Split the keyboard onto its own translucent OpenXR quad
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Expand the on-screen keyboard to a full US layout (letters, digits,
punctuation, Shift layer, Tab, arrows, F1-F12, one-shot Ctrl/Alt
modifiers), make it a persistent, movable, closeable panel via a
title-bar drag handle, and lower its opacity.

Previously the keyboard was just a second panel swapped into the same
quad as the menu launcher, which made the launcher translucent too and
made the keyboard and menu mutually exclusive. Extract the shared
swapchain/JNI/touch-dispatch plumbing into two generic, reusable
modules - xr_swapchain.c (swapchain + per-image FBO setup) and
xr_overlay.c (an off-screen Android View rendered into its own OpenXR
quad, hit-tested via a laser pointer) - and make the menu launcher and
keyboard two independent XrOverlay instances instead of one. The
controller's menu button now only opens/closes the launcher; the
launcher's "Keyboard" button only opens the keyboard - so the keyboard
can stay up while picking something from the menu, and only the
keyboard's own Close button hides it.

xr_menu.c/.h are gone, fully absorbed into xr_overlay.c. On the Java
side, OverlayPanel.java carries the shared off-screen-render/touch/
cursor plumbing that MenuOverlay and the new KeyboardOverlay both
subclass.
This commit is contained in:
ml
2026-08-14 06:43:44 +02:00
parent 2d8fb49bf5
commit 3be310ade6
16 changed files with 1897 additions and 1102 deletions
+44 -13
View File
@@ -144,17 +144,47 @@ the viewer, with a separate menu quad toggled by a controller button and
driven by a laser-pointer-style aim ray from each hand
(`android/app/src/main/cpp/xr_input.c`) - point and pull the trigger to
interact with it, same as the game's own Bluetooth mouse/keyboard input
otherwise works unchanged. The menu's "Keyboard" button swaps to a
hand-built on-screen key grid (`MenuOverlay.java` - there's no system IME
to borrow once immersive) that forwards each key press straight to the
game as real input - non-printable keys (Esc/Enter/Backspace) as a
`SDLActivity.onNativeKeyDown()`/`onNativeKeyUp()` pair, the same one a
physical Bluetooth keyboard's presses already go through, and printable
keys (letters, Space) via a synthesized `SDL_TEXTINPUT` event pushed
directly from native code (`questshock_native.c`) - meant as a general
stand-in for keyboard-driven functionality that isn't (yet, or ever)
mapped onto the controllers, not just a future config screen's text
entry. The laser
otherwise works unchanged.
The menu launcher (`MenuOverlay.java` - just a "Keyboard" button so far)
and the keyboard (`KeyboardOverlay.java`) are two fully independent quads,
each its own `XrOverlay` instance (`android/app/src/main/cpp/xr_overlay.c`
- a generic "off-screen Android View rendered into an OpenXR quad,
hit-tested via a laser pointer" module shared by both, and by whatever
similar panel comes next) with its own swapchain, visibility, and
position, so they can be shown/hidden/moved independently - a design
specifically meant to let the keyboard stay open while also picking
something from the (still-to-be-built-out) menu. The controller's menu
button only ever opens/closes the launcher; clicking its "Keyboard" button
only opens the keyboard (never touching the launcher's own visibility) -
the keyboard's own title bar holds the only way to close it again.
The keyboard is a hand-built, full US-layout key grid (there's no system
IME to borrow once immersive) that forwards each key press straight to the
game as real input - non-printable keys (Esc/Enter/Backspace/Tab/arrows/
F1-F12) as a `SDLActivity.onNativeKeyDown()`/`onNativeKeyUp()` pair, the
same one a physical Bluetooth keyboard's presses already go through, and
printable keys (letters, digits, punctuation, Space) via a synthesized
`SDL_TEXTINPUT` event pushed directly from native code
(`questshock_native.c`). A Shift key toggles the whole grid between
lowercase/numbers and uppercase/symbols (doubling as Caps Lock - it stays
toggled until pressed again), and Ctrl/Alt arm as one-shot modifiers,
consumed by whichever key is pressed next - meant as a general stand-in
for keyboard-driven functionality that isn't (yet, or ever) mapped onto
the controllers, not just a future config screen's text entry.
Once opened, the keyboard stays up as a standing input panel while
actually playing rather than a modal you open and close. Its title bar
doubles as a drag handle (grab-and-drag with the trigger, handled entirely
on the native side in `xr_input.c` before it ever reaches
`KeyboardOverlay`'s own touch dispatch) for repositioning it, and holds
the Close button that hides it. It's also rendered semi-transparent
(`XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT` in `xr_session.c`,
set only on the keyboard's layer - the menu launcher stays fully opaque)
so whatever's behind it - the game quad, mid-play - stays visible while
it's up.
The laser
pointer/cursor is currently only visible while
actually aiming at the game or menu quad respectively - there's no visual
feedback yet while aiming at empty space between them. (Only tested on
@@ -321,8 +351,9 @@ each one does:
#### 5.5.1. The menu quad rendering the game instead of itself
While building the OpenXR menu (`android/app/src/main/cpp/xr_menu.c`,
`MenuOverlay.java`), the menu's composition-layer quad consistently showed
While building the OpenXR menu (`android/app/src/main/cpp/xr_overlay.c` -
`xr_menu.c` at the time - and `MenuOverlay.java`), the menu's
composition-layer quad consistently showed
the game's own live rendering instead of the menu's content, even though
every diagnostic (FBO bindings, swapchain/layer submission, texture
upload, viewport/scissor state) checked out correct in isolation.
+1 -1
View File
@@ -171,7 +171,7 @@ android {
"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_menu.c"
"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_overlay.c;${projectDir}/src/main/cpp/xr_swapchain.c"
abiFilters 'arm64-v8a'
}
}
+31 -10
View File
@@ -9,6 +9,9 @@
#include <SDL.h>
#include "xr_overlay.h"
#include "xr_session.h"
JNIEXPORT void JNICALL
Java_de_ladkau_questshock_QuestShockActivity_nativeChdir(JNIEnv *env, jclass clazz, jstring path) {
const char *cpath = (*env)->GetStringUTFChars(env, path, NULL);
@@ -16,17 +19,18 @@ Java_de_ladkau_questshock_QuestShockActivity_nativeChdir(JNIEnv *env, jclass cla
(*env)->ReleaseStringUTFChars(env, path, cpath);
}
// MenuOverlay's hand-built on-screen keyboard (see
// MenuOverlay.commitPrintableChar()) has no real Android IME session behind
// it, so printable characters can't reach the game via Android's usual IME
// path - instead this builds and pushes an SDL_TEXTINPUT event directly,
// the same event type/shape SDL's own Android backend pushes for typed
// text, using only the public SDL_Event/SDL_PushEvent API. The engine's
// pump_events() (sdl_events.c) only picks up printable characters from
// this event, not from SDL_KEYDOWN (see handleKeyPress() in MenuOverlay.java
// for why).
// KeyboardOverlay's hand-built on-screen keyboard (see
// KeyboardOverlay.commitPrintableChar()) has no real Android IME session
// behind it, so printable characters can't reach the game via Android's
// usual IME path - instead this builds and pushes an SDL_TEXTINPUT event
// directly, the same event type/shape SDL's own Android backend pushes for
// typed text, using only the public SDL_Event/SDL_PushEvent API. The
// engine's pump_events() (sdl_events.c) only picks up printable characters
// from this event, not from SDL_KEYDOWN (see handleKeyPress() in
// KeyboardOverlay.java for why).
JNIEXPORT void JNICALL
Java_de_ladkau_questshock_MenuOverlay_nativeSendPrintableChar(JNIEnv *env, jclass clazz, jchar c) {
Java_de_ladkau_questshock_KeyboardOverlay_nativeSendPrintableChar(JNIEnv *env, jclass clazz,
jchar c) {
SDL_Event event;
SDL_zero(event);
event.type = SDL_TEXTINPUT;
@@ -36,3 +40,20 @@ Java_de_ladkau_questshock_MenuOverlay_nativeSendPrintableChar(JNIEnv *env, jclas
event.text.text[1] = '\0';
SDL_PushEvent(&event);
}
// KeyboardOverlay's title-bar Close button - the keyboard is a fully
// independent overlay quad from the menu launcher (see xr_overlay.h), so
// this is the only way to hide it once it's open; the controller's menu
// button only ever affects the menu launcher.
JNIEXPORT void JNICALL
Java_de_ladkau_questshock_KeyboardOverlay_nativeRequestClose(JNIEnv *env, jclass clazz) {
xr_overlay_set_visible(xr_session_get_keyboard_overlay(), false);
}
// MenuOverlay's "Keyboard" button - only opens the keyboard overlay, never
// touches the menu launcher's own visibility, so both can be shown
// together.
JNIEXPORT void JNICALL
Java_de_ladkau_questshock_MenuOverlay_nativeShowKeyboard(JNIEnv *env, jclass clazz) {
xr_overlay_set_visible(xr_session_get_keyboard_overlay(), true);
}
+200 -68
View File
@@ -7,7 +7,7 @@
#include <GLES3/gl3.h>
#include "xr_menu.h"
#include "xr_overlay.h"
#include "xr_session.h"
#define TAG "QuestShock"
@@ -17,6 +17,24 @@
#define LEFT 0
#define RIGHT 1
static const char *kHandName[2] = {"left", "right"};
static const float kHandColor[2][4] = {
{0.2f, 1.0f, 1.0f, 1.0f}, // left: cyan
{1.0f, 0.85f, 0.1f, 1.0f}, // right: amber
};
// The keyboard overlay's title bar (drag handle + Close button) is handled
// entirely here, before a hit would normally be dispatched to
// KeyboardOverlay as a touch - these fractions must agree with
// KeyboardOverlay.java's TITLE_BAR_HEIGHT/CLOSE_BUTTON_WIDTH constants (in
// pixels, out of KeyboardOverlay.WIDTH/HEIGHT there). A hit in the top
// TITLE_BAR_V_FRACTION of the quad, at or left of CLOSE_BUTTON_U_FRACTION,
// is the drag handle; right of that (still within the title bar) is the
// Close button, which is dispatched as an ordinary click instead. The menu
// launcher overlay has no title bar - it's a plain click-only panel.
#define TITLE_BAR_V_FRACTION (90.0f / 768.0f)
#define CLOSE_BUTTON_U_FRACTION (1.0f - 160.0f / 1024.0f)
static XrInstance g_instance = XR_NULL_HANDLE;
static XrSession g_session = XR_NULL_HANDLE;
static XrActionSet g_action_set = XR_NULL_HANDLE;
@@ -27,14 +45,29 @@ static XrPath g_hand_path[2];
static XrSpace g_aim_space[2] = {XR_NULL_HANDLE, XR_NULL_HANDLE};
// Edge-detection state, so touch dispatch and logging only fire on actual
// state changes, not every frame.
// state changes, not every frame. Each interaction target (game quad, menu
// launcher, keyboard) tracks its own "was this hand's ray hitting it last
// frame" independently, since the menu and keyboard overlays can now both
// be visible at once.
static bool g_prev_select[2] = {false, false};
static bool g_prev_menu = false;
static bool g_prev_hit[2] = {false, false};
// Tracks which hand currently has an in-flight synthetic touch down on the
// menu (so a later trigger-up edge only dispatches a matching touch-up if
// a touch-down was actually sent for that hand).
static bool g_game_prev_hit[2] = {false, false};
static bool g_menu_prev_hit[2] = {false, false};
static bool g_menu_touch_active[2] = {false, false};
static bool g_keyboard_prev_hit[2] = {false, false};
static bool g_keyboard_touch_active[2] = {false, false};
// Drag state for repositioning the keyboard overlay via its title bar (see
// TITLE_BAR_V_FRACTION/CLOSE_BUTTON_U_FRACTION above) - the menu launcher
// has no title bar, so it's never draggable. g_keyboard_drag_hand is -1
// when g_keyboard_dragging is false. The offset is the vector from the
// quad's center to the grabbed point at drag-start, kept constant for the
// whole gesture so the quad follows the hand rigidly rather than
// re-centering under the ray each frame.
static bool g_keyboard_dragging = false;
static int g_keyboard_drag_hand = -1;
static float g_keyboard_drag_offset_x = 0.0f;
static float g_keyboard_drag_offset_y = 0.0f;
static GLuint g_reticle_program = 0;
static GLint g_reticle_color_loc = -1;
@@ -220,6 +253,106 @@ bool xr_input_init(XrInstance instance, XrSession session) {
return true;
}
// Hit-tests/dispatches this hand's ray against one overlay quad - shared
// by the menu launcher and keyboard overlays in xr_input_sync_and_draw()
// below. dragCapable enables the keyboard-only title-bar/drag-handle
// handling (see TITLE_BAR_V_FRACTION/CLOSE_BUTTON_U_FRACTION); the menu
// launcher has no title bar, so it's always false there and every hit is a
// plain click. Returns true if this overlay is visible - claiming the
// hand's ray processing for this frame, regardless of whether the ray
// actually hits it - so the caller should stop trying other targets (menu/
// keyboard/game quad are mutually exclusive per hand, per frame).
static bool xr_input_try_overlay(XrOverlay *overlay, bool dragCapable, int hand,
const XrSpaceLocation *location, float fx, float fy, float fz,
bool selectDownEdge, bool selectUpEdge, bool *touchActive,
bool *prevHit, const char *quadName, float *outCursorU,
float *outCursorV, bool *outCursorHit) {
if (!xr_overlay_is_visible(overlay))
return false;
float quadCenterX, quadCenterY, distance, halfWidth, halfHeight;
xr_overlay_get_quad_extent(overlay, &quadCenterX, &quadCenterY, &distance, &halfWidth,
&halfHeight);
// The quad's plane is z = -distance (facing the viewer along -Z) - a
// ray parallel to it (fz ~ 0) never crosses. worldX/Y is the raw
// world-space intersection point, needed as-is for dragging (which can
// legitimately move the quad to where the ray isn't currently hitting
// it); cx/cy are that same point in the quad's own [-1,1] local space;
// hit/u/v (the equivalent 0..1, top-left-origin coordinates the Java
// view's pixel grid and the on-quad hit logs use) are only meaningful
// within the quad's current bounds, unlike planeHit.
bool planeHit = false, hit = false;
float u = 0.0f, v = 0.0f, worldX = 0.0f, worldY = 0.0f;
if (fabsf(fz) > 1e-5f) {
float t = (-distance - location->pose.position.z) / fz;
if (t > 0.0f) {
planeHit = true;
worldX = location->pose.position.x + t * fx;
worldY = location->pose.position.y + t * fy;
float cx = (worldX - quadCenterX) / halfWidth;
float cy = (worldY - quadCenterY) / halfHeight;
hit = fabsf(cx) <= 1.0f && fabsf(cy) <= 1.0f;
u = (cx + 1.0f) * 0.5f;
v = (1.0f - cy) * 0.5f;
}
}
if (hit != *prevHit) {
LOGI("XR: %s aim ray %s %s quad (u=%.2f v=%.2f)", kHandName[hand],
hit ? "entered" : "left", quadName, u, v);
*prevHit = hit;
}
if (hit) {
*outCursorHit = true;
*outCursorU = u;
*outCursorV = v;
}
if (!dragCapable) {
if (selectDownEdge && hit) {
xr_overlay_touch(overlay, u, v, true);
*touchActive = true;
} else if (selectUpEdge && *touchActive) {
xr_overlay_touch(overlay, u, v, false);
*touchActive = false;
}
return true;
}
bool onTitleBar = hit && v < TITLE_BAR_V_FRACTION;
bool onDragHandle = onTitleBar && u <= CLOSE_BUTTON_U_FRACTION;
if (selectDownEdge) {
if (onDragHandle) {
g_keyboard_dragging = true;
g_keyboard_drag_hand = hand;
g_keyboard_drag_offset_x = worldX - quadCenterX;
g_keyboard_drag_offset_y = worldY - quadCenterY;
} else if (hit) {
xr_overlay_touch(overlay, u, v, true);
*touchActive = true;
}
} else if (selectUpEdge) {
if (g_keyboard_dragging && g_keyboard_drag_hand == hand) {
g_keyboard_dragging = false;
g_keyboard_drag_hand = -1;
} else if (*touchActive) {
xr_overlay_touch(overlay, u, v, false);
*touchActive = false;
}
}
// Re-intersects against the same fixed-distance plane every frame the
// drag continues, so the quad tracks the hand in real time rather than
// only jumping on the down/up edges above.
if (g_keyboard_dragging && g_keyboard_drag_hand == hand && planeHit) {
xr_overlay_set_position(overlay, worldX - g_keyboard_drag_offset_x,
worldY - g_keyboard_drag_offset_y);
}
return true;
}
void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
if (g_action_set == XR_NULL_HANDLE)
return;
@@ -230,36 +363,37 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
syncInfo.activeActionSets = &activeSet;
xr_check(xrSyncActions(g_session, &syncInfo), "xrSyncActions");
bool menuVisible = xr_menu_is_visible();
XrOverlay *menuOverlay = xr_session_get_menu_overlay();
XrOverlay *keyboardOverlay = xr_session_get_keyboard_overlay();
bool menuVisible = xr_overlay_is_visible(menuOverlay);
bool keyboardVisible = xr_overlay_is_visible(keyboardOverlay);
float quadCenterX = 0.0f, quadCenterY = 0.0f, distance, halfWidth, halfHeight;
if (menuVisible)
xr_menu_get_quad_extent(&quadCenterX, &quadCenterY, &distance, &halfWidth, &halfHeight);
else
xr_get_game_quad_extent(&distance, &halfWidth, &halfHeight);
static const char *kHandName[2] = {"left", "right"};
static const float kHandColor[2][4] = {
{0.2f, 1.0f, 1.0f, 1.0f}, // left: cyan
{1.0f, 0.85f, 0.1f, 1.0f}, // right: amber
};
// A drag can't get stuck active across a hide/reopen - e.g. Close
// being hit on one hand mid-drag on the other, or the session ending.
if (!keyboardVisible) {
g_keyboard_dragging = false;
g_keyboard_drag_hand = -1;
}
// The GL reticle is drawn directly into whatever framebuffer is
// currently bound - the game quad's swapchain image (see xr_frame_end(),
// which calls this while that image is still bound). That only makes
// sense while aiming at the game quad; the menu quad's own cursor is
// drawn by MenuOverlay itself instead (see xr_menu_update_cursor()
// below), composited into its Bitmap the same way its other content is.
bool drawReticle = draw && !menuVisible;
// sense while aiming at the game quad; the menu/keyboard overlays' own
// cursors are drawn by their Java views instead (see
// xr_overlay_update_cursor() below), composited into their Bitmaps the
// same way their other content is.
