Add configurable game/initial screen width and distance, with a bundled first-run config
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build / build (push) Successful in 2m41s
- Video Options tab offers width and distance presets independently for the Initial Screen (splash/intro/menu) and Game Screen (gameplay) profiles, with their preset step/offset configurable via questshock.config.json. - Ships res/questshock.config.default.json as the initial config on first run (or whenever questshock.config.json doesn't exist yet), refreshed from the APK on every launch without touching a user's own saved config.
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@@ -26,14 +26,18 @@
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR, TAG, __VA_ARGS__)
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, TAG, __VA_ARGS__)
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// Fixed pose/size for the single game quad - 2m in front of the local space
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// origin, sized to preserve the game's own aspect ratio at a comfortable
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// visual angle. No per-eye view/projection work is needed for a quad layer
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// at all - the compositor handles reprojecting it per eye itself, which is
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// exactly why this milestone doesn't need xrLocateViews or any stereo
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// rendering (see the plan's step A notes).
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// Original, pre-screen-profile-feature default distance for the game
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// screen - 2m in front of the local space origin - now just the initial
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// value of g_screen_distance_m (below) rather than a fixed constant.
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// Width/curve/distance are all configurable (see g_screen_width_m/
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// g_screen_curve_deg/g_screen_distance_m above and CONFIG.md's Video
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// Options "Initial Screen"/"Game Screen" settings), sized to preserve the
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// game's own pixel aspect ratio at whatever physical width is currently
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// configured. No per-eye view/projection work is needed for a quad/
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// cylinder layer at all - the compositor handles reprojecting it per eye
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// itself, which is exactly why this milestone doesn't need xrLocateViews
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// or any stereo rendering (see the plan's step A notes).
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#define QUAD_DISTANCE_METERS 2.0f
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#define QUAD_WIDTH_METERS 1.6f
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// The menu launcher (just a "Keyboard" button - see MenuOverlay.java) is
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// small and sits above where the keyboard defaults to; the keyboard keeps
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@@ -41,14 +45,16 @@
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// xr_overlay.h) so both can be shown/hidden/dragged separately - deliberately
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// positioned apart by default so they don't start out overlapping.
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#define MENU_JAVA_CLASS "de.ladkau.questshock.MenuOverlay"
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// 768x552 (was 512x256, then 768x512) - grown to fit the header/tabs/Video
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// Options content added on top of the original single "Keyboard" button,
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// then again to fit the stats ribbon below the tab bar; taller in world
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// space too since MENU_WIDTH_METERS (the physical size) stays fixed and
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// height_m is derived from it by aspect ratio (see xr_overlay.c's
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// xr_overlay_init()).
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// 768x800 (was 512x256, then 768x512, then 768x552) - grown to fit the
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// header/tabs/Video Options content added on top of the original single
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// "Keyboard" button, then again to fit the stats ribbon below the tab
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// bar, then again to fit the Video Options tab's screen-size grid; taller
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// in world space too since MENU_WIDTH_METERS (the physical size) stays
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// fixed and height_m is derived from it by aspect ratio (see
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// xr_overlay.c's xr_overlay_init()). Must match MenuOverlay.java's own
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// WIDTH/HEIGHT, and xr_input.c's MENU_TITLE_BAR_V_FRACTION denominator.
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#define MENU_WIDTH 768
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#define MENU_HEIGHT 552
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#define MENU_HEIGHT 800
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#define MENU_DISTANCE_METERS 1.3f
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// Physical size - was 0.35m, too small to read comfortably at
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// MENU_DISTANCE_METERS given how much text the header/tabs/stats ribbon
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@@ -127,6 +133,24 @@ static PFN_xrQueryPerformanceMetricsCounterMETA g_xrQueryPerformanceMetricsCount
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static XrPath g_cpu_utilization_path = XR_NULL_PATH;
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static XrPath g_gpu_utilization_path = XR_NULL_PATH;
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// XR_KHR_composition_layer_cylinder support - same "only if the runtime
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// advertised it" reasoning as g_performance_metrics_supported above. If
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// unsupported, the curve is forced to 0 (flat) everywhere regardless of
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// configuration (see xr_get_game_quad_extent()) so the game screen just
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// silently stays flat instead of failing to submit a layer at all.
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static bool g_cylinder_layer_supported = false;
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// The game screen's currently-configured shape (see qs_config.c's
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// qs_screen_profile_notify_loop_mode(), which is what actually calls
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// xr_session_set_game_screen_shape() below - this file has no notion of
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// "which profile" is active, only "what shape is current"). Defaults
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// match the game quad's own original, pre-this-feature hardcoded width
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// (1.6m) and lack of curve, so a build that never touches the new config
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// options renders identically to before.
