Terminolgy Change: "Playspace" -> "Room"

Valve's official terminology are "Room Setup" and "Tracking Universe". Changed our usage of "Playspace" to "Room" for clarity with the upcoming Room-Turn feature and existing Room-Drag feature when compared to nomenclature for other tools that exits out there.

Also slight clean up in readability of movecentertab's action functions.
This commit is contained in:
Kung-vr
2019-01-29 01:11:47 +09:00
parent a39196af01
commit 1d058dffcf
11 changed files with 472 additions and 612 deletions
+268 -382
View File
@@ -34,25 +34,22 @@ void MoveCenterTabController::initStage1()
{
m_adjustChaperone = value.toBool();
}
value = settings->value( "rotateHand", m_rotateHand );
value = settings->value( "rotateHand", m_settingsHandTurningEnabled );
if ( value.isValid() && !value.isNull() )
{
m_rotateHand = value.toBool();
m_settingsHandTurningEnabled = value.toBool();
}
value = settings->value( "moveShortcutRight", m_moveShortcutRightEnabled );
value = settings->value( "moveShortcutRight",
m_settingsRightHandDragEnabled );
if ( value.isValid() && !value.isNull() )
{
m_moveShortcutRightEnabled = value.toBool();
m_settingsRightHandDragEnabled = value.toBool();
}
value = settings->value( "moveShortcutLeft", m_moveShortcutLeftEnabled );
value
= settings->value( "moveShortcutLeft", m_settingsLeftHandDragEnabled );
if ( value.isValid() && !value.isNull() )
{
m_moveShortcutLeftEnabled = value.toBool();
}
value = settings->value( "requireDoubleClick", m_requireDoubleClick );
if ( value.isValid() && !value.isNull() )
{
m_requireDoubleClick = value.toBool();
m_settingsLeftHandDragEnabled = value.toBool();
}
value = settings->value( "lockXToggle", m_lockXToggle );
if ( value.isValid() && !value.isNull() )
@@ -292,77 +289,58 @@ void MoveCenterTabController::setAdjustChaperone( bool value, bool notify )
bool MoveCenterTabController::rotateHand() const
{
return m_rotateHand;
return m_settingsHandTurningEnabled;
}
void MoveCenterTabController::setRotateHand( bool value, bool notify )
{
m_rotateHand = value;
m_settingsHandTurningEnabled = value;
auto settings = OverlayController::appSettings();
settings->beginGroup( "playspaceSettings" );
settings->setValue( "rotateHand", m_rotateHand );
settings->setValue( "rotateHand", m_settingsHandTurningEnabled );
settings->endGroup();
settings->sync();
if ( notify )
{
emit rotateHandChanged( m_rotateHand );
emit rotateHandChanged( m_settingsHandTurningEnabled );
}
}
bool MoveCenterTabController::moveShortcutRight() const
{
return m_moveShortcutRightEnabled;
return m_settingsRightHandDragEnabled;
}
void MoveCenterTabController::setMoveShortcutRight( bool value, bool notify )
{
m_moveShortcutRightEnabled = value;
m_settingsRightHandDragEnabled = value;
auto settings = OverlayController::appSettings();
settings->beginGroup( "playspaceSettings" );
settings->setValue( "moveShortcutRight", m_moveShortcutRightEnabled );
settings->setValue( "moveShortcutRight", m_settingsRightHandDragEnabled );
settings->endGroup();
settings->sync();
if ( notify )
{
emit moveShortcutRightChanged( m_moveShortcutRightEnabled );
