// HMDScriptingInterface.h // interface/src/scripting // // Created by Thijs Wenker on 1/12/15. // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_HMDScriptingInterface_h #define hifi_HMDScriptingInterface_h #include #include class QScriptContext; class QScriptEngine; #include #include #include class HMDScriptingInterface : public AbstractHMDScriptingInterface, public Dependency { Q_OBJECT Q_PROPERTY(glm::vec3 position READ getPosition) Q_PROPERTY(glm::quat orientation READ getOrientation) Q_PROPERTY(bool mounted READ isMounted) Q_PROPERTY(bool showTablet READ getShouldShowTablet) Q_PROPERTY(QUuid tabletID READ getCurrentTabletFrameID WRITE setCurrentTabletFrameID) Q_PROPERTY(QUuid homeButtonID READ getCurrentHomeButtonID WRITE setCurrentHomeButtonID) Q_PROPERTY(QUuid tabletScreenID READ getCurrentTabletScreenID WRITE setCurrentTabletScreenID) public: Q_INVOKABLE glm::vec3 calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction) const; Q_INVOKABLE glm::vec2 overlayFromWorldPoint(const glm::vec3& position) const; Q_INVOKABLE glm::vec3 worldPointFromOverlay(const glm::vec2& overlay) const; Q_INVOKABLE glm::vec2 sphericalToOverlay(const glm::vec2 & sphericalPos) const; Q_INVOKABLE glm::vec2 overlayToSpherical(const glm::vec2 & overlayPos) const; Q_INVOKABLE QString preferredAudioInput() const; Q_INVOKABLE QString preferredAudioOutput() const; Q_INVOKABLE bool isHMDAvailable(const QString& name = ""); Q_INVOKABLE bool isHandControllerAvailable(const QString& name = ""); Q_INVOKABLE bool isSubdeviceContainingNameAvailable(const QString& name); Q_INVOKABLE void requestShowHandControllers(); Q_INVOKABLE void requestHideHandControllers(); Q_INVOKABLE bool shouldShowHandControllers() const; Q_INVOKABLE bool setHandLasers(int hands, bool enabled, const glm::vec4& color, const glm::vec3& direction) const; Q_INVOKABLE void disableHandLasers(int hands) const; Q_INVOKABLE bool setExtraLaser(const glm::vec3& worldStart, bool enabled, const glm::vec4& color, const glm::vec3& direction) const; Q_INVOKABLE void disableExtraLaser() const; /// Suppress the activation of any on-screen keyboard so that a script operation will /// not be interrupted by a keyboard popup /// Returns false if there is already an active keyboard displayed. /// Clients should re-enable the keyboard when the operation is complete and ensure /// that they balance any call to suppressKeyboard() that returns true with a corresponding /// call to unsuppressKeyboard() within a reasonable amount of time Q_INVOKABLE bool suppressKeyboard(); /// Enable the keyboard following a suppressKeyboard call Q_INVOKABLE void unsuppressKeyboard(); /// Query the display plugin to determine the current VR keyboard visibility Q_INVOKABLE bool isKeyboardVisible(); // rotate the overlay UI sphere so that it is centered about the the current HMD position and orientation Q_INVOKABLE void centerUI(); Q_INVOKABLE void closeTablet(); Q_INVOKABLE void openTablet(); signals: bool shouldShowHandControllersChanged(); public: HMDScriptingInterface(); static QScriptValue getHUDLookAtPosition2D(QScriptContext* context, QScriptEngine* engine); static QScriptValue getHUDLookAtPosition3D(QScriptContext* context, QScriptEngine* engine); bool isMounted() const; void toggleShouldShowTablet() { _showTablet = !_showTablet; } void setShouldShowTablet(bool value) { _showTablet = value; } bool getShouldShowTablet() const { return _showTablet; } void setCurrentTabletFrameID(QUuid tabletID) { _tabletUIID = tabletID; } QUuid getCurrentTabletFrameID() const { return _tabletUIID; } void setCurrentHomeButtonID(QUuid homeButtonID) { _homeButtonID = homeButtonID; } QUuid getCurrentHomeButtonID() const { return _homeButtonID; } void setCurrentTabletScreenID(QUuid tabletID) { _tabletScreenID = tabletID; } QUuid getCurrentTabletScreenID() const { return _tabletScreenID; } private: bool _showTablet { false }; QUuid _tabletUIID; // this is the entityID of the tablet frame QUuid _tabletScreenID; // this is the overlayID which is part of (a child of) the tablet-ui. QUuid _homeButtonID; QUuid _tabletEntityID; // Get the position of the HMD glm::vec3 getPosition() const; // Get the orientation of the HMD glm::quat getOrientation() const; bool getHUDLookAtPosition3D(glm::vec3& result) const; glm::mat4 getWorldHMDMatrix() const; std::atomic _showHandControllersCount { 0 }; }; #endif // hifi_HMDScriptingInterface_h