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static float g_screen_width_m = 1.6f;
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static float g_screen_curve_deg = 0.0f;
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static float g_screen_distance_m = QUAD_DISTANCE_METERS;
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static bool xr_check(XrResult result, const char *what) {
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if (XR_SUCCEEDED(result))
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return true;
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@@ -355,12 +379,24 @@ static bool xr_create_instance_and_session(int game_width, int game_height) {
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g_performance_metrics_supported =
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xr_instance_extension_supported(XR_META_PERFORMANCE_METRICS_EXTENSION_NAME);
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g_cylinder_layer_supported =
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xr_instance_extension_supported(XR_KHR_COMPOSITION_LAYER_CYLINDER_EXTENSION_NAME);
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const char *extensions[3] = {
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// The two KHR extensions here are always required; the other two are
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// each independently optional device capabilities (see
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// g_performance_metrics_supported/g_cylinder_layer_supported's own
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// comments) - appended only if actually advertised, since listing an
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// unsupported extension fails xrCreateInstance entirely, not just that
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// one feature.
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const char *extensions[4] = {
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XR_KHR_ANDROID_CREATE_INSTANCE_EXTENSION_NAME,
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XR_KHR_OPENGL_ES_ENABLE_EXTENSION_NAME,
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XR_META_PERFORMANCE_METRICS_EXTENSION_NAME,
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};
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uint32_t extensionCount = 2;
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if (g_performance_metrics_supported)
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extensions[extensionCount++] = XR_META_PERFORMANCE_METRICS_EXTENSION_NAME;
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if (g_cylinder_layer_supported)
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extensions[extensionCount++] = XR_KHR_COMPOSITION_LAYER_CYLINDER_EXTENSION_NAME;
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XrInstanceCreateInfoAndroidKHR androidInfo = {XR_TYPE_INSTANCE_CREATE_INFO_ANDROID_KHR};
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androidInfo.applicationVM = vm;
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@@ -368,7 +404,7 @@ static bool xr_create_instance_and_session(int game_width, int game_height) {
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XrInstanceCreateInfo createInfo = {XR_TYPE_INSTANCE_CREATE_INFO};
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createInfo.next = &androidInfo;
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createInfo.enabledExtensionCount = g_performance_metrics_supported ? 3 : 2;
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createInfo.enabledExtensionCount = extensionCount;
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createInfo.enabledExtensionNames = extensions;
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strncpy(createInfo.applicationInfo.applicationName, "QuestShock",
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XR_MAX_APPLICATION_NAME_SIZE - 1);
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@@ -663,30 +699,54 @@ void xr_frame_end(void) {
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if (!xr_is_session_running())
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return;
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// Up to 5 layers: the game quad (if a frame was actually rendered),
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// the menu launcher and keyboard overlays while visible - each gets
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// its own acquire/render/release cycle against its own swapchain (see
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// xr_overlay_render_and_build_layer()) any time before xrEndFrame,
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// unlike the game quad there's no per-frame engine rendering to wrap
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// around here, just each overlay's own blit - and, per hand, a
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// laser-beam quad while that hand's ray is aimed at the keyboard,
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// menu, or the game quad itself (see xr_input_get_beam_layer()).
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// Up to 5 layers: the game screen (if a frame was actually rendered) -
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// a flat quad, or a curved cylinder if the currently-active screen
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// profile has a nonzero curve (see xr_get_game_quad_extent()'s own
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// comment; xr_input.c's xr_input_try_game_quad() hit-tests whichever
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// shape is actually submitted here, always agreeing since both read
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// the same getter) - the menu launcher and keyboard overlays while
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// visible - each gets its own acquire/render/release cycle against
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// its own swapchain (see xr_overlay_render_and_build_layer()) any
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// time before xrEndFrame, unlike the game screen there's no per-frame
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// engine rendering to wrap around here, just each overlay's own blit -
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// and, per hand, a laser-beam quad while that hand's ray is aimed at
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// the keyboard, menu, or the game screen itself (see
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// xr_input_get_beam_layer()).