bool drawReticle = draw && !menuVisible && !keyboardVisible;
if (drawReticle)
glUseProgram(g_reticle_program);
// Fed to xr_menu_update_cursor() after the loop below - whichever hand's
// ray hits the menu quad last wins if both do, good enough for a single
// on-quad cursor (only ever updated when hit is true, so a later hand
// that misses doesn't hide an earlier hand's hit).
bool menuCursorHit = false;
// Fed to xr_overlay_update_cursor() after the loop below - whichever
// hand's ray hits a given overlay last wins if both do, good enough
// for a single on-quad cursor per overlay (only ever updated when hit
// is true, so a later hand that misses doesn't hide an earlier hand's
// hit).
bool menuCursorHit = false, keyboardCursorHit = false;
float menuCursorU = 0.0f, menuCursorV = 0.0f;
float keyboardCursorU = 0.0f, keyboardCursorV = 0.0f;
for (int hand = 0; hand < 2; hand++) {
XrActionStateGetInfo selectInfo = {XR_TYPE_ACTION_STATE_GET_INFO};
@@ -284,13 +418,14 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
bool menuDown = menuState.isActive && menuState.currentState;
if (menuDown && !g_prev_menu) {
LOGI("XR: menu-toggle button DOWN");
xr_menu_toggle_visible();
// Avoid a stale hit/touch-active carrying over from
// whichever quad was being tested against before the
// toggle - the next frame re-evaluates against the new
// target from a clean state.
g_prev_hit[LEFT] = g_prev_hit[RIGHT] = false;
g_menu_touch_active[LEFT] = g_menu_touch_active[RIGHT] = false;
// Only ever affects the menu launcher - the keyboard is
// fully independent (its own Close button is the only way
// to hide it, see KeyboardOverlay.java).
if (menuOverlay != NULL) {
xr_overlay_toggle_visible(menuOverlay);
g_menu_prev_hit[LEFT] = g_menu_prev_hit[RIGHT] = false;
g_menu_touch_active[LEFT] = g_menu_touch_active[RIGHT] = false;
}
} else if (!menuDown && g_prev_menu) {
LOGI("XR: menu-toggle button UP");
}
@@ -316,51 +451,40 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
float fx, fy, fz;
quat_rotate_vec(&location.pose.orientation, 0.0f, 0.0f, -1.0f, &fx, &fy, &fz);
// The quad's plane is z = -distance (facing the viewer along -Z,
// see QUAD_DISTANCE_METERS/xr_menu.c's MENU_DISTANCE_METERS) - a
// ray parallel to it (fz ~ 0) never crosses. cx/cy are the hit
// point in the quad's own [-1,1] local space (the same space
// android_draw_surface_as_quad() draws its own vertex positions
// in); u/v are the equivalent 0..1, top-left-origin coordinates
// MenuOverlay's pixel grid and the on-quad hit logs both use.
// Keyboard first (it's the more likely target while it's up), then
// the menu launcher, then - only if neither is visible - the game
// quad's own reticle below. A single ray only ever interacts with
// one target per hand per frame.
if (xr_input_try_overlay(keyboardOverlay, true, hand, &location, fx, fy, fz,
selectDownEdge, selectUpEdge, &g_keyboard_touch_active[hand],
&g_keyboard_prev_hit[hand], "keyboard", &keyboardCursorU,
&keyboardCursorV, &keyboardCursorHit))
continue;
if (xr_input_try_overlay(menuOverlay, false, hand, &location, fx, fy, fz, selectDownEdge,
selectUpEdge, &g_menu_touch_active[hand], &g_menu_prev_hit[hand],
"menu", &menuCursorU, &menuCursorV, &menuCursorHit))
continue;
float distance, halfWidth, halfHeight;
xr_get_game_quad_extent(&distance, &halfWidth, &halfHeight);
bool hit = false;
float u = 0.0f, v = 0.0f, cx = 0.0f, cy = 0.0f;
if (fabsf(fz) > 1e-5f) {
float t = (-distance - location.pose.position.z) / fz;
if (t > 0.0f) {
cx = (location.pose.position.x + t * fx - quadCenterX) / halfWidth;
cy = (location.pose.position.y + t * fy - quadCenterY) / halfHeight;
cx = (location.pose.position.x + t * fx) / halfWidth;
cy = (location.pose.position.y + t * fy) / halfHeight;
hit = fabsf(cx) <= 1.0f && fabsf(cy) <= 1.0f;
u = (cx + 1.0f) * 0.5f;
v = (1.0f - cy) * 0.5f;
}
}
if (menuVisible) {
if (hit != g_prev_hit[hand]) {
LOGI("XR: %s aim ray %s menu quad (u=%.2f v=%.2f)", kHandName[hand],
hit ? "entered" : "left", u, v);
g_prev_hit[hand] = hit;
}
if (hit) {
menuCursorHit = true;
menuCursorU = u;
menuCursorV = v;
}
if (selectDownEdge && hit) {
xr_menu_touch(u, v, true);
g_menu_touch_active[hand] = true;
} else if (selectUpEdge && g_menu_touch_active[hand]) {
xr_menu_touch(u, v, false);
g_menu_touch_active[hand] = false;
}
continue;
}
if (hit != g_prev_hit[hand]) {
if (hit != g_game_prev_hit[hand]) {
LOGI("XR: %s aim ray %s game quad (u=%.2f v=%.2f)", kHandName[hand],
hit ? "entered" : "left", u, v);
g_prev_hit[hand] = hit;
g_game_prev_hit[hand] = hit;
}
if (!hit || !drawReticle)
@@ -378,7 +502,10 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw) {
}
if (menuVisible)
xr_menu_update_cursor(menuCursorU, menuCursorV, menuCursorHit);
xr_overlay_update_cursor(menuOverlay, menuCursorU, menuCursorV, menuCursorHit);
if (keyboardVisible)
xr_overlay_update_cursor(keyboardOverlay, keyboardCursorU, keyboardCursorV,
keyboardCursorHit);
}
void xr_input_shutdown(void) {
@@ -401,7 +528,12 @@ void xr_input_shutdown(void) {
g_instance = XR_NULL_HANDLE;
g_session = XR_NULL_HANDLE;
memset(g_prev_select, 0, sizeof(g_prev_select));
memset(g_prev_hit, 0, sizeof(g_prev_hit));
memset(g_game_prev_hit, 0, sizeof(g_game_prev_hit));
memset(g_menu_prev_hit, 0, sizeof(g_menu_prev_hit));
memset(g_menu_touch_active, 0, sizeof(g_menu_touch_active));
memset(g_keyboard_prev_hit, 0, sizeof(g_keyboard_prev_hit));
memset(g_keyboard_touch_active, 0, sizeof(g_keyboard_touch_active));
g_prev_menu = false;
g_keyboard_dragging = false;
g_keyboard_drag_hand = -1;
}
+8 -6
View File
@@ -1,11 +1,13 @@
// Controller input for questshock's immersive Quest build: one OpenXR
// action set (aim pose + trigger click per hand, a menu-toggle button on
// the left controller) plus ray/quad hit-testing. While the menu quad
// (xr_menu.c) is hidden, this tests against the game quad xr_session.c
// submits and draws a small reticle where each hand's aim ray crosses it;
// while the menu is visible, it tests against the menu quad instead and
// forwards trigger edges as synthetic touches (no reticle - the menu's
// own content comes from MenuOverlay's rendered Bitmap).
// the left controller) plus ray/quad hit-testing. While neither the menu
// launcher nor keyboard overlay (see xr_overlay.h, xr_session.c) is
// visible, this tests against the game quad xr_session.c submits and draws
// a small reticle where each hand's aim ray crosses it; while either
// overlay is visible, it tests against that overlay's quad instead (the
// keyboard is tried first) and forwards trigger edges as synthetic touches
// (no reticle - each overlay's own content comes from its Java view's
// rendered Bitmap).
#ifndef QUESTSHOCK_XR_INPUT_H
#define QUESTSHOCK_XR_INPUT_H
-374
View File
@@ -1,374 +0,0 @@
#include "xr_menu.h"
#include <dlfcn.h>
#include <stdlib.h>
#include <android/log.h>
#include <jni.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include <SDL.h>
#define TAG "QuestShock"
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
#define MENU_WIDTH 1024
#define MENU_HEIGHT 768
// Below the game quad (QUAD_DISTANCE_METERS/QUAD_WIDTH_METERS in
// xr_session.c, 2m out) so both are visible together without overlapping.
#define MENU_DISTANCE_METERS 1.5f
#define MENU_WIDTH_METERS 0.8f
#define MENU_CENTER_X_METERS 0.0f
#define MENU_CENTER_Y_METERS -0.45f
static bool g_visible = false;
static jclass g_menu_overlay_class = NULL;
static jmethodID g_native_init_method = NULL;
static jmethodID g_take_pixels_method = NULL;
static jmethodID g_dispatch_touch_method = NULL;
static jmethodID g_update_cursor_method = NULL;
// The menu overlay's content lives in this texture, uploaded by
// xr_menu_upload_source_texture_if_dirty() below. It's created through
// gl4es (glGenTextures/glBindTexture/glTexImage2D), like any other texture
// the engine itself creates, so ordinary glTexSubImage2D uploads against it
// work the normal way.
static GLuint g_source_texture = 0;
// A framebuffer with g_source_texture as its only color attachment, used as
// the read source for xr_menu_render_if_visible()'s glBlitFramebuffer()
// call. Created via the real (non-gl4es) GLES entry points below: that blit
// bypasses gl4es entirely (see xr_menu_render_if_visible() for why), so its
// source framebuffer has to be a real GL object rather than one gl4es
// tracks.
static GLuint g_source_fbo = 0;
typedef void (*PFNQSGETINTEGERV)(GLenum, GLint *);
typedef void (*PFNQSGENFRAMEBUFFERS)(GLsizei, GLuint *);
typedef void (*PFNQSDELETEFRAMEBUFFERS)(GLsizei, const GLuint *);
typedef void (*PFNQSBINDFRAMEBUFFER)(GLenum, GLuint);
typedef void (*PFNQSFRAMEBUFFERTEXTURE2D)(GLenum, GLenum, GLenum, GLuint, GLint);
typedef void (*PFNQSBLITFRAMEBUFFER)(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint,
GLbitfield, GLenum);
// The menu's source framebuffer and its glBlitFramebuffer() copy into the
// swapchain image go through the real GLES driver rather than gl4es: gl4es's
// fixed-pipeline emulation unconditionally substitutes its own shader onto
// any gl4es-routed draw call, which would silently replace the menu's
// content with whatever the game itself last rendered (see
// xr_menu_render_if_visible()). A framebuffer blit has no shader stage at
// all, so going through the real driver for it sidesteps the problem
// entirely.
static PFNQSGETINTEGERV real_glGetIntegerv;
static PFNQSGENFRAMEBUFFERS real_glGenFramebuffers;
static PFNQSDELETEFRAMEBUFFERS real_glDeleteFramebuffers;
static PFNQSBINDFRAMEBUFFER real_glBindFramebuffer;
static PFNQSFRAMEBUFFERTEXTURE2D real_glFramebufferTexture2D;
// glBlitFramebuffer is a GLES 3.0 addition; resolved via eglGetProcAddress
// rather than dlsym, since Android's driver dispatch doesn't guarantee ES3+
// symbols are dlsym-able by name from libGLESv2.so, unlike the GLES2-core
// functions above.
static PFNQSBLITFRAMEBUFFER real_glBlitFramebuffer;
static bool xr_menu_load_real_gles(void) {
void *lib = dlopen("libGLESv2.so", RTLD_NOW | RTLD_LOCAL);
if (lib == NULL) {
LOGE("XR: menu dlopen(libGLESv2.so) failed: %s", dlerror());
return false;
}
real_glGetIntegerv = (PFNQSGETINTEGERV)dlsym(lib, "glGetIntegerv");
real_glGenFramebuffers = (PFNQSGENFRAMEBUFFERS)dlsym(lib, "glGenFramebuffers");
real_glDeleteFramebuffers = (PFNQSDELETEFRAMEBUFFERS)dlsym(lib, "glDeleteFramebuffers");
real_glBindFramebuffer = (PFNQSBINDFRAMEBUFFER)dlsym(lib, "glBindFramebuffer");
real_glFramebufferTexture2D = (PFNQSFRAMEBUFFERTEXTURE2D)dlsym(lib, "glFramebufferTexture2D");
real_glBlitFramebuffer = (PFNQSBLITFRAMEBUFFER)eglGetProcAddress("glBlitFramebuffer");
return real_glGetIntegerv && real_glGenFramebuffers && real_glDeleteFramebuffers &&
real_glBindFramebuffer && real_glFramebufferTexture2D && real_glBlitFramebuffer;
}
static uint32_t g_pixel_generation = 0;
static uint32_t g_source_uploaded_generation = (uint32_t)-1;
static uint8_t *g_pixel_cache = NULL; // MENU_WIDTH*MENU_HEIGHT*4 bytes
void xr_menu_get_content_size(int *width, int *height) {
*width = MENU_WIDTH;
*height = MENU_HEIGHT;
}
// FindClass() from this thread (SDL's native thread, attached to the JVM
// via AttachCurrentThread rather than spawned from Java) resolves against
// the bootstrap classloader, which only knows framework classes - it can't
// see de.ladkau.questshock.MenuOverlay at all. Routing through the
// activity's own classloader is the standard, documented workaround.
static jclass xr_menu_find_class(JNIEnv *env, jobject activity, const char *name) {
jclass activityClass = (*env)->GetObjectClass(env, activity);
jmethodID getClassLoader =
(*env)->GetMethodID(env, activityClass, "getClassLoader", "()Ljava/lang/ClassLoader;");
jobject classLoader = (*env)->CallObjectMethod(env, activity, getClassLoader);
jclass classLoaderClass = (*env)->FindClass(env, "java/lang/ClassLoader");
jmethodID loadClass = (*env)->GetMethodID(env, classLoaderClass, "loadClass",
"(Ljava/lang/String;)Ljava/lang/Class;");
jstring className = (*env)->NewStringUTF(env, name);
jclass result = (jclass)(*env)->CallObjectMethod(env, classLoader, loadClass, className);
(*env)->DeleteLocalRef(env, className);
return result;
}
static bool xr_menu_init_jni(void) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
jobject activity = (jobject)SDL_AndroidGetActivity();
if (env == NULL || activity == NULL) {
LOGE("XR: menu - no JNIEnv/Activity from SDL");
return false;
}
jclass localClass = xr_menu_find_class(env, activity, "de.ladkau.questshock.MenuOverlay");
if (localClass == NULL) {
LOGE("XR: menu - could not find MenuOverlay class");
return false;
}
g_menu_overlay_class = (jclass)(*env)->NewGlobalRef(env, localClass);
g_native_init_method =
(*env)->GetStaticMethodID(env, g_menu_overlay_class, "nativeInit", "(Landroid/app/Activity;)V");
g_take_pixels_method =
(*env)->GetStaticMethodID(env, g_menu_overlay_class, "nativeTakePixelsIfDirty", "()[B");
g_dispatch_touch_method =
(*env)->GetStaticMethodID(env, g_menu_overlay_class, "nativeDispatchTouch", "(FFZ)V");
g_update_cursor_method =
(*env)->GetStaticMethodID(env, g_menu_overlay_class, "nativeUpdateCursor", "(FFZ)V");
if (!g_native_init_method || !g_take_pixels_method || !g_dispatch_touch_method ||
!g_update_cursor_method) {
LOGE("XR: menu - could not resolve MenuOverlay JNI methods");
return false;
}
(*env)->CallStaticVoidMethod(env, g_menu_overlay_class, g_native_init_method, activity);
// CallStaticVoidMethod doesn't surface Java exceptions on its own - if
// MenuOverlay's constructor throws (it runs its View measure/layout/
// draw calls on this native render thread rather than the Android UI
// thread, a plausible crash vector), the exception would otherwise be
// left silently pending and corrupt whatever JNI call runs next.
if ((*env)->ExceptionCheck(env)) {
LOGE("XR: menu MenuOverlay.nativeInit() threw a pending Java exception:");
(*env)->ExceptionDescribe(env);
(*env)->ExceptionClear(env);
return false;
}
return true;
}
static bool xr_menu_create_source_texture(void) {
glGenTextures(1, &g_source_texture);
glBindTexture(GL_TEXTURE_2D, g_source_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, MENU_WIDTH, MENU_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE,
NULL);
GLint prevFbo = 0;
real_glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
real_glGenFramebuffers(1, &g_source_fbo);
real_glBindFramebuffer(GL_FRAMEBUFFER, g_source_fbo);
real_glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
g_source_texture, 0);
real_glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)prevFbo);
return g_source_texture != 0;
}
bool xr_menu_init(XrInstance instance, XrSession session) {
(void)instance;
(void)session;
if (!xr_menu_load_real_gles()) {
LOGE("XR: menu couldn't resolve real GLES functions via dlsym/eglGetProcAddress");
return false;
}
if (!xr_menu_create_source_texture())
return false;
if (!xr_menu_init_jni())
return false;
g_pixel_cache = (uint8_t *)malloc((size_t)MENU_WIDTH * MENU_HEIGHT * 4);
if (g_pixel_cache == NULL)
return false;
LOGI("XR: menu overlay ready (%dx%d)", MENU_WIDTH, MENU_HEIGHT);
return true;
}
void xr_menu_toggle_visible(void) {
g_visible = !g_visible;
LOGI("XR: menu quad now %s", g_visible ? "visible" : "hidden");
}
bool xr_menu_is_visible(void) { return g_visible; }
void xr_menu_get_quad_extent(float *center_x_m, float *center_y_m, float *distance_m,
float *half_width_m, float *half_height_m) {
*center_x_m = MENU_CENTER_X_METERS;
*center_y_m = MENU_CENTER_Y_METERS;
*distance_m = MENU_DISTANCE_METERS;
*half_width_m = MENU_WIDTH_METERS * 0.5f;
*half_height_m = MENU_WIDTH_METERS * 0.5f * (float)MENU_HEIGHT / (float)MENU_WIDTH;
}
void xr_menu_touch(float u, float v, bool down) {
if (g_menu_overlay_class == NULL)
return;
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env == NULL)
return;
// Passed via CallStaticVoidMethodA/jvalue rather than the variadic
// Call*Method form - deliberately sidesteps relying on JNI
// implementations correctly un-doing C's float-to-double default
// argument promotion for varargs float parameters (a well-known JNI
// footgun; Android's ART handles it correctly, but there's no reason
// to depend on that when the jvalue form is unambiguous either way).
jvalue args[3];
args[0].f = u;
args[1].f = v;
args[2].z = (jboolean)down;
(*env)->CallStaticVoidMethodA(env, g_menu_overlay_class, g_dispatch_touch_method, args);
}
void xr_menu_update_cursor(float u, float v, bool visible) {
if (g_menu_overlay_class == NULL)
return;
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env == NULL)
return;
// Same jvalue-form rationale as xr_menu_touch() above.
jvalue args[3];
args[0].f = u;
args[1].f = v;
args[2].z = (jboolean)visible;
(*env)->CallStaticVoidMethodA(env, g_menu_overlay_class, g_update_cursor_method, args);
}
// Pulls MenuOverlay's latest pixels (if it redrew since the last check)
// into g_pixel_cache and bumps g_pixel_generation - called once per visible
// frame, before deciding whether g_source_texture needs a fresh upload.
static void xr_menu_refresh_pixel_cache(void) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env == NULL)
return;
jbyteArray pixels =
(jbyteArray)(*env)->CallStaticObjectMethod(env, g_menu_overlay_class, g_take_pixels_method);
// CallStaticObjectMethod also doesn't surface Java exceptions on its
// own - if nativeTakePixelsIfDirty() itself throws, it would otherwise
// silently look identical to "nothing changed yet" (a null return).
if ((*env)->ExceptionCheck(env)) {
LOGE("XR: menu nativeTakePixelsIfDirty() threw a pending Java exception:");
(*env)->ExceptionDescribe(env);
(*env)->ExceptionClear(env);
return;
}
if (pixels == NULL)
return;
(*env)->GetByteArrayRegion(env, pixels, 0, MENU_WIDTH * MENU_HEIGHT * 4, (jbyte *)g_pixel_cache);
(*env)->DeleteLocalRef(env, pixels);
g_pixel_generation++;
}
// Uploads g_pixel_cache into g_source_texture via plain (gl4es-routed)
// glBindTexture/glTexSubImage2D, matching how the texture was created.
