doom3quest/Projects/Android/jni/Doom3Quest/VrCommon.h
Simon 98da172fef Several Changes
- Ensured HUD is aligned horizontally
- Big improvement to the mouse cursor in the menu
- Switch Sticks implementation fixed
- Update version to 1.1.0
2021-01-11 22:56:53 +00:00

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2.2 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(...) __android_log_print( ANDROID_LOG_VERBOSE, LOG_TAG, __VA_ARGS__ )
#endif
float screenYaw;
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(uint32_t buttonsNew, uint32_t buttonsOld,
bool mouse, uint32_t button, int key);
void handleTrackedControllerButton_AsKey(uint32_t buttonsNew, uint32_t buttonsOld,
uint32_t button, int key);
void handleTrackedControllerButton_AsToggleButton(uint32_t buttonsNew, uint32_t buttonsOld,
uint32_t button, int key);
void handleTrackedControllerButton_AsImpulse(uint32_t buttonsNew, uint32_t buttonsOld, uint32_t button, int key);
void controlMouse(bool reset, ovrInputStateTrackedRemote *newState, ovrInputStateTrackedRemote *oldState);
//Called from engine code
int Doom3Quest_GetRefresh();
bool Doom3Quest_useScreenLayer();
void Doom3Quest_GetScreenRes(int *width, int *height);
void Doom3Quest_Vibrate(int channel, float low, float high);
bool Doom3Quest_processMessageQueue();
void Doom3Quest_FrameSetup(int controlscheme, int switch_sticks, int refresh);
void Doom3Quest_setUseScreenLayer(int screen);
void Doom3Quest_processHaptics();
void Doom3Quest_getHMDOrientation();
void Doom3Quest_getTrackedRemotesOrientation(int controlscheme, int switch_sticks);
void Doom3Quest_prepareEyeBuffer();
void Doom3Quest_finishEyeBuffer();
void Doom3Quest_submitFrame();
#ifdef __cplusplus
}
#endif
#endif //vrcommon_h