /** Avoid sending identical images for successive phases of the same press. */
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+ renderedGlyph = null;
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  /** Whether the indicator scene currently has anything on it (needs a clear when the flash ends). */
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  visible = false;
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  unsubs = [];
@@ -86,14 +79,13 @@ class GestureDotsService {
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  BgTimer.clearTimeout(this.flashTimer);
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  this.flashTimer = null;
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  this.flash = null;
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- this.held = false;
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- this.heldMiddle = false;
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- this.holdRecognized = false;
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+ this.presses.clear();
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  }
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  /** Another surface owns the display; forget the indicator without painting over it. */
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  relinquish() {
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  this.resetGesture();
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  this.visible = false;
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+ this.renderedGlyph = null;
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  sceneRenderer.clearApp(DOTS_APP_ID);
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  this.trace("relinquish");
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  }
@@ -122,49 +114,63 @@ class GestureDotsService {
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  this.render();
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  return;
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  }
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- // Tap edges show a steady circle for as long as the finger is down (on
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- // CFW these arrive for holds: ET_LONG/ET_REL forwarded as
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- // tap_start/tap_end), with no timer — tap_end clears it. The ring's
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- // touch_down is the same finger-down edge; the ring's tap_end releases it.
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- if (gestureName === "tap_start" || gestureName === "touch_down" || gestureName === "tap_end") {
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- const held = gestureName !== "tap_end";
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- if (this.held === held)
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+ const finger = fingerIndex ?? 0;
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+ const press = this.presses.get(finger);
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+ if (gestureName === "touch_down" || gestureName === "tap_start") {
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+ if (press) {
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+ // Both reports describe one press. Never restart its visual feedback.
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+ if (gestureName === "touch_down")
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+ press.raw = true;
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  return;
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- this.held = held;
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- this.heldMiddle = held && fingerIndex === 1;
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- if (!held)
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- this.holdRecognized = false;
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+ }
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+ this.clearFlash();
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+ this.presses.set(finger, { raw: gestureName === "touch_down", glyph: finger === 1 ? "ring" : "dot" });
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  this.render();
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  return;
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  }
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- if (gestureName === "tap_then_hold" && HOLD_GLYPH_ENABLED) {
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- this.held = true;
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- this.holdRecognized = true;
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+ if (gestureName === "tap_end") {
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+ if (!press)
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+ return;
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+ this.presses.delete(finger);
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+ // The band's resolved tap arrives after release (double-tap window).
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+ // Keep the glyph lit across that gap so one pinch never flashes twice.
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+ if (press.raw && this.presses.size === 0)
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+ this.startFlash(press.glyph);
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  this.render();
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  return;
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  }
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- // Any other gesture implies the finger is up, even if tap_end was lost.
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- const released = this.held;
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- this.held = false;
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- this.heldMiddle = false;
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- this.holdRecognized = false;
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- const shape = FLASH_GLYPHS[gestureName] ?? null;
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- const flash = shape && fingerIndex === 1 ? MIDDLE_FINGER_GLYPHS[shape] ?? shape : shape;
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- if (!flash) {
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- if (released)
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- this.render();
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+ const shape = FLASH_GLYPHS[gestureName];
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+ const glyph = shape && finger === 1 ? MIDDLE_FINGER_GLYPHS[shape] ?? shape : shape;
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+ if (press?.raw && (!glyph || gestureName === "long_press")) {
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+ // Pinch-and-turn reports do not release a finger. A recognized hold
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+ // stays visible until tap_end instead of expiring halfway through it.
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+ if (glyph)
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+ press.glyph = glyph;
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+ this.render();
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  return;
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  }
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- this.flash = flash;
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+ // Completed taps/swipes become one continuous pulse, even if the device
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+ // omits tap_end. Older tap_start-only devices retain the same fallback.
