fixed naming bug in QML and formatted/cleaned up
This commit is contained in:
@@ -239,75 +239,6 @@ MyStackViewPage {
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}
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}
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}
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/*
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RowLayout {
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spacing: 16
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MyText {
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text: "Compositor Render Target Multiplier*:"
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Layout.preferredWidth: 450
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Layout.rightMargin: 12
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}
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MyPushButton2 {
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text: "-"
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Layout.preferredWidth: 40
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onClicked: {
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steamvrCompositorSupersamplingSlider.decrease()
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}
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}
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MySlider {
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id: steamvrCompositorSupersamplingSlider
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from: 0.1
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to: 2
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stepSize: 0.1
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value: 1.0
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snapMode: Slider.SnapAlways
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Layout.fillWidth: true
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onPositionChanged: {
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var val = this.from + ( this.position * (this.to - this.from))
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steamvrCompositorSupersamplingText.text = val.toFixed(1)
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}
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onValueChanged: {
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SteamVRTabController.setCompositorSuperSampling(this.value.toFixed(1), false)
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}
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}
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MyPushButton2 {
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text: "+"
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Layout.preferredWidth: 40
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onClicked: {
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steamvrCompositorSupersamplingSlider.increase()
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}
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}
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MyTextField {
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id: steamvrCompositorSupersamplingText
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text: "0.0"
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keyBoardUID: 402
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Layout.preferredWidth: 100
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Layout.leftMargin: 10
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horizontalAlignment: Text.AlignHCenter
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function onInputEvent(input) {
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var val = parseFloat(input)
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if (!isNaN(val)) {
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if (val < 0.1) {
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val = 0.1
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}
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var v = val.toFixed(1)
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if (v <= steamvrCompositorSupersamplingSlider.to) {
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steamvrCompositorSupersamplingSlider.value = v
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} else {
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SteamVRTabController.setCompositorSuperSampling(v, false)
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}
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}
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text = SteamVRTabController.compositorSuperSampling.toFixed(1)
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}
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}
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}
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*/
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MyToggleButton {
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id: steamvrAllowSupersampleFilteringToggle
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text: "Enable Advanced Supersample Filtering"
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@@ -362,12 +293,6 @@ MyStackViewPage {
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if (s1 <= steamvrSupersamplingSlider.to) {
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steamvrSupersamplingSlider.value = s1
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}
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steamvrSupersamplingText.text = s1
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var s2 = SteamVRTabController.compositorSuperSampling.toFixed(1)
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if (s2 <= steamvrCompositorSupersamplingSlider.to) {
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steamvrCompositorSupersamplingSlider.value = s2
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}
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steamvrCompositorSupersamplingText.text = s2
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steamvrAllowSupersampleFilteringToggle.checked = SteamVRTabController.allowSupersampleFiltering
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steamvrMotionSmoothingToggle.checked = SteamVRTabController.motionSmoothing
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reloadSteamVRProfiles()
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@@ -382,32 +307,12 @@ MyStackViewPage {
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}
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steamvrSupersamplingText.text = s1
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}
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/*
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onCompositorSuperSamplingChanged: {
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var s2 = SteamVRTabController.compositorSuperSampling.toFixed(1)
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if (s2 <= steamvrCompositorSupersamplingSlider.to && Math.abs(steamvrCompositorSupersamplingSlider.value-s2) > 0.08) {
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steamvrCompositorSupersamplingSlider.value = s2
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}
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steamvrCompositorSupersamplingText.text = s2
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}
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*/
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onAllowSupersampleFilteringChanged: {
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steamvrAllowSupersampleFilteringToggle.checked = SteamVRTabController.allowSupersampleFiltering
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}
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/*
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onAllowInterleavedReprojectionChanged: {
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steamvrAllowInterleavedReprojectionToggle.checked = SteamVRTabController.allowInterleavedReprojection
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}
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onAllowAsyncReprojectionChanged: {
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steamvrAllowAsyncReprojectionToggle.checked = SteamVRTabController.allowAsyncReprojection
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}
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onForceReprojectionChanged: {
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steamvrForceReprojectionToggle.checked = SteamVRTabController.forceReprojection
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}
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*/
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onMotionSmoothingChanged: {
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steamvrMotionSmoothingToggle.checked = SteamVRTabController.allowMotionSmoothing
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steamvrMotionSmoothingToggle.checked = SteamVRTabController.motionSmoothing
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}
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onSteamVRProfilesUpdated: {
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@@ -29,9 +29,10 @@ namespace advsettings
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// vrsettings_steamvr_allowInterleavedReprojection =
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// "allowInterleavedReprojection";
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//static const char* vrsettings_steamvr_supersampleScale = "supersampleScale";
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//static const char* vrsettings_steamvr_allowSupersampleFiltering = "allowSupersampleFiltering";
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//static const char* vrsettings_compositor_category = "compositor";
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// static const char* vrsettings_steamvr_supersampleScale = "supersampleScale";
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// static const char* vrsettings_steamvr_allowSupersampleFiltering =
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// "allowSupersampleFiltering"; static const char*
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// vrsettings_compositor_category = "compositor";
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void SteamVRTabController::initStage1()
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{
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@@ -139,16 +140,19 @@ Q_INVOKABLE QString
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return QString::fromStdString( steamvrProfiles[index].profileName );
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}
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}
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//TODO DISC does it make any sense to check these settings once every ~ 1second?
