quakequest/Projects/Android/jni/QuakeQuestSrc/QuakeQuest_OpenXR.c

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#include <stdio.h>
#include <ctype.h>
#include <stdlib.h>
#include <time.h>
#include <unistd.h>
#include <pthread.h>
#include <sys/prctl.h> // for prctl( PR_SET_NAME )
#include <android/log.h>
#include <android/native_window_jni.h> // for native window JNI
#include <android/input.h>
#include "argtable3.h"
#include "VrCommon.h"
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#include "../darkplaces/qtypes.h"
#include "../darkplaces/quakedef.h"
#include "../darkplaces/menu.h"
//#define ENABLE_GL_DEBUG
#define ENABLE_GL_DEBUG_VERBOSE 1
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//Let's go to the maximum!
extern int NUM_MULTI_SAMPLES;
extern int REFRESH ;
extern float SS_MULTIPLIER ;
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/* global arg_xxx structs */
struct arg_dbl *ss;
struct arg_int *cpu;
struct arg_int *gpu;
struct arg_int *msaa;
struct arg_int *refresh;
struct arg_end *end;
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char **argv;
int argc=0;
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float playerHeight;
float playerYaw;
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extern float worldPosition[3];
float hmdPosition[3];
float playerHeight;
float positionDeltaThisFrame[3];
vec3_t hmdorientation;
extern float gunangles[3];
float weaponOffset[3];
float weaponVelocity[3];
qboolean weapon_stabilised;
int bigScreen = 1;
extern client_static_t cls;
extern int stereoMode;
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extern cvar_t vr_worldscale;
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extern cvar_t r_lasersight;
extern cvar_t cl_movementspeed;
extern cvar_t cl_walkdirection;
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extern cvar_t cl_controllerdeadzone;
extern cvar_t cl_righthanded;
extern cvar_t vr_weaponpitchadjust;
extern cvar_t slowmo;
extern cvar_t bullettime;
extern cvar_t cl_trackingmode;
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ovrInputStateTrackedRemote leftTrackedRemoteState_old;
ovrInputStateTrackedRemote leftTrackedRemoteState_new;
ovrTrackedController leftRemoteTracking_new;
ovrInputStateTrackedRemote rightTrackedRemoteState_old;
ovrInputStateTrackedRemote rightTrackedRemoteState_new;
ovrTrackedController rightRemoteTracking_new;
void QC_BeginFrame();
void QC_DrawFrame(int eye, int x, int y);
void QC_EndFrame();
void QC_KeyEvent(int state,int key,int character);
void QC_MoveEvent(float yaw, float pitch, float roll);
void QC_SetResolution(int width, int height);
void QC_Analog(int enable,float x,float y);
void QC_MotionEvent(float delta, float dx, float dy);
int main (int argc, char **argv);
extern int key_consoleactive;
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static bool quake_initialised = false;
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/*
================================================================================
QuakeQuest Stuff
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================================================================================
*/
bool VR_UseScreenLayer()
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{
return (bigScreen != 0 || cls.demoplayback || key_consoleactive);
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}
float VR_GetScreenLayerDistance()
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{
return (4.5f);
}
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void BigScreenMode(int mode)
{
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if (bigScreen != 2)
{
bigScreen = mode;
}
}
static void UnEscapeQuotes( char *arg )
{
char *last = NULL;
while( *arg ) {
if( *arg == '"' && *last == '\\' ) {
char *c_curr = arg;
char *c_last = last;
while( *c_curr ) {
*c_last = *c_curr;
c_last = c_curr;
c_curr++;
}
*c_last = '\0';
}
last = arg;
arg++;
}
}
static int ParseCommandLine(char *cmdline, char **argv)
{
char *bufp;
char *lastp = NULL;
int argc, last_argc;
argc = last_argc = 0;
for ( bufp = cmdline; *bufp; ) {
while ( isspace(*bufp) ) {
++bufp;
}
if ( *bufp == '"' ) {
++bufp;
if ( *bufp ) {
if ( argv ) {
argv[argc] = bufp;
}
++argc;
}
while ( *bufp && ( *bufp != '"' || *lastp == '\\' ) ) {
lastp = bufp;
++bufp;
}
} else {
if ( *bufp ) {
if ( argv ) {
argv[argc] = bufp;
}
++argc;
}
while ( *bufp && ! isspace(*bufp) ) {
++bufp;
}
}
if ( *bufp ) {
if ( argv ) {
*bufp = '\0';
}
++bufp;
}
if( argv && last_argc != argc ) {
UnEscapeQuotes( argv[last_argc] );
}
last_argc = argc;
}
if ( argv ) {
argv[argc] = NULL;
}
return(argc);
}
void VR_SetHMDOrientation(float pitch, float yaw, float roll)
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{
VectorSet(hmdorientation, pitch, yaw, roll);
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if (!VR_UseScreenLayer())
{
playerYaw = yaw;
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}
}
void VR_SetHMDPosition(float x, float y, float z )
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{
positionDeltaThisFrame[0] = (worldPosition[0] - x);
positionDeltaThisFrame[1] = (worldPosition[1] - y);
positionDeltaThisFrame[2] = (worldPosition[2] - z);
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worldPosition[0] = x;
worldPosition[1] = y;
worldPosition[2] = z;
static bool s_useScreen = false;
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VectorSet(hmdPosition, x, y, z);
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if (s_useScreen != VR_UseScreenLayer())
{
s_useScreen = VR_UseScreenLayer();
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//Record player height on transition
playerHeight = y;
}
}
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void VR_Init()
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{
//init randomiser
srand(time(NULL));
chdir("/sdcard/QuakeQuest");
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}
extern int runStatus;
void QC_exit(int exitCode)
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{
runStatus = exitCode;
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}
void * AppThreadFunction(void * parm ) {
gAppThread = (ovrAppThread *) parm;
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java.Vm = gAppThread->JavaVm;
(*java.Vm)->AttachCurrentThread( java.Vm, &java.Env, NULL );
java.ActivityObject = gAppThread->ActivityObject;
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// Note that AttachCurrentThread will reset the thread name.
