Mapped datapad button to Y

this means you can't switch force powers at the moment
This commit is contained in:
Simon 2022-10-01 19:40:28 +01:00
parent 9620011ed5
commit 5b4d047b5a
2 changed files with 6 additions and 10 deletions

View file

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.drbeef.jk2quest"
android:versionCode="4"
android:versionName="0.0.4" android:installLocation="auto" >
android:versionCode="5"
android:versionName="0.0.5" android:installLocation="auto" >
<!-- Tell the system this app requires OpenGL ES 3.1. -->
<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
@ -26,11 +26,6 @@
<meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/>
<meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2"/>
<!-- The activity is the built-in NativeActivity framework class. -->
<!-- launchMode is set to singleTask because there should never be multiple copies of the app running. -->
<!-- Theme.Black.NoTitleBar.Fullscreen gives solid black instead of a (bad stereoscopic) gradient on app transition. -->
<!-- If targeting API level 24+, configChanges should additionally include 'density'. -->
<!-- If targeting API level 24+, android:resizeableActivity="false" should be added. -->
<activity
android:name="com.drbeef.jkquest.GLES3JNIActivity"
android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen"
@ -38,9 +33,6 @@
android:screenOrientation="landscape"
android:excludeFromRecents="false"
android:configChanges="screenSize|screenLayout|orientation|keyboardHidden|keyboard|navigation|uiMode">
<!-- Tell NativeActivity the name of the .so -->
<!-- <meta-data android:name="android.app.lib_name" android:value="jkquest" /> -->
<!-- This filter lets the apk show up as a launchable icon. -->
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />

View file

@ -559,6 +559,10 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
ovrButton_Trigger, A_SHIFT);
}
//Open the datapad
handleTrackedControllerButton(pOffTrackedRemoteNew,
pOffTrackedRemoteOld,
ovrButton_Y, A_TAB);
//Resync Yaw on mounted gun transition
static int usingMountedGun = false;