ioq3quest/android/app/src/main/cpp/code/vr/vr_clientinfo.h
2022-04-02 17:19:32 +02:00

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1.9 KiB
C

#if !defined(vr_clientinfo_h)
#define vr_clientinfo_h
#include "vr_base.h"
#define NUM_WEAPON_SAMPLES 10
#define THUMB_LEFT 0
#define THUMB_RIGHT 1
typedef struct {
float fov_x;
float fov_y;
qboolean weapon_stabilised;
qboolean weapon_zoomed;
qboolean show_console;
float weapon_zoomLevel;
qboolean right_handed;
qboolean virtual_screen;
qboolean local_server;
qboolean single_player;
qboolean use_fake_6dof;
vrFollowMode_t follow_mode;
qboolean weapon_select;
qboolean weapon_select_autoclose;
qboolean no_crosshair;
int realign; // used to realign the fake 6DoF playspace in a multiplayer game
int clientNum;
vec3_t clientviewangles; //orientation in the client - we use this in the cgame
float clientview_yaw_last; // Don't use this, it is just for calculating delta!
float clientview_yaw_delta;
vec3_t hmdposition;
vec3_t hmdorigin; //used to recenter the mp fake 6DoF playspace
vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!
vec3_t hmdposition_delta;
vec3_t hmdorientation;
vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
vec3_t hmdorientation_delta;
vec3_t weaponangles;
vec3_t calculated_weaponangles; //Calculated as the angle required to hit the point that the controller is pointing at, but coming from the view origin
vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
vec3_t weaponangles_delta;
vec3_t weaponoffset;
vec3_t weaponoffset_last[2];
vec3_t weaponposition;
vec3_t offhandangles;
vec3_t offhandangles2;
vec3_t offhandoffset;
vec3_t offhandoffset_last[2];
vec3_t offhandposition;
vec2_t thumbstick_location[2]; //left / right thumbstick locations - used in cgame
float menuYaw;
int *menuCursorX;
int *menuCursorY;
qboolean menuLeftHanded;
} vr_clientinfo_t;
#endif //vr_clientinfo_h