030d1d6a17
This API now uses the discovery functions present in Variant instead of wrapping every built-in function. Users now need to query for function pointers and use those.
91 lines
4.7 KiB
C++
91 lines
4.7 KiB
C++
/*************************************************************************/
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/* godot_xr.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GODOT_NATIVEXR_H
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#define GODOT_NATIVEXR_H
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#include <gdnative/gdnative.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// For future versions of the API we should only add new functions at the end of the structure and use the
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// version info to detect whether a call is available
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// Use these to populate version in your plugin
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#define GODOTVR_API_MAJOR 1
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#define GODOTVR_API_MINOR 1
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typedef struct {
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godot_gdnative_api_version version; /* version of our API */
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void *(*constructor)(godot_object *);
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void (*destructor)(void *);
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godot_string (*get_name)(const void *);
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godot_int (*get_capabilities)(const void *);
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godot_bool (*get_anchor_detection_is_enabled)(const void *);
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void (*set_anchor_detection_is_enabled)(void *, godot_bool);
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godot_bool (*is_stereo)(const void *);
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godot_bool (*is_initialized)(const void *);
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godot_bool (*initialize)(void *);
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void (*uninitialize)(void *);
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godot_vector2 (*get_render_targetsize)(const void *);
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godot_transform (*get_transform_for_eye)(void *, godot_int, godot_transform *);
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void (*fill_projection_for_eye)(void *, godot_float *, godot_int, godot_float, godot_float, godot_float);
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void (*commit_for_eye)(void *, godot_int, godot_rid *, godot_rect2 *);
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void (*process)(void *);
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godot_int (*get_external_texture_for_eye)(void *, godot_int);
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void (*notification)(void *, godot_int);
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godot_int (*get_camera_feed_id)(void *);
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} godot_xr_interface_gdnative;
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void GDAPI godot_xr_register_interface(const godot_xr_interface_gdnative *p_interface);
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// helper functions to access XRServer data
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godot_float GDAPI godot_xr_get_worldscale();
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godot_transform GDAPI godot_xr_get_reference_frame();
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// helper functions for rendering
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void GDAPI godot_xr_blit(godot_int p_eye, godot_rid *p_render_target, godot_rect2 *p_rect);
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godot_int GDAPI godot_xr_get_texid(godot_rid *p_render_target);
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// helper functions for updating XR controllers
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godot_int GDAPI godot_xr_add_controller(char *p_device_name, godot_int p_hand, godot_bool p_tracks_orientation, godot_bool p_tracks_position);
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void GDAPI godot_xr_remove_controller(godot_int p_controller_id);
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void GDAPI godot_xr_set_controller_transform(godot_int p_controller_id, godot_transform *p_transform, godot_bool p_tracks_orientation, godot_bool p_tracks_position);
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void GDAPI godot_xr_set_controller_button(godot_int p_controller_id, godot_int p_button, godot_bool p_is_pressed);
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void GDAPI godot_xr_set_controller_axis(godot_int p_controller_id, godot_int p_axis, godot_float p_value, godot_bool p_can_be_negative);
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godot_float GDAPI godot_xr_get_controller_rumble(godot_int p_controller_id);
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#ifdef __cplusplus
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}
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#endif
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#endif /* !GODOT_NATIVEXR_H */
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