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+ this.presses.delete(finger);
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+ if (glyph)
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+ this.startFlash(glyph);
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+ this.render();
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+ }
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+ clearFlash() {
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  if (this.flashTimer !== null)
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  BgTimer.clearTimeout(this.flashTimer);
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+ this.flashTimer = null;
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+ this.flash = null;
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+ }
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+ startFlash(glyph) {
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+ this.clearFlash();
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+ this.flash = glyph;
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  this.flashTimer = BgTimer.setTimeout(() => {
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  this.flashTimer = null;
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  this.flash = null;
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  this.render();
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  this.trace("flash-ended");
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  }, GESTURE_FLASH_MS);
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- this.render();
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  }
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  /** Debug setting only; no payloads or retained history. Correlate seq with G2PERF. */
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  trace(reason, details = {}) {
@@ -174,7 +180,7 @@ class GestureDotsService {
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  JSON.stringify({
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  t: Date.now(),
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  reason,
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- held: this.held,
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+ held: this.presses.size > 0,
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  flash: this.flash,
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  overlay: useDisplayStore.getState().overlayOwner,
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  active: localDisplayManager.hasActiveDisplay(),
@@ -197,16 +203,20 @@ class GestureDotsService {
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  return;
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  if (localDisplayManager.hasActiveDisplay() || useDisplayStore.getState().overlayOwner !== null)
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  return;
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- const shown = this.flash ?? (this.held ? (this.holdRecognized ? "hold" : this.heldMiddle ? "ring" : "dot") : null);
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+ const shown = Array.from(this.presses.values()).at(-1)?.glyph ?? this.flash;
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  if (!this.enabled()) {
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  if (this.visible) {
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  this.visible = false;
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+ this.renderedGlyph = null;
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  sceneRenderer.emitScene(DOTS_APP_ID, "main", []);
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  }
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  return;
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  }
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  if (!shown && !this.visible)
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  return;
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+ const glyph = shown ?? "blank";
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+ if (glyph === this.renderedGlyph)
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+ return;
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  const elements = [
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  {
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  type: "image",
@@ -218,13 +228,14 @@ class GestureDotsService {
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  h: GESTURE_DOT_GLYPH_SIZE,
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  anchor: "top-right",
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  },
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- data: GESTURE_DOT_GLYPHS[shown ?? "blank"],
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+ data: GESTURE_DOT_GLYPHS[glyph],
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  },
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  ];
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  this.visible = true;
