lovr/src/headset/headset.h

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#ifndef LOVR_HEADSET_TYPES
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#define LOVR_HEADSET_TYPES
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typedef void (*headsetRenderCallback)(int eyeIndex, void* userdata);
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typedef enum {
CONTROLLER_HAND_LEFT,
CONTROLLER_HAND_RIGHT
} ControllerHand;
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typedef enum {
CONTROLLER_AXIS_TRIGGER,
CONTROLLER_AXIS_TOUCHPAD_X,
CONTROLLER_AXIS_TOUCHPAD_Y
} ControllerAxis;
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typedef enum {
CONTROLLER_BUTTON_SYSTEM,
CONTROLLER_BUTTON_MENU,
CONTROLLER_BUTTON_GRIP,
CONTROLLER_BUTTON_TOUCHPAD
} ControllerButton;
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typedef enum {
CONTROLLER_MODEL_NONE = 0,
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CONTROLLER_MODEL_OPENVR
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} ControllerModelFormat;
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typedef struct {
ControllerHand hand;
} Controller;
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typedef struct {
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char (*isPresent)(void* headset);
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const char* (*getType)(void* headset);
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void (*getDisplayDimensions)(void* headset, int* width, int* height);
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void (*getClipDistance)(void* headset, float* near, float* far);
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void (*setClipDistance)(void* headset, float near, float far);
float (*getBoundsWidth)(void* headset);
float (*getBoundsDepth)(void* headset);
void (*getBoundsGeometry)(void* headset, float* geometry);
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char (*isBoundsVisible)(void* headset);
void (*setBoundsVisible)(void* headset, char visible);
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void (*getPosition)(void* headset, float* x, float* y, float* z);
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void (*getOrientation)(void* headset, float* w, float* x, float* y, float* z);
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void (*getVelocity)(void* headset, float* x, float* y, float* z);
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void (*getAngularVelocity)(void* headset, float* x, float* y, float* z);
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Controller* (*getController)(void* headset, ControllerHand hand);
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char (*controllerIsPresent)(void* headset, Controller* controller);
void (*controllerGetPosition)(void* headset, Controller* controller, float* x, float* y, float* z);
void (*controllerGetOrientation)(void* headset, Controller* controller, float* w, float* x, float* y, float* z);
float (*controllerGetAxis)(void* headset, Controller* controller, ControllerAxis axis);
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int (*controllerIsDown)(void* headset, Controller* controller, ControllerButton button);
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ControllerHand (*controllerGetHand)(void* headset, Controller* controller);
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void (*controllerVibrate)(void* headset, Controller* controller, float duration);
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void* (*controllerGetModel)(void* headset, Controller* controller, ControllerModelFormat* format);
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void (*renderTo)(void* headset, headsetRenderCallback callback, void* userdata);
} Headset;
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#endif
void lovrHeadsetInit();
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char lovrHeadsetIsPresent();
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const char* lovrHeadsetGetType();
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void lovrHeadsetGetDisplayDimensions(int* width, int* height);
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void lovrHeadsetGetClipDistance(float* near, float* far);
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void lovrHeadsetSetClipDistance(float near, float far);
float lovrHeadsetGetBoundsWidth();
float lovrHeadsetGetBoundsDepth();
void lovrHeadsetGetBoundsGeometry(float* geometry);
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char lovrHeadsetIsBoundsVisible();
void lovrHeadsetSetBoundsVisible(char isVisible);
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void lovrHeadsetGetPosition(float* x, float* y, float* z);
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void lovrHeadsetGetOrientation(float* w, float* x, float* y, float* z);
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void lovrHeadsetGetVelocity(float* x, float* y, float* z);
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void lovrHeadsetGetAngularVelocity(float* x, float* y, float* z);
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Controller* lovrHeadsetGetController(ControllerHand hand);
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char lovrHeadsetControllerIsPresent(Controller* controller);
void lovrHeadsetControllerGetPosition(Controller* controller, float* x, float* y, float* z);
void lovrHeadsetControllerGetOrientation(Controller* controller, float* w, float* x, float* y, float* z);
float lovrHeadsetControllerGetAxis(Controller* controller, ControllerAxis axis);
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int lovrHeadsetControllerIsDown(Controller* controller, ControllerButton button);
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ControllerHand lovrHeadsetControllerGetHand(Controller* controller);
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void lovrHeadsetControllerVibrate(Controller* controller, float duration);
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void* lovrHeadsetControllerGetModel(Controller* controller, ControllerModelFormat* format);
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void lovrHeadsetRenderTo(headsetRenderCallback callback, void* userdata);