Rename steamivrinput.h/.cpp to ivrinput.h/.cpp
The name is shorter and identical to the folder name, emphasizing that this is the main file in this module.
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#include "ivrinput.h"
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#include <openvr.h>
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#include <iostream>
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#include <QStandardPaths>
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#include <easylogging++.h>
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namespace input
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{
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vr::InputDigitalActionData_t getDigitalActionData( Action& action )
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{
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if ( action.type() != ActionType::Digital )
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{
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LOG( ERROR )
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<< "Action was passed to IVRInput getDigitalActionData without "
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"being a digital type. Action: "
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<< action.name();
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throw std::runtime_error(
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"Action was passed to IVRInput getDigitalActionData without being "
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"a digital type. See log for details." );
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}
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vr::InputDigitalActionData_t handleData = {};
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const auto error = vr::VRInput()->GetDigitalActionData(
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action.handle(),
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&handleData,
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sizeof( handleData ),
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vr::k_ulInvalidInputValueHandle );
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if ( error != vr::EVRInputError::VRInputError_None )
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{
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LOG( ERROR ) << "Error getting IVRInput Digital Action Data for handle "
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<< action.name() << ". SteamVR Error: " << error;
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}
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return handleData;
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}
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vr::InputAnalogActionData_t getAnalogActionData( Action& action )
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{
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if ( action.type() != ActionType::Analog )
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{
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LOG( ERROR )
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<< "Action was passed to IVRInput getAnalogActionData without "
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"being an analog type. Action: "
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<< action.name();
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throw std::runtime_error(
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"Action was passed to IVRInput getAnalogActionData without being "
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"an analog type. See log for details." );
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}
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vr::InputAnalogActionData_t handleData = {};
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const auto error
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= vr::VRInput()->GetAnalogActionData( action.handle(),
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&handleData,
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sizeof( handleData ),
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vr::k_ulInvalidInputValueHandle );
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if ( error != vr::EVRInputError::VRInputError_None )
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{
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LOG( ERROR ) << "Error getting IVRInput Digital Action Data for handle "
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<< action.name() << ". SteamVR Error: " << error;
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}
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return handleData;
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}
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bool isDigitalActionActivatedOnce( Action& action )
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{
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const auto handleData = getDigitalActionData( action );
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return handleData.bState && handleData.bChanged;
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}
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bool isDigitalActionActivatedConstant( Action& action )
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{
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const auto handleData = getDigitalActionData( action );
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return handleData.bState;
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}
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SteamIVRInput::SteamIVRInput()
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: m_manifest(), m_mainSet( input_strings::k_setMain ),
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m_nextTrack( input_strings::k_actionNextTrack, ActionType::Digital )
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{
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m_activeActionSet.ulActionSet = m_mainSet.handle();
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m_activeActionSet.ulRestrictedToDevice = vr::k_ulInvalidInputValueHandle;
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m_activeActionSet.nPriority = 0;
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}
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bool SteamIVRInput::nextSong()
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{
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return isDigitalActionActivatedOnce( m_nextTrack );
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}
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void SteamIVRInput::Loop()
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{
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constexpr auto numberOfSets = 1;
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const auto error = vr::VRInput()->UpdateActionState(
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&m_activeActionSet, sizeof( m_activeActionSet ), numberOfSets );
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if ( error != vr::EVRInputError::VRInputError_None )
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{
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LOG( ERROR )
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<< "Error during IVRInput action state update. OpenVR Error: "
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<< error;
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}
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}
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} // namespace input
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