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+ this.renderedGlyph = glyph;
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  const result = sceneRenderer.emitScene(DOTS_APP_ID, "main", elements);
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  this.trace("render", {
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- glyph: shown ?? "blank",
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+ glyph,
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  ...(result?.kind === "scene" ? { seq: result.seq, sent: result.sent } : {}),
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  });
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  }
@@ -1 +1 @@
1
- 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* Gesture dots — a debug indicator that flashes a small glyph top-right on the\n * glasses when a touch gesture arrives, while nothing else is on the display:\n * a filled circle for a single tap, two for a double tap, an arrow for a swipe\n * (cleared after a short pulse), a bullseye while a CFW tap-then-hold is held.\n * The Neural Band's middle finger (index 1) draws the same shapes hollow. Extracted from\n * the CFW dashboard service; it renders through\n * the ordinary scene pipeline, so it works on any positioning device (stock\n * G2 included), and is gated by the gesture_dots debug setting.\n *\n * The glyphs are pre-baked images (not text): the stock firmware's builtin\n * font has no ●/↑/↓, and a single image element with a stable id and box maps\n * to ONE re-used firmware image container — flash and idle swap its bytes\n * (data-only update, no page rebuild) instead of creating/removing containers.\n */\nimport {useDisplayStore} from \"../stores/display\"\nimport {SETTINGS, useSettingsStore} from \"../stores/settings\"\nimport type {SceneElementInput} from \"../utils/display/scene\"\nimport {BgTimer} from \"../utils/timers\"\nimport {GESTURE_DOT_GLYPHS, GESTURE_DOT_GLYPH_SIZE, type GestureDotGlyph} from \"./gestureDotGlyphs\"\nimport localDisplayManager from \"./LocalDisplayManager\"\nimport sceneRenderer from \"./SceneRenderer\"\n\nconst DOTS_APP_ID = \"system.gesture-dots\"\n/** How long a gesture stays on the indicator. */\nconst GESTURE_FLASH_MS = 700\nconst MARGIN_X = 16\nconst MARGIN_TOP = 10\n// Off: tap_then_hold opens the side menu now.\nconst HOLD_GLYPH_ENABLED = false\n/** Gestures that flash a glyph. */\nconst FLASH_GLYPHS: Record<string, GestureDotGlyph> = {\n single_tap: \"dot\",\n double_tap: \"double\",\n long_press: \"hold\",\n swipe_up: \"up\",\n swipe_down: \"down\",\n swipe_left: \"left\",\n swipe_right: \"right\",\n}\n/** The band's middle finger draws the filled shapes hollow. */\nconst MIDDLE_FINGER_GLYPHS: Partial<Record<GestureDotGlyph, GestureDotGlyph>> = {dot: \"ring\", double: \"doubleRing\"}\n\nclass GestureDotsService {\n private started = false\n private flash: GestureDotGlyph | null = null\n private flashTimer: number | null = null\n /** Finger currently on the touch bar (tap_start..tap_end; the CFW forwards holds as these edges). */\n private held = false\n /** The band's middle finger is down (its edges carry index 1); any other finger draws the disc. */\n private heldMiddle = false\n /**\n * The CFW's tap_then_hold fired during this press (discrete recognition\n * event; the tap_end that follows on release is what clears it).\n */\n private holdRecognized = false\n /** Whether the indicator scene currently has anything on it (needs a clear when the flash ends). */\n private visible = false\n private unsubs: Array<() => void> = []\n\n start(): void {\n if (this.started) return\n this.started = true\n this.unsubs.push(\n // The indicator owns the screen only while it is empty: drop our\n // retained state when something else takes over, and clear any\n // leftover flash when the display empties again.\n localDisplayManager.onActiveDisplayChange((active) => {\n if (active) this.relinquish()\n else this.render()\n }),\n // Overlays do not change the retained main display's occupancy.\n useDisplayStore.subscribe(\n (state) => state.overlayOwner,\n (owner) => {\n if (owner !== null) this.relinquish()\n },\n ),\n )\n }\n\n stop(): void {\n for (const unsub of this.unsubs) unsub()\n this.unsubs = []\n this.relinquish()\n this.started = false\n }\n\n private resetGesture(): void {\n if (this.flashTimer !== null) BgTimer.clearTimeout(this.flashTimer)\n this.flashTimer = null\n this.flash = null\n this.held = false\n this.heldMiddle = false\n this.holdRecognized = false\n }\n\n /** Another surface owns the display; forget the indicator without painting over it. */\n private relinquish(): void {\n this.resetGesture()\n this.visible = false\n sceneRenderer.clearApp(DOTS_APP_ID)\n this.trace(\"relinquish\")\n }\n\n private enabled(): boolean {\n return useSettingsStore.getState().getSetting(SETTINGS.gesture_dots.key) === true\n }\n\n /**\n * Flash a gesture on the indicator. Other gesture names are ignored.