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float gameDistance, gameHalfWidth, gameHalfHeight, gameRadius, gameCentralAngle;
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xr_get_game_quad_extent(&gameDistance, &gameHalfWidth, &gameHalfHeight, &gameRadius,
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&gameCentralAngle);
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bool gameScreenCurved = gameCentralAngle > 0.0f;
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XrCompositionLayerQuad gameQuad = {XR_TYPE_COMPOSITION_LAYER_QUAD};
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gameQuad.space = g_play_space;
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gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
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gameQuad.subImage.swapchain = g_game_swapchain.swapchain;
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gameQuad.subImage.imageRect.extent.width = g_game_swapchain.width;
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gameQuad.subImage.imageRect.extent.height = g_game_swapchain.height;
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gameQuad.pose.orientation.w = 1.0f;
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gameQuad.pose.position.z = -QUAD_DISTANCE_METERS;
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gameQuad.size.width = QUAD_WIDTH_METERS;
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gameQuad.size.height =
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QUAD_WIDTH_METERS * (float)g_game_swapchain.height / (float)g_game_swapchain.width;
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XrCompositionLayerCylinderKHR gameCylinder = {XR_TYPE_COMPOSITION_LAYER_CYLINDER_KHR};
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if (gameScreenCurved) {
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gameCylinder.space = g_play_space;
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gameCylinder.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
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gameCylinder.subImage.swapchain = g_game_swapchain.swapchain;
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gameCylinder.subImage.imageRect.extent.width = g_game_swapchain.width;
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gameCylinder.subImage.imageRect.extent.height = g_game_swapchain.height;
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gameCylinder.pose.orientation.w = 1.0f;
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gameCylinder.pose.position.z = -gameDistance;
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gameCylinder.radius = gameRadius;
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gameCylinder.centralAngle = gameCentralAngle;
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gameCylinder.aspectRatio = (float)g_game_swapchain.width / (float)g_game_swapchain.height;
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} else {
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gameQuad.space = g_play_space;
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gameQuad.eyeVisibility = XR_EYE_VISIBILITY_BOTH;
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gameQuad.subImage.swapchain = g_game_swapchain.swapchain;
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gameQuad.subImage.imageRect.extent.width = g_game_swapchain.width;
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gameQuad.subImage.imageRect.extent.height = g_game_swapchain.height;
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gameQuad.pose.orientation.w = 1.0f;
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gameQuad.pose.position.z = -gameDistance;
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gameQuad.size.width = gameHalfWidth * 2.0f;
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gameQuad.size.height = gameHalfHeight * 2.0f;
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}
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const XrCompositionLayerBaseHeader *layers[5];
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uint32_t layerCount = 0;
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if (g_have_acquired_game_image)
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layers[layerCount++] = (XrCompositionLayerBaseHeader *)&gameQuad;
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layers[layerCount++] = gameScreenCurved ? (XrCompositionLayerBaseHeader *)&gameCylinder
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: (XrCompositionLayerBaseHeader *)&gameQuad;
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XrCompositionLayerQuad menuQuad;
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if (g_frame_should_render && xr_overlay_render_and_build_layer(g_menu_overlay, &menuQuad)) {
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@@ -770,13 +830,45 @@ void xr_shutdown(void) {
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g_xrQueryPerformanceMetricsCounterMETA = NULL;
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g_cpu_utilization_path = XR_NULL_PATH;
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g_gpu_utilization_path = XR_NULL_PATH;
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g_cylinder_layer_supported = false;
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// g_screen_width_m/g_screen_curve_deg/g_screen_distance_m deliberately
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// NOT reset here - same reasoning as xr_session_set_player_transform()'s
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// own state: it's meant to persist across a shutdown/reinit within the
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// same process (e.g. an Android lifecycle pause/resume), not just
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// within one XR session.
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}
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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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*distance_m = QUAD_DISTANCE_METERS;
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*half_width_m = QUAD_WIDTH_METERS * 0.5f;
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*half_height_m =
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QUAD_WIDTH_METERS * 0.5f * (float)g_game_swapchain.height / (float)g_game_swapchain.width;
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void xr_session_set_game_screen_shape(float width_m, float curve_deg, float distance_m) {
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g_screen_width_m = width_m;
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g_screen_curve_deg = curve_deg;
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g_screen_distance_m = distance_m;
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}
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// Single source of truth for the game screen's current shape, read by
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// both xr_frame_end() (to build/submit the actual layer) and
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// xr_input_try_game_quad() (xr_input.c, to hit-test the laser pointer
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// against it). half_width_m is meaningful only when *central_angle_rad is
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// 0 (flat); a curved screen's horizontal extent is bounded by
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// *central_angle_rad instead, with *half_height_m always the vertical
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// bound either way.
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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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float *radius_m, float *central_angle_rad) {
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float curveDeg = g_cylinder_layer_supported ? g_screen_curve_deg : 0.0f;
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float aspect = (float)g_game_swapchain.height / (float)g_game_swapchain.width;
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*distance_m = g_screen_distance_m;
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*half_width_m = g_screen_width_m * 0.5f;
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*half_height_m = g_screen_width_m * 0.5f * aspect;
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if (curveDeg > 0.0f) {
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float theta = curveDeg * QS_DEG_TO_RAD;
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*central_angle_rad = theta;
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*radius_m = g_screen_width_m / theta;
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} else {
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*central_angle_rad = 0.0f;
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*radius_m = 0.0f;
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}
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}
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void xr_get_game_resolution(int *width, int *height) {
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