prctl(PR_SET_NAME, (long) "AppThreadFunction", 0, 0, 0);
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gAppState.MainThreadTid = gettid();
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TBXR_InitialiseOpenXR();
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VR_Init();
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TBXR_EnterVR();
TBXR_InitRenderer();
TBXR_InitActions();
TBXR_WaitForSessionActive();
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//start
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{
ALOGV( " Initialising Quake Engine" );
QC_SetResolution((int)gAppState.Width, (int)gAppState.Height);
if (argc != 0)
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{
main(argc, argv);
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}
else
{
int argc = 1; char *argv[] = { "quake" };
main(argc, argv);
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}
quake_initialised = true;
//Ensure game starts with credits active
MR_ToggleMenu(2);
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}
while (runStatus == -1)
{
TBXR_FrameSetup();
//Set move information - if showing menu, don't pass head orientation through
if (m_state == m_none)
QC_MoveEvent(hmdorientation[YAW], hmdorientation[PITCH], hmdorientation[ROLL]);
else
QC_MoveEvent(0, 0, 0);
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//Set everything up
QC_BeginFrame(/* true to stop time if needed in future */ false);
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// Render the eye images.
for (int eye = 0; eye < ovrMaxNumEyes; eye++)
{
TBXR_prepareEyeBuffer(eye);
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if (gAppState.FrameState.shouldRender)
{
//Now do the drawing for this eye
QC_DrawFrame(eye, 0, 0);
}
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TBXR_finishEyeBuffer(eye);
}
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QC_EndFrame();
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//Now trigger any haptics for this frame - QuakeQuest does this a bit differently
//so we don't bother to provide any params
VR_HapticEvent(NULL, 0, 0, 0, 0, 0);
TBXR_submitFrame();
}
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{
//Ensure all exit stuff happens
Host_Shutdown();
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TBXR_LeaveVR();
//Ask Java to shut down
VR_Shutdown();
exit(0); // in case Java doesn't do the job
}
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return NULL;
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}
//All the stuff we want to do each frame specifically for this game
void VR_FrameSetup()
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{
}
bool VR_GetVRProjection(int eye, float zNear, float zFar, float* projection)
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{
#ifdef PICO_XR
XrMatrix4x4f_CreateProjectionFov(
&(gAppState.ProjectionMatrices[eye]), GRAPHICS_OPENGL_ES,
gAppState.Projections[eye].fov, zNear, zFar);
#endif
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#ifdef META_QUEST
XrFovf fov = {};
for (int eye = 0; eye < ovrMaxNumEyes; eye++) {
fov.angleLeft += gAppState.Projections[eye].fov.angleLeft / 2.0f;
fov.angleRight += gAppState.Projections[eye].fov.angleRight / 2.0f;
fov.angleUp += gAppState.Projections[eye].fov.angleUp / 2.0f;
fov.angleDown += gAppState.Projections[eye].fov.angleDown / 2.0f;
}
XrMatrix4x4f_CreateProjectionFov(
&(gAppState.ProjectionMatrices[eye]), GRAPHICS_OPENGL_ES,
fov, zNear, zFar);
#endif
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memcpy(projection, gAppState.ProjectionMatrices[eye].m, 16 * sizeof(float));
return true;
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}
/*
* event - name of event
* position - for the use of external haptics providers to indicate which bit of haptic hardware should be triggered
* flags - a way for the code to specify which controller to produce haptics on, if 0 then weaponFireChannel is calculated in this function
* intensity - 0-100
* angle - yaw angle (again for external haptics devices) to place the feedback correctly
* yHeight - for external haptics devices to place the feedback correctly
*/
void VR_HapticEvent(const char* event, int position, int flags, int intensity, float angle, float yHeight )
{
if (VR_UseScreenLayer())
{
return;
}
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qboolean isFirePressed = false;
if (cl_righthanded.integer) {
//Fire
isFirePressed = rightTrackedRemoteState_new.Buttons & xrButton_Trigger;
} else {
isFirePressed = leftTrackedRemoteState_new.Buttons & xrButton_Trigger;
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}
if (isFirePressed)
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{
static double timeLastHaptic = 0;
double timeNow = TBXR_GetTimeInMilliSeconds();
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float hapticInterval = 0;
float hapticLevel = 0;
float hapticLength = 0;