\n * Claimed gestures cancel any earlier press/flash without starting a new\n * one: the claimant may also consume the release edge. `fingerIndex` is the\n * Neural Band's finger on its pinches and press edges (1 = middle).\n */\n noteGesture(gestureName: string, claimed = false, fingerIndex?: number): void {\n if (!this.started || !this.enabled()) return\n this.applyGesture(gestureName, claimed, fingerIndex)\n this.trace(\"input\", {gestureName, claimed})\n }\n\n private applyGesture(gestureName: string, claimed: boolean, fingerIndex?: number): void {\n if (localDisplayManager.hasActiveDisplay() || useDisplayStore.getState().overlayOwner !== null) {\n this.relinquish()\n return\n }\n if (claimed) {\n this.resetGesture()\n this.render()\n return\n }\n // Tap edges show a steady circle for as long as the finger is down (on\n // CFW these arrive for holds: ET_LONG/ET_REL forwarded as\n // tap_start/tap_end), with no timer — tap_end clears it. The ring's\n // touch_down is the same finger-down edge; the ring's tap_end releases it.\n if (gestureName === \"tap_start\" || gestureName === \"touch_down\" || gestureName === \"tap_end\") {\n const held = gestureName !== \"tap_end\"\n if (this.held === held) return\n this.held = held\n this.heldMiddle = held && fingerIndex === 1\n if (!held) this.holdRecognized = false\n this.render()\n return\n }\n if (gestureName === \"tap_then_hold\" && HOLD_GLYPH_ENABLED) {\n this.held = true\n this.holdRecognized = true\n this.render()\n return\n }\n // Any other gesture implies the finger is up, even if tap_end was lost.\n const released = this.held\n this.held = false\n this.heldMiddle = false\n this.holdRecognized = false\n const shape = FLASH_GLYPHS[gestureName] ?? null\n const flash = shape && fingerIndex === 1 ? MIDDLE_FINGER_GLYPHS[shape] ?? shape : shape\n if (!flash) {\n if (released) this.render()\n return\n }\n this.flash = flash\n if (this.flashTimer !== null) BgTimer.clearTimeout(this.flashTimer)\n this.flashTimer = BgTimer.setTimeout(() => {\n this.flashTimer = null\n this.flash = null\n this.render()\n this.trace(\"flash-ended\")\n }, GESTURE_FLASH_MS)\n this.render()\n }\n\n /** Debug setting only; no payloads or retained history. Correlate seq with G2PERF. */\n private trace(reason: string, details: Record<string, unknown> = {}): void {\n if (!this.enabled()) return\n console.log(\n \"GESTUREDOTS \" +\n JSON.stringify({\n t: Date.now(),\n reason,\n held: this.held,\n flash: this.flash,\n overlay: useDisplayStore.getState().overlayOwner,\n active: localDisplayManager.hasActiveDisplay(),\n ...details,\n }),\n )\n }\n\n /**\n * Paint or clear the indicator. Nothing is drawn while anything else is on\n * the glasses (miniapp frame or system screen) or when no gesture was just\n * received. The top-right anchor resolves against the device's real canvas,\n * so no size math here.\n *\n * Between flashes the element STAYS in the scene with the blank glyph:\n * removing it would tear down the firmware image container and rebuild the\n * page on every flash (a rebuild storm on stock firmware). Only disabling\n * the setting removes the element outright.\n */\n private render(): void {\n if (!this.started) return\n if (localDisplayManager.hasActiveDisplay() || useDisplayStore.getState().overlayOwner !== null) return\n const shown = this.flash ?? (this.held ? (this.holdRecognized ? \"hold\" : this.heldMiddle ? \"ring\" : \"dot\") : null)\n if (!this.enabled()) {\n if (this.visible) {\n this.visible = false\n sceneRenderer.emitScene(DOTS_APP_ID, \"main\", [])\n }\n return\n }\n if (!shown && !this.visible) return\n const elements: SceneElementInput[] = [\n {\n type: \"image\",\n id: \"gesture-dot\",\n box: {\n x: MARGIN_X,\n y: MARGIN_TOP,\n w: GESTURE_DOT_GLYPH_SIZE,\n h: GESTURE_DOT_GLYPH_SIZE,\n anchor: \"top-right\",\n },\n data: GESTURE_DOT_GLYPHS[shown ?? \"blank\"],\n },\n ]\n this.visible = true\n const result = sceneRenderer.emitScene(DOTS_APP_ID, \"main\", elements)\n this.trace(\"render\", {\n glyph: shown ?? \"blank\",\n ...(result?.kind === \"scene\" ? {seq: result.seq, sent: result.sent} : {}),\n })\n }\n}\n\nconst gestureDotsService = new GestureDotsService()\nexport default gestureDotsService\nexport {GestureDotsService}\n"]}
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* Gesture dots — a debug indicator that flashes a small glyph top-right on the\n * glasses when a touch gesture arrives, while nothing else is on the display:\n * a filled circle for a single tap, two for a double tap, an arrow for a swipe\n * (cleared after a short pulse), a bullseye for a recognized long press.\n * The Neural Band's middle finger (index 1) draws the same shapes hollow. Extracted from\n * the CFW dashboard service; it renders through\n * the ordinary scene pipeline, so it works on any positioning device (stock\n * G2 included), and is gated by the gesture_dots debug setting.\n *\n * The glyphs are pre-baked images (not text): the stock firmware's builtin\n * font has no ●/↑/↓, and a single image element with a stable id and box maps\n * to ONE re-used firmware image container — flash and idle swap its bytes\n * (data-only update, no page rebuild) instead of creating/removing containers.