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Prevent excessive logging of a SteamVR event on Linux
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1 changed files with 11 additions and 2 deletions
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@ -293,11 +293,20 @@ void handleOpenVrEvents() {
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ulong promitySensorFlag = (1UL << ((int)vr::k_EButton_ProximitySensor));
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ulong promitySensorFlag = (1UL << ((int)vr::k_EButton_ProximitySensor));
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_headInHeadset = (controllerState.ulButtonPressed & promitySensorFlag) == promitySensorFlag;
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_headInHeadset = (controllerState.ulButtonPressed & promitySensorFlag) == promitySensorFlag;
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}
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}
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}
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}
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#if DEV_BUILD
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#if DEV_BUILD
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qDebug() << "OpenVR: Event " << activeHmd->GetEventTypeNameFromEnum((vr::EVREventType)event.eventType) << "(" << event.eventType << ")";
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//qDebug() << "OpenVR: Event " << activeHmd->GetEventTypeNameFromEnum((vr::EVREventType)event.eventType) << "(" << event.eventType << ")";
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// FIXME: Reinstate the line above and remove the following lines once the problem with excessive occurrences of
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// VREvent_ActionBindingReloaded events is fixed in SteamVR for Linux.
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// https://github.com/ValveSoftware/SteamVR-for-Linux/issues/307
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#ifdef Q_OS_LINUX
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if (event.eventType != vr::VREvent_ActionBindingReloaded) {
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qDebug() << "OpenVR: Event " << activeHmd->GetEventTypeNameFromEnum((vr::EVREventType)event.eventType) << "(" << event.eventType << ")";
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};
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#else
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qDebug() << "OpenVR: Event " << activeHmd->GetEventTypeNameFromEnum((vr::EVREventType)event.eventType) << "(" << event.eventType << ")";
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#endif
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#endif
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#endif
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}
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}
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