// Skipped when nothing changed since the last upload. Texture-unit-0 state
// is saved and restored around the upload, since this call is gl4es-routed
// and the engine's own next-frame rendering assumes nothing touched its
// texture bindings since it last drew.
static void xr_menu_upload_source_texture_if_dirty(void) {
if (g_source_uploaded_generation == g_pixel_generation)
return;
GLint prevActiveTexture = GL_TEXTURE0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &prevActiveTexture);
glActiveTexture(GL_TEXTURE0);
GLint prevTexture2D = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &prevTexture2D);
glBindTexture(GL_TEXTURE_2D, g_source_texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, MENU_WIDTH, MENU_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE,
g_pixel_cache);
g_source_uploaded_generation = g_pixel_generation;
glBindTexture(GL_TEXTURE_2D, (GLuint)prevTexture2D);
if (prevActiveTexture != GL_TEXTURE0)
glActiveTexture((GLenum)prevActiveTexture);
}
void xr_menu_render_if_visible(void) {
if (g_source_fbo == 0)
return;
xr_menu_refresh_pixel_cache();
xr_menu_upload_source_texture_if_dirty();
// Copies g_source_texture (via g_source_fbo) directly into the
// currently-bound framebuffer - the menu's own dedicated swapchain
// image, sized to exactly MENU_WIDTH x MENU_HEIGHT (see xr_session.c),
// so the destination is always the whole image - using the real GLES3
// hardware blit (glBlitFramebuffer) rather than a shader-based
// full-screen-quad draw. A blit has no vertex/fragment shading stage,
// no shader program, and no texture units involved at all, so gl4es's
// fixed-pipeline-emulation layer - which unconditionally substitutes a
// customized shader (reproducing the game's own last-bound
// texture/fixed-function state) onto any gl4es-routed draw call - has
// nothing to intercept here. It also never touches gl4es's own tracked
// program/vertex-array/texture-binding shadow state, so the only piece
// of state that needs save/restore is the READ framebuffer binding;
// binding only GL_READ_FRAMEBUFFER, rather than the combined
// GL_FRAMEBUFFER target, leaves the DRAW side (the swapchain image
// itself) untouched throughout.
//
// Y is flipped between source and destination: g_source_texture's texel
// row v=0 holds MenuOverlay's Bitmap row 0 (the top of the rendered
// content, standard top-row-first raster order), and reading that same
// texture via an attached FBO, framebuffer y=0 accesses that identical
// row. The destination swapchain framebuffer follows the opposite
// convention - its own y=0 is its bottom edge - so swapping dstY0/dstY1
// keeps the menu content right-side up (glBlitFramebuffer supports
// inverted src/dst rects for exactly this).
GLint prevReadFbo = 0;
real_glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prevReadFbo);
real_glBindFramebuffer(GL_READ_FRAMEBUFFER, g_source_fbo);
real_glBlitFramebuffer(0, 0, MENU_WIDTH, MENU_HEIGHT, 0, MENU_HEIGHT, MENU_WIDTH, 0,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
real_glBindFramebuffer(GL_READ_FRAMEBUFFER, (GLuint)prevReadFbo);
}
void xr_menu_shutdown(void) {
if (g_source_texture != 0)
glDeleteTextures(1, &g_source_texture);
g_source_texture = 0;
g_source_uploaded_generation = (uint32_t)-1;
if (g_source_fbo != 0 && real_glDeleteFramebuffers != NULL)
real_glDeleteFramebuffers(1, &g_source_fbo);
g_source_fbo = 0;
if (g_menu_overlay_class != NULL) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env != NULL)
(*env)->DeleteGlobalRef(env, g_menu_overlay_class);
}
g_menu_overlay_class = NULL;
g_native_init_method = NULL;
g_take_pixels_method = NULL;
g_dispatch_touch_method = NULL;
g_update_cursor_method = NULL;
free(g_pixel_cache);
g_pixel_cache = NULL;
g_pixel_generation = 0;
g_visible = false;
}
-71
View File
@@ -1,71 +0,0 @@
// Menu quad for questshock's immersive Quest build: MenuOverlay.java's
// off-screen-rendered View tree (a "Keyboard" button that swaps to a
// hand-built on-screen key grid - there's no system IME to borrow once
// immersive), toggled by xr_input.c's menu_toggle action and hit-tested by
// the same ray xr_input.c already computes per hand.
//
// The menu has its own independent OpenXR swapchain, sized to exactly
// xr_menu_get_content_size()'s dimensions (see xr_session.c, which creates
// it and calls into this file to render its content each visible frame).
#ifndef QUESTSHOCK_XR_MENU_H
#define QUESTSHOCK_XR_MENU_H
#include <stdbool.h>
#define XR_USE_PLATFORM_ANDROID 1
#define XR_USE_GRAPHICS_API_OPENGL_ES 1
#include <openxr/openxr.h>
#ifdef __cplusplus
extern "C" {
#endif
// Pixel size of the menu's own content region - xr_session.c needs this
// before it creates the menu's own swapchain, to size it correctly. Has no
// OpenXR/GL dependency, safe to call before xr_menu_init().
void xr_menu_get_content_size(int *width, int *height);
// Call once, after xr_session.c has created the menu's own swapchain - sets
// up the MenuOverlay Java-side singleton and the gl4es-owned texture its
// pixels get uploaded into. Returns false (logged, non-fatal - the caller
// just has no menu) on failure.
bool xr_menu_init(XrInstance instance, XrSession session);
// Flips menu-quad visibility - called by xr_input.c on the menu_toggle
// action's rising edge.
void xr_menu_toggle_visible(void);
bool xr_menu_is_visible(void);
// Local-space pose/size of the menu quad, valid regardless of visibility -
// shared with xr_input.c's ray/quad hit-testing, the same way
// xr_get_game_quad_extent() (xr_session.h) is for the game quad.
void xr_menu_get_quad_extent(float *center_x_m, float *center_y_m, float *distance_m,
float *half_width_m, float *half_height_m);
// Forwards a hit on the menu quad (in the quad's own 0..1 u/v, top-left
// origin) to the MenuOverlay Java view as a synthetic touch down/up -
// called by xr_input.c on the select_click action's edges, only while a
// hand's aim ray currently hits the menu quad.
void xr_menu_touch(float u, float v, bool down);
// Updates the on-quad cursor MenuOverlay draws at the current aim hit point
// (in the quad's own 0..1 u/v, top-left origin) - called once per frame
// while xr_menu_is_visible(), regardless of click state, so the cursor
// tracks the ray continuously rather than only jumping on click edges like
// xr_menu_touch() above. visible=false hides it (no hand's ray currently
// hits the quad).
void xr_menu_update_cursor(float u, float v, bool visible);
// Refreshes MenuOverlay's pixels from Java if they changed since the last
// call, and blits them into whichever framebuffer is currently bound -
// xr_session.c binds the menu's own swapchain image before calling this.
// Only called while xr_menu_is_visible().
void xr_menu_render_if_visible(void);
void xr_menu_shutdown(void);
#ifdef __cplusplus
}
#endif
#endif
+444
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@@ -0,0 +1,444 @@
#include "xr_overlay.h"
#include <dlfcn.h>
#include <stdlib.h>
#include <string.h>
#include <android/log.h>
#include <jni.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include <SDL.h>
#include "xr_swapchain.h"
#define TAG "QuestShock"
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
struct XrOverlay {
XrInstance instance; // for error logging only
int width, height;
float distance_m, half_width_m, half_height_m;
float center_x_m, center_y_m;
bool visible;
XrSwapchainState swapchain;
jclass java_class;
jmethodID native_init_method;
jmethodID take_pixels_method;
jmethodID dispatch_touch_method;
jmethodID update_cursor_method;
// This overlay's content lives in this texture, uploaded by
// xr_overlay_upload_source_texture_if_dirty() below. It's created
// through gl4es (glGenTextures/glBindTexture/glTexImage2D), like any
// other texture the engine itself creates, so ordinary
// glTexSubImage2D uploads against it work the normal way.
GLuint source_texture;
// A framebuffer with source_texture as its only color attachment, used
// as the read source for the blit in
// xr_overlay_render_and_build_layer() below. Created via the real
// (non-gl4es) GLES entry points below: that blit bypasses gl4es
// entirely (see xr_overlay_render_and_build_layer() for why), so its
// source framebuffer has to be a real GL object rather than one gl4es
// tracks.
GLuint source_fbo;
uint32_t pixel_generation;
uint32_t source_uploaded_generation;
uint8_t *pixel_cache; // width*height*4 bytes
};
// This file's other GL calls otherwise resolve to gl4es (the only GL
// symbol provider linked into this binary - see android/engine-patches/
// 02-android-opengl-es.patch), fine for anything shared with the engine's
// own gl4es-routed rendering. But the source FBO's blit (see
// xr_overlay_render_and_build_layer()) needs the real driver directly:
// gl4es's fixed-pipeline emulation unconditionally substitutes its own
// shader onto any gl4es-routed draw call, which would silently replace an
// overlay's content with whatever the game itself last rendered. A
// framebuffer blit has no shader stage at all, so going through the real
// driver for it sidesteps the problem entirely - resolved once here and
// shared by every XrOverlay instance, since they're process-wide function
// pointers regardless of how many overlays exist.
typedef void (*PFNQSGETINTEGERV)(GLenum, GLint *);
typedef void (*PFNQSGENFRAMEBUFFERS)(GLsizei, GLuint *);
typedef void (*PFNQSDELETEFRAMEBUFFERS)(GLsizei, const GLuint *);
typedef void (*PFNQSBINDFRAMEBUFFER)(GLenum, GLuint);
typedef void (*PFNQSFRAMEBUFFERTEXTURE2D)(GLenum, GLenum, GLenum, GLuint, GLint);
typedef void (*PFNQSBLITFRAMEBUFFER)(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint,
GLbitfield, GLenum);
static PFNQSGETINTEGERV real_glGetIntegerv;
static PFNQSGENFRAMEBUFFERS real_glGenFramebuffers;
static PFNQSDELETEFRAMEBUFFERS real_glDeleteFramebuffers;
static PFNQSBINDFRAMEBUFFER real_glBindFramebuffer;
static PFNQSFRAMEBUFFERTEXTURE2D real_glFramebufferTexture2D;
// glBlitFramebuffer is a GLES 3.0 addition; resolved via eglGetProcAddress
// rather than dlsym, since Android's driver dispatch doesn't guarantee ES3+
// symbols are dlsym-able by name from libGLESv2.so, unlike the GLES2-core
// functions above.
static PFNQSBLITFRAMEBUFFER real_glBlitFramebuffer;
static bool g_real_gles_loaded = false;
static bool xr_overlay_load_real_gles(void) {
if (g_real_gles_loaded)
return true;
void *lib = dlopen("libGLESv2.so", RTLD_NOW | RTLD_LOCAL);
if (lib == NULL) {
LOGE("XR: overlay dlopen(libGLESv2.so) failed: %s", dlerror());
return false;
}
real_glGetIntegerv = (PFNQSGETINTEGERV)dlsym(lib, "glGetIntegerv");
real_glGenFramebuffers = (PFNQSGENFRAMEBUFFERS)dlsym(lib, "glGenFramebuffers");
real_glDeleteFramebuffers = (PFNQSDELETEFRAMEBUFFERS)dlsym(lib, "glDeleteFramebuffers");
real_glBindFramebuffer = (PFNQSBINDFRAMEBUFFER)dlsym(lib, "glBindFramebuffer");
real_glFramebufferTexture2D = (PFNQSFRAMEBUFFERTEXTURE2D)dlsym(lib, "glFramebufferTexture2D");
real_glBlitFramebuffer = (PFNQSBLITFRAMEBUFFER)eglGetProcAddress("glBlitFramebuffer");
g_real_gles_loaded = real_glGetIntegerv && real_glGenFramebuffers &&
real_glDeleteFramebuffers && real_glBindFramebuffer &&
real_glFramebufferTexture2D && real_glBlitFramebuffer;
return g_real_gles_loaded;
}
// FindClass() from this thread (SDL's native thread, attached to the JVM
// via AttachCurrentThread rather than spawned from Java) resolves against
// the bootstrap classloader, which only knows framework classes - it can't
// see app classes like de.ladkau.questshock.KeyboardOverlay at all.
// Routing through the activity's own classloader is the standard,
// documented workaround.
static jclass xr_overlay_find_class(JNIEnv *env, jobject activity, const char *name) {
jclass activityClass = (*env)->GetObjectClass(env, activity);
jmethodID getClassLoader =
(*env)->GetMethodID(env, activityClass, "getClassLoader", "()Ljava/lang/ClassLoader;");
jobject classLoader = (*env)->CallObjectMethod(env, activity, getClassLoader);
jclass classLoaderClass = (*env)->FindClass(env, "java/lang/ClassLoader");
jmethodID loadClass = (*env)->GetMethodID(env, classLoaderClass, "loadClass",
"(Ljava/lang/String;)Ljava/lang/Class;");
jstring className = (*env)->NewStringUTF(env, name);
jclass result = (jclass)(*env)->CallObjectMethod(env, classLoader, loadClass, className);
(*env)->DeleteLocalRef(env, className);
return result;
}
static bool xr_overlay_init_jni(XrOverlay *overlay, const char *java_class_name) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
jobject activity = (jobject)SDL_AndroidGetActivity();
if (env == NULL || activity == NULL) {
LOGE("XR: overlay - no JNIEnv/Activity from SDL");
return false;
}
jclass localClass = xr_overlay_find_class(env, activity, java_class_name);
if (localClass == NULL) {
LOGE("XR: overlay - could not find class %s", java_class_name);
return false;
}
overlay->java_class = (jclass)(*env)->NewGlobalRef(env, localClass);
overlay->native_init_method = (*env)->GetStaticMethodID(env, overlay->java_class, "nativeInit",
"(Landroid/app/Activity;)V");
overlay->take_pixels_method =
(*env)->GetStaticMethodID(env, overlay->java_class, "nativeTakePixelsIfDirty", "()[B");
overlay->dispatch_touch_method =
(*env)->GetStaticMethodID(env, overlay->java_class, "nativeDispatchTouch", "(FFZ)V");
overlay->update_cursor_method =
(*env)->GetStaticMethodID(env, overlay->java_class, "nativeUpdateCursor", "(FFZ)V");
if (!overlay->native_init_method || !overlay->take_pixels_method ||
!overlay->dispatch_touch_method || !overlay->update_cursor_method) {
LOGE("XR: overlay - could not resolve %s JNI methods", java_class_name);
return false;
}
(*env)->CallStaticVoidMethod(env, overlay->java_class, overlay->native_init_method, activity);
// CallStaticVoidMethod doesn't surface Java exceptions on its own - if
// the constructor throws (it runs its View measure/layout/draw calls
// on this native render thread rather than the Android UI thread, a
// plausible crash vector), the exception would otherwise be left
// silently pending and corrupt whatever JNI call runs next.
if ((*env)->ExceptionCheck(env)) {
LOGE("XR: overlay %s.nativeInit() threw a pending Java exception:", java_class_name);
(*env)->ExceptionDescribe(env);
(*env)->ExceptionClear(env);
return false;
}
return true;
}
static bool xr_overlay_create_source_texture(XrOverlay *overlay) {
glGenTextures(1, &overlay->source_texture);
glBindTexture(GL_TEXTURE_2D, overlay->source_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, overlay->width, overlay->height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
GLint prevFbo = 0;
real_glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
real_glGenFramebuffers(1, &overlay->source_fbo);
real_glBindFramebuffer(GL_FRAMEBUFFER, overlay->source_fbo);
real_glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
overlay->source_texture, 0);
real_glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)prevFbo);
return overlay->source_texture != 0;
}
XrOverlay *xr_overlay_create(XrInstance instance, XrSession session, int64_t swapchain_format,
const XrOverlayConfig *config) {
if (!xr_overlay_load_real_gles()) {
LOGE("XR: overlay couldn't resolve real GLES functions via dlsym/eglGetProcAddress");
return NULL;
}
XrOverlay *overlay = (XrOverlay *)calloc(1, sizeof(XrOverlay));
if (overlay == NULL)
return NULL;
overlay->instance = instance;
overlay->width = config->width;
overlay->height = config->height;
overlay->distance_m = config->distance_m;
overlay->half_width_m = config->width_m * 0.5f;
overlay->half_height_m = config->width_m * 0.5f * (float)config->height / (float)config->width;
overlay->center_x_m = config->default_center_x_m;
overlay->center_y_m = config->default_center_y_m;
if (!xr_swapchain_create(instance, session, swapchain_format, config->width, config->height,
&overlay->swapchain)) {
LOGE("XR: overlay %s swapchain setup failed", config->java_class_name);
free(overlay);
return NULL;
}
if (!xr_overlay_create_source_texture(overlay)) {
xr_swapchain_destroy(&overlay->swapchain);
free(overlay);
return NULL;
}
if (!xr_overlay_init_jni(overlay, config->java_class_name)) {
xr_swapchain_destroy(&overlay->swapchain);
free(overlay);
return NULL;
}
overlay->pixel_cache = (uint8_t *)malloc((size_t)config->width * config->height * 4);
if (overlay->pixel_cache == NULL) {
xr_swapchain_destroy(&overlay->swapchain);
free(overlay);
return NULL;
}
overlay->source_uploaded_generation = (uint32_t)-1;
LOGI("XR: overlay %s ready (%dx%d)", config->java_class_name, config->width, config->height);
return overlay;
}
void xr_overlay_destroy(XrOverlay *overlay) {
if (overlay == NULL)
return;
if (overlay->source_texture != 0)
glDeleteTextures(1, &overlay->source_texture);
if (overlay->source_fbo != 0 && real_glDeleteFramebuffers != NULL)
real_glDeleteFramebuffers(1, &overlay->source_fbo);
if (overlay->java_class != NULL) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env != NULL)
(*env)->DeleteGlobalRef(env, overlay->java_class);
}
xr_swapchain_destroy(&overlay->swapchain);
free(overlay->pixel_cache);
free(overlay);
}
// Every function below tolerates overlay == NULL (a no-op, or the
// obvious "not visible"/zeroed-extent default) - xr_overlay_create() can
// fail (e.g. its backing Java class couldn't be resolved), and unlike the
// single static-global menu quad this replaced, an overlay instance is
// otherwise a heap pointer callers (xr_session.c, questshock_native.c) can
// hold onto and use across frames without re-checking for failure every
// time.