\n */\nimport {useDisplayStore} from \"../stores/display\"\nimport {SETTINGS, useSettingsStore} from \"../stores/settings\"\nimport type {SceneElementInput} from \"../utils/display/scene\"\nimport {BgTimer} from \"../utils/timers\"\nimport {GESTURE_DOT_GLYPHS, GESTURE_DOT_GLYPH_SIZE, type GestureDotGlyph} from \"./gestureDotGlyphs\"\nimport localDisplayManager from \"./LocalDisplayManager\"\nimport sceneRenderer from \"./SceneRenderer\"\n\nconst DOTS_APP_ID = \"system.gesture-dots\"\n/** How long a gesture stays on the indicator. */\nconst GESTURE_FLASH_MS = 700\nconst MARGIN_X = 16\nconst MARGIN_TOP = 10\n/** Gestures that flash a glyph. */\nconst FLASH_GLYPHS: Record<string, GestureDotGlyph> = {\n single_tap: \"dot\",\n double_tap: \"double\",\n long_press: \"hold\",\n swipe_up: \"up\",\n swipe_down: \"down\",\n swipe_left: \"left\",\n swipe_right: \"right\",\n}\n/** The band's middle finger draws the filled shapes hollow. */\nconst MIDDLE_FINGER_GLYPHS: Partial<Record<GestureDotGlyph, GestureDotGlyph>> = {dot: \"ring\", double: \"doubleRing\"}\n\nclass GestureDotsService {\n private started = false\n private flash: GestureDotGlyph | null = null\n private flashTimer: number | null = null\n /** Raw controller holds survive hold recognition/dial events until their own release. */\n private presses = new Map<number, {raw: boolean; glyph: GestureDotGlyph}>()\n /** Avoid sending identical images for successive phases of the same press. */\n private renderedGlyph: GestureDotGlyph | null = null\n /** Whether the indicator scene currently has anything on it (needs a clear when the flash ends). */\n private visible = false\n private unsubs: Array<() => void> = []\n\n start(): void {\n if (this.started) return\n this.started = true\n this.unsubs.push(\n // The indicator owns the screen only while it is empty: drop our\n // retained state when something else takes over, and clear any\n // leftover flash when the display empties again.\n localDisplayManager.onActiveDisplayChange((active) => {\n if (active) this.relinquish()\n else this.render()\n }),\n // Overlays do not change the retained main display's occupancy.\n useDisplayStore.subscribe(\n (state) => state.overlayOwner,\n (owner) => {\n if (owner !== null) this.relinquish()\n },\n ),\n )\n }\n\n stop(): void {\n for (const unsub of this.unsubs) unsub()\n this.unsubs = []\n this.relinquish()\n this.started = false\n }\n\n private resetGesture(): void {\n if (this.flashTimer !== null) BgTimer.clearTimeout(this.flashTimer)\n this.flashTimer = null\n this.flash = null\n this.presses.clear()\n }\n\n /** Another surface owns the display; forget the indicator without painting over it. */\n private relinquish(): void {\n this.resetGesture()\n this.visible = false\n this.renderedGlyph = null\n sceneRenderer.clearApp(DOTS_APP_ID)\n this.trace(\"relinquish\")\n }\n\n private enabled(): boolean {\n return useSettingsStore.getState().getSetting(SETTINGS.gesture_dots.key) === true\n }\n\n /**\n * Flash a gesture on the indicator. Other gesture names are ignored.\n * Claimed gestures cancel any earlier press/flash without starting a new\n * one: the claimant may also consume the release edge. `fingerIndex` is the\n * Neural Band's finger on its pinches and press edges (1 = middle).\n */\n noteGesture(gestureName: string, claimed = false, fingerIndex?: number): void {\n if (!this.started || !this.enabled()) return\n this.applyGesture(gestureName, claimed, fingerIndex)\n this.trace(\"input\", {gestureName, claimed})\n }\n\n private applyGesture(gestureName: string, claimed: boolean, fingerIndex?: number): void {\n if (localDisplayManager.hasActiveDisplay() || useDisplayStore.getState().overlayOwner !== null) {\n this.relinquish()\n return\n }\n if (claimed) {\n this.resetGesture()\n this.render()\n return\n }\n const finger = fingerIndex ?? 0\n const press = this.presses.get(finger)\n if (gestureName === \"touch_down\" || gestureName === \"tap_start\") {\n if (press) {\n // Both reports describe one press. Never restart its visual feedback.\n if (gestureName === \"touch_down\") press.raw = true\n return\n }\n this.clearFlash()\n this.presses.set(finger, {raw: gestureName === \"touch_down\", glyph: finger === 1 ? \"ring\" : \"dot\"})\n this.render()\n return\n }\n if (gestureName === \"tap_end\") {\n if (!press) return\n this.presses.delete(finger)\n // The band's resolved tap arrives after release (double-tap window).\n // Keep the glyph lit across that gap so one pinch never flashes twice.\n if (press.raw && this.presses.size === 0) this.startFlash(press.glyph)\n this.render()\n return\n }\n const shape = FLASH_GLYPHS[gestureName]\n const glyph = shape && finger === 1 ? MIDDLE_FINGER_GLYPHS[shape] ?? shape : shape\n if (press?.raw && (!glyph || gestureName === \"long_press\")) {\n // Pinch-and-turn reports do not release a finger. A recognized hold\n // stays visible until tap_end instead of expiring halfway through it.