The IPolicyConfig file is a third party file and since it describes a
third party API we can't make changes to it. Adding it via the system
includes disables warnings on most compilers.
The old system used the old OpenVR input system which is
incompatible with the new IVRInput.
This change broke the AccessbilityTabController, but
that is to be removed because the functionality can be
found elsewhere.
All images have been moved to the /img/ folder in order to fully
separate qml from images. The .qrc file allows qml to use the images by
appending the qrc:/ prefix before the abstract path to the image.
Note that the .qrc file is also check at compile time, which further
enhances the confidence the lack of errors.
Some of the images are not used in the QML, but instead directly passed
through to the OpenVR API. These have not been added to the .qrc file.
Replace magic numbers with constants and centralize settings update counters. Rename actions manifest localization from "en" to "en_US" (Thanks Ykeara)
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.
When the vive pro wireless adapter loses connection, its audio devices are
removed, causing an OnDefaultDeviceChanged event to be issued for each
such device that was previously set as the default. However, if no other
device is available for the role that was disconnected (e.g. if the Vive
Pro was providing the only system microphone), then pwstrDefaultDeviceId
is NULL.
In this case, we would invoke getDevice on the NULL device ID, then
attempt to print the default device name in the debug logging path; this
NULL dereference would cause AdvancedSettings to crash.
This change simply fixes the logging code to not attempt to print the
new default device name when it is NULL.
Compare old and new pose via a relative quaternion rather than relative yaw, then calculate the resulting yaw-difference from the quaternion in one go.
* use QStandardPaths to get resource locations
While this shouldn't change behaviour for windows, it allows installing the resource files seperate from the binary on unix systems
* initialize battery overlay handles to 0
* Added Manual Override Checkbox
* added profile logic/synch fixed bug with profile
* Added Function definitions + re-arranged code into more logical blocks
* formatting and fixed reset function in steamvrtabcontroler
* updated documentation
* removed some comments(for later standardization), params as const (where applicable), changed SS minimum value to .2 to match with steamVR minimum
* changed c style cast to c++
* re-applied formatting
* removed un-used lines in steamvrtabcontroller.h
The sendKeyboardBackspace function was used with a non-const parameter
throughout the entire inheritance hierachy. Const has been added to
every parameter for the reasons you add const.
The original functions had the API details of sending keys absolutely
correct, but they were cumbersome to use due to not abstracting away the
press and release aspect and manual creation of INPUT structs.
The manual management of objects also saved a few operations, but with
the frequency that these functions are called it's probably better to
have more abstract code than preventing a 28 byte object from being stack
copied twice every 2 seconds or so.
It's now possible to rotate the playspace by turning the controller during a virtual move playspace drag. The feature is activated via a checkbox on the playspace tab. If X Y Z axis lock checkboxes are also checked only rotation will be applied. Offsets will still accumulate as the user swings the playspace around because rotation is now centered at head. This feature is intended for use with manual redirected walking (allowing the user to virtually walk in a straight line while walking circles in physical space). This distance walked is reflected in the X,Z offsets.