void xr_overlay_toggle_visible(XrOverlay *overlay) {
if (overlay != NULL)
overlay->visible = !overlay->visible;
}
void xr_overlay_set_visible(XrOverlay *overlay, bool visible) {
if (overlay != NULL)
overlay->visible = visible;
}
bool xr_overlay_is_visible(const XrOverlay *overlay) { return overlay != NULL && overlay->visible; }
void xr_overlay_get_quad_extent(const XrOverlay *overlay, float *center_x_m, float *center_y_m,
float *distance_m, float *half_width_m, float *half_height_m) {
if (overlay == NULL) {
*center_x_m = *center_y_m = *distance_m = *half_width_m = *half_height_m = 0.0f;
return;
}
*center_x_m = overlay->center_x_m;
*center_y_m = overlay->center_y_m;
*distance_m = overlay->distance_m;
*half_width_m = overlay->half_width_m;
*half_height_m = overlay->half_height_m;
}
void xr_overlay_set_position(XrOverlay *overlay, float center_x_m, float center_y_m) {
if (overlay == NULL)
return;
overlay->center_x_m = center_x_m;
overlay->center_y_m = center_y_m;
}
void xr_overlay_touch(XrOverlay *overlay, float u, float v, bool down) {
if (overlay == NULL)
return;
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env == NULL)
return;
// Passed via CallStaticVoidMethodA/jvalue rather than the variadic
// Call*Method form - deliberately sidesteps relying on JNI
// implementations correctly un-doing C's float-to-double default
// argument promotion for varargs float parameters (a well-known JNI
// footgun; Android's ART handles it correctly, but there's no reason
// to depend on that when the jvalue form is unambiguous either way).
jvalue args[3];
args[0].f = u;
args[1].f = v;
args[2].z = (jboolean)down;
(*env)->CallStaticVoidMethodA(env, overlay->java_class, overlay->dispatch_touch_method, args);
}
void xr_overlay_update_cursor(XrOverlay *overlay, float u, float v, bool visible) {
if (overlay == NULL)
return;
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env == NULL)
return;
// Same jvalue-form rationale as xr_overlay_touch() above.
jvalue args[3];
args[0].f = u;
args[1].f = v;
args[2].z = (jboolean)visible;
(*env)->CallStaticVoidMethodA(env, overlay->java_class, overlay->update_cursor_method, args);
}
// Pulls the Java view's latest pixels (if it redrew since the last check)
// into pixel_cache and bumps pixel_generation - called once per rendered
// frame, before deciding whether source_texture needs a fresh upload.
static void xr_overlay_refresh_pixel_cache(XrOverlay *overlay) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
if (env == NULL)
return;
jbyteArray pixels = (jbyteArray)(*env)->CallStaticObjectMethod(
env, overlay->java_class, overlay->take_pixels_method);
// CallStaticObjectMethod also doesn't surface Java exceptions on its
// own - if nativeTakePixelsIfDirty() itself throws, it would otherwise
// silently look identical to "nothing changed yet" (a null return).
if ((*env)->ExceptionCheck(env)) {
LOGE("XR: overlay nativeTakePixelsIfDirty() threw a pending Java exception:");
(*env)->ExceptionDescribe(env);
(*env)->ExceptionClear(env);
return;
}
if (pixels == NULL)
return;
(*env)->GetByteArrayRegion(env, pixels, 0, overlay->width * overlay->height * 4,
(jbyte *)overlay->pixel_cache);
(*env)->DeleteLocalRef(env, pixels);
overlay->pixel_generation++;
}
// Uploads pixel_cache into source_texture via plain (gl4es-routed)
// glBindTexture/glTexSubImage2D, matching how the texture was created.
// Skipped when nothing changed since the last upload. Texture-unit-0 state
// is saved and restored around the upload, since this call is gl4es-routed
// and the engine's own next-frame rendering assumes nothing touched its
// texture bindings since it last drew.
static void xr_overlay_upload_source_texture_if_dirty(XrOverlay *overlay) {
if (overlay->source_uploaded_generation == overlay->pixel_generation)
return;
GLint prevActiveTexture = GL_TEXTURE0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &prevActiveTexture);
glActiveTexture(GL_TEXTURE0);
GLint prevTexture2D = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &prevTexture2D);
glBindTexture(GL_TEXTURE_2D, overlay->source_texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, overlay->width, overlay->height, GL_RGBA,
GL_UNSIGNED_BYTE, overlay->pixel_cache);
overlay->source_uploaded_generation = overlay->pixel_generation;
glBindTexture(GL_TEXTURE_2D, (GLuint)prevTexture2D);
if (prevActiveTexture != GL_TEXTURE0)
glActiveTexture((GLenum)prevActiveTexture);
}
bool xr_overlay_render_and_build_layer(XrOverlay *overlay, XrCompositionLayerQuad *out_quad) {
if (overlay == NULL || !overlay->visible)
return false;
if (!xr_swapchain_acquire(overlay->instance, &overlay->swapchain))
return false;
xr_overlay_refresh_pixel_cache(overlay);
xr_overlay_upload_source_texture_if_dirty(overlay);
// Copies source_texture (via source_fbo) directly into the swapchain
// image xr_swapchain_acquire() just bound - sized to exactly
// width x height, so the destination is always the whole image - using
// the real GLES3 hardware blit (glBlitFramebuffer) rather than a
// shader-based full-screen-quad draw. A blit has no vertex/fragment
// shading stage, no shader program, and no texture units involved at
// all, so gl4es's fixed-pipeline-emulation layer - which
// unconditionally substitutes a customized shader (reproducing the
// game's own last-bound texture/fixed-function state) onto any
// gl4es-routed draw call - has nothing to intercept here. It also
// never touches gl4es's own tracked program/vertex-array/
// texture-binding shadow state, so the only piece of state that needs
// save/restore is the READ framebuffer binding; binding only
// GL_READ_FRAMEBUFFER, rather than the combined GL_FRAMEBUFFER target,
// leaves the DRAW side (the swapchain image itself) untouched
// throughout.
//
// Y is flipped between source and destination: source_texture's texel
// row v=0 holds the Java view's Bitmap row 0 (the top of the rendered
// content, standard top-row-first raster order), and reading that same
// texture via an attached FBO, framebuffer y=0 accesses that identical
// row. The destination swapchain framebuffer follows the opposite
// convention - its own y=0 is its bottom edge - so swapping dstY0/dstY1
// keeps the content right-side up (glBlitFramebuffer supports inverted
// src/dst rects for exactly this).
GLint prevReadFbo = 0;
real_glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &prevReadFbo);
real_glBindFramebuffer(GL_READ_FRAMEBUFFER, overlay->source_fbo);
real_glBlitFramebuffer(0, 0, overlay->width, overlay->height, 0, overlay->height,
overlay->width, 0, GL_COLOR_BUFFER_BIT, GL_LINEAR);
real_glBindFramebuffer(GL_READ_FRAMEBUFFER, (GLuint)prevReadFbo);
xr_swapchain_release(overlay->instance, &overlay->swapchain);
memset(out_quad, 0, sizeof(*out_quad));
out_quad->type = XR_TYPE_COMPOSITION_LAYER_QUAD;
out_quad->subImage.swapchain = overlay->swapchain.swapchain;
out_quad->subImage.imageRect.extent.width = overlay->swapchain.width;
out_quad->subImage.imageRect.extent.height = overlay->swapchain.height;
out_quad->pose.orientation.w = 1.0f;
out_quad->pose.position.x = overlay->center_x_m;
out_quad->pose.position.y = overlay->center_y_m;
out_quad->pose.position.z = -overlay->distance_m;
out_quad->size.width = overlay->half_width_m * 2.0f;
out_quad->size.height = overlay->half_height_m * 2.0f;
return true;
}
+96
View File
@@ -0,0 +1,96 @@
// Generic "off-screen Android View rendered into its own OpenXR quad,
// hit-tested/touched via a laser pointer" module - each instance owns its
// own swapchain (via xr_swapchain.h), its own visible/position state, and
// the JNI glue to a backing Java class (menu launcher, keyboard, or any
// future such panel) that must expose these static methods, matching the
// pattern MenuOverlay.java already established:
// static void nativeInit(Activity activity)
// static byte[] nativeTakePixelsIfDirty()
// static void nativeDispatchTouch(float u, float v, boolean down)
// static void nativeUpdateCursor(float u, float v, boolean visible)
//
// xr_input.c drives touch/cursor dispatch and (for panels that support it,
// like the keyboard's title bar) dragging via xr_overlay_set_position();
// xr_session.c owns instance lifetime and calls
// xr_overlay_render_and_build_layer() once per frame per instance.
#ifndef QUESTSHOCK_XR_OVERLAY_H
#define QUESTSHOCK_XR_OVERLAY_H
#include <stdbool.h>
#include <stdint.h>
#define XR_USE_PLATFORM_ANDROID 1
#define XR_USE_GRAPHICS_API_OPENGL_ES 1
#include <openxr/openxr.h>
#ifdef __cplusplus
extern "C" {
#endif
typedef struct XrOverlay XrOverlay;
typedef struct {
// Fully-qualified Java class name backing this overlay, e.g.
// "de.ladkau.questshock.KeyboardOverlay" - resolved via the activity's
// own ClassLoader (see xr_overlay_find_class() in xr_overlay.c).
const char *java_class_name;
// Pixel size of the overlay's own content/swapchain.
int width;
int height;
// Initial local-space pose (meters, in front of the viewer along -Z) -
// see xr_overlay_get_quad_extent(). width_m is the quad's physical
// width; its height is derived to preserve width/height's aspect.
float distance_m;
float width_m;
float default_center_x_m;
float default_center_y_m;
} XrOverlayConfig;
// instance/session are used to create this overlay's own swapchain
// (format shared with every other quad this app submits - see
// xr_session.c's chosenFormat). Returns NULL (logged) on failure - the
// caller just has no such panel.
XrOverlay *xr_overlay_create(XrInstance instance, XrSession session, int64_t swapchain_format,
const XrOverlayConfig *config);
void xr_overlay_destroy(XrOverlay *overlay);
void xr_overlay_toggle_visible(XrOverlay *overlay);
void xr_overlay_set_visible(XrOverlay *overlay, bool visible);
bool xr_overlay_is_visible(const XrOverlay *overlay);
// Local-space pose/size of the quad, valid regardless of visibility -
// shared with xr_input.c's ray/quad hit-testing.
void xr_overlay_get_quad_extent(const XrOverlay *overlay, float *center_x_m, float *center_y_m,
float *distance_m, float *half_width_m, float *half_height_m);
// Repositions the quad (world-space X/Y offset, same units/space as
// xr_overlay_get_quad_extent()'s center_x_m/center_y_m) - e.g. driven by
// xr_input.c while the user drags a panel's title bar. Distance from the
// viewer isn't adjustable this way - only left/right/up/down
// repositioning, not push/pull.
void xr_overlay_set_position(XrOverlay *overlay, float center_x_m, float center_y_m);
// Forwards a hit on the quad (in the quad's own 0..1 u/v, top-left origin)
// to the backing Java view as a synthetic touch down/up.
void xr_overlay_touch(XrOverlay *overlay, float u, float v, bool down);
// Updates the on-quad cursor the Java view draws at the current aim hit
// point (same u/v convention as xr_overlay_touch()) - called once per
// frame regardless of click state, so the cursor tracks the ray
// continuously. visible=false hides it.
void xr_overlay_update_cursor(XrOverlay *overlay, float u, float v, bool visible);
// If visible: acquires this overlay's next swapchain image, blits the
// Java view's latest rendered pixels into it, releases the image, and
// fills *out_quad's subImage/pose/size. space/eyeVisibility/layerFlags are
// left for the caller to set (shared/policy choices across every layer
// this app submits, e.g. translucency - not this module's concern).
// Returns false (out_quad untouched) if not visible or something failed -
// the caller should skip submitting a layer for it this frame.
bool xr_overlay_render_and_build_layer(XrOverlay *overlay, XrCompositionLayerQuad *out_quad);
#ifdef __cplusplus
}
#endif
#endif
+91 -215
View File
@@ -1,6 +1,5 @@
#include "xr_session.h"
#include <dlfcn.h>
#include <stdlib.h>
#include <string.h>
@@ -18,7 +17,8 @@
#include <SDL.h>
#include "xr_input.h"
#include "xr_menu.h"
#include "xr_overlay.h"
#include "xr_swapchain.h"
#define TAG "QuestShock"
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
@@ -33,9 +33,26 @@
#define QUAD_DISTANCE_METERS 2.0f
#define QUAD_WIDTH_METERS 1.6f
// Up to this many swapchain images/FBOs - real runtimes report small counts
// (2-4); this is just a fixed upper bound for the cache arrays below.
#define MAX_SWAPCHAIN_IMAGES 8
// The menu launcher (just a "Keyboard" button - see MenuOverlay.java) is
// small and sits above where the keyboard defaults to; the keyboard keeps
// its previous size/position. They're independent XrOverlay instances (see
// xr_overlay.h) so both can be shown/hidden/dragged separately - deliberately
// positioned apart by default so they don't start out overlapping.
#define MENU_JAVA_CLASS "de.ladkau.questshock.MenuOverlay"
#define MENU_WIDTH 512
#define MENU_HEIGHT 256
#define MENU_DISTANCE_METERS 1.3f
#define MENU_WIDTH_METERS 0.35f
#define MENU_DEFAULT_CENTER_X_METERS 0.0f
#define MENU_DEFAULT_CENTER_Y_METERS 0.15f
#define KEYBOARD_JAVA_CLASS "de.ladkau.questshock.KeyboardOverlay"
#define KEYBOARD_WIDTH 1024
#define KEYBOARD_HEIGHT 768
#define KEYBOARD_DISTANCE_METERS 1.5f
#define KEYBOARD_WIDTH_METERS 0.8f
#define KEYBOARD_DEFAULT_CENTER_X_METERS 0.0f
#define KEYBOARD_DEFAULT_CENTER_Y_METERS -0.45f
static XrInstance g_instance = XR_NULL_HANDLE;
static XrSystemId g_system_id = XR_NULL_SYSTEM_ID;
@@ -54,57 +71,13 @@ static XrSessionState g_session_state = XR_SESSION_STATE_UNKNOWN;
// later state.
static bool g_session_running = false;
// One independent swapchain per quad (game, menu), each sized to exactly
// its own content and acquired/released on its own within the same
// xrBeginFrame/xrEndFrame pair - a completely ordinary multi-layer OpenXR
// setup. A GL framebuffer wrapping each swapchain image is created once, up
// front, and reused every frame, since a swapchain's images are a small,
// fixed, runtime-owned pool (MAX_SWAPCHAIN_IMAGES above), not something
// recreated per frame.
typedef struct {
XrSwapchain swapchain;
GLuint fbos[MAX_SWAPCHAIN_IMAGES];
uint32_t image_count;
int width;
int height;
} XrSwapchainState;
static XrSwapchainState g_game_swapchain;
static XrSwapchainState g_menu_swapchain;
static XrOverlay *g_menu_overlay = NULL;
static XrOverlay *g_keyboard_overlay = NULL;
static XrTime g_predicted_display_time = 0;
static bool g_frame_should_render = false;
static bool g_have_acquired_game_image = false;
static bool g_have_acquired_menu_image = false;
// This file's GL calls otherwise resolve to gl4es (the only GL symbol
// provider linked into this binary - see android/engine-patches/
// 02-android-opengl-es.patch), which is fine for anything shared with the
// engine's own gl4es-routed rendering. But the swapchain images OpenXR
// hands us are real driver texture objects gl4es never created itself,
// and gl4es's own glFramebufferTexture2D can't attach a texture it has no
// tracked metadata for. So the FBO *container* is created via gl4es's own
// glGenFramebuffers/glBindFramebuffer (so gl4es recognizes the id as its
// own and its own per-frame glBindFramebuffer succeeds), while the
// texture-attach step - the specifically foreign part - goes through the
// real driver directly, via dlsym against libGLESv2.so.
typedef void (*PFNQSFRAMEBUFFERTEXTURE2D)(GLenum, GLenum, GLenum, GLuint, GLint);
typedef GLenum (*PFNQSCHECKFRAMEBUFFERSTATUS)(GLenum);
static PFNQSFRAMEBUFFERTEXTURE2D real_glFramebufferTexture2D;
static PFNQSCHECKFRAMEBUFFERSTATUS real_glCheckFramebufferStatus;
static bool xr_load_real_gles(void) {
void *lib = dlopen("libGLESv2.so", RTLD_NOW | RTLD_LOCAL);
if (lib == NULL) {
LOGE("XR: dlopen(libGLESv2.so) failed: %s", dlerror());
return false;
}
real_glFramebufferTexture2D = (PFNQSFRAMEBUFFERTEXTURE2D)dlsym(lib, "glFramebufferTexture2D");
real_glCheckFramebufferStatus =
(PFNQSCHECKFRAMEBUFFERSTATUS)dlsym(lib, "glCheckFramebufferStatus");
return real_glFramebufferTexture2D && real_glCheckFramebufferStatus;
}
static bool xr_check(XrResult result, const char *what) {
if (XR_SUCCEEDED(result))
@@ -160,111 +133,6 @@ static EGLConfig xr_get_current_egl_config(EGLDisplay display, EGLContext contex
return config;
}
// Creates a swapchain at the given size/format and wraps each of its images
// in its own GL framebuffer, ready to bind and render into directly -
// shared by the game and menu swapchains below, since both need exactly the
// same setup, just at a different size.
static bool xr_create_swapchain_state(int64_t format, int width, int height,
XrSwapchainState *out) {
out->width = width;
out->height = height;
XrSwapchainCreateInfo swapchainInfo = {XR_TYPE_SWAPCHAIN_CREATE_INFO};
swapchainInfo.usageFlags =
XR_SWAPCHAIN_USAGE_COLOR_ATTACHMENT_BIT | XR_SWAPCHAIN_USAGE_SAMPLED_BIT;
swapchainInfo.format = format;
swapchainInfo.sampleCount = 1;
swapchainInfo.width = (uint32_t)width;
swapchainInfo.height = (uint32_t)height;
swapchainInfo.faceCount = 1;
swapchainInfo.arraySize = 1;
swapchainInfo.mipCount = 1;
if (!xr_check(xrCreateSwapchain(g_session, &swapchainInfo, &out->swapchain),
"xrCreateSwapchain"))
return false;
uint32_t imageCount = 0;
xrEnumerateSwapchainImages(out->swapchain, 0, &imageCount, NULL);
if (imageCount > MAX_SWAPCHAIN_IMAGES) {
LOGE("XR: swapchain reports %u images, only room for %d", imageCount,
MAX_SWAPCHAIN_IMAGES);
return false;
}
// Zero-initialized, not just `.type` set per element - these structs
// also carry a `next` field the runtime may read, and an uninitialized
// stack array would leave it as garbage.