\n if (glyph) press.glyph = glyph\n this.render()\n return\n }\n // Completed taps/swipes become one continuous pulse, even if the device\n // omits tap_end. Older tap_start-only devices retain the same fallback.\n this.presses.delete(finger)\n if (glyph) this.startFlash(glyph)\n this.render()\n }\n\n private clearFlash(): void {\n if (this.flashTimer !== null) BgTimer.clearTimeout(this.flashTimer)\n this.flashTimer = null\n this.flash = null\n }\n\n private startFlash(glyph: GestureDotGlyph): void {\n this.clearFlash()\n this.flash = glyph\n this.flashTimer = BgTimer.setTimeout(() => {\n this.flashTimer = null\n this.flash = null\n this.render()\n this.trace(\"flash-ended\")\n }, GESTURE_FLASH_MS)\n }\n\n /** Debug setting only; no payloads or retained history. Correlate seq with G2PERF. */\n private trace(reason: string, details: Record<string, unknown> = {}): void {\n if (!this.enabled()) return\n console.log(\n \"GESTUREDOTS \" +\n JSON.stringify({\n t: Date.now(),\n reason,\n held: this.presses.size > 0,\n flash: this.flash,\n overlay: useDisplayStore.getState().overlayOwner,\n active: localDisplayManager.hasActiveDisplay(),\n ...details,\n }),\n )\n }\n\n /**\n * Paint or clear the indicator. Nothing is drawn while anything else is on\n * the glasses (miniapp frame or system screen) or when no gesture was just\n * received. The top-right anchor resolves against the device's real canvas,\n * so no size math here.\n *\n * Between flashes the element STAYS in the scene with the blank glyph:\n * removing it would tear down the firmware image container and rebuild the\n * page on every flash (a rebuild storm on stock firmware). Only disabling\n * the setting removes the element outright.\n */\n private render(): void {\n if (!this.started) return\n if (localDisplayManager.hasActiveDisplay() || useDisplayStore.getState().overlayOwner !== null) return\n const shown = Array.from(this.presses.values()).at(-1)?.glyph ?? this.flash\n if (!this.enabled()) {\n if (this.visible) {\n this.visible = false\n this.renderedGlyph = null\n sceneRenderer.emitScene(DOTS_APP_ID, \"main\", [])\n }\n return\n }\n if (!shown && !this.visible) return\n const glyph = shown ?? \"blank\"\n if (glyph === this.renderedGlyph) return\n const elements: SceneElementInput[] = [\n {\n type: \"image\",\n id: \"gesture-dot\",\n box: {\n x: MARGIN_X,\n y: MARGIN_TOP,\n w: GESTURE_DOT_GLYPH_SIZE,\n h: GESTURE_DOT_GLYPH_SIZE,\n anchor: \"top-right\",\n },\n data: GESTURE_DOT_GLYPHS[glyph],\n },\n ]\n this.visible = true\n this.renderedGlyph = glyph\n const result = sceneRenderer.emitScene(DOTS_APP_ID, \"main\", elements)\n this.trace(\"render\", {\n glyph,\n ...(result?.kind === \"scene\" ? {seq: result.seq, sent: result.sent} : {}),\n })\n }\n}\n\nconst gestureDotsService = new GestureDotsService()\nexport default gestureDotsService\nexport {GestureDotsService}\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@glassly/engine",
3
- "version": "0.3.2-dev.595",
3
+ "version": "0.3.2-dev.598",
4
4
  "description": "Glassly Engine — miniapp registry, WebView bridge, and miniapp store",
5
5
  "main": "build/index.js",
6
6
  "react-native": "src/index.ts",
@@ -97,17 +97,17 @@
97
97
  "registry": "https://registry.npmjs.org/"
98
98
  },
99
99
  "dependencies": {
100
- "@glassly/bluetooth-sdk": "0.3.2-dev.595",
101
- "@glassly/cloud-client": "0.3.2-dev.595",
102
- "@glassly/cloud-protocol": "0.3.2-dev.595",
103
- "@glassly/crust": "0.3.2-dev.595",
104
- "@glassly/miniapp": "0.3.2-dev.595",
100
+ "@glassly/bluetooth-sdk": "0.3.2-dev.598",
101
+ "@glassly/cloud-client": "0.3.2-dev.598",
102
+ "@glassly/cloud-protocol": "0.3.2-dev.598",
103
+ "@glassly/crust": "0.3.2-dev.598",
104
+ "@glassly/miniapp": "0.3.2-dev.598",
105
105
  "buffer": "^6.0.3",
106
106
  "events": "^3.3.0",
107
107
  "react-native-marked": "8.1.1",
108
108
  "semver": "^7.7.4",
109
109
  "typesafe-ts": "^1.7.1",
110
- "@glassly/llm-providers": "0.3.2-dev.595"
110
+ "@glassly/llm-providers": "0.3.2-dev.598"
111
111
  },
112
112
  "devDependencies": {
113
113
  "@glassly/llm-providers": "workspace:*",
@@ -12,9 +12,9 @@ export interface EngineReleaseMetadata {
12
12
  export const ENGINE_RELEASE_METADATA: Readonly<EngineReleaseMetadata> = Object.freeze({
13
13
  "schemaVersion": 1,
14
14
  "familyBaseVersion": "0.3.2",
15
- "releaseIdentity": "0.3.2-dev.595",
16
- "releaseSetId": "glassly-0.3.2-dev.595",
17
- "sourceCommit": "fdafc60b7dfa2523c464e2fb8a6347b9975dd8b7",
15
+ "releaseIdentity": "0.3.2-dev.598",
16
+ "releaseSetId": "glassly-0.3.2-dev.598",
17
+ "sourceCommit": "aa903f5f9561defcdd3e31d5fe6d5df05bd8e70c",
18
18
  "otaManifestUrl": null,
19
19
  "otaManifestSha256": null
20
20
  })
@@ -2,7 +2,7 @@
2
2
  * Gesture dots — a debug indicator that flashes a small glyph top-right on the
3
3
  * glasses when a touch gesture arrives, while nothing else is on the display:
4
4
  * a filled circle for a single tap, two for a double tap, an arrow for a swipe
5
- * (cleared after a short pulse), a bullseye while a CFW tap-then-hold is held.