emit moveShortcutRightChanged( m_settingsRightHandDragEnabled );
}
}
bool MoveCenterTabController::moveShortcutLeft() const
{
return m_moveShortcutLeftEnabled;
return m_settingsLeftHandDragEnabled;
}
void MoveCenterTabController::setMoveShortcutLeft( bool value, bool notify )
{
m_moveShortcutLeftEnabled = value;
m_settingsLeftHandDragEnabled = value;
auto settings = OverlayController::appSettings();
settings->beginGroup( "playspaceSettings" );
settings->setValue( "moveShortcutLeft", m_moveShortcutLeftEnabled );
settings->setValue( "moveShortcutLeft", m_settingsLeftHandDragEnabled );
settings->endGroup();
settings->sync();
if ( notify )
{
emit moveShortcutLeftChanged( m_moveShortcutLeftEnabled );
}
}
bool MoveCenterTabController::requireDoubleClick() const
{
return m_requireDoubleClick;
}
void MoveCenterTabController::setRequireDoubleClick( bool value, bool notify )
{
m_requireDoubleClick = value;
auto settings = OverlayController::appSettings();
settings->beginGroup( "playspaceSettings" );
settings->setValue( "requireDoubleClick", m_requireDoubleClick );
settings->endGroup();
settings->sync();
if ( notify )
{
emit requireDoubleClickChanged( m_requireDoubleClick );
emit moveShortcutLeftChanged( m_settingsLeftHandDragEnabled );
}
}
@@ -532,445 +510,353 @@ void MoveCenterTabController::resetHmdYawTotal()
m_hmdYawTotal = 0.0;
}
// START of move bindings:
// START of drag bindings:
void MoveCenterTabController::leftHandPlayspaceMove( bool leftHandMoveActive )
void MoveCenterTabController::leftHandRoomDrag( bool leftHandDragActive )
{
if ( m_moveShortcutLeftEnabled )
if ( !m_settingsLeftHandDragEnabled )
{
// cancel if other hand is active in override
if ( !m_overrideRightHandMovePressed )
{
// detect new press
if ( leftHandMoveActive && !m_leftHandMovePressed )
{
m_activeMoveHand = vr::TrackedControllerRole_LeftHand;
}
// detect new release
else if ( !leftHandMoveActive && m_leftHandMovePressed )
{
// check overrides
// pass back to right hand?
if ( m_overrideRightHandMovePressed )
{
m_activeMoveHand = vr::TrackedControllerRole_RightHand;
}
// override of left hand still active?
else if ( m_overrideLeftHandMovePressed )
{
m_activeMoveHand = vr::TrackedControllerRole_LeftHand;
}
// check non-override right hand action
if ( m_rightHandMovePressed )
{
m_activeMoveHand = vr::TrackedControllerRole_RightHand;
}
// nothing else is pressed, deactivate move
else
{
m_activeMoveHand = vr::TrackedControllerRole_Invalid;
}
}
}
m_leftHandMovePressed = leftHandMoveActive;
return;
}
}
void MoveCenterTabController::rightHandPlayspaceMove( bool rightHandMoveActive )
{
if ( m_moveShortcutRightEnabled )
{
// cancel if other hand is active in override
if ( !m_overrideLeftHandMovePressed )
{
// detect new press
if ( rightHandMoveActive && !m_rightHandMovePressed )
{
m_activeMoveHand = vr::TrackedControllerRole_RightHand;
}
// detect new release
else if ( !rightHandMoveActive && m_rightHandMovePressed )
{
// check overrides
// pass back to left hand?
if ( m_overrideLeftHandMovePressed )
{
m_activeMoveHand = vr::TrackedControllerRole_LeftHand;
}
// override of right hand still active?
