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