5
+ * (cleared after a short pulse), a bullseye for a recognized long press.
6
6
  * The Neural Band's middle finger (index 1) draws the same shapes hollow. Extracted from
7
7
  * the CFW dashboard service; it renders through
8
8
  * the ordinary scene pipeline, so it works on any positioning device (stock
@@ -26,8 +26,6 @@ const DOTS_APP_ID = "system.gesture-dots"
26
26
  const GESTURE_FLASH_MS = 700
27
27
  const MARGIN_X = 16
28
28
  const MARGIN_TOP = 10
29
- // Off: tap_then_hold opens the side menu now.
30
- const HOLD_GLYPH_ENABLED = false
31
29
  /** Gestures that flash a glyph. */
32
30
  const FLASH_GLYPHS: Record<string, GestureDotGlyph> = {
33
31
  single_tap: "dot",
@@ -45,15 +43,10 @@ class GestureDotsService {
45
43
  private started = false
46
44
  private flash: GestureDotGlyph | null = null
47
45
  private flashTimer: number | null = null
48
- /** Finger currently on the touch bar (tap_start..tap_end; the CFW forwards holds as these edges). */
49
- private held = false
50
- /** The band's middle finger is down (its edges carry index 1); any other finger draws the disc. */
51
- private heldMiddle = false
52
- /**
53
- * The CFW's tap_then_hold fired during this press (discrete recognition
54
- * event; the tap_end that follows on release is what clears it).
55
- */
56
- private holdRecognized = false
46
+ /** Raw controller holds survive hold recognition/dial events until their own release. */
47
+ private presses = new Map<number, {raw: boolean; glyph: GestureDotGlyph}>()
48
+ /** Avoid sending identical images for successive phases of the same press. */
49
+ private renderedGlyph: GestureDotGlyph | null = null
57
50
  /** Whether the indicator scene currently has anything on it (needs a clear when the flash ends). */
58
51
  private visible = false
59
52
  private unsubs: Array<() => void> = []
@@ -90,15 +83,14 @@ class GestureDotsService {
90
83
  if (this.flashTimer !== null) BgTimer.clearTimeout(this.flashTimer)
91
84
  this.flashTimer = null
92
85
  this.flash = null
93
- this.held = false
94
- this.heldMiddle = false
95
- this.holdRecognized = false
86
+ this.presses.clear()
96
87
  }
97
88
 
98
89
  /** Another surface owns the display; forget the indicator without painting over it. */
99
90
  private relinquish(): void {
100
91
  this.resetGesture()
101
92
  this.visible = false
93
+ this.renderedGlyph = null
102
94
  sceneRenderer.clearApp(DOTS_APP_ID)
103
95
  this.trace("relinquish")
104
96
  }
@@ -129,45 +121,59 @@ class GestureDotsService {
129
121
  this.render()
130
122
  return
131
123
  }
132
- // Tap edges show a steady circle for as long as the finger is down (on
133
- // CFW these arrive for holds: ET_LONG/ET_REL forwarded as
134
- // tap_start/tap_end), with no timer — tap_end clears it. The ring's
135
- // touch_down is the same finger-down edge; the ring's tap_end releases it.
136
- if (gestureName === "tap_start" || gestureName === "touch_down" || gestureName === "tap_end") {
137
- const held = gestureName !== "tap_end"
138
- if (this.held === held) return
139
- this.held = held
140
- this.heldMiddle = held && fingerIndex === 1
141
- if (!held) this.holdRecognized = false
124
+ const finger = fingerIndex ?? 0
125
+ const press = this.presses.get(finger)
126
+ if (gestureName === "touch_down" || gestureName === "tap_start") {
127
+ if (press) {
128
+ // Both reports describe one press. Never restart its visual feedback.
129
+ if (gestureName === "touch_down") press.raw = true
130
+ return
131
+ }
132
+ this.clearFlash()
133
+ this.presses.set(finger, {raw: gestureName === "touch_down", glyph: finger === 1 ? "ring" : "dot"})
142
134
  this.render()
143
135
  return
144
136
  }
145
- if (gestureName === "tap_then_hold" && HOLD_GLYPH_ENABLED) {
146
- this.held = true
147
- this.holdRecognized = true
137
+ if (gestureName === "tap_end") {
138
+ if (!press) return
139
+ this.presses.delete(finger)
140
+ // The band's resolved tap arrives after release (double-tap window).