XrSwapchainImageOpenGLESKHR images[MAX_SWAPCHAIN_IMAGES] = {0};
for (uint32_t i = 0; i < imageCount; i++)
images[i].type = XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR;
if (!xr_check(xrEnumerateSwapchainImages(out->swapchain, imageCount, &imageCount,
(XrSwapchainImageBaseHeader *)images),
"xrEnumerateSwapchainImages"))
return false;
out->image_count = imageCount;
// Wraps each swapchain-provided texture in its own framebuffer, matching
// how OpenGL.cc's own CreateFrameBuffer() wraps backupBuffer - just
// without a depth/stencil attachment, since the final composite draw
// (see opengl_swap_and_restore) never needs one. The Gen/Bind calls are
// gl4es's own (linked, not dlsym'd) - see the comment above
// real_glFramebufferTexture2D for why.
bool all_complete = true;
for (uint32_t i = 0; i < imageCount; i++) {
glGenFramebuffers(1, &out->fbos[i]);
glBindFramebuffer(GL_FRAMEBUFFER, out->fbos[i]);
real_glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
images[i].image, 0);
GLenum status = real_glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOGE("XR: swapchain FBO %u incomplete: 0x%x", i, status);
all_complete = false;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return all_complete;
}
static void xr_destroy_swapchain_state(XrSwapchainState *state) {
for (uint32_t i = 0; i < state->image_count; i++) {
if (state->fbos[i] != 0)
glDeleteFramebuffers(1, &state->fbos[i]);
}
state->image_count = 0;
if (state->swapchain != XR_NULL_HANDLE)
xrDestroySwapchain(state->swapchain);
state->swapchain = XR_NULL_HANDLE;
}
// Acquires the next image of the given swapchain, waits for the runtime to
// finish with it, and binds its framebuffer (sized to exactly fill it) as
// the current render target.
static bool xr_acquire_swapchain_image(XrSwapchainState *state) {
uint32_t imageIndex = 0;
XrSwapchainImageAcquireInfo acquireInfo = {XR_TYPE_SWAPCHAIN_IMAGE_ACQUIRE_INFO};
if (!xr_check(xrAcquireSwapchainImage(state->swapchain, &acquireInfo, &imageIndex),
"xrAcquireSwapchainImage"))
return false;
XrSwapchainImageWaitInfo waitImageInfo = {XR_TYPE_SWAPCHAIN_IMAGE_WAIT_INFO};
waitImageInfo.timeout = XR_INFINITE_DURATION;
if (!xr_check(xrWaitSwapchainImage(state->swapchain, &waitImageInfo), "xrWaitSwapchainImage"))
return false;
// gl4es's own (linked, not dlsym'd) bind - this targets an FBO id gl4es
// itself created (see xr_create_swapchain_state()), so its own "current
// FBO" bookkeeping updates correctly and its immediate-mode draw calls
// (android_draw_surface_as_quad(), the laser reticle) land in the right
// place.
glBindFramebuffer(GL_FRAMEBUFFER, state->fbos[imageIndex]);
glViewport(0, 0, state->width, state->height);
return true;
}
static void xr_release_swapchain_image(XrSwapchainState *state) {
XrSwapchainImageReleaseInfo releaseInfo = {XR_TYPE_SWAPCHAIN_IMAGE_RELEASE_INFO};
xr_check(xrReleaseSwapchainImage(state->swapchain, &releaseInfo), "xrReleaseSwapchainImage");
}
static bool xr_create_instance_and_session(int game_width, int game_height) {
JNIEnv *env = (JNIEnv *)SDL_AndroidGetJNIEnv();
jobject activity = (jobject)SDL_AndroidGetActivity();
@@ -355,8 +223,9 @@ static bool xr_create_instance_and_session(int game_width, int game_height) {
// GL_RGBA with no decode step anywhere in this path, matching the
// desktop SDL_RenderCopy path this replaces - an sRGB swapchain format
// would auto-gamma-encode on write and double-encode already-encoded
// data. Both swapchains below share this one choice - the compositor's
// supported format set doesn't depend on swapchain size.
// data. Every swapchain below (game quad, menu/keyboard overlays)
// shares this one choice - the compositor's supported format set
// doesn't depend on swapchain size.
uint32_t formatCount = 0;
xrEnumerateSwapchainFormats(g_session, 0, &formatCount, NULL);
int64_t *formats = (int64_t *)malloc(sizeof(int64_t) * formatCount);
@@ -371,30 +240,38 @@ static bool xr_create_instance_and_session(int game_width, int game_height) {
}
free(formats);
if (!xr_load_real_gles()) {
LOGE("XR: couldn't resolve real GLES FBO functions via dlsym");
return false;
}
if (!xr_create_swapchain_state(chosenFormat, game_width, game_height, &g_game_swapchain)) {
if (!xr_swapchain_create(g_instance, g_session, chosenFormat, game_width, game_height,
&g_game_swapchain)) {
LOGE("XR: game swapchain setup failed");
return false;
}
int menu_width, menu_height;
xr_menu_get_content_size(&menu_width, &menu_height);
if (!xr_create_swapchain_state(chosenFormat, menu_width, menu_height, &g_menu_swapchain)) {
LOGE("XR: menu swapchain setup failed");
return false;
}
// Both non-fatal - the game keeps rendering with no such panel if
// either fails (e.g. the Java class couldn't be resolved via JNI).
XrOverlayConfig menuConfig = {
.java_class_name = MENU_JAVA_CLASS,
.width = MENU_WIDTH,
.height = MENU_HEIGHT,
.distance_m = MENU_DISTANCE_METERS,
.width_m = MENU_WIDTH_METERS,
.default_center_x_m = MENU_DEFAULT_CENTER_X_METERS,
.default_center_y_m = MENU_DEFAULT_CENTER_Y_METERS,
};
g_menu_overlay = xr_overlay_create(g_instance, g_session, chosenFormat, &menuConfig);
LOGI("XR: instance/session ready (game %dx%d, menu %dx%d)", game_width, game_height,
menu_width, menu_height);
// Also non-fatal - the game keeps rendering with no menu quad if this
// fails (e.g. MenuOverlay couldn't be resolved via JNI).
xr_menu_init(g_instance, g_session);
XrOverlayConfig keyboardConfig = {
.java_class_name = KEYBOARD_JAVA_CLASS,
.width = KEYBOARD_WIDTH,
.height = KEYBOARD_HEIGHT,
.distance_m = KEYBOARD_DISTANCE_METERS,
.width_m = KEYBOARD_WIDTH_METERS,
.default_center_x_m = KEYBOARD_DEFAULT_CENTER_X_METERS,
.default_center_y_m = KEYBOARD_DEFAULT_CENTER_Y_METERS,
};
g_keyboard_overlay = xr_overlay_create(g_instance, g_session, chosenFormat, &keyboardConfig);
LOGI("XR: instance/session ready (game %dx%d, menu %dx%d, keyboard %dx%d)", game_width,
game_height, MENU_WIDTH, MENU_HEIGHT, KEYBOARD_WIDTH, KEYBOARD_HEIGHT);
return true;
}
@@ -407,6 +284,9 @@ bool xr_init(int game_width, int game_height) {
return true;
}
XrOverlay *xr_session_get_menu_overlay(void) { return g_menu_overlay; }
XrOverlay *xr_session_get_keyboard_overlay(void) { return g_keyboard_overlay; }
void xr_poll_events(void) {
if (g_instance == XR_NULL_HANDLE)
return;
@@ -461,7 +341,7 @@ bool xr_frame_begin(void) {
if (!g_frame_should_render)
return false;
g_have_acquired_game_image = xr_acquire_swapchain_image(&g_game_swapchain);
g_have_acquired_game_image = xr_swapchain_acquire(g_instance, &g_game_swapchain);
return g_have_acquired_game_image;
}
@@ -474,32 +354,25 @@ void xr_frame_end(void) {
// this frame's game content already drew there. Syncing actions
// happens even when there's nothing to draw (no acquired image this
// frame), so edge detection (trigger/menu-button clicks) doesn't miss a
// frame. Only ever draws while the menu isn't visible (see xr_input.c) -
// the menu renders into its own independent swapchain image below.
// frame. Only ever draws while neither overlay is visible (see
// xr_input.c) - the menu/keyboard render into their own independent
// swapchain images below.
if (xr_is_session_running())
xr_input_sync_and_draw(g_local_space, g_predicted_display_time,
g_have_acquired_game_image);
if (g_have_acquired_game_image)
xr_release_swapchain_image(&g_game_swapchain);
// The menu gets its own acquire/render/release cycle against its own
// swapchain - unlike the game quad, there's no per-frame engine
// rendering to wrap around here, just xr_menu.c's own blit, so this
// can happen any time before xrEndFrame rather than needing to bracket
// anything.
g_have_acquired_menu_image = false;
if (g_frame_should_render && xr_menu_is_visible()) {
g_have_acquired_menu_image = xr_acquire_swapchain_image(&g_menu_swapchain);
if (g_have_acquired_menu_image) {
xr_menu_render_if_visible();
xr_release_swapchain_image(&g_menu_swapchain);
}
}
xr_swapchain_release(g_instance, &g_game_swapchain);
if (!xr_is_session_running())
return;
// Up to 3 layers: the game quad (if a frame was actually rendered),
// and, while visible, the menu launcher and keyboard overlays - each
// gets its own acquire/render/release cycle against its own swapchain
// (see xr_overlay_render_and_build_layer()) any time before xrEndFrame,
// unlike the game quad there's no per-frame engine rendering to wrap
// around here, just each overlay's own blit.
XrCompositionLayerQuad gameQuad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
gameQuad.space = g_local_space;
gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
@@ -512,33 +385,34 @@ void xr_frame_end(void) {
gameQuad.size.height =
QUAD_WIDTH_METERS * (float)g_game_swapchain.height / (float)g_game_swapchain.width;
// Up to 2 layers: the game quad (if a frame was actually rendered) and,
// while toggled on and rendered this frame, the menu quad in front of
// it - see xr_input.c's menu_toggle handling. Each references its own
// independent swapchain (see XrSwapchainState above).
const XrCompositionLayerBaseHeader *layers[2];
const XrCompositionLayerBaseHeader *layers[3];
uint32_t layerCount = 0;
if (g_have_acquired_game_image)
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&gameQuad;
XrCompositionLayerQuad menuQuad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
if (g_have_acquired_menu_image) {
float centerX, centerY, distance, halfWidth, halfHeight;
xr_menu_get_quad_extent(&centerX, &centerY, &distance, &halfWidth, &halfHeight);
XrCompositionLayerQuad menuQuad;
if (g_frame_should_render && xr_overlay_render_and_build_layer(g_menu_overlay, &menuQuad)) {
menuQuad.space = g_local_space;
menuQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
menuQuad.subImage.swapchain = g_menu_swapchain.swapchain;
menuQuad.subImage.imageRect.extent.width = g_menu_swapchain.width;
menuQuad.subImage.imageRect.extent.height = g_menu_swapchain.height;
menuQuad.pose.orientation.w = 1.0f;
menuQuad.pose.position.x = centerX;
menuQuad.pose.position.y = centerY;
menuQuad.pose.position.z = -distance;
menuQuad.size.width = halfWidth * 2.0f;
menuQuad.size.height = halfHeight * 2.0f;
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&menuQuad;
}
XrCompositionLayerQuad keyboardQuad;
if (g_frame_should_render &&
xr_overlay_render_and_build_layer(g_keyboard_overlay, &keyboardQuad)) {
keyboardQuad.space = g_local_space;
keyboardQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
// Lets the keyboard sit on screen translucently while playing
// rather than fully hiding whatever's behind it - KeyboardOverlay
// writes real sub-255 alpha into the swapchain texture (see
// OverlayPanel.compositeAndPublish()), already in Android's
// default premultiplied format, which is what this flag's absence
// of UNPREMULTIPLIED_ALPHA_BIT assumes. The menu launcher above
// deliberately doesn't get this flag - it stays fully opaque.
keyboardQuad.layerFlags = XR_COMPOSITION_LAYER_BLEND_TEXTURE_SOURCE_ALPHA_BIT;
layers[layerCount++] = (XrCompositionLayerBaseHeader *)&keyboardQuad;
}
XrFrameEndInfo endInfo = {XR_TYPE_FRAME_END_INFO};
endInfo.displayTime = g_predicted_display_time;
endInfo.environmentBlendMode = XR_ENVIRONMENT_BLEND_MODE_OPAQUE;
@@ -548,8 +422,7 @@ void xr_frame_end(void) {
}
void xr_shutdown(void) {
xr_destroy_swapchain_state(&g_game_swapchain);
xr_destroy_swapchain_state(&g_menu_swapchain);
xr_swapchain_destroy(&g_game_swapchain);
if (g_local_space != XR_NULL_HANDLE)
xrDestroySpace(g_local_space);
@@ -557,7 +430,10 @@ void xr_shutdown(void) {
// Before the session/instance they were created from.
xr_input_shutdown();
xr_menu_shutdown();
xr_overlay_destroy(g_menu_overlay);
g_menu_overlay = NULL;
xr_overlay_destroy(g_keyboard_overlay);
g_keyboard_overlay = NULL;
if (g_session != XR_NULL_HANDLE)
xrDestroySession(g_session);
+25 -9
View File
@@ -9,6 +9,8 @@
#include <stdbool.h>
#include "xr_overlay.h"
#ifdef __cplusplus
extern "C" {
#endif
@@ -17,13 +19,25 @@ extern "C" {
// current the GL context SDL/gl4es already use - creates the OpenXR
// instance/session sharing that same EGL display/context, plus the game
// quad's own swapchain, sized to the game's logical resolution
// (game_width/height, i.e. grd_cap->w/h - see Shock.c's InitSDL()). The
// menu quad's own, independently-sized swapchain (see xr_menu.h) is created
// alongside it. Returns false if OpenXR bring-up failed (e.g. no runtime
// installed) - callers should fall back to the existing window-present path
// in that case.
// (game_width/height, i.e. grd_cap->w/h - see Shock.c's InitSDL()). Also
// creates the menu launcher and keyboard overlay quads (see xr_overlay.h) -
// two independent XrOverlay instances, each with their own swapchain,
// visibility, and position, retrievable via xr_session_get_menu_overlay()/
// xr_session_get_keyboard_overlay() below. Returns false if OpenXR
// bring-up failed (e.g. no runtime installed) - callers should fall back
// to the existing window-present path in that case.
bool xr_init(int game_width, int game_height);
// The menu launcher (small "Keyboard" button panel, toggled by the
// controller's menu button) and keyboard (the on-screen key grid, shown/
// hidden independently via MenuOverlay's "Keyboard" button and
// KeyboardOverlay's own Close button) overlay quads - used by xr_input.c
// for ray/quad hit-testing and touch/cursor dispatch, and by
// questshock_native.c's JNI glue (nativeShowKeyboard()/
// nativeRequestClose()). NULL if xr_init() failed before creating them.
XrOverlay *xr_session_get_menu_overlay(void);
XrOverlay *xr_session_get_keyboard_overlay(void);
// Pumps XR session-state events. Call once per frame, before
// xr_frame_begin(). Must still be called even when xr_init() returned
// false (no-op in that case).
@@ -44,10 +58,12 @@ bool xr_is_session_running(void);
bool xr_frame_begin(void);
// Releases the game quad's swapchain image (if one was acquired this
// frame), acquires/renders/releases the menu quad's own swapchain image if
// it's currently visible (see xr_menu.h), submits whichever of the two
// quads actually rendered this frame as composition layers positioned in
// front of the local reference space's origin, then ends the XR frame.
