Input refactoring

This commit is contained in:
Simon 2023-01-21 15:09:00 +00:00
parent 059d131b8c
commit b86028588c

View file

@ -99,6 +99,30 @@ XrActionStateVector2f GetActionStateVector2(XrAction action, int hand) {
return state;
}
void CreateAction(
XrActionSet actionSet,
XrActionType type,
const char* actionName,
const char* localizedName,
int countSubactionPaths,
XrPath* subactionPaths,
XrAction* action) {
ALOGV("CreateAction %s, %", actionName, countSubactionPaths);
XrActionCreateInfo aci = {};
aci.type = XR_TYPE_ACTION_CREATE_INFO;
aci.next = NULL;
aci.actionType = type;
if (countSubactionPaths > 0) {
aci.countSubactionPaths = countSubactionPaths;
aci.subactionPaths = subactionPaths;
}
strcpy(aci.actionName, actionName);
strcpy(aci.localizedActionName, localizedName ? localizedName : actionName);
*action = XR_NULL_HANDLE;
OXR(xrCreateAction(actionSet, &aci, action));
}
void TBXR_InitActions( void )
{
// Create an action set.
@ -118,210 +142,40 @@ void TBXR_InitActions( void )
// Create actions.
{
// Create an input action for grabbing objects with the left and right hands.
XrActionCreateInfo actionInfo = {};
actionInfo.type = XR_TYPE_ACTION_CREATE_INFO;
actionInfo.actionType = XR_ACTION_TYPE_FLOAT_INPUT;
strcpy(actionInfo.actionName, "grab_object");
strcpy(actionInfo.localizedActionName, "Grab Object");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &grabAction));
CreateAction(actionSet, XR_ACTION_TYPE_POSE_INPUT, "grab_object", "Grab Object", SIDE_COUNT, handSubactionPath, &grabAction);
// Create an input action getting the left and right hand poses.
actionInfo.actionType = XR_ACTION_TYPE_POSE_INPUT;
strcpy(actionInfo.actionName, "hand_pose");
strcpy(actionInfo.localizedActionName, "Hand Pose");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &poseAction));
actionInfo.actionType = XR_ACTION_TYPE_POSE_INPUT;
strcpy(actionInfo.actionName, "aim_pose");
strcpy(actionInfo.localizedActionName, "Aim Pose");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &aimAction));
CreateAction(actionSet, XR_ACTION_TYPE_POSE_INPUT, "hand_pose", "Hand Pose", SIDE_COUNT, handSubactionPath, &poseAction);
CreateAction(actionSet, XR_ACTION_TYPE_POSE_INPUT, "aim_pose", "Aim Pose", SIDE_COUNT, handSubactionPath, &aimAction);
// Create output actions for vibrating the left and right controller.
actionInfo.actionType = XR_ACTION_TYPE_VIBRATION_OUTPUT;
strcpy(actionInfo.actionName, "vibrate_hand");
strcpy(actionInfo.localizedActionName, "Vibrate Hand");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &vibrateAction));
CreateAction(actionSet, XR_ACTION_TYPE_VIBRATION_OUTPUT, "vibrate_hand", "Vibrate Hand", SIDE_COUNT, handSubactionPath, &vibrateAction);
// Create input actions for quitting the session using the left and right controller.
// Since it doesn't matter which hand did this, we do not specify subaction paths for it.
// We will just suggest bindings for both hands, where possible.
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "quit_session");
strcpy(actionInfo.localizedActionName, "Quit Session");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &quitAction));
// Create input actions for toucpad key using the left and right controller.
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "touchpad");
strcpy(actionInfo.localizedActionName, "Touchpad");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &touchpadAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "axkey");
strcpy(actionInfo.localizedActionName, "AXkey");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &AXAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "homekey");
strcpy(actionInfo.localizedActionName, "Homekey");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &homeAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "bykey");
strcpy(actionInfo.localizedActionName, "BYkey");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &BYAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "backkey");
strcpy(actionInfo.localizedActionName, "Backkey");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &backAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "sidekey");
strcpy(actionInfo.localizedActionName, "Sidekey");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &sideAction));
actionInfo.actionType = XR_ACTION_TYPE_FLOAT_INPUT;
strcpy(actionInfo.actionName, "trigger");
strcpy(actionInfo.localizedActionName, "Trigger");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &triggerAction));
actionInfo.actionType = XR_ACTION_TYPE_VECTOR2F_INPUT;
strcpy(actionInfo.actionName, "joystick");
strcpy(actionInfo.localizedActionName, "Joystick");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &joystickAction));
actionInfo.actionType = XR_ACTION_TYPE_FLOAT_INPUT;
strcpy(actionInfo.actionName, "battery");
strcpy(actionInfo.localizedActionName, "battery");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &batteryAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "axtouch");
strcpy(actionInfo.localizedActionName, "AXtouch");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &AXTouchAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "bytouch");