else if ( m_overrideRightHandMovePressed )
{
m_activeMoveHand = vr::TrackedControllerRole_RightHand;
}
// check non-override left hand action
if ( m_leftHandMovePressed )
{
m_activeMoveHand = vr::TrackedControllerRole_LeftHand;
}
// nothing else is pressed, deactivate move
else
{
m_activeMoveHand = vr::TrackedControllerRole_Invalid;
}
}
}
m_rightHandMovePressed = rightHandMoveActive;
}
}
void MoveCenterTabController::optionalOverrideLeftHandPlayspaceMove(
bool overrideLeftHandMoveActive )
{
if ( m_moveShortcutLeftEnabled )
// cancel if other hand is active in override
if ( !m_overrideRightHandDragPressed )
{
// detect new press
if ( overrideLeftHandMoveActive && !m_overrideLeftHandMovePressed )
if ( leftHandDragActive && !m_leftHandDragPressed )
{
m_activeMoveHand = vr::TrackedControllerRole_LeftHand;
// stop any active rotate because we're in override mode
m_activeRotateHand = vr::TrackedControllerRole_Invalid;
m_activeDragHand = vr::TrackedControllerRole_LeftHand;
}
// detect new release
else if ( !overrideLeftHandMoveActive && m_overrideLeftHandMovePressed )
else if ( !leftHandDragActive && m_leftHandDragPressed )
{
// check if we should pass back to other hand
// give priority to override action
if ( m_overrideRightHandMovePressed )
// check overrides
// pass back to right hand?
if ( m_overrideRightHandDragPressed )
{
m_activeMoveHand = vr::TrackedControllerRole_RightHand;
m_activeDragHand = vr::TrackedControllerRole_RightHand;
}
// otherwise check normal action
else if ( m_rightHandMovePressed )
// override of left hand still active?
else if ( m_overrideLeftHandDragPressed )
{
m_activeMoveHand = vr::TrackedControllerRole_RightHand;
m_activeDragHand = vr::TrackedControllerRole_LeftHand;
}
// check if we should fall back to non-override left hand
else if ( m_leftHandMovePressed )
// check non-override right hand action
if ( m_rightHandDragPressed )
{
m_activeMoveHand = vr::TrackedControllerRole_LeftHand;
m_activeDragHand = vr::TrackedControllerRole_RightHand;
}
// nothing else is pressed, deactivate move
else
{
m_activeMoveHand = vr::TrackedControllerRole_Invalid;
m_activeDragHand = vr::TrackedControllerRole_Invalid;
}
}
m_overrideLeftHandMovePressed = overrideLeftHandMoveActive;
}
m_leftHandDragPressed = leftHandDragActive;
}
void MoveCenterTabController::optionalOverrideRightHandPlayspaceMove(
bool overrideRightHandMoveActive )
void MoveCenterTabController::rightHandRoomDrag( bool rightHandDragActive )
{
if ( m_moveShortcutRightEnabled )
if ( !m_settingsRightHandDragEnabled )
{
return;
}
// cancel if other hand is active in override
if ( !m_overrideLeftHandDragPressed )
{
// detect new press
if ( overrideRightHandMoveActive && !m_overrideRightHandMovePressed )
if ( rightHandDragActive && !m_rightHandDragPressed )
{
m_activeMoveHand = vr::TrackedControllerRole_RightHand;
// stop any active rotate because we're in override mode
m_activeRotateHand = vr::TrackedControllerRole_Invalid;
m_activeDragHand = vr::TrackedControllerRole_RightHand;
}
// detect new release
else if ( !overrideRightHandMoveActive
&& m_overrideRightHandMovePressed )
else if ( !rightHandDragActive && m_rightHandDragPressed )
{
// check if we should pass back to other hand
// give priority to override action
if ( m_overrideLeftHandMovePressed )
// check overrides
// pass back to left hand?
if ( m_overrideLeftHandDragPressed )
{
m_activeMoveHand = vr::TrackedControllerRole_LeftHand;
m_activeDragHand = vr::TrackedControllerRole_LeftHand;
}
// otherwise check normal action
else if ( m_leftHandMovePressed )
// override of right hand still active?