// frame), then does the same acquire/render/release cycle for the menu
// launcher and keyboard overlay quads via xr_overlay_render_and_build_layer()
// for whichever of them is currently visible, and submits whichever of the
// three quads actually rendered this frame as composition layers
// positioned in front of the local reference space's origin, then ends the
// XR frame.
void xr_frame_end(void);
void xr_shutdown(void);
+160
View File
@@ -0,0 +1,160 @@
#include "xr_swapchain.h"
#include <dlfcn.h>
#include <android/log.h>
#define TAG "QuestShock"
#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
static bool xr_check(XrInstance instance, XrResult result, const char *what) {
if (XR_SUCCEEDED(result))
return true;
char resultString[XR_MAX_RESULT_STRING_SIZE] = {0};
if (instance != XR_NULL_HANDLE)
xrResultToString(instance, result, resultString);
LOGE("XR: %s failed: %s (%d)", what, resultString[0] ? resultString : "?", (int)result);
return false;
}
// This file's other GL calls otherwise resolve to gl4es (the only GL
// symbol provider linked into this binary - see android/engine-patches/
// 02-android-opengl-es.patch), which is fine for anything shared with the
// engine's own gl4es-routed rendering. But the swapchain images OpenXR
// hands us are real driver texture objects gl4es never created itself,
// and gl4es's own glFramebufferTexture2D can't attach a texture it has no
// tracked metadata for. So the FBO *container* is created via gl4es's own
// glGenFramebuffers/glBindFramebuffer (so gl4es recognizes the id as its
// own and its own per-frame glBindFramebuffer succeeds), while the
// texture-attach step - the specifically foreign part - goes through the
// real driver directly, via dlsym against libGLESv2.so.
typedef void (*PFNQSFRAMEBUFFERTEXTURE2D)(GLenum, GLenum, GLenum, GLuint, GLint);
typedef GLenum (*PFNQSCHECKFRAMEBUFFERSTATUS)(GLenum);
static PFNQSFRAMEBUFFERTEXTURE2D real_glFramebufferTexture2D;
static PFNQSCHECKFRAMEBUFFERSTATUS real_glCheckFramebufferStatus;
static bool g_real_gles_loaded = false;
static bool xr_swapchain_load_real_gles(void) {
if (g_real_gles_loaded)
return true;
void *lib = dlopen("libGLESv2.so", RTLD_NOW | RTLD_LOCAL);
if (lib == NULL) {
LOGE("XR: swapchain dlopen(libGLESv2.so) failed: %s", dlerror());
return false;
}
real_glFramebufferTexture2D = (PFNQSFRAMEBUFFERTEXTURE2D)dlsym(lib, "glFramebufferTexture2D");
real_glCheckFramebufferStatus =
(PFNQSCHECKFRAMEBUFFERSTATUS)dlsym(lib, "glCheckFramebufferStatus");
g_real_gles_loaded = real_glFramebufferTexture2D && real_glCheckFramebufferStatus;
return g_real_gles_loaded;
}
bool xr_swapchain_create(XrInstance instance, XrSession session, int64_t format, int width,
int height, XrSwapchainState *out) {
if (!xr_swapchain_load_real_gles()) {
LOGE("XR: swapchain couldn't resolve real GLES FBO functions via dlsym");
return false;
}
out->width = width;
out->height = height;
XrSwapchainCreateInfo swapchainInfo = {XR_TYPE_SWAPCHAIN_CREATE_INFO};
swapchainInfo.usageFlags =
XR_SWAPCHAIN_USAGE_COLOR_ATTACHMENT_BIT | XR_SWAPCHAIN_USAGE_SAMPLED_BIT;
swapchainInfo.format = format;
swapchainInfo.sampleCount = 1;
swapchainInfo.width = (uint32_t)width;
swapchainInfo.height = (uint32_t)height;
swapchainInfo.faceCount = 1;
swapchainInfo.arraySize = 1;
swapchainInfo.mipCount = 1;
if (!xr_check(instance, xrCreateSwapchain(session, &swapchainInfo, &out->swapchain),
"xrCreateSwapchain"))
return false;
uint32_t imageCount = 0;
xrEnumerateSwapchainImages(out->swapchain, 0, &imageCount, NULL);
if (imageCount > XR_SWAPCHAIN_MAX_IMAGES) {
LOGE("XR: swapchain reports %u images, only room for %d", imageCount,
XR_SWAPCHAIN_MAX_IMAGES);
return false;
}
// Zero-initialized, not just `.type` set per element - these structs
// also carry a `next` field the runtime may read, and an uninitialized
// stack array would leave it as garbage.
XrSwapchainImageOpenGLESKHR images[XR_SWAPCHAIN_MAX_IMAGES] = {0};
for (uint32_t i = 0; i < imageCount; i++)
images[i].type = XR_TYPE_SWAPCHAIN_IMAGE_OPENGL_ES_KHR;
if (!xr_check(instance,
xrEnumerateSwapchainImages(out->swapchain, imageCount, &imageCount,
(XrSwapchainImageBaseHeader *)images),
"xrEnumerateSwapchainImages"))
return false;
out->image_count = imageCount;
// Wraps each swapchain-provided texture in its own framebuffer, matching
// how OpenGL.cc's own CreateFrameBuffer() wraps backupBuffer - just
// without a depth/stencil attachment, since the final composite draw
// (see opengl_swap_and_restore) never needs one. The Gen/Bind calls are
// gl4es's own (linked, not dlsym'd) - see the comment above
// real_glFramebufferTexture2D for why.
bool all_complete = true;
for (uint32_t i = 0; i < imageCount; i++) {
glGenFramebuffers(1, &out->fbos[i]);
glBindFramebuffer(GL_FRAMEBUFFER, out->fbos[i]);
real_glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
images[i].image, 0);
GLenum status = real_glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOGE("XR: swapchain FBO %u incomplete: 0x%x", i, status);
all_complete = false;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return all_complete;
}
void xr_swapchain_destroy(XrSwapchainState *state) {
for (uint32_t i = 0; i < state->image_count; i++) {
if (state->fbos[i] != 0)
glDeleteFramebuffers(1, &state->fbos[i]);
}
state->image_count = 0;
if (state->swapchain != XR_NULL_HANDLE)
xrDestroySwapchain(state->swapchain);
state->swapchain = XR_NULL_HANDLE;
}
// Acquires the next image of the given swapchain, waits for the runtime to
// finish with it, and binds its framebuffer (sized to exactly fill it) as
// the current render target.
bool xr_swapchain_acquire(XrInstance instance, XrSwapchainState *state) {
uint32_t imageIndex = 0;
XrSwapchainImageAcquireInfo acquireInfo = {XR_TYPE_SWAPCHAIN_IMAGE_ACQUIRE_INFO};
if (!xr_check(instance, xrAcquireSwapchainImage(state->swapchain, &acquireInfo, &imageIndex),
"xrAcquireSwapchainImage"))
return false;
XrSwapchainImageWaitInfo waitImageInfo = {XR_TYPE_SWAPCHAIN_IMAGE_WAIT_INFO};
waitImageInfo.timeout = XR_INFINITE_DURATION;
if (!xr_check(instance, xrWaitSwapchainImage(state->swapchain, &waitImageInfo),
"xrWaitSwapchainImage"))
return false;
// gl4es's own (linked, not dlsym'd) bind - this targets an FBO id gl4es
// itself created (see xr_swapchain_create()), so its own "current FBO"
// bookkeeping updates correctly and its immediate-mode draw calls
// (android_draw_surface_as_quad(), the laser reticle) land in the right
// place.
glBindFramebuffer(GL_FRAMEBUFFER, state->fbos[imageIndex]);
glViewport(0, 0, state->width, state->height);
return true;
}
void xr_swapchain_release(XrInstance instance, XrSwapchainState *state) {
XrSwapchainImageReleaseInfo releaseInfo = {XR_TYPE_SWAPCHAIN_IMAGE_RELEASE_INFO};
xr_check(instance, xrReleaseSwapchainImage(state->swapchain, &releaseInfo),
"xrReleaseSwapchainImage");
}
+55
View File
@@ -0,0 +1,55 @@
// Generic OpenXR swapchain + per-image GL framebuffer helper, shared by
// every quad this app submits - the game quad (xr_session.c) and every
// xr_overlay.c instance (menu launcher, keyboard) - since they all need
// exactly the same setup, just at their own size/format.
#ifndef QUESTSHOCK_XR_SWAPCHAIN_H
#define QUESTSHOCK_XR_SWAPCHAIN_H
#include <stdbool.h>
#include <stdint.h>
#include <EGL/egl.h>
#include <GLES3/gl3.h>
#include <jni.h>
#define XR_USE_PLATFORM_ANDROID 1
#define XR_USE_GRAPHICS_API_OPENGL_ES 1
#include <openxr/openxr.h>
#include <openxr/openxr_platform.h>
#ifdef __cplusplus
extern "C" {
#endif
// Up to this many swapchain images/FBOs - real runtimes report small counts
// (2-4); this is just a fixed upper bound for the cache arrays below.
#define XR_SWAPCHAIN_MAX_IMAGES 8
typedef struct {
XrSwapchain swapchain;
GLuint fbos[XR_SWAPCHAIN_MAX_IMAGES];
uint32_t image_count;
int width;
int height;
} XrSwapchainState;
// Creates the swapchain and wraps each of its images in its own GL
// framebuffer, ready to bind and render into directly. instance is only
// used to log a human-readable error string on failure.
bool xr_swapchain_create(XrInstance instance, XrSession session, int64_t format, int width,
int height, XrSwapchainState *out);
void xr_swapchain_destroy(XrSwapchainState *state);
// Acquires the next image, waits for the runtime to finish with it, and
// binds its framebuffer (sized to exactly fill it) as the current render
// target.
bool xr_swapchain_acquire(XrInstance instance, XrSwapchainState *state);
void xr_swapchain_release(XrInstance instance, XrSwapchainState *state);
#ifdef __cplusplus
}
#endif
#endif
@@ -0,0 +1,474 @@
package de.ladkau.questshock;
import android.app.Activity;
import android.util.TypedValue;
import android.view.Gravity;
import android.view.KeyEvent;
import android.view.View;
import android.view.ViewGroup;
import android.widget.Button;
import android.widget.LinearLayout;
import android.widget.TextView;
import java.util.ArrayList;
import java.util.List;
import org.libsdl.app.SDLActivity;
/**
* The on-screen keyboard quad (see OverlayPanel for the shared off-screen-
* render/touch/cursor plumbing this builds on) - a hand-built, full
* US-layout key grid (there's no system IME to borrow once immersive) plus
* a text field echoing what's been sent. Each key press is forwarded
* straight to the game as real input (see handleKeyPress()/
* handleCharKeyPress()) - non-printable keys as an
* SDLActivity.onNativeKeyDown()/onNativeKeyUp() pair, the same one a
* physical Bluetooth keyboard's presses already drive, and printable keys
* via a synthesized SDL_TEXTINPUT event pushed from native code (see
* commitPrintableChar()/nativeSendPrintableChar() in questshock_native.c) -
* except while a Ctrl/Alt "armed" modifier is active, when they go through
* the same onNativeKeyDown()/onNativeKeyUp() path instead, so the modifier
* carries across (see toggleModifier()). Shift is a purely local layer
* toggle (uppercase/symbols vs lowercase/numbers), never itself sent to the
* game.
*
* This is a fully independent overlay quad from MenuOverlay's small
* launcher - opened via that launcher's "Keyboard" button
* (nativeShowKeyboard()) but otherwise self-contained: once open, the
* controller's menu button (which only ever affects the menu launcher, see
* xr_input.c) doesn't hide it, so it stays up as a standing input panel
* while actually playing rather than a modal you open and close. The only
* way to hide it is its own title bar's Close button (buildTitleBar()),
* which also doubles as a drag handle for repositioning it (handled
* entirely on the native side - see xr_input.c - since it never reaches
* this class's own touch dispatch). contentAlpha() renders the whole panel
* semi-transparent so whatever's behind it stays visible while it's up.
*/
public class KeyboardOverlay extends OverlayPanel {
// Matches xr_session.c's KEYBOARD_WIDTH/KEYBOARD_HEIGHT swapchain size -
// fixed, not tied to any real display metric, since this tree is never
// shown in a real window.
private static final int WIDTH = 1024;
private static final int HEIGHT = 768;
private static final int TYPED_TEXT_HEIGHT = 100;
// Height of the title bar (buildTitleBar()) and width of its Close
// button - xr_input.c's TITLE_BAR_V_FRACTION/CLOSE_BUTTON_U_FRACTION
// must be kept in sync with these (as fractions of WIDTH/HEIGHT above),
// since the drag-handle-vs-Close-button-vs-rest-of-the-keyboard
// decision happens entirely on the native side, before a hit ever
// reaches this class's own touch dispatch.
private static final int TITLE_BAR_HEIGHT = 90;
private static final int CLOSE_BUTTON_WIDTH = 160;
// ~70% opaque - readable but lets whatever's behind the panel (the game
// quad, or empty space) show through while it's left up during play.
private static final int PANEL_ALPHA = 180;
private static KeyboardOverlay instance;
private TextView typedTextView;
private final StringBuilder typedText = new StringBuilder();
// Shift is a local-only layer toggle (never itself sent to the game -
// see updateShiftVisual()); Ctrl/Alt are one-shot "armed" modifiers,
// sent to the game the moment they're pressed and released again as
// soon as the next key consumes them (see toggleModifier()/
// releaseArmedModifiers()) - there's no press-and-hold gesture with a
// laser pointer + trigger click, so armed-then-consumed stands in for
// holding the key down.
private boolean shiftActive = false;
private boolean ctrlArmed = false;
private boolean altArmed = false;
private Button shiftButton;
private Button ctrlButton;
private Button altButton;
// Every CharKey created by addRow(), so updateShiftVisual() can relabel
// all of them at once when Shift toggles. Assigned (not a field
// initializer) at the top of buildContent() - see OverlayPanel's
// constructor note on why a field a subclass's buildContent() depends
// on can't rely on normal field-initializer timing.
private List<CharKey> charKeys;
// A key whose printed character (and, while unmodified, whose game
// input) depends on the Shift layer - covers letters, digits, and
// punctuation uniformly (e.g. 'q'/'Q', '1'/'!', '-'/'_'). androidKeyCode
// is only used for the Ctrl/Alt-combo path (see handleCharKeyPress()) -
// the unmodified path goes through commitPrintableChar() instead, which
// doesn't need an Android keycode at all.
private static final class CharKey {
final char base;
final char shifted;
final int androidKeyCode;
Button button;
CharKey(char base, char shifted, int androidKeyCode) {
this.base = base;
this.shifted = shifted;
this.androidKeyCode = androidKeyCode;
}
}
private static CharKey charKey(char base, char shifted, int androidKeyCode) {
return new CharKey(base, shifted, androidKeyCode);
}
// Space is a CharKey like any other (see addRow()), but a literal
// space character makes for an unreadable, blank-looking button - keep
// showing the word "Space" instead, same as before it became a CharKey.
private static String charKeyLabel(CharKey key, boolean shiftActive) {
if (key.base == ' ') {
return "Space";
}
return String.valueOf(shiftActive ? key.shifted : key.base);
}
private KeyboardOverlay(Activity activity) {
super(activity, WIDTH, HEIGHT);
}
@Override
protected int contentAlpha() {
return PANEL_ALPHA;
}
@Override
protected View buildContent() {
charKeys = new ArrayList<>();
LinearLayout panel = new LinearLayout(activity);
panel.setOrientation(LinearLayout.VERTICAL);
panel.setBackgroundColor(0xFF202020);
panel.addView(buildTitleBar(),
new LinearLayout.LayoutParams(ViewGroup.LayoutParams.MATCH_PARENT, TITLE_BAR_HEIGHT));
typedTextView = new TextView(activity);
typedTextView.setTextColor(0xFFFFFFFF);
typedTextView.setTextSize(TypedValue.COMPLEX_UNIT_SP, 28);
typedTextView.setBackgroundColor(0xFF303030);
typedTextView.setPadding(20, 20, 20, 20);
panel.addView(typedTextView, new LinearLayout.LayoutParams(
ViewGroup.LayoutParams.MATCH_PARENT, TYPED_TEXT_HEIGHT));
// Rows follow real keyboard geometry where it helps (Tab starting
// the QWERTY row, Enter ending the home row, Shift starting the
// bottom-letter row, a compact arrow cluster bottom-right) so the
// layout reads as a familiar keyboard rather than an arbitrary grid.
addRow(panel, "Esc", "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10",
"F11", "F12", "Back");
addRow(panel,
charKey('`', '~', KeyEvent.KEYCODE_GRAVE),
charKey('1', '!', KeyEvent.KEYCODE_1),
charKey('2', '@', KeyEvent.KEYCODE_2),
charKey('3', '#', KeyEvent.KEYCODE_3),
charKey('4', '$', KeyEvent.KEYCODE_4),
charKey('5', '%', KeyEvent.KEYCODE_5),
charKey('6', '^', KeyEvent.KEYCODE_6),
charKey('7', '&', KeyEvent.KEYCODE_7),
charKey('8', '*', KeyEvent.KEYCODE_8),
charKey('9', '(', KeyEvent.KEYCODE_9),
charKey('0', ')', KeyEvent.KEYCODE_0),
charKey('-', '_', KeyEvent.KEYCODE_MINUS),
charKey('=', '+', KeyEvent.KEYCODE_EQUALS));
addRow(panel, "Tab",
charKey('q', 'Q', KeyEvent.KEYCODE_Q), charKey('w', 'W', KeyEvent.KEYCODE_W),
charKey('e', 'E', KeyEvent.KEYCODE_E), charKey('r', 'R', KeyEvent.KEYCODE_R),
charKey('t', 'T', KeyEvent.KEYCODE_T), charKey('y', 'Y', KeyEvent.KEYCODE_Y),
charKey('u', 'U', KeyEvent.KEYCODE_U), charKey('i', 'I', KeyEvent.KEYCODE_I),
charKey('o', 'O', KeyEvent.KEYCODE_O), charKey('p', 'P', KeyEvent.KEYCODE_P),
charKey('[', '{', KeyEvent.KEYCODE_LEFT_BRACKET),
charKey(']', '}', KeyEvent.KEYCODE_RIGHT_BRACKET),
charKey('\\', '|', KeyEvent.KEYCODE_BACKSLASH));
addRow(panel, "Ctrl",
charKey('a', 'A', KeyEvent.KEYCODE_A), charKey('s', 'S', KeyEvent.KEYCODE_S),
charKey('d', 'D', KeyEvent.KEYCODE_D), charKey('f', 'F', KeyEvent.KEYCODE_F),
charKey('g', 'G', KeyEvent.KEYCODE_G), charKey('h', 'H', KeyEvent.KEYCODE_H),
charKey('j', 'J', KeyEvent.KEYCODE_J), charKey('k', 'K', KeyEvent.KEYCODE_K),
charKey('l', 'L', KeyEvent.KEYCODE_L),
charKey(';', ':', KeyEvent.KEYCODE_SEMICOLON),
charKey('\'', '"', KeyEvent.KEYCODE_APOSTROPHE),
"Enter");
addRow(panel, "Shift",
charKey('z', 'Z', KeyEvent.KEYCODE_Z), charKey('x', 'X', KeyEvent.KEYCODE_X),
charKey('c', 'C', KeyEvent.KEYCODE_C), charKey('v', 'V', KeyEvent.KEYCODE_V),
charKey('b', 'B', KeyEvent.KEYCODE_B), charKey('n', 'N', KeyEvent.KEYCODE_N),
charKey('m', 'M', KeyEvent.KEYCODE_M),
charKey(',', '<', KeyEvent.KEYCODE_COMMA),
charKey('.', '>', KeyEvent.KEYCODE_PERIOD),
charKey('/', '?', KeyEvent.KEYCODE_SLASH),
"Up");
addRow(panel, "Alt", charKey(' ', ' ', KeyEvent.KEYCODE_SPACE), "Left", "Down", "Right");
return panel;
}
// The title bar: a decorative "drag here" label (not itself
// interactive - see the class doc, dragging is handled entirely by
// xr_input.c before a hit ever reaches here) plus a real Close button,
// which is dispatched as an ordinary click like any other key. Its
// height and the Close button's width must stay in sync with
// xr_input.c's TITLE_BAR_V_FRACTION/CLOSE_BUTTON_U_FRACTION.
private LinearLayout buildTitleBar() {
LinearLayout bar = new LinearLayout(activity);
bar.setOrientation(LinearLayout.HORIZONTAL);
bar.setBackgroundColor(0xFF3A3A3A);
TextView label = new TextView(activity);
label.setText("Keyboard - drag here to move");
label.setTextColor(0xFFFFFFFF);
label.setTextSize(TypedValue.COMPLEX_UNIT_SP, 22);
label.setGravity(Gravity.CENTER_VERTICAL);
label.setPadding(24, 0, 0, 0);
bar.addView(label, new LinearLayout.LayoutParams(
0, ViewGroup.LayoutParams.MATCH_PARENT, 1f));
Button close = new Button(activity);
close.setText("Close");
close.setOnClickListener(v -> handleKeyPress("Close"));
close.setOnTouchListener(CLICK_ON_TOUCH_UP);
bar.addView(close,
new LinearLayout.LayoutParams(CLOSE_BUTTON_WIDTH, ViewGroup.LayoutParams.MATCH_PARENT));
return bar;
}
// Each row fills the panel's remaining height evenly (weight 1 on the
// row itself). Accepts a mix of String (a fixed-action control key,
// handled by handleKeyPress()) and CharKey (a Shift-sensitive character
// key, handled by handleCharKeyPress()) per item, so a row can match
// real keyboard geometry (e.g. "Tab" followed by a run of CharKeys).
