Add remappable controller controls with a Controller Options tab
build / build (push) Successful in 2m14s
build / build (push) Successful in 2m14s
Add a player_controls config group that maps game actions to controller inputs, and a Controller Options menu tab to rebind them in-headset. - 45 actions: movement, click/double-click, jump, fire, and the engine's own keyboard hotkeys (posture, save/load, weapon/MFD select, etc.), sent to the engine as synthetic key events. Cheat and dead hotkeys are not exposed. - Press-to-capture rebinding with per-input exclusivity, Reset to Defaults (built-in defaults, then questshock.config.default.json), and new defaults: left stick moves/strafes, right stick turns. - Controller profiles for Touch, Vive and generic OpenXR (res/controller_profiles/), matched to the active interaction profile at runtime, with a fatal dialog if a profile's bindings are rejected at startup. - The menu's thumbstick locomotion is disabled while the Controller Options tab is open or a capture is active. A scrollable list with a tap-to-jump scroll bar handles the long action list. - Opening the menu pauses a running game and resumes it on close. - Reset Position now keeps the player's facing instead of turning the screen to the current gaze. - Play the intro video in the game's language (engine patch 23), falling back to English. - Watchdog and shared-key handling for stuck movement keys, plus key-edge logging.
This commit is contained in:
@@ -66,6 +66,21 @@ startup, in addition to (and independent of) the engine's own `prefs.txt`.
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"x": 0.0,
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"z": 0.0,
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"yaw_degrees": 0.0
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},
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"player_controls": {
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"move_forward": "left_thumbstick_up",
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"move_back": "left_thumbstick_down",
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"strafe_left": "left_thumbstick_left",
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"strafe_right": "left_thumbstick_right",
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"turn_left": "right_thumbstick_left",
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"turn_right": "right_thumbstick_right",
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"jump": "left_thumbstick_click",
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"mouse_click": "right_a",
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"mouse_double_click": "right_b",
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"stand": "right_thumbstick_up",
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"prone": "right_thumbstick_down",
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"toggle_freelook": "right_thumbstick_click",
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"fire_weapon": "right_trigger"
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}
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}
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```
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@@ -177,13 +192,14 @@ to an automatic recenter instead (see **Reset Position** below), using
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your real head pose at that moment. A complete saved position is applied
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as-is, with no such recenter.
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**Reset Position** (Main Menu tab) is a separate, live-only action, not a
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config value: it recenters using your *current* real head pose, so the
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game quad ends up directly ahead of wherever you're actually standing/
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facing right now - not a plain "go back to `(0, 0, 0)`" (which would only
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undo thumbstick movement, not any physical drift/rotation since the
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session started). It's unrelated to `questshock.config.json` - it never
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reads or writes this file.
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**Reset Position** (Main Menu tab) is a live-only action, not a config
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value: it moves you to the centre in front of the game quad, based on where
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your head actually is right now. It resets only your *position*, not which
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way you're facing, so the screen does not rotate to follow your gaze - press
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it while looking off to one side and the screen stays off to the other side.
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The automatic recenter at startup (when there's no saved position) does
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face the screen towards where you're looking. Reset Position never reads or
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writes `questshock.config.json`.
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### `x`, `z`
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@@ -198,3 +214,196 @@ Which way the player is virtually facing, in degrees.
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- **Type**: number
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- **Restart required?**: No (live-appliable)
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## Player Controls (`player_controls`)
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Maps each of 45 in-game actions to a physical controller input: 9
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movement/click actions plus 36 for the engine's own keyboard hotkeys and
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firing (posture, save/load, weapon select, MFD panels, etc. - see the hotkey
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table below). Some actions are bound by default (see the default-input
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columns); the rest are unbound and can be bound on demand. Assign them in the
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**Controller Options** menu tab: tap an action's binding button, then press
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the button or stick direction to use ("Press a button…"); tap it again, or
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wait 8 seconds, to cancel without changing it.
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- **Type**: one enum-string field per action (below)
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- **Restart required?**: No (live-appliable) - a rebind takes effect
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immediately, and persists across restarts once saved (**Save
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Configuration**, same as every other group here).
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- **Not included here**: opening/closing the VR menu itself is a fixed,
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non-remappable button (see "Menu button" below) - there's no
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`menu_toggle` field, and the Controller Options tab never lets you
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reassign it. This guarantees you can always reach this tab and press
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**Reset to Defaults** to recover from any bad rebind, no matter what else
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you've reassigned.
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- **Reset to Defaults**: restores the "Default input" column below for
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every action not overridden by a `player_controls` group in
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`questshock.config.default.json` - if that file defines one (it doesn't,
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out of the box), the values it specifies are applied on top of the table
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below instead, so you can customize what "reset" means without a rebuild.
