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.
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@@ -67,27 +67,22 @@ void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw);
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bool xr_input_get_beam_layer(int hand, XrCompositionLayerQuad *out_quad);
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// Recenters the player so the game quad ("virtual screen") appears directly
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// ahead of wherever they're currently really standing/facing - a pure,
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// live "return to a sane view of the screen" action, unrelated to any
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// stored/config value (unlike xr_session_set_player_transform()'s other
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// callers, this never reads or writes questshock.config.json - it's driven
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// entirely by the player's current real head pose, the same way
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// xr_input_sync_and_draw()'s own menu re-center is). Called from the Main
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// Menu tab's "Reset Position" button (via qs_config.c's cross-thread
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// dispatch - see qs_config_request_reset_position()), but doesn't touch
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// anything else qs_config.c owns; also called once automatically, from
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// inside xr_input_sync_and_draw() itself, on whichever frame first has a
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// valid head pose after startup (see g_pending_startup_recenter's own
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// comment) - but only as a *fallback* default for when there's no
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// complete saved player_position to fall back on instead (see
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// xr_input_skip_startup_recenter() below), since a config-loaded value
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// describes a transform relative to a *previous* session's real-space
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// origin, which is only meaningful if that previous position was actually
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// captured (LOCAL space's own origin isn't a stable point across
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// launches). Returns false (no-op otherwise) if no valid head pose was
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// available to recenter onto yet.
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// ahead of wherever they are standing and facing, from their current real head
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// pose. Never reads or writes questshock.config.json. Called automatically
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// once, from xr_input_sync_and_draw(), on the first frame with a valid head
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// pose after startup, unless a complete saved player_position was loaded (see
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// xr_input_skip_startup_recenter()): a saved position is relative to a
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// previous session's real-space origin, which is not stable across launches.
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// Returns false (no-op) if no valid head pose is available yet.
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bool xr_input_recenter_player_to_screen(void);
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// The Main Menu tab's "Reset Position" button (via qs_config.c). Like
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// xr_input_recenter_player_to_screen(), but re-anchors only the player's
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// position to the centre in front of the game quad; the current facing (yaw)
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// is kept, so the screen does not rotate to follow the gaze. Returns false
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// (no-op) if no valid head pose is available yet.
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bool xr_input_reset_player_position(void);
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// Called once, from qs_config_load_startup() (qs_config.c), when a
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// complete saved player_position was actually loaded from
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// questshock.config.json - cancels the pending automatic startup recenter
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@@ -96,6 +91,60 @@ bool xr_input_recenter_player_to_screen(void);
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// yet (this only touches the plain file-local flag, no XR calls).
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void xr_input_skip_startup_recenter(void);
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// ===========================================================================
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// Remappable controls ("player_controls" config group; see qs_config.c and
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// CONFIG.md). menu_toggle is not among them and has no getter/setter: it is
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// fixed (see xr_input_sync_and_draw()).
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// ===========================================================================
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// Number of remappable actions and each one's index<->name mapping, which
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// qs_config.c uses to parse/write the player_controls group without its own
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// copy of the list. The names are the keys used in questshock.config.json;
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// index_from_name() returns false for an unrecognized name.
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int xr_input_action_count(void);
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const char *xr_input_action_name(int action_index);
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bool xr_input_action_index_from_name(const char *name, int *out_index);
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// Current binding for one action, as an opaque int and as its string form
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// (e.g. "right_b", "trigger", "none" for unbound), the same strings used in
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// questshock.config.json and reported by capture.
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int xr_input_get_action_binding(int action_index);
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const char *xr_input_get_action_binding_name(int action_index);
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// Sets one action's binding from a config-file string. Returns false (binding
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// unchanged) for an unrecognized name, or for the symmetric "trigger"/
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// "squeeze" on an action other than mouse_click/mouse_double_click. Does not
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// enforce one-action-per-input the way capture does: a hand-edited file that
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// binds two actions to one input is accepted as-is.
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bool xr_input_set_action_binding(int action_index, const char *raw_name);
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// Restores every action to its built-in default (the table xr_input_init()
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// starts from). qs_config.c calls this first for "Reset to Defaults", then
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// applies questshock.config.default.json's player_controls group on top if it
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// has one.
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void xr_input_reset_player_controls(void);
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// Begins/cancels rebind capture for one action (an index into
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// xr_input_action_name()'s list): the next fresh button or thumbstick-direction
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// edge on any hand becomes that action's binding and is reported via
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// qs_config_notify_control_capture_result(); with no press, capture cancels
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// after 8 seconds. Called via qs_config.c's cross-thread request functions.
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// The menu button is never captured.
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void xr_input_capture_begin(int action_index);
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void xr_input_capture_cancel(void);
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// The OpenXR interaction profile currently bound (e.g.
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// "/interaction_profiles/oculus/touch_controller"), refreshed once per frame.
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// MenuOverlay.java's Controller Options tab uses it to pick a file from
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// controller_profiles/ (see CONFIG.md). Empty until the first successful
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// query.
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const char *xr_input_get_active_interaction_profile_path(void);
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// Set by MenuOverlay.java when the Controller Options tab becomes or stops
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// being the menu's current tab. While it is open, the menu's thumbstick
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// locomotion (snap turn/smooth move) is disabled.
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void xr_input_set_controller_options_tab_open(bool open);
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void xr_input_shutdown(void);
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#ifdef __cplusplus
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