There's a bug where arguments start at 0 instead of 1 in fused mode.
In fused mode, we aren't going to consume one of the command line
arguments for the project path like we normally do, so in order to
provide that argument to the lovr project at index 1, shift them all up
by one in boot.lua. We can only do this after the filesystem module is
loaded, so it can't go in main.c with all the other arg stuff.
The zero'th argument in fused mode is now the source path, just like how
it works in non-fused mode. This means the executable path is in the
arg table twice, which is sensible since in fused mode both the
interpreter and the interpreter's source are the same file.
Notes:
- We can actually use a single Activity.java file for oculus/pico now
- We can unconditionally compile os_android.c on Android
- No need for including extra jars in build system
- Headset rendering is guaranteed synchronous now, no need to ref L
- Add an "android flavor" build setting to differentiate between oculus
and pico devices, since they both use OpenXR.
- Update the pico manifest to reflect their OpenXR sample
- Remove some OpenGL hacks that aren't necessary anymore
- We need some headset initialization to happen upfront
- But we still want some delayed initialization for when graphics is ready
- Go back to headset initialization happening when module is required
- Add lovr.headset.start that can be used for post-graphics init
It isn't always correct once you add locomotion to a project, and
it actually becomes harmful because the pose ping-pongs between
the default pose and the user pose, causing distortion.
By looking for failed start and requesting then;
and then emitting a new event type when
permission has been granted or rejected;
and then using that event in the default
boot.lua to re-start capture.
- The lovr.headset.renderTo callback can now be nil, causing an empty frame to be submitted to the compositor.
- lovr.mirror will still be called if lovr.draw is nil. This means the window will be (correctly?) cleared to the background color now if lovr.draw is nil.
This prevents runtimes from thinking the app is missing/unresponsive when lovr.draw is absent. To get the old behavior, just don't call lovr.headset.renderTo.
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.
Add entrypoints, headset backend code, fill in the Activity, and
add various special cases to account for the asynchronous render loop,
lack of sRGB support, and OpenGL state resets.
lovr.log is a new callback that is invoked whenever LÖVR wants to
send the project a message. For example, this could be a performance
warning from the graphics module, an error message from one of the
headset backends, or an API deprecation notice.
The callback's signature is (message, level, tag). The message is a
string containing the message to log, level is a string that is currently
one of "debug", "info", "warn", "error", and tag is an optional string
that is used to indicate the source of the message for grouping purposes.
The default implementation of the callback just prints the message,
but the callback can be overridden to do things like filter messages,
write them to a file, or even render them in VR. Projects can also
invoke the callback directly to log their own messages.