// Within a row, CharKeys and most control keys share width equally
// except Space (wider, like a real keyboard) and Esc/Back/Enter/Tab/
// Shift/Ctrl/Alt (narrower, see keyWeight()).
private void addRow(LinearLayout panel, Object... items) {
LinearLayout row = new LinearLayout(activity);
row.setOrientation(LinearLayout.HORIZONTAL);
for (Object item : items) {
Button key = new Button(activity);
key.setOnTouchListener(CLICK_ON_TOUCH_UP);
float weight;
if (item instanceof CharKey) {
CharKey charKey = (CharKey) item;
charKey.button = key;
key.setText(charKeyLabel(charKey, shiftActive));
key.setOnClickListener(v -> handleCharKeyPress(charKey));
charKeys.add(charKey);
// Space is a CharKey too (base == shifted == ' '), but keeps
// its traditional wide key like the other control keys do.
weight = (charKey.base == ' ') ? 4f : 1f;
} else {
String label = (String) item;
key.setText(label);
key.setOnClickListener(v -> handleKeyPress(label));
weight = keyWeight(label);
if (label.equals("Shift")) {
shiftButton = key;
} else if (label.equals("Ctrl")) {
ctrlButton = key;
} else if (label.equals("Alt")) {
altButton = key;
}
}
row.addView(key, new LinearLayout.LayoutParams(
0, ViewGroup.LayoutParams.MATCH_PARENT, weight));
}
panel.addView(row, new LinearLayout.LayoutParams(
ViewGroup.LayoutParams.MATCH_PARENT, 0, 1f));
}
private static float keyWeight(String label) {
if (label.equals("Back") || label.equals("Esc") || label.equals("Enter")
|| label.equals("Tab") || label.equals("Shift") || label.equals("Ctrl")
|| label.equals("Alt")) {
return 1.5f;
}
return 1f;
}
// Maps a control key's label to the Android keycode forwarded via
// SDLActivity.onNativeKeyDown()/onNativeKeyUp() - the same pair a
// physical Bluetooth keyboard's key events already drive (see
// SDLActivity.handleKeyEvent()). F-keys are contiguous in
// android.view.KeyEvent (KEYCODE_F1..KEYCODE_F12), so "F1".."F12" are
// computed rather than listed individually.
private static int controlKeyCode(String label) {
switch (label) {
case "Back": return KeyEvent.KEYCODE_DEL;
case "Esc": return KeyEvent.KEYCODE_ESCAPE;
case "Enter": return KeyEvent.KEYCODE_ENTER;
case "Tab": return KeyEvent.KEYCODE_TAB;
case "Up": return KeyEvent.KEYCODE_DPAD_UP;
case "Down": return KeyEvent.KEYCODE_DPAD_DOWN;
case "Left": return KeyEvent.KEYCODE_DPAD_LEFT;
case "Right": return KeyEvent.KEYCODE_DPAD_RIGHT;
default:
if (label.charAt(0) == 'F') {
int n = Integer.parseInt(label.substring(1));
return KeyEvent.KEYCODE_F1 + (n - 1);
}
throw new IllegalArgumentException("no keycode for " + label);
}
}
// "Close" (the title bar's button - see buildTitleBar()) hides this
// overlay's quad entirely (see nativeRequestClose()) and never reaches
// the game. Shift/Ctrl/Alt are handled separately below (Shift is a
// local layer toggle; Ctrl/Alt are one-shot armed modifiers) since
// neither sends a plain key event of its own the way every other
// control key here does. Everything else (Back/Esc/Enter/Tab/arrows/
// F1-F12) is non-printable, so it's forwarded as a real Android key
// event via controlKeyCode() above, then releases any armed Ctrl/Alt
// modifier (this key just consumed it). This all matters beyond just
// the visible typedTextView below: the engine's cutscene skip handler
// (cutsloop.c's cutscene_key_handler()) only reacts to Esc/Enter/Space,
// so those need to reach the game as actual game input, not just be
// echoed locally.
private void handleKeyPress(String label) {
if (label.equals("Close")) {
nativeRequestClose();
return;
}
if (label.equals("Shift")) {
shiftActive = !shiftActive;
updateShiftVisual();
return;
}
if (label.equals("Ctrl") || label.equals("Alt")) {
toggleModifier(label);
return;
}
int keyCode = controlKeyCode(label);
SDLActivity.onNativeKeyDown(keyCode);
SDLActivity.onNativeKeyUp(keyCode);
releaseArmedModifiers();
if (label.equals("Back")) {
if (typedText.length() > 0) {
typedText.setLength(typedText.length() - 1);
}
} else {
typedText.append('[').append(label).append(']');
}
typedTextView.setText(typedText.toString());
}
// A CharKey's printed character depends only on the Shift layer
// (updateShiftVisual() keeps its button's label in sync). Which game
// input it produces depends on whether a modifier is armed: unmodified,
// it goes through commitPrintableChar() below like a normal typed
// character; with Ctrl/Alt armed, it instead goes through the same
// onNativeKeyDown()/onNativeKeyUp() path handleKeyPress() uses for
// control keys, since that's the only path that carries
// ev.key.keysym.mod through to the engine (sdl_events.c's pump_events()
// reads Ctrl/Alt only off that path, never off SDL_TEXTINPUT).
private void handleCharKeyPress(CharKey key) {
char c = shiftActive ? key.shifted : key.base;
if (ctrlArmed || altArmed) {
SDLActivity.onNativeKeyDown(key.androidKeyCode);
SDLActivity.onNativeKeyUp(key.androidKeyCode);
releaseArmedModifiers();
} else {
commitPrintableChar(c);
}
typedText.append(c);
typedTextView.setText(typedText.toString());
}
// Ctrl/Alt are "armed" rather than held: pressing one immediately sends
// its keydown (so SDL's own modifier tracking picks it up for whatever
// key comes next - see handleCharKeyPress()/handleKeyPress()) and
// brackets its label for feedback; pressing the same key again before
// it's been used cancels it (sends the matching keyup, un-brackets).
// The normal case - actually being consumed by the next key press - is
// handled by releaseArmedModifiers() below, not here.
private void toggleModifier(String label) {
boolean ctrl = label.equals("Ctrl");
Button button = ctrl ? ctrlButton : altButton;
int keyCode = ctrl ? KeyEvent.KEYCODE_CTRL_LEFT : KeyEvent.KEYCODE_ALT_LEFT;
boolean nowArmed = ctrl ? !ctrlArmed : !altArmed;
if (ctrl) {
ctrlArmed = nowArmed;
} else {
altArmed = nowArmed;
}
if (nowArmed) {
SDLActivity.onNativeKeyDown(keyCode);
} else {
SDLActivity.onNativeKeyUp(keyCode);
}
button.setText(nowArmed ? "[" + label + "]" : label);
}
// Called after any key actually reaches the game (a control key in
// handleKeyPress(), or a CharKey in handleCharKeyPress()) so an armed
// Ctrl/Alt only ever applies to the very next key, then releases -
// matching a real Ctrl/Alt+key combo's keyup once the combo is done.
private void releaseArmedModifiers() {
if (ctrlArmed) {
SDLActivity.onNativeKeyUp(KeyEvent.KEYCODE_CTRL_LEFT);
ctrlArmed = false;
ctrlButton.setText("Ctrl");
}
if (altArmed) {
SDLActivity.onNativeKeyUp(KeyEvent.KEYCODE_ALT_LEFT);
altArmed = false;
altButton.setText("Alt");
}
}
// Shift never itself reaches the game (see class doc) - it only flips
// which character each CharKey shows/sends, including its own label.
// Note this means a Ctrl+Shift+key chord won't carry Shift to the
// engine (Ctrl/Alt are real forwarded modifier keys, Shift here isn't) -
// not worth solving unless it actually comes up.
private void updateShiftVisual() {
shiftButton.setText(shiftActive ? "[Shift]" : "Shift");
for (CharKey key : charKeys) {
key.button.setText(charKeyLabel(key, shiftActive));
}
}
// Synthesizes the SDL_TEXTINPUT event pump_events() (sdl_events.c)
// requires for printable characters (see handleCharKeyPress() above),
// by building and pushing it directly in native code (see
// nativeSendPrintableChar() in questshock_native.c) rather than through
// Android's IME (there's no real IME session behind this off-screen,
// never-attached grid for that plumbing to hook into).
private static void commitPrintableChar(char c) {
nativeSendPrintableChar(c);
}
private static native void nativeSendPrintableChar(char c);
// Hides this overlay's quad (xr_overlay_set_visible(..., false)) - the
// only way to do so, since the controller's menu button doesn't affect
// the keyboard (see this class's doc comment and xr_input.c).
private static native void nativeRequestClose();
// Called from xr_overlay.c's xr_overlay_init_jni(), on the render
// thread, right after it resolves this class via the activity's own
// ClassLoader (plain FindClass() can't see app classes from a thread
// that was attached to the JVM rather than spawned from Java).
public static void nativeInit(Activity activity) {
if (instance == null) {
instance = new KeyboardOverlay(activity);
}
}
public static byte[] nativeTakePixelsIfDirty() {
return instance == null ? null : instance.takePixelsIfDirty();
}
public static void nativeDispatchTouch(final float u, final float v, final boolean down) {
if (instance != null) {
instance.dispatchTouch(u, v, down);
}
}
public static void nativeUpdateCursor(final float u, final float v, final boolean visible) {
if (instance != null) {
instance.dispatchUpdateCursor(u, v, visible);
}
}
}
@@ -1,380 +1,76 @@
package de.ladkau.questshock;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.os.SystemClock;
import android.util.TypedValue;
import android.view.Gravity;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.view.ViewGroup;
import android.widget.Button;
import android.widget.FrameLayout;
import android.widget.LinearLayout;
import android.widget.TextView;
import java.nio.ByteBuffer;
import org.libsdl.app.SDLActivity;
/**
* An off-screen, never-attached-to-a-window View tree for questshock's
* OpenXR menu quad (see android/app/src/main/cpp/xr_menu.c, which owns the
* quad's swapchain and drives this class entirely via JNI - construction,
* touch input, and pixel readback). Rendering to a Bitmap and dispatching
* synthetic MotionEvents into an unattached hierarchy both work the same
* way they would for an attached View - draw(Canvas)/dispatchTouchEvent()
* don't require a ViewRootImpl/window, just a measured+laid-out tree.
*
* Holds two same-size panels inside root, only one of which is visible at a
* time (see showPanel()): mainPanel (just the "Keyboard" button so far) and
* keyboardPanel (a hand-built key grid - there's no system IME to borrow
* once immersive - plus a text field echoing what's been sent). Each key
* press is forwarded straight to the game as real input (see
* handleKeyPress()) - non-printable keys as an SDLActivity.onNativeKeyDown()/
* onNativeKeyUp() pair, the same one a physical Bluetooth keyboard's presses
* already drive, and printable keys via a synthesized SDL_TEXTINPUT event
* pushed from native code (see commitPrintableChar()/
* nativeSendPrintableChar() in questshock_native.c) - this keyboard is
* meant as a general stand-in for whatever keyboard-driven functionality
* isn't (yet, or ever) mapped onto the controllers, not just a text-entry
* widget.
* The small main menu launcher quad (see OverlayPanel for the shared off-
* screen-render/touch/cursor plumbing this builds on) - just a "Keyboard"
* button for now. Toggled by the controller's menu button (see
* xr_input.c); its "Keyboard" click only opens the (fully independent)
* keyboard overlay quad via nativeShowKeyboard() - it never touches this
* panel's own visibility, so both can be shown together (see
* KeyboardOverlay for the keyboard itself).
*/
public class MenuOverlay {
// Matches xr_menu.c's MENU_WIDTH/MENU_HEIGHT swapchain size - fixed,
public class MenuOverlay extends OverlayPanel {
// Matches xr_session.c's MENU_WIDTH/MENU_HEIGHT swapchain size - fixed,
// not tied to any real display metric, since this tree is never shown
// in a real window.
static final int WIDTH = 1024;
static final int HEIGHT = 768;
private static final float CURSOR_RADIUS = 10f;
private static final int TYPED_TEXT_HEIGHT = 100;
// Button's own click handling (View.onTouchEvent()'s ACTION_UP case)
// calls View.post(mPerformClick) rather than invoking performClick()
// directly; post() queues the runnable to run once the view is attached
// to a window and returns true immediately even when unattached, so on
// this permanently-unattached tree that queued click silently never
// fires - dispatchTouchEvent() still delivers the down/up events
// correctly, only the click callback is swallowed. Registering this as
// each button's OnTouchListener bypasses that path entirely: returning
// true here skips View's internal onTouchEvent() (see
// ViewGroup/View#dispatchTouchEvent), so performClick() (which still
// runs any OnClickListener set via setOnClickListener()) is called
// directly instead.
private static final View.OnTouchListener CLICK_ON_TOUCH_UP = (v, event) -> {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
v.setPressed(true);
break;
case MotionEvent.ACTION_UP:
v.setPressed(false);
v.performClick();
break;
case MotionEvent.ACTION_CANCEL:
v.setPressed(false);
break;
}
return true;
};
private static final int WIDTH = 512;
private static final int HEIGHT = 256;
private static MenuOverlay instance;
private final Activity activity;
private final FrameLayout root;
private final FrameLayout mainPanel;
private final LinearLayout keyboardPanel;
private final TextView typedTextView;
private final StringBuilder typedText = new StringBuilder();
// contentBitmap holds just the panel's own rendered content (no cursor),
// redrawn only when that content actually changes (showPanel()/
// handleTouch()/handleKeyPress()) via root.draw() - a full off-screen
// View-tree traversal that gets noticeably more expensive on the
// busier keyboardPanel. bitmap is what's actually published to native
// (see nativeTakePixelsIfDirty()): compositeAndPublish() cheaply blits
// contentBitmap plus the cursor circle into it. Splitting these two
// apart matters because nativeUpdateCursor() below fires every single
// frame (~90Hz) while aiming at the menu - if it called the expensive
// root.draw() path every time (as an earlier version did), the
// keyboardPanel's larger view tree made each redraw slow enough that
// runOnUiThread() posts piled up faster than the UI thread could drain
// them, so the cursor visibly lagged minutes behind the controller's
// actual aim instead of tracking it.
private final Bitmap contentBitmap;
private final Canvas contentCanvas;
private final Bitmap bitmap;
private final Canvas canvas;
private final Paint cursorPaint;
private final Object pixelLock = new Object();
private byte[] pendingPixels;
// Only ever touched on the UI thread (both nativeUpdateCursor() and
// compositeAndPublish() run/are posted there) - no lock needed, unlike
// pendingPixels above.
private boolean cursorVisible = false;
private float cursorX = 0f;
private float cursorY = 0f;
private MenuOverlay(Activity activity) {
this.activity = activity;
root = new FrameLayout(activity);
root.setBackgroundColor(0xFF202020);
mainPanel = buildMainPanel();
keyboardPanel = buildKeyboardPanel();
// buildKeyboardPanel() adds the text field as keyboardPanel's first
// child, before any key rows.
typedTextView = (TextView) keyboardPanel.getChildAt(0);
root.addView(mainPanel, new FrameLayout.LayoutParams(WIDTH, HEIGHT));
root.addView(keyboardPanel, new FrameLayout.LayoutParams(WIDTH, HEIGHT));
contentBitmap = Bitmap.createBitmap(WIDTH, HEIGHT, Bitmap.Config.ARGB_8888);
contentCanvas = new Canvas(contentBitmap);
bitmap = Bitmap.createBitmap(WIDTH, HEIGHT, Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
cursorPaint = new Paint();
cursorPaint.setColor(0xFFFFFFFF);
cursorPaint.setAntiAlias(true);
showPanel(mainPanel);
redrawContent();
super(activity, WIDTH, HEIGHT);
}
private FrameLayout buildMainPanel() {
@Override
protected View buildContent() {
FrameLayout panel = new FrameLayout(activity);
panel.setBackgroundColor(0xFF202020);
Button keyboardButton = new Button(activity);
keyboardButton.setText("Keyboard");
keyboardButton.setOnClickListener(v -> showPanel(keyboardPanel));
keyboardButton.setOnClickListener(v -> nativeShowKeyboard());
keyboardButton.setOnTouchListener(CLICK_ON_TOUCH_UP);
FrameLayout.LayoutParams lp = new FrameLayout.LayoutParams(420, 140);
FrameLayout.LayoutParams lp = new FrameLayout.LayoutParams(300, 100);
lp.gravity = Gravity.CENTER;
panel.addView(keyboardButton, lp);
return panel;
}
private LinearLayout buildKeyboardPanel() {
LinearLayout panel = new LinearLayout(activity);
panel.setOrientation(LinearLayout.VERTICAL);
// Opens the keyboard overlay quad (questshock_native.c ->
// xr_overlay_set_visible(xr_session_get_keyboard_overlay(), true)) -
// see KeyboardOverlay for the panel itself and its own Close button,
// the only way to hide it again.