else if ( m_overrideRightHandDragPressed )
{
m_activeMoveHand = vr::TrackedControllerRole_LeftHand;
m_activeDragHand = vr::TrackedControllerRole_RightHand;
}
// check if we should fall back to non-override left hand
else if ( m_rightHandMovePressed )
// check non-override left hand action
if ( m_leftHandDragPressed )
{
m_activeMoveHand = vr::TrackedControllerRole_RightHand;
m_activeDragHand = vr::TrackedControllerRole_LeftHand;
}
// nothing else is pressed, deactivate move
else
{
m_activeMoveHand = vr::TrackedControllerRole_Invalid;
m_activeDragHand = vr::TrackedControllerRole_Invalid;
}
}
m_overrideRightHandMovePressed = overrideRightHandMoveActive;
}
m_rightHandDragPressed = rightHandDragActive;
}
// END of move bindings
// START of rotate bindgins
void MoveCenterTabController::leftHandPlayspaceRotate(
bool leftHandRotateActive )
void MoveCenterTabController::optionalOverrideLeftHandRoomDrag(
bool overrideLeftHandDragActive )
{
if ( m_rotateHand )
if ( !m_settingsLeftHandDragEnabled )
{
// cancel if other hand is active in override
if ( !m_overrideRightHandRotatePressed )
{
// detect new press
if ( leftHandRotateActive && !m_leftHandRotatePressed )
{
m_activeRotateHand = vr::TrackedControllerRole_LeftHand;
}
// detect new release
else if ( !leftHandRotateActive && m_leftHandRotatePressed )
{
// check overrides
// pass back to right hand?
if ( m_overrideRightHandRotatePressed )
{
m_activeRotateHand = vr::TrackedControllerRole_RightHand;
}
// override of left hand still active?
else if ( m_overrideLeftHandRotatePressed )
{
m_activeRotateHand = vr::TrackedControllerRole_LeftHand;
}
// check non-override right hand action
if ( m_rightHandRotatePressed )
{
m_activeRotateHand = vr::TrackedControllerRole_RightHand;
}
// nothing else is pressed, deactivate rotate
else
{
m_activeRotateHand = vr::TrackedControllerRole_Invalid;
}
}
}
m_leftHandRotatePressed = leftHandRotateActive;
return;
}
}
void MoveCenterTabController::rightHandPlayspaceRotate(
bool rightHandRotateActive )
{
if ( m_rotateHand )
// detect new press
if ( overrideLeftHandDragActive && !m_overrideLeftHandDragPressed )
{
// cancel if other hand is active in override
if ( !m_overrideLeftHandRotatePressed )
{
// detect new press
if ( rightHandRotateActive && !m_rightHandRotatePressed )
{
m_activeRotateHand = vr::TrackedControllerRole_RightHand;
}
// detect new release
else if ( !rightHandRotateActive && m_rightHandRotatePressed )
{
// check overrides
// pass back to left hand?
if ( m_overrideLeftHandRotatePressed )
{
m_activeRotateHand = vr::TrackedControllerRole_LeftHand;
}
// override of right hand still active?
else if ( m_overrideRightHandRotatePressed )
{
m_activeRotateHand = vr::TrackedControllerRole_RightHand;
}
// check non-override left hand action
if ( m_leftHandRotatePressed )
{
m_activeRotateHand = vr::TrackedControllerRole_LeftHand;
}
// nothing else is pressed, deactivate rotate
else
{
m_activeRotateHand = vr::TrackedControllerRole_Invalid;
}
}
}
m_rightHandRotatePressed = rightHandRotateActive;
m_activeDragHand = vr::TrackedControllerRole_LeftHand;
// stop any active rotate because we're in override mode
m_activeTurnHand = vr::TrackedControllerRole_Invalid;
}
// detect new release
else if ( !overrideLeftHandDragActive && m_overrideLeftHandDragPressed )
{
// check if we should pass back to other hand
// give priority to override action
if ( m_overrideRightHandDragPressed )
{
m_activeDragHand = vr::TrackedControllerRole_RightHand;
}
// otherwise check normal action
else if ( m_rightHandDragPressed )
{
m_activeDragHand = vr::TrackedControllerRole_RightHand;
}
// check if we should fall back to non-override left hand
else if ( m_leftHandDragPressed )
{
m_activeDragHand = vr::TrackedControllerRole_LeftHand;
}
// nothing else is pressed, deactivate move
else
{
m_activeDragHand = vr::TrackedControllerRole_Invalid;
}
}
m_overrideLeftHandDragPressed = overrideLeftHandDragActive;
}
void MoveCenterTabController::optionalOverrideLeftHandPlayspaceRotate(
bool overrideLeftHandRotateActive )
void MoveCenterTabController::optionalOverrideRightHandRoomDrag(