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switch (cl.stats[STAT_ACTIVEWEAPON])
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{
case IT_SHOTGUN:
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{
hapticInterval = 500;
hapticLevel = 0.7f;
hapticLength = 150;
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}
break;
case IT_SUPER_SHOTGUN:
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{
hapticInterval = 700;
hapticLevel = 0.8f;
hapticLength = 200;
}
break;
case IT_NAILGUN:
{
hapticInterval = 100;
hapticLevel = 0.6f;
hapticLength = 50;
}
break;
case IT_SUPER_NAILGUN:
{
hapticInterval = 80;
hapticLevel = 0.9f;
hapticLength = 50;
}
break;
case IT_GRENADE_LAUNCHER:
{
hapticInterval = 600;
hapticLevel = 0.7f;
hapticLength = 100;
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}
break;
case IT_ROCKET_LAUNCHER:
{
hapticInterval = 800;
hapticLevel = 1.0f;
hapticLength = 300;
}
break;
case IT_LIGHTNING:
{
hapticInterval = 100;
hapticLevel = lhrandom(0.0, 0.8f);
hapticLength = 80;
}
break;
case IT_SUPER_LIGHTNING:
{
hapticInterval = 100;
hapticLevel = lhrandom(0.3, 1.0f);
hapticLength = 60;
}
break;
case IT_AXE:
{
hapticInterval = 500;
hapticLevel = 0.6f;
hapticLength = 100;
}
break;
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}
if ((timeNow - timeLastHaptic) > hapticInterval)
{
timeLastHaptic = timeNow;
int channel = weapon_stabilised ? 3 : (cl_righthanded.integer ? 2 : 1);
TBXR_Vibrate(hapticLength, channel, hapticLevel);
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}
}
}
//Text Input stuff
bool textInput = false;
int shift = 0;
int left_grid = 0;
char left_lower[3][10] = {"bcfihgdae", "klorqpmjn", "tuwzyxvs "};
char left_shift[3][10] = {"BCFIHGDAE", "KLORQPMJN", "TUWZYXVS "};
int right_grid = 0;
char right_lower[3][10] = {"236987415", "+-)]&[(?0", { K_F1, K_F2, K_F3, K_F4, K_F5, K_F6, K_F7, K_F8, 0}};
char right_shift[3][10] = {"\"*:|._~/#", "%^}>,<{\\@", { 0, K_F9, 0, K_F12, 0, K_F10, 0, K_F11, 0}};
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char left_grid_map[2][3][3][9] = {
{
{
"a b c", "j k l", "s t u"
},
{
"d e f", "m n o", "v w"
},
{
"g h i", "p q r", "x y z"
},
},
{
{
"A B C", "J K L", "S T U"
},
{
"D E F", "M N O", "V W"
},
{
"G H I", "P Q R", "X Y Z"
},
}
};
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char right_grid_map[2][3][3][9] = {
{
{
"1 2 3", "? + -", "F1 F2 F3"
},
{
"4 5 6", "( 0 )", "F8 F4"
},
{
"7 8 9", "[ & ]", "F7 F6 F5"
},
},
{
{
"/ \" *", "\\ % ^", " F9 "
},
{
"~ # :", "{ @ }", "F12 F10"
},
{
"_ . |", "< , >", " F11 "
},
}
};
static int getCharacter(float x, float y)
{
int c = 8;
if (x < -0.3f || x > 0.3f || y < -0.3f || y > 0.3f)
{
if (x == 0.0f)
{
if (y > 0.0f)
{
c = 0;
}
else
{
c = 4;
}
}
else
{
float angle = atanf(y / x) / ((float)M_PI / 180.0f);
if (x > 0.0f)
{
c = (int)(((90.0f - angle) + 22.5f) / 45.0f);
}
else
{
c = (int)(((90.0f - angle) + 22.5f) / 45.0f) + 4;
if (c == 8)
c = 0;
}
}
}
return c;
}
int breakHere = 0;
#define NLF_DEADZONE 0.1
#define NLF_POWER 2.2
float nonLinearFilter(float in)
{
float val = 0.0f;
if (in > NLF_DEADZONE)
{
val = in > 1.0f ? 1.0f : in;
val -= NLF_DEADZONE;
val /= (1.0f - NLF_DEADZONE);
val = powf(val, NLF_POWER);
}
else if (in < -NLF_DEADZONE)
{
val = in < -1.0f ? -1.0f : in;
val += NLF_DEADZONE;
val /= (1.0f - NLF_DEADZONE);
val = -powf(fabsf(val), NLF_POWER);
}
return val;
}
float GetSysTicrate()
{
return 1.0F / (float)(TBXR_GetRefresh());
}
float length(float x, float y)
{
return sqrtf(powf(x, 2.0f) + powf(y, 2.0f));
}
//Timing stuff for joypad control
static long oldtime=0;
long delta=0;
static void handleTrackedControllerButton(ovrInputStateTrackedRemote * trackedRemoteState, ovrInputStateTrackedRemote * prevTrackedRemoteState, uint32_t button, int key)
{
if ((trackedRemoteState->Buttons & button) != (prevTrackedRemoteState->Buttons & button))
{
QC_KeyEvent((trackedRemoteState->Buttons & button) > 0 ? 1 : 0, key, 0);
}
}
static void rotateAboutOrigin(float v1, float v2, float rotation, vec2_t out)
{
vec3_t temp;
temp[0] = v1;
temp[1] = v2;
vec3_t v;
matrix4x4_t matrix;
Matrix4x4_CreateFromQuakeEntity(&matrix, 0.0f, 0.0f, 0.0f, 0.0f, rotation, 0.0f, 1.0f);
Matrix4x4_Transform(&matrix, temp, v);
out[0] = v[0];
out[1] = v[1];
}
static void HandleInput_Default( )
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{
float remote_movementSideways = 0.0f;
float remote_movementForward = 0.0f;
float positional_movementSideways = 0.0f;
float positional_movementForward = 0.0f;
float controllerAngles[3];
//The amount of yaw changed by controller
float yawOffset = cl.viewangles[YAW] - hmdorientation[YAW];
ovrInputStateTrackedRemote *dominantTrackedRemoteState = cl_righthanded.integer ? &rightTrackedRemoteState_new : &leftTrackedRemoteState_new;
ovrInputStateTrackedRemote *dominantTrackedRemoteStateOld = cl_righthanded.integer ? &rightTrackedRemoteState_old : &leftTrackedRemoteState_old;
