- xr_input.c/h: an OpenXR action set (aim pose, trigger/select click, a menu-toggle button) plus ray/quad hit-testing, and a visible laser-pointer line drawn from the controller toward the hit point. - xr_menu.c/h + MenuOverlay.java: a second composition-layer quad, toggled by a controller button, showing an off-screen, never-attached Android View tree (one "Keyboard" button so far) driven by synthetic touch events computed from the laser ray's hit UV. - Migrate gl4es from a prebuilt binary baked into the Docker build-image to a vendored source snapshot (android/gl4es-src/) compiled from source at APK build time via CMake add_subdirectory(), patched through a new android/gl4es-patches/ (mirrors the existing engine-patches/ pattern). This was needed to track down and fix a bug hit while building the menu: gl4es's fixed-pipeline emulation (fpe.c) was unconditionally substituting its own shader onto the menu's draw call (fpe_ReleventState() always sets alphafunc to a nonzero sentinel, so its fpe_IsEmpty() check could never see the state as empty), making the menu quad show the game's own rendering instead of its own content. Fixed by routing the menu's blit through a real glBlitFramebuffer() call instead of a shader-based draw, which gl4es's fpe.c has nothing to intercept - documented in README.md's new "Debugging notes" section. - Renumber android/engine-patches/ to close the gap left by removing an unrelated diagnostic-only patch, and strip investigation-journal comments and dead diagnostic code (temporary tracing, env-var probes) left over from finding the bug above. - Restructure README.md into numbered sections, document every engine/gl4es patch, add Android Studio dev/testing-cycle instructions, and generalize Quest-specific wording to any OpenXR headset. Update NOTICE.txt to match (gl4es is now vendored/patched source, not a prebuilt binary; add the OpenXR-SDK loader).
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@@ -1,6 +1,6 @@
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// Minimal OpenXR bring-up for questshock's immersive Quest build. Keeps the
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// game's own rendering untouched (see android/engine-patches/
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// 12-android-openxr-present.patch) - this module only owns the OpenXR
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// 11-android-openxr-present.patch) - this module only owns the OpenXR
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// instance/session/swapchain and the final "submit a quad layer instead of
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// presenting to a window" step. No stereo rendering, no controller input
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// yet (see the plan's steps B/C/D for those) - the game composite is shown
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@@ -49,6 +49,12 @@ void xr_frame_end(void);
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void xr_shutdown(void);
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// Local-space geometry of the single game quad xr_frame_end() submits
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// (distance in front of the local space origin, half-width/half-height,
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// all in meters) - shared with xr_input.c's ray/quad hit-testing so the
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// laser pointer always matches whatever's actually visible.
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void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half_height_m);
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#ifdef __cplusplus
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}
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#endif
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