bool overrideRightHandDragActive )
{
if ( m_rotateHand )
if ( !m_settingsRightHandDragEnabled )
{
return;
}
// detect new press
if ( overrideRightHandDragActive && !m_overrideRightHandDragPressed )
{
m_activeDragHand = vr::TrackedControllerRole_RightHand;
// stop any active rotate because we're in override mode
m_activeTurnHand = vr::TrackedControllerRole_Invalid;
}
// detect new release
else if ( !overrideRightHandDragActive && m_overrideRightHandDragPressed )
{
// check if we should pass back to other hand
// give priority to override action
if ( m_overrideLeftHandDragPressed )
{
m_activeDragHand = vr::TrackedControllerRole_LeftHand;
}
// otherwise check normal action
else if ( m_leftHandDragPressed )
{
m_activeDragHand = vr::TrackedControllerRole_LeftHand;
}
// check if we should fall back to non-override left hand
else if ( m_rightHandDragPressed )
{
m_activeDragHand = vr::TrackedControllerRole_RightHand;
}
// nothing else is pressed, deactivate move
else
{
m_activeDragHand = vr::TrackedControllerRole_Invalid;
}
}
m_overrideRightHandDragPressed = overrideRightHandDragActive;
}
// END of drag bindings
// START of turn bindgins
void MoveCenterTabController::leftHandRoomTurn( bool leftHandTurnActive )
{
if ( !m_settingsHandTurningEnabled )
{
return;
}
// cancel if other hand is active in override
if ( !m_overrideRightHandTurnPressed )
{
// detect new press
if ( overrideLeftHandRotateActive && !m_overrideLeftHandRotatePressed )
if ( leftHandTurnActive && !m_leftHandTurnPressed )
{
m_activeRotateHand = vr::TrackedControllerRole_LeftHand;
// stop any active move because we're in override mode
m_activeMoveHand = vr::TrackedControllerRole_Invalid;
m_activeTurnHand = vr::TrackedControllerRole_LeftHand;
}
// detect new release
else if ( !overrideLeftHandRotateActive
&& m_overrideLeftHandRotatePressed )
else if ( !leftHandTurnActive && m_leftHandTurnPressed )
{
// check if we should pass back to other hand
// give priority to override action
if ( m_overrideRightHandRotatePressed )
// check overrides
// pass back to right hand?
if ( m_overrideRightHandTurnPressed )
{
m_activeRotateHand = vr::TrackedControllerRole_RightHand;
m_activeTurnHand = vr::TrackedControllerRole_RightHand;
}
// otherwise check normal action
else if ( m_rightHandRotatePressed )
// override of left hand still active?
else if ( m_overrideLeftHandTurnPressed )
{
m_activeRotateHand = vr::TrackedControllerRole_RightHand;
m_activeTurnHand = vr::TrackedControllerRole_LeftHand;
}
// check if we should fall back to non-override left hand
else if ( m_leftHandRotatePressed )
// check non-override right hand action
if ( m_rightHandTurnPressed )
{
m_activeRotateHand = vr::TrackedControllerRole_LeftHand;
m_activeTurnHand = vr::TrackedControllerRole_RightHand;
}
// nothing else is pressed, deactivate rotate
else
{
m_activeRotateHand = vr::TrackedControllerRole_Invalid;
m_activeTurnHand = vr::TrackedControllerRole_Invalid;
}
}
m_overrideLeftHandRotatePressed = overrideLeftHandRotateActive;
}
m_leftHandTurnPressed = leftHandTurnActive;
}
void MoveCenterTabController::optionalOverrideRightHandPlayspaceRotate(
bool overrideRightHandRotateActive )
void MoveCenterTabController::rightHandRoomTurn( bool rightHandTurnActive )
{
if ( m_rotateHand )
if ( !m_settingsHandTurningEnabled )
{
return;
}
// cancel if other hand is active in override
if ( !m_overrideLeftHandTurnPressed )
{
// detect new press
if ( overrideRightHandRotateActive
&& !m_overrideRightHandRotatePressed )
if ( rightHandTurnActive && !m_rightHandTurnPressed )
{
m_activeRotateHand = vr::TrackedControllerRole_RightHand;
// stop any active move because we're in override mode
m_activeMoveHand = vr::TrackedControllerRole_Invalid;
m_activeTurnHand = vr::TrackedControllerRole_RightHand;
}
// detect new release
else if ( !overrideRightHandRotateActive
&& m_overrideRightHandRotatePressed )
else if ( !rightHandTurnActive && m_rightHandTurnPressed )
{
// check if we should pass back to other hand
// give priority to override action
if ( m_overrideLeftHandRotatePressed )
// check overrides
// pass back to left hand?