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This is independent of your own `questshock.config.json` - resetting
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doesn't read or write that file, just the live bindings (**Save
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Configuration** afterward to persist them).
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### Actions
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| Action key | Default input | Effect |
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|---|---|---|
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| `move_forward` | `left_thumbstick_up` | Walk forward |
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| `move_back` | `left_thumbstick_down` | Walk backward |
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| `strafe_left` | `left_thumbstick_left` | Step sideways, left |
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| `strafe_right` | `left_thumbstick_right` | Step sideways, right |
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| `turn_left` | `right_thumbstick_left` | Turn left |
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| `turn_right` | `right_thumbstick_right` | Turn right |
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| `jump` | `left_thumbstick_click` | Jump |
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| `mouse_click` | `right_a` | Click - operates the keyboard/game quad's cursor, whichever the pointing hand's ray is over |
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| `mouse_double_click` | `right_b` | Double-click - game quad only (e.g. using an inventory item); has no effect over the menu or keyboard |
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Movement actions bound to a thumbstick direction are suppressed while the
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VR menu is open, since the same physical stick already snap-turns/smooth-
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moves the player in that state (see `player_position` above) - this is the
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one case where a binding's effect depends on whether the menu is open, and
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it only ever affects the 8 thumbstick-direction inputs below.
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`mouse_click` additionally behaves differently depending on the menu:
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while the VR menu is open, its "click" is always whichever hand's trigger
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is used to interact with the menu (so you can never lock yourself out of
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this settings screen by rebinding `mouse_click` elsewhere); once the menu
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is closed, both the on-screen keyboard (if it's still open) and the game
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quad use your actual `mouse_click` binding. The default (`right_a`) is a
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specific button on the right controller, so only the right hand's ray clicks;
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bind the `trigger` identifier (see below) for either hand to click.
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### Hotkey actions
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The engine's own keyboard hotkeys (`HotKeyLookup[]` in `Prefs.c`) plus
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firing, as 36 bindable actions. `stand` (`right_thumbstick_up`), `prone`
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(`right_thumbstick_down`), `toggle_freelook` (`right_thumbstick_click`) and
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`fire_weapon` (`right_trigger`) are bound by default; the rest are unbound
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(`none`). Each fires once per press, like pressing the key on a real
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keyboard (there is no hold behavior).
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| Action key | Keyboard equivalent | Effect |
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|---|---|---|
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| `stand` | `t` | Stand up |
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| `crouch` | `g` | Crouch |
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| `prone` | `b` | Go prone |
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| `toggle_freelook` | `f` | Toggle mouse-look |
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| `pause` | `p` | Pause the game |
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| `full_view` | Ctrl+F | Switch to the fullscreen view loop |
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| `normal_view` | Ctrl+D | Switch to the normal gameplay view |
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| `map_view` | Ctrl+A | Switch to the automap view |
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| `save_game` | Ctrl+S | Save the game |
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| `load_game` | Ctrl+L | Load the game |
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| `select_grenade` | Ctrl+' | Select the next grenade type |
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| `arm_grenade` | Alt+' | Arm the selected grenade |
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| `select_drug` | Ctrl+; | Select the next drug/patch |
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| `use_drug` | Alt+; | Use the selected drug/patch |
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| `toggle_online_help` | Ctrl+H | Toggle the online help overlay |
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| `show_help` | Alt+O | Show the help screen |
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| `toggle_music` | Ctrl+M | Toggle music |
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| `quit` | Ctrl+Q | Quit the game - opt-in only; nothing binds this by default |
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| `cycle_weapon_next` | Tab | Ready the next weapon |
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| `cycle_weapon_prev` | Shift+Tab | Ready the previous weapon |
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| `cycle_detail` | Ctrl+1 | Cycle the graphics detail level |
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| `reload_weapon_primary` | Ctrl+Backspace | Reload the current weapon's primary ammo |
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| `reload_weapon_secondary` | Alt+Backspace | Reload the current weapon's secondary ammo |
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| `hud_color` | Alt+H | Cycle the HUD color scheme |
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| `clear_fullscreen` | Backspace | Close a fullscreen view (e.g. a datapad or email) |
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| `mfd_left_1`-`mfd_left_5` | F1-F5 | Set the left MFD panel to Weapon/Item/Map/Target/Info |
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| `mfd_right_1`-`mfd_right_5` | F6-F10 | Set the right MFD panel to Weapon/Item/Map/Target/Info |
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| `fire_weapon` | Enter | Fire the readied weapon at the cursor (the engine's default fire key). Clicking in the 3D view with `mouse_click` also fires; this is a separate button for it |
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**Not exposed** (other `HotKeyLookup[]` entries):
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- `keypad 0`-`keypad 9`: a controller button per digit is not useful; use the
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on-screen keyboard.
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- The 4 `cheat_*` entries: debug cheats.