141
+ // Keep the glyph lit across that gap so one pinch never flashes twice.
142
+ if (press.raw && this.presses.size === 0) this.startFlash(press.glyph)
148
143
  this.render()
149
144
  return
150
145
  }
151
- // Any other gesture implies the finger is up, even if tap_end was lost.
152
- const released = this.held
153
- this.held = false
154
- this.heldMiddle = false
155
- this.holdRecognized = false
156
- const shape = FLASH_GLYPHS[gestureName] ?? null
157
- const flash = shape && fingerIndex === 1 ? MIDDLE_FINGER_GLYPHS[shape] ?? shape : shape
158
- if (!flash) {
159
- if (released) this.render()
146
+ const shape = FLASH_GLYPHS[gestureName]
147
+ const glyph = shape && finger === 1 ? MIDDLE_FINGER_GLYPHS[shape] ?? shape : shape
148
+ if (press?.raw && (!glyph || gestureName === "long_press")) {
149
+ // Pinch-and-turn reports do not release a finger. A recognized hold
150
+ // stays visible until tap_end instead of expiring halfway through it.
151
+ if (glyph) press.glyph = glyph
152
+ this.render()
160
153
  return
161
154
  }
162
- this.flash = flash
155
+ // Completed taps/swipes become one continuous pulse, even if the device
156
+ // omits tap_end. Older tap_start-only devices retain the same fallback.
157
+ this.presses.delete(finger)
158
+ if (glyph) this.startFlash(glyph)
159
+ this.render()
160
+ }
161
+
162
+ private clearFlash(): void {
163
163
  if (this.flashTimer !== null) BgTimer.clearTimeout(this.flashTimer)
164
+ this.flashTimer = null
165
+ this.flash = null
166
+ }
167
+
168
+ private startFlash(glyph: GestureDotGlyph): void {
169
+ this.clearFlash()
170
+ this.flash = glyph
164
171
  this.flashTimer = BgTimer.setTimeout(() => {
165
172
  this.flashTimer = null
166
173
  this.flash = null
167
174
  this.render()
168
175
  this.trace("flash-ended")
169
176
  }, GESTURE_FLASH_MS)
170
- this.render()
171
177
  }
172
178
 
173
179
  /** Debug setting only; no payloads or retained history. Correlate seq with G2PERF. */
@@ -178,7 +184,7 @@ class GestureDotsService {
178
184
  JSON.stringify({
179
185
  t: Date.now(),
180
186
  reason,
181
- held: this.held,
187
+ held: this.presses.size > 0,
182
188
  flash: this.flash,
183
189
  overlay: useDisplayStore.getState().overlayOwner,
184
190
  active: localDisplayManager.hasActiveDisplay(),
@@ -201,15 +207,18 @@ class GestureDotsService {
201
207
  private render(): void {
202
208
  if (!this.started) return
203
209
  if (localDisplayManager.hasActiveDisplay() || useDisplayStore.getState().overlayOwner !== null) return
204
- const shown = this.flash ?? (this.held ? (this.holdRecognized ? "hold" : this.heldMiddle ? "ring" : "dot") : null)
210
+ const shown = Array.from(this.presses.values()).at(-1)?.glyph ?? this.flash
205
211
  if (!this.enabled()) {
206
212
  if (this.visible) {
207
213
  this.visible = false
214
+ this.renderedGlyph = null
208
215
  sceneRenderer.emitScene(DOTS_APP_ID, "main", [])
209
216
  }
210
217
  return
211
218
  }
212
219
  if (!shown && !this.visible) return
220
+ const glyph = shown ?? "blank"
221
+ if (glyph === this.renderedGlyph) return
213
222
  const elements: SceneElementInput[] = [
214
223
  {
215
224
  type: "image",
@@ -221,13 +230,14 @@ class GestureDotsService {
221
230
  h: GESTURE_DOT_GLYPH_SIZE,
222
231
  anchor: "top-right",
223
232
  },
224
- data: GESTURE_DOT_GLYPHS[shown ?? "blank"],
233
+ data: GESTURE_DOT_GLYPHS[glyph],
225
234
  },
226
235
  ]
227
236
  this.visible = true
237
+ this.renderedGlyph = glyph
228
238
  const result = sceneRenderer.emitScene(DOTS_APP_ID, "main", elements)
229
239
  this.trace("render", {
230
- glyph: shown ?? "blank",
240
+ glyph,
231
241
  ...(result?.kind === "scene" ? {seq: result.seq, sent: result.sent} : {}),
232
242
  })
233
243
  }