doom3quest/Projects/Android/jni/Doom3Quest/VrCommon.h
Simon 9a0823392c Almost too many fixes to mention!
start of weapons working (6DoF)
looks like glitchiness is fixed
stereo working correctly
most buttons working nicely
positional tracking (sort of)
2020-09-11 22:41:18 +01:00

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No EOL
2.6 KiB
C

#if !defined(vrcommon_h)
#define vrcommon_h
#include <VrApi_Input.h>
#include <android/log.h>
#include "mathlib.h"
#include "VrClientInfo.h"
#define LOG_TAG "D3QUESTVR"
#ifndef NDEBUG
#define DEBUG 1
#endif
#ifdef __cplusplus
extern "C" {
#endif
#define ALOGE(...) __android_log_print( ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__ )
#if DEBUG
#define ALOGV(...) __android_log_print( ANDROID_LOG_VERBOSE, LOG_TAG, __VA_ARGS__ )
#else
#define ALOGV(...)
#endif
float playerHeight;
float playerYaw;
bool showingScreenLayer;
float radians(float deg);
float degrees(float rad);
bool isMultiplayer();
double GetTimeInMilliSeconds();
float length(float x, float y);
float nonLinearFilter(float in);
bool between(float min, float val, float max);
void rotateAboutOrigin(float v1, float v2, float rotation, vec2_t out);
void QuatToYawPitchRoll(ovrQuatf q, vec3_t rotation, vec3_t out);
void handleTrackedControllerButton_AsButton(ovrInputStateTrackedRemote *trackedRemoteState,
ovrInputStateTrackedRemote *prevTrackedRemoteState,
bool mouse, uint32_t button, int key);
void handleTrackedControllerButton_AsKey(ovrInputStateTrackedRemote *trackedRemoteState,
ovrInputStateTrackedRemote *prevTrackedRemoteState,
uint32_t button, int key);
void handleTrackedControllerButton_AsToggleButton(ovrInputStateTrackedRemote *trackedRemoteState,
ovrInputStateTrackedRemote *prevTrackedRemoteState,
uint32_t button, int key);
void handleTrackedControllerButton_AsImpulse(ovrInputStateTrackedRemote * trackedRemoteState,
ovrInputStateTrackedRemote * prevTrackedRemoteState, uint32_t button, int key);
void interactWithTouchScreen(bool reset, ovrInputStateTrackedRemote *newState,
ovrInputStateTrackedRemote *oldState);
//Called from engine code
bool Doom3Quest_useScreenLayer();
void Doom3Quest_GetScreenRes(int *width, int *height);
void Doom3Quest_Vibrate(int duration, int channel, float intensity);
bool Doom3Quest_processMessageQueue();
void Doom3Quest_FrameSetup();
void Doom3Quest_setUseScreenLayer(bool use);
void Doom3Quest_processHaptics();
void Doom3Quest_getHMDOrientation();
void Doom3Quest_getTrackedRemotesOrientation(int vr_control_scheme);
void Doom3Quest_ResyncClientYawWithGameYaw();
void Doom3Quest_prepareEyeBuffer(int eye);
void Doom3Quest_finishEyeBuffer(int eye);
void Doom3Quest_submitFrame();
void GPUDropSync();
void GPUWaitSync();
#ifdef __cplusplus
}
#endif
#endif //vrcommon_h