strcpy(actionInfo.localizedActionName, "BYtouch");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &BYTouchAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "rockertouch");
strcpy(actionInfo.localizedActionName, "Rockertouch");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &thumbstickTouchAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "triggertouch");
strcpy(actionInfo.localizedActionName, "Triggertouch");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &TriggerTouchAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "thumbresttouch");
strcpy(actionInfo.localizedActionName, "Thumbresttouch");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &ThumbrestTouchAction));
actionInfo.actionType = XR_ACTION_TYPE_FLOAT_INPUT;
strcpy(actionInfo.actionName, "gripvalue");
strcpy(actionInfo.localizedActionName, "GripValue");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &GripAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "akey");
strcpy(actionInfo.localizedActionName, "Akey");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &AAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "bkey");
strcpy(actionInfo.localizedActionName, "Bkey");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &BAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "xkey");
strcpy(actionInfo.localizedActionName, "Xkey");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &XAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "ykey");
strcpy(actionInfo.localizedActionName, "Ykey");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &YAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "atouch");
strcpy(actionInfo.localizedActionName, "Atouch");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &ATouchAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "btouch");
strcpy(actionInfo.localizedActionName, "Btouch");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &BTouchAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "xtouch");
strcpy(actionInfo.localizedActionName, "Xtouch");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &XTouchAction));
actionInfo.actionType = XR_ACTION_TYPE_BOOLEAN_INPUT;
strcpy(actionInfo.actionName, "ytouch");
strcpy(actionInfo.localizedActionName, "Ytouch");
actionInfo.countSubactionPaths = SIDE_COUNT;
actionInfo.subactionPaths = handSubactionPath;
CHECK_XRCMD(xrCreateAction(actionSet, &actionInfo, &YTouchAction));
//All remaining actions (not necessarily supported by all controllers)
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "quit_session", "Quit Session", SIDE_COUNT, handSubactionPath, &quitAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "touchpad", "Touchpad", SIDE_COUNT, handSubactionPath, &touchpadAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "axkey", "AXkey", SIDE_COUNT, handSubactionPath, &AXAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "homekey", "Homekey", SIDE_COUNT, handSubactionPath, &homeAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "bykey", "BYkey", SIDE_COUNT, handSubactionPath, &BYAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "backkey", "Backkey", SIDE_COUNT, handSubactionPath, &backAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "sidekey", "Sidekey", SIDE_COUNT, handSubactionPath, &sideAction);
CreateAction(actionSet, XR_ACTION_TYPE_FLOAT_INPUT, "trigger", "Trigger", SIDE_COUNT, handSubactionPath, &triggerAction);
CreateAction(actionSet, XR_ACTION_TYPE_VECTOR2F_INPUT, "joystick", "Joystick", SIDE_COUNT, handSubactionPath, &joystickAction);
CreateAction(actionSet, XR_ACTION_TYPE_FLOAT_INPUT, "battery", "battery", SIDE_COUNT, handSubactionPath, &batteryAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "axtouch", "AXtouch", SIDE_COUNT, handSubactionPath, &AXTouchAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "bytouch", "BYtouch", SIDE_COUNT, handSubactionPath, &BYTouchAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "rockertouch", "Rockertouch", SIDE_COUNT, handSubactionPath, &thumbstickTouchAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "triggertouch", "Triggertouch", SIDE_COUNT, handSubactionPath, &TriggerTouchAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "thumbresttouch", "Thumbresttouch", SIDE_COUNT, handSubactionPath, &ThumbrestTouchAction);
CreateAction(actionSet, XR_ACTION_TYPE_FLOAT_INPUT, "gripvalue", "GripValue", SIDE_COUNT, handSubactionPath, &GripAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "akey", "Akey", SIDE_COUNT, handSubactionPath, &AAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "bkey", "Bkey", SIDE_COUNT, handSubactionPath, &BAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "xkey", "Xkey", SIDE_COUNT, handSubactionPath, &XAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "ykey", "Ykey", SIDE_COUNT, handSubactionPath, &YAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "atouch", "Atouch", SIDE_COUNT, handSubactionPath, &ATouchAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "btouch", "Btouch", SIDE_COUNT, handSubactionPath, &BTouchAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "xtouch", "Xtouch", SIDE_COUNT, handSubactionPath, &XTouchAction);
CreateAction(actionSet, XR_ACTION_TYPE_BOOLEAN_INPUT, "ytouch", "Ytouch", SIDE_COUNT, handSubactionPath, &YTouchAction);
}
XrPath selectPath[SIDE_COUNT];