ovrTrackedController *dominantRemoteTracking = cl_righthanded.integer ? &rightRemoteTracking_new : &leftRemoteTracking_new;
ovrInputStateTrackedRemote *offHandTrackedRemoteState = !cl_righthanded.integer ? &rightTrackedRemoteState_new : &leftTrackedRemoteState_new;
ovrInputStateTrackedRemote *offHandTrackedRemoteStateOld = !cl_righthanded.integer ? &rightTrackedRemoteState_old : &leftTrackedRemoteState_old;
ovrTrackedController *offHandRemoteTracking = !cl_righthanded.integer ? &rightRemoteTracking_new : &leftRemoteTracking_new;
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if (textInput)
{
//Toggle text input
if ((leftTrackedRemoteState_new.Buttons & xrButton_Y) &&
(leftTrackedRemoteState_new.Buttons & xrButton_Y) !=
(leftTrackedRemoteState_old.Buttons & xrButton_Y)) {
textInput = !textInput;
SCR_CenterPrint("Text Input: Disabled");
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}
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int left_char_index = getCharacter(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y);
int right_char_index = getCharacter(rightTrackedRemoteState_new.Joystick.x, rightTrackedRemoteState_new.Joystick.y);
//Toggle Shift
if ((leftTrackedRemoteState_new.Buttons & xrButton_X) &&
(leftTrackedRemoteState_new.Buttons & xrButton_X) !=
(leftTrackedRemoteState_old.Buttons & xrButton_X)) {
shift = 1 - shift;
}
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//Cycle Left Grid
if ((leftTrackedRemoteState_new.Buttons & xrButton_GripTrigger) &&
(leftTrackedRemoteState_new.Buttons & xrButton_GripTrigger) !=
(leftTrackedRemoteState_old.Buttons & xrButton_GripTrigger)) {
left_grid = (++left_grid) % 3;
}
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//Cycle Right Grid
if ((rightTrackedRemoteState_new.Buttons & xrButton_GripTrigger) &&
(rightTrackedRemoteState_new.Buttons & xrButton_GripTrigger) !=
(rightTrackedRemoteState_old.Buttons & xrButton_GripTrigger)) {
right_grid = (++right_grid) % 3;
}
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char left_char;
char right_char;
if (shift)
{
left_char = left_shift[left_grid][left_char_index];
right_char = right_shift[right_grid][right_char_index];
} else{
left_char = left_lower[left_grid][left_char_index];
right_char = right_lower[right_grid][right_char_index];
}
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//Enter
if ((rightTrackedRemoteState_new.Buttons & xrButton_A) !=
(rightTrackedRemoteState_old.Buttons & xrButton_A)) {
QC_KeyEvent((rightTrackedRemoteState_new.Buttons & xrButton_A) > 0 ? 1 : 0, K_ENTER, 0);
}
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//Delete
if ((rightTrackedRemoteState_new.Buttons & xrButton_B) !=
(rightTrackedRemoteState_old.Buttons & xrButton_B)) {
QC_KeyEvent((rightTrackedRemoteState_new.Buttons & xrButton_B) > 0 ? 1 : 0, K_BACKSPACE, 0);
}
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//Use Left Character
if ((leftTrackedRemoteState_new.Buttons & xrButton_Trigger) !=
(leftTrackedRemoteState_old.Buttons & xrButton_Trigger)) {
QC_KeyEvent((leftTrackedRemoteState_new.Buttons & xrButton_Trigger) > 0 ? 1 : 0,
left_char, left_char);
}
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//Use Right Character
if ((rightTrackedRemoteState_new.Buttons & xrButton_Trigger) !=
(rightTrackedRemoteState_old.Buttons & xrButton_Trigger)) {
QC_KeyEvent((rightTrackedRemoteState_new.Buttons & xrButton_Trigger) > 0 ? 1 : 0,
right_char, right_char);
}
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//Menu button - could be on left or right controller
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old,
xrButton_Enter, K_ESCAPE);
handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old,
xrButton_Enter, K_ESCAPE);
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if (textInput) {
//Draw grid maps to screen
char buffer[256];
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//Give the user an idea of what the buttons are
dpsnprintf(buffer, 256,
" %s %s\n %s %s\n %s %s\n\nText Input: %c %c",
left_grid_map[shift][0][left_grid], right_grid_map[shift][0][right_grid],
left_grid_map[shift][1][left_grid], right_grid_map[shift][1][right_grid],
left_grid_map[shift][2][left_grid], right_grid_map[shift][2][right_grid],
left_char, right_char);
SCR_CenterPrint(buffer);
}
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//Save state
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
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} else {
float distance = sqrtf(powf(offHandRemoteTracking->Pose.position.x - dominantRemoteTracking->Pose.position.x, 2) +
powf(offHandRemoteTracking->Pose.position.y - dominantRemoteTracking->Pose.position.y, 2) +
powf(offHandRemoteTracking->Pose.position.z - dominantRemoteTracking->Pose.position.z, 2));
//dominant hand stuff first
weapon_stabilised = distance < 0.5f &&
(offHandTrackedRemoteState->Buttons & xrButton_GripTrigger) &&
cl.stats[STAT_ACTIVEWEAPON] != IT_AXE;
{
