doom3quest/Projects/Android/jni/Doom3Quest/VrCommon.h
Simon aaa37bbe69 VR HUD Attached to off hand controller
Thanks again to the Fully Possesed Mod for the functionality for this one!
2020-09-25 00:10:19 +01:00

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2.4 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 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(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 controlMouse(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(int screen);
void Doom3Quest_processHaptics();
void Doom3Quest_getHMDOrientation();
void Doom3Quest_getTrackedRemotesOrientation(int controlscheme);
void Doom3Quest_prepareEyeBuffer(int eye);
void Doom3Quest_finishEyeBuffer(int eye);
void Doom3Quest_submitFrame();
#ifdef __cplusplus
}
#endif
#endif //vrcommon_h