if ( m_overrideLeftHandTurnPressed )
{
m_activeRotateHand = vr::TrackedControllerRole_LeftHand;
m_activeTurnHand = vr::TrackedControllerRole_LeftHand;
}
// otherwise check normal action
else if ( m_leftHandRotatePressed )
// override of right hand still active?
else if ( m_overrideRightHandTurnPressed )
{
m_activeRotateHand = vr::TrackedControllerRole_LeftHand;
m_activeTurnHand = vr::TrackedControllerRole_RightHand;
}
// check if we should fall back to non-override left hand
else if ( m_rightHandRotatePressed )
// check non-override left hand action
if ( m_leftHandTurnPressed )
{
m_activeRotateHand = vr::TrackedControllerRole_RightHand;
m_activeTurnHand = vr::TrackedControllerRole_LeftHand;
}
// nothing else is pressed, deactivate rotate
else
{
m_activeRotateHand = vr::TrackedControllerRole_Invalid;
m_activeTurnHand = vr::TrackedControllerRole_Invalid;
}
}
m_overrideRightHandRotatePressed = overrideRightHandRotateActive;
}
m_rightHandTurnPressed = rightHandTurnActive;
}
// END of rotate bindings.
/*
bool isMoveShortCutPressed( vr::ETrackedControllerRole hand )
void MoveCenterTabController::optionalOverrideLeftHandRoomTurn(
bool overrideLeftHandTurnActive )
{
auto handId
= vr::VRSystem()->GetTrackedDeviceIndexForControllerRole( hand );
if ( handId == vr::k_unTrackedDeviceIndexInvalid
|| handId >= vr::k_unMaxTrackedDeviceCount )
if ( !m_settingsHandTurningEnabled )
{
return false;
return;
}
vr::VRControllerState_t state;
if ( vr::VRSystem()->GetControllerState(
handId, &state, sizeof( vr::VRControllerState_t ) ) )
// detect new press
if ( overrideLeftHandTurnActive && !m_overrideLeftHandTurnPressed )
{
return state.ulButtonPressed
& vr::ButtonMaskFromId( vr::k_EButton_ApplicationMenu );
m_activeTurnHand = vr::TrackedControllerRole_LeftHand;
// stop any active move because we're in override mode
m_activeDragHand = vr::TrackedControllerRole_Invalid;
}
return false;
// detect new release
else if ( !overrideLeftHandTurnActive && m_overrideLeftHandTurnPressed )
{
// check if we should pass back to other hand
// give priority to override action
if ( m_overrideRightHandTurnPressed )
{
m_activeTurnHand = vr::TrackedControllerRole_RightHand;
}
// otherwise check normal action
else if ( m_rightHandTurnPressed )
{
m_activeTurnHand = vr::TrackedControllerRole_RightHand;
}
// check if we should fall back to non-override left hand
else if ( m_leftHandTurnPressed )
{
m_activeTurnHand = vr::TrackedControllerRole_LeftHand;
}
// nothing else is pressed, deactivate rotate
else
{
m_activeTurnHand = vr::TrackedControllerRole_Invalid;
}
}
m_overrideLeftHandTurnPressed = overrideLeftHandTurnActive;
}
*/
/*
vr::ETrackedControllerRole MoveCenterTabController::getMoveShortcutHand()
void MoveCenterTabController::optionalOverrideRightHandRoomTurn(
bool overrideRightHandTurnActive )
{
