doom3quest/Projects/Android/jni/Doom3Quest/VrCommon.h
Simon 15f78d843b Major Merge
Bringing all the changes done (mostly by baggyg) in the OVRPassToVR branch bringing over the major FP related changes to master.
Please refer to that branch for the individual changes that have all been brought over in this single commit.

Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
2020-11-15 18:52:37 +00:00

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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
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();
void Doom3Quest_setUseScreenLayer(int screen);
void Doom3Quest_processHaptics();
void Doom3Quest_getHMDOrientation();
void Doom3Quest_getTrackedRemotesOrientation(int controlscheme);
void Doom3Quest_prepareEyeBuffer();
void Doom3Quest_finishEyeBuffer();
void Doom3Quest_submitFrame();
#ifdef __cplusplus
}
#endif
#endif //vrcommon_h