Add ability to change IVRInput bindings, move openvr_init into namespace
openvr_init was not in a namespace. This led to it being globally available. This was not intended. The solution to overlays not showing up in the bindings interface was chosen for ease of implementation and relative ease of end user use. The Kinect2VR project are using a solution where there is a button to shutdown background mode and use scene mode temporarily. This did not work for our project for unknown reasons. The IVRInput system would become non responsive and spam error messages when VR was shut down. Implementation is here: https://github.com/sharkyh20/KinectToVR/blob/12aeb8b33ab20eeb588c72c5d5186dd4d87784d7/SFMLProject/inc/GUIHandler.h#L700 The command line flag will be represented as a .bat file for the end user, like desktop mode and restarting the VR server. When Valve solves the issue of overlays not showing up in the bindings menu, the entire function can essentially be deleted. Official issues here: https://github.com/ValveSoftware/openvr/issues/914 https://github.com/ValveSoftware/openvr/issues/926 https://github.com/ValveSoftware/openvr/issues/879 It is also possible to make the app appear by changing the C:\Program Files (x86)\Steam\config\vrappconfig\*.vrappconfig file for the project to have a "last_launch_time" of something greater than zero. From experimentation it seems that there's a cutoff time around 2 weeks before the current time. Setting it to the day before seems to be a good bet. (In unix time).
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@@ -88,7 +88,7 @@ private:
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// OpenVR_Init must be declared before any other class that uses OpenVR
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// function calls since objects are initialized in order of declaration in
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// the class.
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OpenVR_Init m_openVrInit;
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openvr_init::OpenVR_Init m_openVrInit;
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public: // I know it's an ugly hack to make them public to enable external
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// access, but I am too lazy to implement getters.
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