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Mapped datapad button to Y
this means you can't switch force powers at the moment
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parent
9620011ed5
commit
5b4d047b5a
2 changed files with 6 additions and 10 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.jk2quest"
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android:versionCode="4"
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android:versionName="0.0.4" android:installLocation="auto" >
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android:versionCode="5"
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android:versionName="0.0.5" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
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@ -26,11 +26,6 @@
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<meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/>
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<meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2"/>
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<!-- The activity is the built-in NativeActivity framework class. -->
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<!-- launchMode is set to singleTask because there should never be multiple copies of the app running. -->
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<!-- Theme.Black.NoTitleBar.Fullscreen gives solid black instead of a (bad stereoscopic) gradient on app transition. -->
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<!-- If targeting API level 24+, configChanges should additionally include 'density'. -->
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<!-- If targeting API level 24+, android:resizeableActivity="false" should be added. -->
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<activity
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android:name="com.drbeef.jkquest.GLES3JNIActivity"
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android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen"
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@ -38,9 +33,6 @@
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android:screenOrientation="landscape"
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android:excludeFromRecents="false"
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android:configChanges="screenSize|screenLayout|orientation|keyboardHidden|keyboard|navigation|uiMode">
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<!-- Tell NativeActivity the name of the .so -->
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<!-- <meta-data android:name="android.app.lib_name" android:value="jkquest" /> -->
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<!-- This filter lets the apk show up as a launchable icon. -->
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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@ -559,6 +559,10 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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ovrButton_Trigger, A_SHIFT);
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}
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//Open the datapad
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handleTrackedControllerButton(pOffTrackedRemoteNew,
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pOffTrackedRemoteOld,
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ovrButton_Y, A_TAB);
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//Resync Yaw on mounted gun transition
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static int usingMountedGun = false;
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