weaponOffset[0] = dominantRemoteTracking->Pose.position.x - hmdPosition[0];
weaponOffset[1] = dominantRemoteTracking->Pose.position.y - hmdPosition[1];
weaponOffset[2] = dominantRemoteTracking->Pose.position.z - hmdPosition[2];
weaponVelocity[0] = dominantRemoteTracking->Velocity.linearVelocity.x;
weaponVelocity[1] = dominantRemoteTracking->Velocity.linearVelocity.y;
weaponVelocity[2] = dominantRemoteTracking->Velocity.linearVelocity.z;
///Weapon location relative to view
vec2_t v;
rotateAboutOrigin(weaponOffset[0], weaponOffset[2], -yawOffset, v);
weaponOffset[0] = v[0];
weaponOffset[2] = v[1];
//Set gun angles
const XrQuaternionf quatRemote = dominantRemoteTracking->Pose.orientation;
vec3_t rotation = {vr_weaponpitchadjust.value, 0, 0};
QuatToYawPitchRoll(quatRemote, rotation, gunangles);
if (weapon_stabilised)
{
float z = offHandRemoteTracking->Pose.position.z - dominantRemoteTracking->Pose.position.z;
float x = offHandRemoteTracking->Pose.position.x - dominantRemoteTracking->Pose.position.x;
float y = offHandRemoteTracking->Pose.position.y - dominantRemoteTracking->Pose.position.y;
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
VectorSet(gunangles, -RAD2DEG(atanf(y / zxDist)), -RAD2DEG(atan2f(x, -z)), gunangles[ROLL]);
}
}
gunangles[YAW] += yawOffset;
//Change laser sight on joystick click
if ((dominantTrackedRemoteState->Buttons & xrButton_Joystick) &&
(dominantTrackedRemoteState->Buttons & xrButton_Joystick) !=
(dominantTrackedRemoteStateOld->Buttons & xrButton_Joystick)) {
Cvar_SetValueQuick(&r_lasersight, (r_lasersight.integer + 1) % 3);
}
}
//off-hand stuff
float controllerYawHeading;
float hmdYawHeading;
{
vec3_t rotation = {0, 0, 0};
QuatToYawPitchRoll(offHandRemoteTracking->Pose.orientation, rotation,
controllerAngles);
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controllerYawHeading = controllerAngles[YAW] - gunangles[YAW] + yawOffset;
hmdYawHeading = hmdorientation[YAW] - gunangles[YAW] + yawOffset;
}
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//Right-hand specific stuff
{
ALOGE(" Right-Controller-Position: %f, %f, %f",
rightRemoteTracking_new.Pose.position.x,
rightRemoteTracking_new.Pose.position.y,
rightRemoteTracking_new.Pose.position.z);
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
//player is facing for positional tracking
float multiplier = (float)(2300.0f * (TBXR_GetRefresh() / 72.0) ) /
(cl_movementspeed.value * ((offHandTrackedRemoteState->Buttons & xrButton_Trigger) ? cl_movespeedkey.value : 1.0f));
vec2_t v;
rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
positionDeltaThisFrame[2] * multiplier, yawOffset - gunangles[YAW], v);
positional_movementSideways = v[0];
positional_movementForward = v[1];
long t = (long)TBXR_GetTimeInMilliSeconds();
delta = t - oldtime;
oldtime = t;
if (delta > 1000)
delta = 1000;
QC_MotionEvent(delta, rightTrackedRemoteState_new.Joystick.x,
rightTrackedRemoteState_new.Joystick.y);
if (bigScreen != 0) {
int rightJoyState = (rightTrackedRemoteState_new.Joystick.x > 0.7f ? 1 : 0);
if (rightJoyState != (rightTrackedRemoteState_old.Joystick.x > 0.7f ? 1 : 0)) {
QC_KeyEvent(rightJoyState, 'd', 0);
}
rightJoyState = (rightTrackedRemoteState_new.Joystick.x < -0.7f ? 1 : 0);
if (rightJoyState != (rightTrackedRemoteState_old.Joystick.x < -0.7f ? 1 : 0)) {
QC_KeyEvent(rightJoyState, 'a', 0);
}
rightJoyState = (rightTrackedRemoteState_new.Joystick.y < -0.7f ? 1 : 0);
if (rightJoyState != (rightTrackedRemoteState_old.Joystick.y < -0.7f ? 1 : 0)) {
QC_KeyEvent(rightJoyState, K_DOWNARROW, 0);
}
rightJoyState = (rightTrackedRemoteState_new.Joystick.y > 0.7f ? 1 : 0);
if (rightJoyState != (rightTrackedRemoteState_old.Joystick.y > 0.7f ? 1 : 0)) {
QC_KeyEvent(rightJoyState, K_UPARROW, 0);
}
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//Click an option
handleTrackedControllerButton(&rightTrackedRemoteState_new,
&rightTrackedRemoteState_old, xrButton_A, K_ENTER);
//Back button
handleTrackedControllerButton(&rightTrackedRemoteState_new,
&rightTrackedRemoteState_old, xrButton_B, K_ESCAPE);
} else {
//Jump
handleTrackedControllerButton(&rightTrackedRemoteState_new,
&rightTrackedRemoteState_old, xrButton_A, K_SPACE);
//Adjust weapon aim pitch
if ((rightTrackedRemoteState_new.Buttons & xrButton_B) &&
(rightTrackedRemoteState_new.Buttons & xrButton_B) !=
(rightTrackedRemoteState_old.Buttons & xrButton_B)) {
//Unused
}
{
//Weapon/Inventory Chooser
int rightJoyState = (rightTrackedRemoteState_new.Joystick.y < -0.7f ? 1 : 0);
if (rightJoyState != (rightTrackedRemoteState_old.Joystick.y < -0.7f ? 1 : 0)) {
QC_KeyEvent(rightJoyState, '/', 0);
}
rightJoyState = (rightTrackedRemoteState_new.Joystick.y > 0.7f ? 1 : 0);
if (rightJoyState != (rightTrackedRemoteState_old.Joystick.y > 0.7f ? 1 : 0)) {
QC_KeyEvent(rightJoyState, '#', 0);
}
}
}
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if (cl_righthanded.integer) {
//Fire
handleTrackedControllerButton(&rightTrackedRemoteState_new,
