#ifndef VR_INPUT_MANAGER_HPP #define VR_INPUT_MANAGER_HPP #include "vrtypes.hpp" #include "../mwinput/inputmanagerimp.hpp" #include #include #include #include "../mwworld/ptr.hpp" namespace MWVR { struct OpenXRInput; struct OpenXRActionSet; namespace RealisticCombat { class StateMachine; } /// Extension of the input manager to include VR inputs class VRInputManager : public MWInput::InputManager { public: VRInputManager( SDL_Window* window, osg::ref_ptr viewer, osg::ref_ptr screenCaptureHandler, osgViewer::ScreenCaptureHandler::CaptureOperation* screenCaptureOperation, const std::string& userFile, bool userFileExists, const std::string& userControllerBindingsFile, const std::string& controllerBindingsFile, bool grab); virtual ~VRInputManager(); /// Overriden to force vr modes such as hiding cursors and crosshairs virtual void changeInputMode(bool guiMode); /// Overriden to update XR inputs virtual void update(float dt, bool disableControls = false, bool disableEvents = false); /// Set current offset to 0 and re-align VR stage. void requestRecenter(); /// Tracking pose of the given limb at the given predicted time Pose getLimbPose(int64_t time, TrackedLimb limb); /// Currently active action set OpenXRActionSet& activeActionSet(); protected: void processAction(const class Action* action, float dt, bool disableControls); void updateActivationIndication(void); void pointActivation(bool onPress); void injectMousePress(int sdlButton, bool onPress); void injectChannelValue(MWInput::Actions action, float value); void applyHapticsLeftHand(float intensity) override; void applyHapticsRightHand(float intensity) override; private: void suggestBindingsSimple(); void suggestBindingsOculusTouch(); void suggestBindingsHpMixedReality(); void suggestBindingsMicrosoftMixedReality(); void suggestBindingsIndex(); void suggestBindingsVive(); void suggestBindingsXboxController(); std::unique_ptr mXRInput; std::unique_ptr mRealisticCombat; bool mActivationIndication{ false }; bool mHapticsEnabled{ true }; }; } #endif