auto activeHand = m_activeMoveController;
bool rightPressed
= m_moveShortcutRightEnabled
&& isMoveShortCutPressed( vr::TrackedControllerRole_RightHand );
bool leftPressed
= m_moveShortcutLeftEnabled
&& isMoveShortCutPressed( vr::TrackedControllerRole_LeftHand );
bool checkDoubleClick = m_requireDoubleClick
&& activeHand == vr::TrackedControllerRole_Invalid;
auto now = clock::now();
// if we start pressing the shortcut on a controller we set the active one
// to it
if ( rightPressed && !m_moveShortcutRightPressed )
if ( !m_settingsHandTurningEnabled )
{
auto elapsed
= duration_cast<milliseconds>( now - lastMoveButtonClick[0] )
.count();
if ( !checkDoubleClick || elapsed < 250 )
return;
}
// detect new press
if ( overrideRightHandTurnActive && !m_overrideRightHandTurnPressed )
{
m_activeTurnHand = vr::TrackedControllerRole_RightHand;
// stop any active move because we're in override mode
m_activeDragHand = vr::TrackedControllerRole_Invalid;
}
// detect new release
else if ( !overrideRightHandTurnActive && m_overrideRightHandTurnPressed )
{
// check if we should pass back to other hand
// give priority to override action
if ( m_overrideLeftHandTurnPressed )
{
activeHand = vr::TrackedControllerRole_RightHand;
m_activeTurnHand = vr::TrackedControllerRole_LeftHand;
}
lastMoveButtonClick[0] = now;
}
if ( leftPressed && !m_moveShortcutLeftPressed )
{
auto elapsed
= duration_cast<milliseconds>( now - lastMoveButtonClick[1] )
.count();
if ( !checkDoubleClick || elapsed < 250 )
// otherwise check normal action
else if ( m_leftHandTurnPressed )
{
activeHand = vr::TrackedControllerRole_LeftHand;
m_activeTurnHand = vr::TrackedControllerRole_LeftHand;
}
lastMoveButtonClick[1] = now;
}
// if we let down of a shortcut we set the active hand to any remaining
// pressed down hand
if ( !rightPressed && m_moveShortcutRightPressed )
{
activeHand = leftPressed ? vr::TrackedControllerRole_LeftHand
: vr::TrackedControllerRole_Invalid;
}
if ( !leftPressed && m_moveShortcutLeftPressed )
{
activeHand = rightPressed ? vr::TrackedControllerRole_RightHand
: vr::TrackedControllerRole_Invalid;
}
if ( !leftPressed && !rightPressed )
{
activeHand = vr::TrackedControllerRole_Invalid;
if ( m_activeMoveController != vr::TrackedControllerRole_Invalid )
// check if we should fall back to non-override left hand
else if ( m_rightHandTurnPressed )
{
// grace period while switching hands
lastMoveButtonClick[0] = lastMoveButtonClick[1] = now;
m_activeTurnHand = vr::TrackedControllerRole_RightHand;
}
// nothing else is pressed, deactivate rotate
else
{
m_activeTurnHand = vr::TrackedControllerRole_Invalid;
}
}
m_activeMoveController = activeHand;
m_moveShortcutRightPressed = rightPressed;
m_moveShortcutLeftPressed = leftPressed;
return activeHand;
m_overrideRightHandTurnPressed = overrideRightHandTurnActive;
}
*/
// END of turn bindings.