&rightTrackedRemoteState_old,
xrButton_Trigger, K_MOUSE1);
} else {
//Run
handleTrackedControllerButton(&rightTrackedRemoteState_new,
&rightTrackedRemoteState_old,
xrButton_Trigger, K_SHIFT);
}
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rightTrackedRemoteState_old = rightTrackedRemoteState_new;
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}
//Left-hand specific stuff
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{
ALOGE(" Left-Controller-Position: %f, %f, %f",
leftRemoteTracking_new.Pose.position.x,
leftRemoteTracking_new.Pose.position.y,
leftRemoteTracking_new.Pose.position.z);
//Menu button
handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old,
xrButton_Enter, K_ESCAPE);
if (bigScreen != 0) {
int leftJoyState = (leftTrackedRemoteState_new.Joystick.x > 0.7f ? 1 : 0);
if (leftJoyState != (leftTrackedRemoteState_old.Joystick.x > 0.7f ? 1 : 0)) {
QC_KeyEvent(leftJoyState, 'd', 0);
}
leftJoyState = (leftTrackedRemoteState_new.Joystick.x < -0.7f ? 1 : 0);
if (leftJoyState != (leftTrackedRemoteState_old.Joystick.x < -0.7f ? 1 : 0)) {
QC_KeyEvent(leftJoyState, 'a', 0);
}
leftJoyState = (leftTrackedRemoteState_new.Joystick.y < -0.7f ? 1 : 0);
if (leftJoyState != (leftTrackedRemoteState_old.Joystick.y < -0.7f ? 1 : 0)) {
QC_KeyEvent(leftJoyState, K_DOWNARROW, 0);
}
leftJoyState = (leftTrackedRemoteState_new.Joystick.y > 0.7f ? 1 : 0);
if (leftJoyState != (leftTrackedRemoteState_old.Joystick.y > 0.7f ? 1 : 0)) {
QC_KeyEvent(leftJoyState, K_UPARROW, 0);
}
}
//Apply a filter and quadratic scaler so small movements are easier to make
//and we don't get movement jitter when the joystick doesn't quite center properly
float dist = length(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y);
float nlf = nonLinearFilter(dist);
dist = (dist > 1.0f) ? dist : 1.0f;
float x = nlf * (leftTrackedRemoteState_new.Joystick.x / dist);
float y = nlf * (leftTrackedRemoteState_new.Joystick.y / dist);
//Adjust to be off-hand controller oriented
vec2_t v;
rotateAboutOrigin(x,
y,
cl_walkdirection.integer == 1 ? hmdYawHeading : controllerYawHeading,
v);
remote_movementSideways = v[0];
remote_movementForward = v[1];
if (cl_righthanded.integer) {
//Run
handleTrackedControllerButton(&leftTrackedRemoteState_new,
&leftTrackedRemoteState_old,
xrButton_Trigger, K_SHIFT);
} else {
//Fire
handleTrackedControllerButton(&leftTrackedRemoteState_new,
&leftTrackedRemoteState_old,
xrButton_Trigger, K_MOUSE1);
}
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static bool canUseQuickSave = false;
if (canUseQuickSave)
{
if ((leftTrackedRemoteState_new.Buttons & xrButton_X) &&
(leftTrackedRemoteState_new.Buttons & xrButton_X) !=
(leftTrackedRemoteState_old.Buttons & xrButton_X)) {
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Cbuf_InsertText("save quick\n");
//Vibrate to let user know they successfully saved
SCR_CenterPrint("Quick Saved");
TBXR_Vibrate(500, cl_righthanded.integer ? 1 : 2, 1.0);
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}
if ((leftTrackedRemoteState_new.Buttons & xrButton_Y) &&
(leftTrackedRemoteState_new.Buttons & xrButton_Y) !=
(leftTrackedRemoteState_old.Buttons & xrButton_Y)) {
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Cbuf_InsertText("load quick");
}
}
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else {
#ifndef NDEBUG
//Give all weapons and all ammo and god mode
if ((leftTrackedRemoteState_new.Buttons & xrButton_X) &&
(leftTrackedRemoteState_new.Buttons & xrButton_X) !=
(leftTrackedRemoteState_old.Buttons & xrButton_X)) {
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Cbuf_InsertText("God\n");
Cbuf_InsertText("Impulse 9\n");
breakHere = 1;
}
#endif
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//Toggle text input
if ((leftTrackedRemoteState_new.Buttons & xrButton_Y) &&
(leftTrackedRemoteState_new.Buttons & xrButton_Y) !=
(leftTrackedRemoteState_old.Buttons & xrButton_Y)) {
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textInput = !textInput;
}
}
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}
QC_Analog(true, remote_movementSideways + positional_movementSideways,
remote_movementForward + positional_movementForward);
if (bullettime.integer)
{
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float speed = powf(sqrtf(powf(leftTrackedRemoteState_new.Joystick.x, 2) + powf(leftTrackedRemoteState_new.Joystick.y, 2)), 1.1f);
float movement = sqrtf(powf(positionDeltaThisFrame[0] * 80.0f, 2) + powf(positionDeltaThisFrame[1] * 80.0f, 2) + powf(positionDeltaThisFrame[2] * 80.0f, 2));
float weaponMovement = sqrtf(powf(weaponVelocity[0], 2) + powf(weaponVelocity[1], 2) + powf(weaponVelocity[2], 2));
float maximum = max(max(speed, movement), weaponMovement);
speed = bound(0.12f, maximum, 1.0f);
Cvar_SetValueQuick(&slowmo, speed);
}
}
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}
void VR_HandleControllerInput() {
TBXR_UpdateControllers();