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// TODO DISC does it make any sense to check these settings once every ~
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// 1second. primary purpose seems to be to re-sync settings if changed via other
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// means?
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void SteamVRTabController::eventLoopTick()
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{
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if ( settingsUpdateCounter >= 50 )
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{
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vr::EVRSettingsError vrSettingsError;
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auto ss
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= vr::VRSettings()->GetFloat( vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_SupersampleScale_Float,
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&vrSettingsError );
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// checks supersampling and re-synchs if necessary
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auto ss = vr::VRSettings()->GetFloat(
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vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_SupersampleScale_Float,
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&vrSettingsError );
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if ( vrSettingsError != vr::VRSettingsError_None )
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{
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LOG( WARNING ) << "Could not read \""
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@@ -170,10 +174,11 @@ void SteamVRTabController::eventLoopTick()
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<< m_superSampling << " => " << ss;
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setSuperSampling( ss );
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}
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// checks if Supersampling filter is on and changes if it has been
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// changed elsewhere
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auto sf = vr::VRSettings()->GetBool(
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vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_AllowSupersampleFiltering_Bool,
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vr::k_pch_SteamVR_AllowSupersampleFiltering_Bool,
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&vrSettingsError );
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if ( vrSettingsError != vr::VRSettingsError_None )
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{
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@@ -185,23 +190,23 @@ void SteamVRTabController::eventLoopTick()
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}
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setAllowSupersampleFiltering( sf );
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//Checks if Motion smoothing setting can be read
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auto ms = vr::VRSettings()->GetBool(
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vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_MotionSmoothing_Bool,
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&vrSettingsError);
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if (vrSettingsError != vr::VRSettingsError_None)
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{
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LOG(WARNING) << "Could not read \""
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<< vr::k_pch_SteamVR_MotionSmoothing_Bool
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<< "\" setting: "
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<< vr::VRSettings()->GetSettingsErrorNameFromEnum(
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vrSettingsError);
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}
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setMotionSmoothing(ms);
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// Checks if Motion smoothing setting can be read and synchs adv
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// settings to steamvr/openvr
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auto ms
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= vr::VRSettings()->GetBool( vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_MotionSmoothing_Bool,
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&vrSettingsError );
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if ( vrSettingsError != vr::VRSettingsError_None )
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{
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LOG( WARNING ) << "Could not read \""
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<< vr::k_pch_SteamVR_MotionSmoothing_Bool
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<< "\" setting: "
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<< vr::VRSettings()->GetSettingsErrorNameFromEnum(
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vrSettingsError );
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}
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setMotionSmoothing( ms );
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settingsUpdateCounter = 0;
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}
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else
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{
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@@ -225,7 +230,7 @@ void SteamVRTabController::setSuperSampling( float value, bool notify )
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<< " => " << value;
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m_superSampling = value;
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vr::VRSettings()->SetFloat( vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_SupersampleScale_Float,
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vr::k_pch_SteamVR_SupersampleScale_Float,
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m_superSampling );
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vr::VRSettings()->Sync();
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if ( notify )
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@@ -234,46 +239,11 @@ void SteamVRTabController::setSuperSampling( float value, bool notify )
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}
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}
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}
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/*
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void SteamVRTabController::setCompositorSuperSampling( float value,
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bool notify )
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{
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bool override = false;
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if ( value <= 0.01f )
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{
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LOG( WARNING ) << "Encountered a compositor supersampling value <= "
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"0.01, setting supersampling to 1.0";
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value = 1.0f;
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override = true;
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}
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if ( override || m_compositorSuperSampling != value )
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{
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LOG( DEBUG ) << "Compositor supersampling value changed: "
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<< m_compositorSuperSampling << " => " << value;
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m_compositorSuperSampling = value;
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vr::VRSettings()->SetFloat(
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vrsettings_compositor_category,
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vr::k_pch_SteamVR_RenderTargetMultiplier_Float,
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m_compositorSuperSampling );
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vr::VRSettings()->Sync();
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if ( notify )
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{
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emit compositorSuperSamplingChanged( m_compositorSuperSampling );
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}
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}