void MoveCenterTabController::eventLoopTick(
vr::ETrackingUniverseOrigin universe,
@@ -1080,12 +966,12 @@ void MoveCenterTabController::eventLoopTick(
}
*/
auto moveHandId = vr::VRSystem()->GetTrackedDeviceIndexForControllerRole(
m_activeMoveHand );
m_activeDragHand );
auto rotateHandId = vr::VRSystem()->GetTrackedDeviceIndexForControllerRole(
m_activeRotateHand );
m_activeTurnHand );
// START of hand move
if ( m_activeMoveHand == vr::TrackedControllerRole_Invalid
if ( m_activeDragHand == vr::TrackedControllerRole_Invalid
|| moveHandId == vr::k_unTrackedDeviceIndexInvalid
|| moveHandId >= vr::k_unMaxTrackedDeviceCount )
{
@@ -1095,7 +981,7 @@ void MoveCenterTabController::eventLoopTick(
emit offsetYChanged( m_offsetY );
emit offsetZChanged( m_offsetZ );
}
m_lastMoveHand = m_activeMoveHand;
m_lastMoveHand = m_activeDragHand;
}
else
{
@@ -1103,7 +989,7 @@ void MoveCenterTabController::eventLoopTick(
if ( !movePose->bPoseIsValid || !movePose->bDeviceIsConnected
|| movePose->eTrackingResult != vr::TrackingResult_Running_OK )
{
m_lastMoveHand = m_activeMoveHand;
m_lastMoveHand = m_activeDragHand;
}
else
{
@@ -1119,7 +1005,7 @@ void MoveCenterTabController::eventLoopTick(
static_cast<float>( relativeControllerPosition[2] ) + m_offsetZ,
};
if ( m_lastMoveHand == m_activeMoveHand )
if ( m_lastMoveHand == m_activeDragHand )
{
double diff[3] = {
absoluteControllerPosition[0] - m_lastControllerPosition[0],
@@ -1177,13 +1063,13 @@ void MoveCenterTabController::eventLoopTick(
m_lastControllerPosition[0] = absoluteControllerPosition[0];
m_lastControllerPosition[1] = absoluteControllerPosition[1];
m_lastControllerPosition[2] = absoluteControllerPosition[2];
m_lastMoveHand = m_activeMoveHand;
m_lastMoveHand = m_activeDragHand;
}
} // END of hand move
// START of hand rotation
if ( m_activeRotateHand == vr::TrackedControllerRole_Invalid
if ( m_activeTurnHand == vr::TrackedControllerRole_Invalid
|| rotateHandId == vr::k_unTrackedDeviceIndexInvalid
|| rotateHandId >= vr::k_unMaxTrackedDeviceCount )
{
@@ -1193,7 +1079,7 @@ void MoveCenterTabController::eventLoopTick(
// (-1000.0)
lastHandQuaternion.w = -1000.0;
}
m_lastRotateHand = m_activeRotateHand;
m_lastRotateHand = m_activeTurnHand;
}
else
{
@@ -1201,7 +1087,7 @@ void MoveCenterTabController::eventLoopTick(
if ( !rotatePose->bPoseIsValid || !rotatePose->bDeviceIsConnected
|| rotatePose->eTrackingResult != vr::TrackingResult_Running_OK )
{
m_lastRotateHand = m_activeRotateHand;
m_lastRotateHand = m_activeTurnHand;
}
else
{
@@ -1224,7 +1110,7 @@ void MoveCenterTabController::eventLoopTick(
// Convert pose matrix to quaternion
handQuaternion = utils::getQuaternion( handMatrixAbsolute );
if ( m_lastRotateHand == m_activeRotateHand )
if ( m_lastRotateHand == m_activeTurnHand )
{
// Get rotation change of hand.
// Checking if set to -1000.0 placeholder for invalid hand.
@@ -1271,7 +1157,7 @@ void MoveCenterTabController::eventLoopTick(
}
}
lastHandQuaternion = handQuaternion;
m_lastRotateHand = m_activeRotateHand;
m_lastRotateHand = m_activeTurnHand;
}
} // END of hand rotation
}