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HandleInput_Default();
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}
/*
================================================================================
Activity lifecycle
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================================================================================
*/
jmethodID android_shutdown;
static JavaVM *jVM;
static jobject jniCallbackObj=0;
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void jni_shutdown()
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{
ALOGV("Calling: jni_shutdown");
JNIEnv *env;
jobject tmp;
if (((*jVM)->GetEnv(jVM, (void**) &env, JNI_VERSION_1_4))<0)
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{
(*jVM)->AttachCurrentThread( jVM, &env, NULL );
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}
return (*env)->CallVoidMethod(env, jniCallbackObj, android_shutdown);
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}
void VR_Shutdown()
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{
jni_shutdown();
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}
int JNI_OnLoad(JavaVM* vm, void* reserved)
{
JNIEnv *env;
jVM = vm;
if((*vm)->GetEnv(vm, (void**) &env, JNI_VERSION_1_4) != JNI_OK)
{
ALOGE("Failed JNI_OnLoad");
return -1;
}
return JNI_VERSION_1_4;
}
JNIEXPORT jlong JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onCreate( JNIEnv * env, jclass activityClass, jobject activity,
jstring commandLineParams)
{
ALOGV( " GLES3JNILib::onCreate()" );
/* the global arg_xxx structs are initialised within the argtable */
void *argtable[] = {
ss = arg_dbl0("s", "supersampling", "<double>", "super sampling value (default: Q1: 1.2, Q2: 1.35)"),
cpu = arg_int0("c", "cpu", "<int>", "CPU perf index 1-4 (default: 2)"),
gpu = arg_int0("g", "gpu", "<int>", "GPU perf index 1-4 (default: 3)"),
msaa = arg_int0("m", "msaa", "<int>", "MSAA (default: 1)"),
refresh = arg_int0("r", "refresh", "<int>", "Refresh Rate (default: Q1: 72, Q2: 72)"),
end = arg_end(20)
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};
jboolean iscopy;
const char *arg = (*env)->GetStringUTFChars(env, commandLineParams, &iscopy);
char *cmdLine = NULL;
if (arg && strlen(arg))
{
cmdLine = strdup(arg);
}
(*env)->ReleaseStringUTFChars(env, commandLineParams, arg);
ALOGV("Command line %s", cmdLine);
argv = (char**)malloc(sizeof(char*) * 255);
argc = ParseCommandLine(strdup(cmdLine), argv);
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/* verify the argtable[] entries were allocated sucessfully */
if (arg_nullcheck(argtable) == 0) {
/* Parse the command line as defined by argtable[] */
arg_parse(argc, argv, argtable);
if (ss->count > 0 && ss->dval[0] > 0.0)
{
SS_MULTIPLIER = ss->dval[0];
}
if (msaa->count > 0 && msaa->ival[0] > 0 && msaa->ival[0] < 10)
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{
NUM_MULTI_SAMPLES = msaa->ival[0];
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}
if (refresh->count > 0 && refresh->ival[0] > 0 && refresh->ival[0] <= 120)
{
REFRESH = refresh->ival[0];
}
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}
ovrAppThread * appThread = (ovrAppThread *) malloc( sizeof( ovrAppThread ) );
ovrAppThread_Create( appThread, env, activity, activityClass );
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surfaceMessageQueue_Enable(&appThread->MessageQueue, true);
srufaceMessage message;
surfaceMessage_Init(&message, MESSAGE_ON_CREATE, MQ_WAIT_PROCESSED);
surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message);
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return (jlong)((size_t)appThread);
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onStart( JNIEnv * env, jobject obj, jlong handle, jobject obj1)
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{
ALOGV( " GLES3JNILib::onStart()" );
jniCallbackObj = (jobject)((*env)->NewGlobalRef(env, obj1));
jclass callbackClass = (*env)->GetObjectClass(env, jniCallbackObj);
android_shutdown = (*env)->GetMethodID(env, callbackClass,"shutdown","()V");
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ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
srufaceMessage message;
surfaceMessage_Init( &message, MESSAGE_ON_START, MQ_WAIT_PROCESSED );
surfaceMessageQueue_PostMessage( &appThread->MessageQueue, &message );
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}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onResume( JNIEnv * env, jobject obj, jlong handle )
{
ALOGV( " GLES3JNILib::onResume()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
srufaceMessage message;
surfaceMessage_Init(&message, MESSAGE_ON_RESUME, MQ_WAIT_PROCESSED);
surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message);
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}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onPause( JNIEnv * env, jobject obj, jlong handle )
{
ALOGV( " GLES3JNILib::onPause()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
