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vr: add OpenXR headset output, VR tracker and VR controller input behind --vr (#1726)
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#ifndef EMULATOR_SRC_GRAPHICS_PRESENTATION_VRINPUT_H_
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#define EMULATOR_SRC_GRAPHICS_PRESENTATION_VRINPUT_H_
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namespace Libs::Vr {
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// A pose in the tracking space: metres, right-handed, +y up, -z forward (the OpenXR convention).
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struct VrPose {
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bool valid = false;
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float orientation[4] = {0.0f, 0.0f, 0.0f, 1.0f}; // x, y, z, w
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float position[3] = {0.0f, 0.0f, 0.0f};
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};
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// One headset controller. Sticks are -1..1 with +y up, the trigger and squeeze 0..1.
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struct VrControllerInput {
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bool connected = false;
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VrPose pose;
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float trigger = 0.0f;
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float squeeze = 0.0f;
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float stick_x = 0.0f;
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float stick_y = 0.0f;
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bool primary = false; // X on the left controller, A on the right one.
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bool secondary = false; // Y on the left controller, B on the right one.
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bool stick_click = false;
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bool menu = false;
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};
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// Latest head pose; not valid, at the origin, while no headset session tracks the head.
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[[nodiscard]] VrPose OpenXrGetHeadPose();
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// Latest state of the left (0) or right (1) controller. While it is not connected the caller keeps
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// using the keyboard or gamepad.
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[[nodiscard]] VrControllerInput OpenXrGetController(int hand);
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} // namespace Libs::Vr
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#endif // EMULATOR_SRC_GRAPHICS_PRESENTATION_VRINPUT_H_
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