// Controller input for questshock's immersive Quest build: one OpenXR // action set (aim pose + trigger click per hand, a menu-toggle button on // the left controller) plus ray/quad hit-testing. While the menu quad // (xr_menu.c) is hidden, this tests against the game quad xr_session.c // submits and draws a small reticle where each hand's aim ray crosses it; // while the menu is visible, it tests against the menu quad instead and // forwards trigger edges as synthetic touches (no reticle - the menu's // own content comes from MenuOverlay's rendered Bitmap). #ifndef QUESTSHOCK_XR_INPUT_H #define QUESTSHOCK_XR_INPUT_H #include #define XR_USE_PLATFORM_ANDROID 1 #define XR_USE_GRAPHICS_API_OPENGL_ES 1 #include #ifdef __cplusplus extern "C" { #endif // Call once, right after the session is created (see xr_session.c's // xr_create_instance_and_session()) - creates the action set/actions, // suggests Touch controller bindings, creates the per-hand aim action // spaces, and attaches the set to the session. Returns false (logged, // non-fatal - the caller keeps rendering without input) if any of that // fails. bool xr_input_init(XrInstance instance, XrSession session); // Call once per frame from xr_frame_end(), before releasing the acquired // swapchain image - syncs this frame's action states (always, so edge // detection stays correct even on frames with nothing to draw), handles // the menu_toggle button's edge, and either draws a game-quad reticle or // forwards menu-quad touches, per the menu's current visibility (see the // file comment above). draw gates only the reticle - if false (nothing to // draw into this frame, e.g. no swapchain image was acquired), hit-testing // and touch-forwarding still run. baseSpace/time must match whatever // xr_frame_begin() used to predict this frame. void xr_input_sync_and_draw(XrSpace baseSpace, XrTime time, bool draw); void xr_input_shutdown(void); #ifdef __cplusplus } #endif #endif