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.
This removes the massively indented logic in the previous version.
Notice that individual components will still be imported with an
import "utilities_page". Therefore anything except UtilitiesPage.qml
should be in a separate folder.
The QML at the moment is a giant mess. Moving pages into individual
folders and properly abstracting the sub components of the pages will
allow for much easier development and better error messages.
Additionally it will prevent polluting the global namespace. Really, all
the reasons for avoiding globally available values and using
abstractions in regular programming also come into play here.
The codecvt header has been deprecatd for C++17, but no replacement has
been specified in the standard. It is possible to use the Windows
specific MultiByteToWideChar() and WideCharToMultiByte() from
<Windows.h> instead, however the codecvt header still works so there's
no reason to change it until a proper replacement has been specified in
the standard.
It is additionally necessary to manually set the standard for clang-msvc
to C++17.
Having the CI on their own line prevents the initial line from getting
way too long.
The preview version link should not show in development alpha branches,
but only the relatively tested master.
The badge had not been updated for C++14 when we made the change. It had
also not been updated to reflect the dependency on Python during the
creation of the build script.
Running with "-bindingsinterface" does not allow for continually
updating the bindings or playing around with them. While changing the
unix time in the vrappconfig is slightly harder for casual users, it
will also give them a way better user experience.
All bindings are disabled by default. This is to prevent confusing
behaviour from users who do not know about the new bindings. Forcing
users to manually set up their bindings will also enable them to play
around with the SteamVR bindings interface, which allows for much more
versatile binding options that our current offerings.
All actions are curently in main action set. If the selection of
bindings was greatly expanded it could be beneficial to encapsulate the
options more. The current code is more intended as a proof of concept
until our full binding needs have been uncovered.
The processInputBindings function should probably also be split into
several functions of related bindings, as the amount of bindings grows.
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/914https://github.com/ValveSoftware/openvr/issues/926https://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).