There are two HOME keys defined in keycodes.h, the previously used
doesn't work and is labeled with the following comment: "This key
is handled by the framework and is never delivered to applications."
A little more declarative, less duplication.
Misc changes:
- Added link time optimization
- Added -Os to link stage
- Use separate Android SDK and NDK paths
OpenXR basically has a hard requirement that a graphics API is available
before its session can be created. Currently the graphics module isn't
always around when headset initialization takes place. Polling the
graphics availability in update/renderTo has some consequences for calls
made to the headset module in lovr.load or during the first few frames.
So instead we're going to delay headset initialization to a special
function that is called after modules are required. It can also be
called manually if the window creation is delayed.
- Make the renderloop synchronous by hijacking the RAF to run on the
XRSession when active.
- Convert os_web to use emscripten's native HTML5 interface instead
of going through GLFW.
- Stop using preinitialized GL context -- lovrPlatformCreateWindow
now creates the context.
- GLES2/3 emulation is not necessary.
- Remove inline sessions. The VR simulator is used to render to the
Canvas instead. webxr_attach and webxr_detach are used to replace
replace the active headset driver with the webxr driver when an
immersive session starts.
- Add noop desktop_getSkeleton.
It doesn't need to check it for RGB and compressed textures because
those are already rejected.
It may also be a good idea to zero-out the srgb flag for formats that
it doesn't apply to.