godot/modules/openxr/action_map/openxr_defs.h

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/*************************************************************************/
/* openxr_defs.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef OPENXR_DEFS_H
#define OPENXR_DEFS_H
#include "openxr_action.h"
///////////////////////////////////////////////////////////////////////////
// Stores available interaction profiles
//
// OpenXR defines and hardcodes all the supported input devices and their
// paths as part of the OpenXR spec. When support for new devices is
// introduced this often starts life as extensions that need to be enabled
// until they are adopted into the core. As there is no interface to
// enumerate the possibly paths, and that any OpenXR runtime would likely
// limit such enumeration to those input devices supported by that runtime
// there is no other option than to hardcode this.
//
// Note on action type that automatic conversions between boolean and float
// are supported but otherwise action types should match between action and
// input/output paths.
class OpenXRDefs {
public:
enum TOP_LEVEL_PATH {
OPENXR_LEFT_HAND,
OPENXR_RIGHT_HAND,
OPENXR_TOP_LEVEL_PATH_MAX
};
struct TopLevelPath {
const char *display_name; // User friendly display name (i.e. Left controller)
const char *openxr_path; // Path in OpenXR (i.e. /user/hand/left)
};
struct IOPath {
const char *display_name; // User friendly display name (i.e. Grip pose (left controller))
const TopLevelPath *top_level_path; // Top level path identifying the usage of the device in relation to this input/output
const char *openxr_path; // Path in OpenXR (i.e. /user/hand/left/input/grip/pose)
const OpenXRAction::ActionType action_type; // Type of input/output
};
struct InteractionProfile {
const char *display_name; // User friendly display name (i.e. Simple controller)
const char *openxr_path; // Path in OpenXR (i.e. /interaction_profiles/khr/simple_controller)
const IOPath *io_paths; // Inputs and outputs for this device
const int io_path_count; // Number of inputs and outputs for this device
const IOPath *get_io_path(const String p_io_path) const;
};
private:
static TopLevelPath available_top_level_paths[OPENXR_TOP_LEVEL_PATH_MAX];
static IOPath simple_io_paths[];
static IOPath vive_io_paths[];
static IOPath motion_io_paths[];
static IOPath hpmr_io_paths[];
static IOPath touch_io_paths[];
static IOPath index_io_paths[];
static IOPath odyssey_io_paths[];
static IOPath vive_cosmos_paths[];
static IOPath vive_focus3_paths[];
static IOPath huawei_controller_paths[];
static InteractionProfile available_interaction_profiles[];
static int available_interaction_profile_count;
public:
static const TopLevelPath *get_top_level_path(const String p_top_level_path);
static const InteractionProfile *get_profile(const String p_interaction_profile_path);
static const IOPath *get_io_path(const String p_interaction_profile_path, const String p_io_path);
static PackedStringArray get_interaction_profile_paths();
};
#endif // !OPENXR_DEFS_H