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}
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*/
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float SteamVRTabController::superSampling() const
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{
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return m_superSampling;
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}
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/*
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float SteamVRTabController::compositorSuperSampling() const
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{
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return m_compositorSuperSampling;
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}
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*/
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bool SteamVRTabController::motionSmoothing() const
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{
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@@ -355,9 +325,10 @@ void SteamVRTabController::setAllowSupersampleFiltering( bool value,
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if ( m_allowSupersampleFiltering != value )
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{
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m_allowSupersampleFiltering = value;
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vr::VRSettings()->SetBool( vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_AllowSupersampleFiltering_Bool,
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m_allowSupersampleFiltering );
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vr::VRSettings()->SetBool(
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vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_AllowSupersampleFiltering_Bool,
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m_allowSupersampleFiltering );
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vr::VRSettings()->Sync();
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if ( notify )
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{
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@@ -371,37 +342,22 @@ void SteamVRTabController::reset()
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{
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vr::EVRSettingsError vrSettingsError;
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vr::VRSettings()->RemoveKeyInSection( vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_SupersampleScale_Float,
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&vrSettingsError );
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if ( vrSettingsError != vr::VRSettingsError_None )
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{
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LOG( WARNING ) << "Could not remove \""
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<< vr::k_pch_SteamVR_SupersampleScale_Float << "\" setting: "
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<< vr::VRSettings()->GetSettingsErrorNameFromEnum(
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vrSettingsError );
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}
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/*
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setCompositorSuperSampling( 1.0f ); // Is not in default.vrsettings yet
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vr::VRSettings()->RemoveKeyInSection(
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vrsettings_compositor_category,
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vr::k_pch_SteamVR_RenderTargetMultiplier_Float,
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vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_SupersampleScale_Float,
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&vrSettingsError );
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if ( vrSettingsError != vr::VRSettingsError_None )
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{
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LOG( WARNING ) << "Could not remove \""
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<< vrsettings_compositor_category
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<< "::" << vr::k_pch_SteamVR_RenderTargetMultiplier_Float
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<< vr::k_pch_SteamVR_SupersampleScale_Float
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<< "\" setting: "
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<< vr::VRSettings()->GetSettingsErrorNameFromEnum(
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vrSettingsError );
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}
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*/
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vr::VRSettings()->RemoveKeyInSection(
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vr::k_pch_SteamVR_Section,
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vr::k_pch_SteamVR_AllowSupersampleFiltering_Bool,
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vr::k_pch_SteamVR_AllowSupersampleFiltering_Bool,
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&vrSettingsError );
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if ( vrSettingsError != vr::VRSettingsError_None )
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{
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@@ -31,7 +31,7 @@ class SteamVRTabController : public QObject
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/*Q_PROPERTY(
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float compositorSuperSampling READ compositorSuperSampling WRITE
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setCompositorSuperSampling NOTIFY compositorSuperSamplingChanged )
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*/
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*/
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Q_PROPERTY( bool motionSmoothing READ motionSmoothing WRITE
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setMotionSmoothing NOTIFY motionSmoothingChanged )
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@@ -44,7 +44,7 @@ private:
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QQuickWindow* widget;
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float m_superSampling = 1.0;
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//float m_compositorSuperSampling = 1.0;
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// float m_compositorSuperSampling = 1.0;
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bool m_motionSmoothing = true;
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bool m_allowSupersampleFiltering = true;
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@@ -61,7 +61,7 @@ public:
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void eventLoopTick();
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float superSampling() const;
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//float compositorSuperSampling() const;
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// float compositorSuperSampling() const;
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bool motionSmoothing() const;
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bool allowSupersampleFiltering() const;
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@@ -73,7 +73,7 @@ public:
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public slots:
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void setSuperSampling( float value, bool notify = true );
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// void setCompositorSuperSampling( float value, bool notify = true );
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// void setCompositorSuperSampling( float value, bool notify = true );
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void setMotionSmoothing( bool value, bool notify = true );
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void setAllowSupersampleFiltering( bool value, bool notify = true );
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@@ -89,7 +89,7 @@ public slots:
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signals:
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void superSamplingChanged( float value );
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//void compositorSuperSamplingChanged( float value );
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// void compositorSuperSamplingChanged( float value );
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void motionSmoothingChanged( bool value );
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void allowSupersampleFilteringChanged( bool value );
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Reference in New Issue
Block a user