#if !defined(vrinput_h) #define vrinput_h #include "VrCommon.h" #define STABILISATION_DISTANCE 0.5 #define SCOPE_ENGAGE_DISTANCE 0.25 #define VSTOCK_ENGAGE_DISTANCE 0.25 #define BINOCULAR_ENGAGE_DISTANCE 0.25 #define VELOCITY_TRIGGER 1.6 ovrInputStateTrackedRemote leftTrackedRemoteState_old; ovrInputStateTrackedRemote leftTrackedRemoteState_new; ovrTracking leftRemoteTracking_new; ovrInputStateTrackedRemote rightTrackedRemoteState_old; ovrInputStateTrackedRemote rightTrackedRemoteState_new; ovrTracking rightRemoteTracking_new; ovrInputStateGamepad footTrackedRemoteState_old; ovrInputStateGamepad footTrackedRemoteState_new; ovrDeviceID controllerIDs[2]; float remote_movementSideways; float remote_movementForward; float remote_movementUp; float positional_movementSideways; float positional_movementForward; float snapTurn; void sendButtonAction(const char* action, long buttonDown); void sendButtonActionSimple(const char* action); void acquireTrackedRemotesData(const ovrMobile *Ovr, double displayTime); void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateGamepad *pFootTrackingOld, ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking, ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking, int domButton1, int domButton2, int offButton1, int offButton2 ); void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking, ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking, int domButton1, int domButton2, int offButton1, int offButton2 ); void CalculateShoulderPosition(); void updateScopeAngles(); #endif //vrinput_h