private static native void nativeShowKeyboard();
TextView textView = new TextView(activity);
textView.setTextColor(0xFFFFFFFF);
textView.setTextSize(TypedValue.COMPLEX_UNIT_SP, 28);
textView.setBackgroundColor(0xFF303030);
textView.setPadding(20, 20, 20, 20);
panel.addView(textView, new LinearLayout.LayoutParams(
ViewGroup.LayoutParams.MATCH_PARENT, TYPED_TEXT_HEIGHT));
addKeyRow(panel, "Q", "W", "E", "R", "T", "Y", "U", "I", "O", "P");
addKeyRow(panel, "A", "S", "D", "F", "G", "H", "J", "K", "L");
addKeyRow(panel, "Z", "X", "C", "V", "B", "N", "M");
addKeyRow(panel, "Esc", "Space", "Back", "Enter", "Done");
return panel;
}
// Each row fills the panel's remaining height evenly (weight 1 on the
// row itself); within a row, most keys share width equally except
// "Space" (wider, like a real keyboard) and "Esc"/"Back"/"Enter"/"Done"
// (narrower).
private void addKeyRow(LinearLayout panel, String... labels) {
LinearLayout row = new LinearLayout(activity);
row.setOrientation(LinearLayout.HORIZONTAL);
for (String label : labels) {
Button key = new Button(activity);
key.setText(label);
key.setOnClickListener(v -> handleKeyPress(label));
key.setOnTouchListener(CLICK_ON_TOUCH_UP);
row.addView(key, new LinearLayout.LayoutParams(
0, ViewGroup.LayoutParams.MATCH_PARENT, keyWeight(label)));
}
panel.addView(row, new LinearLayout.LayoutParams(
ViewGroup.LayoutParams.MATCH_PARENT, 0, 1f));
}
private static float keyWeight(String label) {
if (label.equals("Space")) {
return 4f;
}
if (label.equals("Back") || label.equals("Done") || label.equals("Esc")
|| label.equals("Enter")) {
return 1.5f;
}
return 1f;
}
// "Done" is this overlay's own UI navigation (closes the key grid, no
// game-visible effect). Esc/Back/Enter are non-printable, so they're
// forwarded as real Android key events via SDLActivity.onNativeKeyDown()/
// onNativeKeyUp() - the same pair a physical Bluetooth keyboard's key
// events already drive (see SDLActivity.handleKeyEvent()). Every other
// key (letters, Space) instead goes through commitPrintableChar() below:
// the engine's own pump_events() (sdl_events.c) deliberately ignores
// SDL_KEYDOWN for printable ASCII and only reacts to SDL_TEXTINPUT for
// those, to avoid double-counting a typed character against a system
// IME - so that event has to be synthesized directly (see
// commitPrintableChar()). This all matters beyond just the visible
// typedTextView below: the engine's cutscene skip handler (cutsloop.c's
// cutscene_key_handler()) only reacts to Esc/Enter/Space, so those need
// to reach the game as actual game input, not just be echoed locally.
private void handleKeyPress(String label) {
if (label.equals("Done")) {
showPanel(mainPanel);
return;
}
if (label.equals("Back")) {
SDLActivity.onNativeKeyDown(KeyEvent.KEYCODE_DEL);
SDLActivity.onNativeKeyUp(KeyEvent.KEYCODE_DEL);
if (typedText.length() > 0) {
typedText.setLength(typedText.length() - 1);
}
} else if (label.equals("Esc") || label.equals("Enter")) {
int keyCode = label.equals("Esc") ? KeyEvent.KEYCODE_ESCAPE : KeyEvent.KEYCODE_ENTER;
SDLActivity.onNativeKeyDown(keyCode);
SDLActivity.onNativeKeyUp(keyCode);
typedText.append('[').append(label).append(']');
} else if (label.equals("Space")) {
commitPrintableChar(' ');
typedText.append(' ');
} else {
commitPrintableChar(Character.toLowerCase(label.charAt(0)));
typedText.append(label);
}
typedTextView.setText(typedText.toString());
}
// Synthesizes the SDL_TEXTINPUT event pump_events() (sdl_events.c)
// requires for printable characters (see handleKeyPress() above), by
// building and pushing it directly in native code (see
// nativeSendPrintableChar() in questshock_native.c) rather than through
// Android's IME (there's no real IME session behind this off-screen,
// never-attached grid for that plumbing to hook into).
private static void commitPrintableChar(char c) {
nativeSendPrintableChar(c);
}
private static native void nativeSendPrintableChar(char c);
// Only one of mainPanel/keyboardPanel is ever visible at a time. Both
// were already measured/laid out once in the constructor's initial
// showPanel() call - re-running measure()/layout() here (rather than
// just flipping visibility) is required every time regardless, since
// FrameLayout skips GONE children during measure/layout, so a panel
// switching from GONE to VISIBLE needs a fresh pass to get valid bounds
// before its content can be drawn or hit-tested.
private void showPanel(View panel) {
mainPanel.setVisibility(panel == mainPanel ? View.VISIBLE : View.GONE);
keyboardPanel.setVisibility(panel == keyboardPanel ? View.VISIBLE : View.GONE);
int widthSpec = View.MeasureSpec.makeMeasureSpec(WIDTH, View.MeasureSpec.EXACTLY);
int heightSpec = View.MeasureSpec.makeMeasureSpec(HEIGHT, View.MeasureSpec.EXACTLY);
root.measure(widthSpec, heightSpec);
root.layout(0, 0, WIDTH, HEIGHT);
}
// Called from xr_menu.c's xr_menu_init(), on the render thread, right
// after it resolves this class via the activity's own ClassLoader
// (plain FindClass() can't see app classes from a thread that was
// attached to the JVM rather than spawned from Java - see that file's
// xr_menu_find_class()).
// Called from xr_overlay.c's xr_overlay_init_jni(), on the render
// thread, right after it resolves this class via the activity's own
// ClassLoader (plain FindClass() can't see app classes from a thread
// that was attached to the JVM rather than spawned from Java).
public static void nativeInit(Activity activity) {
if (instance == null) {
instance = new MenuOverlay(activity);
}
}
// Polled once per frame while the menu quad is visible (see
// xr_menu_render_if_visible()) - returns the current pixels only once
// per redraw (null otherwise), so the native side knows when it can
// skip re-uploading a texture that hasn't actually changed.
public static byte[] nativeTakePixelsIfDirty() {
if (instance == null) {
return null;
}
synchronized (instance.pixelLock) {
byte[] pixels = instance.pendingPixels;
instance.pendingPixels = null;
return pixels;
}
return instance == null ? null : instance.takePixelsIfDirty();
}
// u/v are the menu quad's own hit-test coordinates (0..1, top-left
// origin) - computed by xr_input.c's ray/quad intersection against
// xr_menu.c's reported quad geometry, forwarded here as a synthetic
// tap. Runs on the UI thread since the View/Bitmap/Canvas objects here
// are otherwise only ever touched from there.
public static void nativeDispatchTouch(final float u, final float v, final boolean down) {
if (instance == null) {
return;
if (instance != null) {
instance.dispatchTouch(u, v, down);
}
instance.activity.runOnUiThread(() -> instance.handleTouch(u, v, down));
}
// u/v are the same menu-quad hit-test coordinates nativeDispatchTouch()
// uses, but polled once per frame regardless of click state (see
// xr_menu_update_cursor()) rather than only on click edges - lets the
// cursor track the aim ray continuously instead of only jumping when a
// trigger is pressed. visible=false (no hand's ray currently on the
// quad) hides it.
public static void nativeUpdateCursor(final float u, final float v, final boolean visible) {
if (instance == null) {
return;
}
instance.activity.runOnUiThread(() -> instance.updateCursor(u, v, visible));
}
private void updateCursor(float u, float v, boolean visible) {
float x = u * WIDTH;
float y = v * HEIGHT;
if (visible == cursorVisible && x == cursorX && y == cursorY) {
return;
}
cursorVisible = visible;
cursorX = x;
cursorY = y;
compositeAndPublish();
}
private void handleTouch(float u, float v, boolean down) {
float x = u * WIDTH;
float y = v * HEIGHT;
long time = SystemClock.uptimeMillis();
MotionEvent event = MotionEvent.obtain(
time, time, down ? MotionEvent.ACTION_DOWN : MotionEvent.ACTION_UP, x, y, 0);
try {
root.dispatchTouchEvent(event);
} finally {
event.recycle();
}
redrawContent();
}
// Re-runs the full off-screen View-tree draw (expensive - see the
// contentBitmap field comment above) - call only when the panel's
// actual content changed, not for the cursor-only updates
// compositeAndPublish() below handles on its own.
private void redrawContent() {
contentCanvas.drawColor(0xFF202020);
root.draw(contentCanvas);
compositeAndPublish();
}
// Cheap per-frame path: blits the last-rendered contentBitmap (no View
// traversal) plus the cursor circle into bitmap and publishes it.
private void compositeAndPublish() {
canvas.drawBitmap(contentBitmap, 0, 0, null);
if (cursorVisible) {
canvas.drawCircle(cursorX, cursorY, CURSOR_RADIUS, cursorPaint);
}
byte[] pixels = new byte[WIDTH * HEIGHT * 4];
// ARGB_8888's actual in-memory byte order is R,G,B,A - matches
// GL_RGBA/GL_UNSIGNED_BYTE on the native side with no swizzling.
bitmap.copyPixelsToBuffer(ByteBuffer.wrap(pixels));
synchronized (pixelLock) {
pendingPixels = pixels;
if (instance != null) {
instance.dispatchUpdateCursor(u, v, visible);
}
}
}
@@ -0,0 +1,237 @@
package de.ladkau.questshock;
import android.app.Activity;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.os.SystemClock;
import android.view.MotionEvent;
import android.view.View;
import java.nio.ByteBuffer;
/**
* Shared machinery for an off-screen, never-attached-to-a-window View tree
* rendered into its own OpenXR quad (see android/app/src/main/cpp/
* xr_overlay.c, which owns the quad's swapchain and drives whichever
* concrete subclass via JNI - construction, touch input, and pixel
* readback). Rendering to a Bitmap and dispatching synthetic MotionEvents
* into an unattached hierarchy both work the same way they would for an
* attached View - draw(Canvas)/dispatchTouchEvent() don't require a
* ViewRootImpl/window, just a measured+laid-out tree.
*
* Subclasses (MenuOverlay, KeyboardOverlay) provide their own content via
* buildContent() and, if they want translucency, contentAlpha() - and, since
* Java has no static virtual dispatch and each overlay needs its own
* singleton, each subclass still declares its own thin nativeInit()/
* nativeTakePixelsIfDirty()/nativeDispatchTouch()/nativeUpdateCursor()
* static methods (matching what xr_overlay.c's JNI glue resolves by class
* name) that just delegate into the instance methods here
* (takePixelsIfDirty()/dispatchTouch()/dispatchUpdateCursor()).
*/
abstract class OverlayPanel {
private static final float CURSOR_RADIUS = 10f;
// Button's own click handling (View.onTouchEvent()'s ACTION_UP case)
// calls View.post(mPerformClick) rather than invoking performClick()
// directly; post() queues the runnable to run once the view is attached
// to a window and returns true immediately even when unattached, so on
// this permanently-unattached tree that queued click silently never
// fires - dispatchTouchEvent() still delivers the down/up events
// correctly, only the click callback is swallowed. Registering this as
// each button's OnTouchListener bypasses that path entirely: returning
// true here skips View's internal onTouchEvent() (see
// ViewGroup/View#dispatchTouchEvent), so performClick() (which still
// runs any OnClickListener set via setOnClickListener()) is called
// directly instead.
protected static final View.OnTouchListener CLICK_ON_TOUCH_UP = (v, event) -> {
switch (event.getAction()) {
case MotionEvent.ACTION_DOWN:
v.setPressed(true);
break;
case MotionEvent.ACTION_UP:
v.setPressed(false);
v.performClick();
break;
case MotionEvent.ACTION_CANCEL:
v.setPressed(false);
break;
}
return true;
};
protected final Activity activity;
private final int width;
private final int height;
private final View root;
// contentBitmap holds just the panel's own rendered content (no cursor),
// redrawn only when that content actually changes (redrawContent(), via
// handleTouch() or a subclass's own key handling) via root.draw() - a
// full off-screen View-tree traversal that gets noticeably more
// expensive on a busier content tree. bitmap is what's actually
// published to native (see takePixelsIfDirty()): compositeAndPublish()
// cheaply blits contentBitmap plus the cursor circle into it. Splitting
// these two apart matters because updateCursor() below fires every
// single frame (~90Hz) while aiming at the panel - if it called the
// expensive root.draw() path every time (as an earlier version did), a
// busy content tree made each redraw slow enough that runOnUiThread()
// posts piled up faster than the UI thread could drain them, so the
// cursor visibly lagged behind the controller's actual aim instead of
// tracking it.
private final Bitmap contentBitmap;
private final Canvas contentCanvas;
private final Bitmap bitmap;
private final Canvas canvas;
private final Paint cursorPaint;
// Draws contentBitmap at contentAlpha() - see compositeAndPublish().
private final Paint contentAlphaPaint;
private final Object pixelLock = new Object();
private byte[] pendingPixels;
// Only ever touched on the UI thread (both dispatchUpdateCursor() and
// compositeAndPublish() run/are posted there) - no lock needed, unlike
// pendingPixels above.
private boolean cursorVisible = false;
private float cursorX = 0f;
private float cursorY = 0f;
protected OverlayPanel(Activity activity, int width, int height) {
this.activity = activity;
this.width = width;
this.height = height;
root = buildContent();
int widthSpec = View.MeasureSpec.makeMeasureSpec(width, View.MeasureSpec.EXACTLY);
int heightSpec = View.MeasureSpec.makeMeasureSpec(height, View.MeasureSpec.EXACTLY);
root.measure(widthSpec, heightSpec);
root.layout(0, 0, width, height);
contentBitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
contentCanvas = new Canvas(contentBitmap);
bitmap = Bitmap.createBitmap(width, height, Bitmap.Config.ARGB_8888);
canvas = new Canvas(bitmap);
cursorPaint = new Paint();
cursorPaint.setColor(0xFFFFFFFF);
cursorPaint.setAntiAlias(true);
// contentAlpha() must not depend on any subclass instance state -
// it's called here, from the superclass constructor, before the
// subclass's own field initializers/constructor body have run (the
// usual Java construction order: this class's fields/constructor
// first, then the subclass's). A static constant is the only thing
// that's safe to return.
contentAlphaPaint = new Paint();
contentAlphaPaint.setAlpha(contentAlpha());
redrawContent();
}
// Builds this overlay's content View tree - called once, from this
// class's own constructor (see the note on contentAlpha() above: don't
// rely on subclass instance fields being initialized yet here; if a
// subclass needs its own mutable state available while building its
// content, e.g. a list of buttons to later relabel, initialize that
// field's value at the top of this method instead of via a field
// initializer).
protected abstract View buildContent();
// 0-255; defaults to fully opaque. Override for translucency (see the
// constructor's note on what's safe to depend on here).
protected int contentAlpha() {
return 255;
}
// Polled once per frame while this overlay's quad is visible (see
// xr_overlay_render_and_build_layer()) - returns the current pixels
// only once per redraw (null otherwise), so the native side knows when
// it can skip re-uploading a texture that hasn't actually changed.
protected final byte[] takePixelsIfDirty() {
synchronized (pixelLock) {
byte[] pixels = pendingPixels;
pendingPixels = null;
return pixels;
}
}
// u/v are this quad's own hit-test coordinates (0..1, top-left origin)
// - computed by xr_input.c's ray/quad intersection against xr_overlay.c's
// reported quad geometry, forwarded here as a synthetic tap. Runs on the
// UI thread since the View/Bitmap/Canvas objects here are otherwise only
// ever touched from there.
protected final void dispatchTouch(final float u, final float v, final boolean down) {
activity.runOnUiThread(() -> handleTouch(u, v, down));
}
// u/v are the same hit-test coordinates dispatchTouch() uses, but
// polled once per frame regardless of click state rather than only on
// click edges - lets the cursor track the aim ray continuously instead
// of only jumping when a trigger is pressed. visible=false (no hand's
// ray currently on the quad) hides it.
protected final void dispatchUpdateCursor(final float u, final float v,
final boolean visible) {
activity.runOnUiThread(() -> updateCursor(u, v, visible));
}
private void updateCursor(float u, float v, boolean visible) {
float x = u * width;
float y = v * height;
if (visible == cursorVisible && x == cursorX && y == cursorY) {
return;
}
cursorVisible = visible;
cursorX = x;
cursorY = y;
compositeAndPublish();
}
private void handleTouch(float u, float v, boolean down) {
float x = u * width;
float y = v * height;
long time = SystemClock.uptimeMillis();
MotionEvent event = MotionEvent.obtain(
time, time, down ? MotionEvent.ACTION_DOWN : MotionEvent.ACTION_UP, x, y, 0);
try {
root.dispatchTouchEvent(event);
} finally {
event.recycle();
}
redrawContent();
}
// Re-runs the full off-screen View-tree draw (expensive - see the
// contentBitmap field comment above) - call only when the panel's
// actual content changed, not for the cursor-only updates
// compositeAndPublish() below handles on its own.
protected final void redrawContent() {
contentCanvas.drawColor(0xFF202020);
root.draw(contentCanvas);
compositeAndPublish();
}
// Cheap per-frame path: blits the last-rendered contentBitmap (no View
// traversal) plus the cursor circle into bitmap and publishes it.
// contentBitmap itself is fully opaque (redrawContent() draws an opaque
// background first); contentAlpha() translucency is applied right here
// instead, via contentAlphaPaint - which needs bitmap cleared to fully
// transparent first, since otherwise each frame's alpha-blended draw
// would blend against whatever was left over in bitmap from the
// previous frame rather than against nothing, compounding into a
// ghosting trail across frames.
private void compositeAndPublish() {
bitmap.eraseColor(0);
canvas.drawBitmap(contentBitmap, 0, 0, contentAlphaPaint);
if (cursorVisible) {
canvas.drawCircle(cursorX, cursorY, CURSOR_RADIUS, cursorPaint);
}
byte[] pixels = new byte[width * height * 4];
// ARGB_8888's actual in-memory byte order is R,G,B,A - matches
// GL_RGBA/GL_UNSIGNED_BYTE on the native side with no swizzling.
bitmap.copyPixelsToBuffer(ByteBuffer.wrap(pixels));
synchronized (pixelLock) {
pendingPixels = pixels;
}
}
}