srufaceMessage message;
surfaceMessage_Init(&message, MESSAGE_ON_PAUSE, MQ_WAIT_PROCESSED);
surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message);
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}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onStop( JNIEnv * env, jobject obj, jlong handle )
{
ALOGV( " GLES3JNILib::onStop()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
srufaceMessage message;
surfaceMessage_Init(&message, MESSAGE_ON_STOP, MQ_WAIT_PROCESSED);
surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message);
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}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onDestroy( JNIEnv * env, jobject obj, jlong handle )
{
ALOGV( " GLES3JNILib::onDestroy()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
srufaceMessage message;
surfaceMessage_Init(&message, MESSAGE_ON_DESTROY, MQ_WAIT_PROCESSED);
surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message);
surfaceMessageQueue_Enable(&appThread->MessageQueue, false);
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ovrAppThread_Destroy( appThread, env );
free( appThread );
}
/*
================================================================================
Surface lifecycle
================================================================================
*/
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onSurfaceCreated( JNIEnv * env, jobject obj, jlong handle, jobject surface )
{
ALOGV( " GLES3JNILib::onSurfaceCreated()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
ANativeWindow * newNativeWindow = ANativeWindow_fromSurface( env, surface );
if ( ANativeWindow_getWidth( newNativeWindow ) < ANativeWindow_getHeight( newNativeWindow ) )
{
// An app that is relaunched after pressing the home button gets an initial surface with
// the wrong orientation even though android:screenOrientation="landscape" is set in the
// manifest. The choreographer callback will also never be called for this surface because
// the surface is immediately replaced with a new surface with the correct orientation.
ALOGE( " Surface not in landscape mode!" );
}
ALOGV( " NativeWindow = ANativeWindow_fromSurface( env, surface )" );
appThread->NativeWindow = newNativeWindow;
srufaceMessage message;
surfaceMessage_Init(&message, MESSAGE_ON_SURFACE_CREATED, MQ_WAIT_PROCESSED);
surfaceMessage_SetPointerParm(&message, 0, appThread->NativeWindow);
surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message);
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}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onSurfaceChanged( JNIEnv * env, jobject obj, jlong handle, jobject surface )
{
ALOGV( " GLES3JNILib::onSurfaceChanged()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
ANativeWindow * newNativeWindow = ANativeWindow_fromSurface( env, surface );
if ( ANativeWindow_getWidth( newNativeWindow ) < ANativeWindow_getHeight( newNativeWindow ) )
{
// An app that is relaunched after pressing the home button gets an initial surface with
// the wrong orientation even though android:screenOrientation="landscape" is set in the
// manifest. The choreographer callback will also never be called for this surface because
// the surface is immediately replaced with a new surface with the correct orientation.
ALOGE( " Surface not in landscape mode!" );
}
if ( newNativeWindow != appThread->NativeWindow )
{
if ( appThread->NativeWindow != NULL )
{
srufaceMessage message;
surfaceMessage_Init(&message, MESSAGE_ON_SURFACE_DESTROYED, MQ_WAIT_PROCESSED);
surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message);
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ALOGV( " ANativeWindow_release( NativeWindow )" );
ANativeWindow_release( appThread->NativeWindow );
appThread->NativeWindow = NULL;
}
if ( newNativeWindow != NULL )
{
ALOGV( " NativeWindow = ANativeWindow_fromSurface( env, surface )" );
appThread->NativeWindow = newNativeWindow;
srufaceMessage message;
surfaceMessage_Init(&message, MESSAGE_ON_SURFACE_CREATED, MQ_WAIT_PROCESSED);
surfaceMessage_SetPointerParm(&message, 0, appThread->NativeWindow);
surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message);
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}
}
else if ( newNativeWindow != NULL )
{
ANativeWindow_release( newNativeWindow );
}
}
JNIEXPORT void JNICALL Java_com_drbeef_quakequest_GLES3JNILib_onSurfaceDestroyed( JNIEnv * env, jobject obj, jlong handle )
{
ALOGV( " GLES3JNILib::onSurfaceDestroyed()" );
ovrAppThread * appThread = (ovrAppThread *)((size_t)handle);
srufaceMessage message;
surfaceMessage_Init(&message, MESSAGE_ON_SURFACE_DESTROYED, MQ_WAIT_PROCESSED);
surfaceMessageQueue_PostMessage(&appThread->MessageQueue, &message);
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ALOGV( " ANativeWindow_release( NativeWindow )" );
ANativeWindow_release( appThread->NativeWindow );
appThread->NativeWindow = NULL;
}