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- `mac_help` (disabled) and `audiolog_cancel` (its build flag is not
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defined): they are not real hotkeys in this build.
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- `toggle_opengl` (Ctrl+G): the Video Options tab's Renderer buttons already
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toggle the same setting.
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- The 10 numeric hardware-item hotkeys (bio scan, fullscreen, 360 view,
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lantern, shield, infrared, nav unit, data reader, booster, jumpjets): their
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registered keys never match a real keypress in the engine.
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### Raw input identifiers
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Every raw physical input available to bind an action to, with its generic
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OpenXR interaction-profile component name and its Meta Quest Touch control
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name. Two symmetric identifiers (`trigger`, `squeeze`) are also accepted, but
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only for `mouse_click`/`mouse_double_click`: they mean "either hand's own
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trigger/grip, whichever hand is pointing". Every other identifier below
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refers to one specific control.
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| Identifier | OpenXR component (Touch) | Meta Quest control |
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|---|---|---|
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| `left_trigger` | `/user/hand/left/input/trigger/value` | Left Trigger |
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| `right_trigger` | `/user/hand/right/input/trigger/value` | Right Trigger |
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| `left_squeeze` | `/user/hand/left/input/squeeze/value` | Left Grip |
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| `right_squeeze` | `/user/hand/right/input/squeeze/value` | Right Grip |
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| `left_x` | `/user/hand/left/input/x/click` | X Button |
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| `left_y` | `/user/hand/left/input/y/click` | Y Button |
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| `right_a` | `/user/hand/right/input/a/click` | A Button |
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| `right_b` | `/user/hand/right/input/b/click` | B Button |
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| `left_thumbstick_click` | `/user/hand/left/input/thumbstick/click` | Left Thumbstick Click |
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| `right_thumbstick_click` | `/user/hand/right/input/thumbstick/click` | Right Thumbstick Click |
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| `left_thumbstick_up/down/left/right` | `/user/hand/left/input/thumbstick` (digitized) | Left Thumbstick, tilted |
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| `right_thumbstick_up/down/left/right` | `/user/hand/right/input/thumbstick` (digitized) | Right Thumbstick, tilted |
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| `trigger` | either hand's trigger | Either Trigger (`mouse_click`/`mouse_double_click` only) |
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| `squeeze` | either hand's grip | Either Grip (`mouse_click`/`mouse_double_click` only) |
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| `none` | - | Unbound - the action never fires |
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**Menu button** (left controller, Touch/Vive/generic alike) is not in this
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list - it always opens/closes the VR menu and can never be reassigned.
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**Other supported controllers**: HTC Vive wands have no A/B/X/Y and no
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analog grip - `left_x`/`left_y`/`right_a`/`right_b` simply never fire on
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that profile, and `left/right_squeeze` are a plain click rather than
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analog. Their trackpad stands in for the thumbstick identifiers above
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(same digitization, just a trackpad instead of a stick). A bare-minimum
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OpenXR controller (`khr/simple_controller`, used as a fallback when
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neither Touch nor Vive bindings are suggested) only has `left_trigger`/
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`right_trigger` (via its `select/click` component) and the menu button -
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every other identifier above simply never fires on it, which is why the
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Controller Options tab shows a note and hides irrelevant rows when this
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profile is active.
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### Controller profile files (`controller_profiles/`)
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The Controller Options tab shows a labeled illustration of whichever
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controller is actually active, driven by `res/controller_profiles/*.json`
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(bundled with the app, copied to `/sdcard/questshock/controller_profiles/`
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on every launch, refreshing the known bundled files without touching any
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extra ones you add there yourself). Each file:
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```json
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{
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"name": "Meta Quest Touch",
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"interaction_profile": "/interaction_profiles/oculus/touch_controller",
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"image": "touch.png",
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"controls": [
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{"id": "right_b", "label": "B", "anchor_x": 0.76, "anchor_y": 0.22}
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]
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}
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```
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- `interaction_profile` - the OpenXR interaction profile path this file
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describes; matched against whichever one is actually bound at runtime.
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Falls back to `generic.json` if nothing matches.
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- `image` - filename (same folder) of the controller illustration.
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- `controls` - one entry per labeled point on that illustration: `id` is a
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raw input identifier from the table above (thumbstick directions share
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one `left_thumbstick`/`right_thumbstick` entry, since they're the same
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physical stick); `anchor_x`/`anchor_y` are 0-1 fractions of the image for
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positioning that label's pointer line.
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This is presentation data only - adding real support for a new controller
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still needs matching bindings in the app itself; a profile file with no
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corresponding code-level support just never gets matched.
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### Fatal startup error
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If the OpenXR runtime rejects any of the three supported controller
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profiles' bindings at launch (an app bug, not something you did), a
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non-cancelable dialog explains this and exits - this should never happen
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in a normal build.
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