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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@@ -68,11 +68,30 @@ void xr_frame_end(void);
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void xr_shutdown(void);
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// Play-space geometry of the single game quad xr_frame_end() submits
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// Play-space geometry of the single game screen xr_frame_end() submits
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// (distance in front of the play 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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// laser pointer always matches whatever's actually visible. *radius_m/
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// *central_angle_rad are 0 when flat, in which case *half_width_m is the
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// horizontal extent; otherwise the screen is a curved cylinder segment
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// and the caller uses *central_angle_rad instead of *half_width_m for the
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// horizontal bound (*half_height_m stays meaningful either way). Curving
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// is currently unused - qs_config.c has no config surface for it - but
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// kept working so it can be re-enabled later.
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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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// Sets the game screen's current physical width (meters) and curve (wrap
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// angle in degrees, 0 = flat) - a plain state setter, no XR calls, same
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// category as xr_session_set_player_transform() above (safe to call
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// before xr_init() has even run). Read by both xr_frame_end() (to build/
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// submit the actual layer) and, via xr_get_game_quad_extent() above,
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// xr_input.c's hit-testing. Driven by qs_config.c's
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// qs_screen_profile_notify_loop_mode(), which decides which of the
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// "Initial Screen"/"Game Screen" config profiles (see CONFIG.md) is
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// currently active - this function itself has no notion of "profiles",
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// only "what shape is current".
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void xr_session_set_game_screen_shape(float width_m, float curve_deg, float distance_m);
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// The engine's current screen resolution (gScreenWide/gScreenHigh,
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// InitMac.h) - not the game quad's own swapchain size, which is fixed at
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