diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 37c3b361bf..26da43fb58 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -921,17 +921,10 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) : cycleCamera(); } else if (action == controller::toInt(controller::Action::UI_NAV_SELECT)) { if (!offscreenUi->navigationFocused()) { - auto reticlePosition = getApplicationCompositor().getReticlePosition(); - offscreenUi->toggleMenu(QPoint(reticlePosition.x, reticlePosition.y)); + toggleMenuUnderReticle(); } } else if (action == controller::toInt(controller::Action::CONTEXT_MENU)) { - auto reticlePosition = getApplicationCompositor().getReticlePosition(); - offscreenUi->toggleMenu(QPoint(reticlePosition.x, reticlePosition.y)); - } else if (action == controller::toInt(controller::Action::UI_NAV_SELECT)) { - if (!offscreenUi->navigationFocused()) { - auto reticlePosition = getApplicationCompositor().getReticlePosition(); - offscreenUi->toggleMenu(QPoint(reticlePosition.x, reticlePosition.y)); - } + toggleMenuUnderReticle(); } else if (action == controller::toInt(controller::Action::RETICLE_X)) { auto oldPos = getApplicationCompositor().getReticlePosition(); getApplicationCompositor().setReticlePosition({ oldPos.x + state, oldPos.y }); @@ -1240,7 +1233,16 @@ QString Application::getUserAgent() { return userAgent; } - +void Application::toggleMenuUnderReticle() const { + // In HMD, if the menu is near the mouse but not under it, the reticle can be at a significantly + // different depth. When you focus on the menu, the cursor can appear to your crossed eyes as both + // on the menu and off. + // Even in 2D, it is arguable whether the user would want the menu to be to the side. + const float X_LEFT_SHIFT = 50.0; + auto offscreenUi = DependencyManager::get(); + auto reticlePosition = getApplicationCompositor().getReticlePosition(); + offscreenUi->toggleMenu(QPoint(reticlePosition.x - X_LEFT_SHIFT, reticlePosition.y)); +} void Application::checkChangeCursor() { QMutexLocker locker(&_changeCursorLock); @@ -2462,9 +2464,7 @@ void Application::keyPressEvent(QKeyEvent* event) { void Application::keyReleaseEvent(QKeyEvent* event) { if (event->key() == Qt::Key_Alt && _altPressed && hasFocus()) { - auto offscreenUi = DependencyManager::get(); - auto reticlePosition = getApplicationCompositor().getReticlePosition(); - offscreenUi->toggleMenu(QPoint(reticlePosition.x, reticlePosition.y)); + toggleMenuUnderReticle(); } _keysPressed.remove(event->key()); diff --git a/interface/src/Application.h b/interface/src/Application.h index 5beaa5b455..6857ba2a3a 100644 --- a/interface/src/Application.h +++ b/interface/src/Application.h @@ -408,6 +408,7 @@ private: static void dragEnterEvent(QDragEnterEvent* event); void maybeToggleMenuVisible(QMouseEvent* event) const; + void toggleMenuUnderReticle() const; MainWindow* _window; QElapsedTimer& _sessionRunTimer; diff --git a/libraries/ui/src/OffscreenUi.cpp b/libraries/ui/src/OffscreenUi.cpp index fa1a31d196..1a7d4b2328 100644 --- a/libraries/ui/src/OffscreenUi.cpp +++ b/libraries/ui/src/OffscreenUi.cpp @@ -492,10 +492,9 @@ void OffscreenUi::unfocusWindows() { Q_ASSERT(invokeResult); } -void OffscreenUi::toggleMenu(const QPoint& screenPosition) { +void OffscreenUi::toggleMenu(const QPoint& screenPosition) { // caller should already have mapped using getReticlePosition emit showDesktop(); // we really only want to do this if you're showing the menu, but for now this works - auto virtualPos = mapToVirtualScreen(screenPosition, nullptr); - QMetaObject::invokeMethod(_desktop, "toggleMenu", Q_ARG(QVariant, virtualPos)); + QMetaObject::invokeMethod(_desktop, "toggleMenu", Q_ARG(QVariant, screenPosition)); } diff --git a/scripts/system/controllers/handControllerPointer.js b/scripts/system/controllers/handControllerPointer.js index 374be0d1a1..a0f1f47b3c 100644 --- a/scripts/system/controllers/handControllerPointer.js +++ b/scripts/system/controllers/handControllerPointer.js @@ -208,9 +208,9 @@ function isShakingMouse() { // True if the person is waving the mouse around try return isShaking; } var NON_LINEAR_DIVISOR = 2; -var MINIMUM_SEEK_DISTANCE = 0.01; -function updateSeeking() { - if (!Reticle.visible || isShakingMouse()) { +var MINIMUM_SEEK_DISTANCE = 0.1; +function updateSeeking(doNotStartSeeking) { + if (!doNotStartSeeking && (!Reticle.visible || isShakingMouse())) { if (!isSeeking) { print('Start seeking mouse.'); isSeeking = true; @@ -224,8 +224,8 @@ function updateSeeking() { if (!lookAt2D) { // If this happens, something has gone terribly wrong. print('Cannot seek without lookAt position'); isSeeking = false; - return; - } // E.g., if parallel to location in HUD + return; // E.g., if parallel to location in HUD + } var copy = Reticle.position; function updateDimension(axis) { var distanceBetween = lookAt2D[axis] - Reticle.position[axis]; @@ -353,6 +353,16 @@ clickMapping.from(rightTrigger.full).when(isPointingAtOverlayStartedNonFullTrigg clickMapping.from(leftTrigger.full).when(isPointingAtOverlayStartedNonFullTrigger(leftTrigger)).to(Controller.Actions.ReticleClick); clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu); clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(Controller.Actions.ContextMenu); +clickMapping.from(Controller.Hardware.Keyboard.RightMouseClicked).peek().to(function () { + // Allow the reticle depth to be set correctly: + // Wait a tick for the context menu to be displayed, and then simulate a (non-hand-controller) mouse move + // so that the system updates qml state (Reticle.pointingAtSystemOverlay) before it gives us a mouseMove. + // We don't want the system code to always do this for us, because, e.g., we do not want to get a mouseMove + // after the Left/RightSecondaryThumb gives us a context menu. Only from the mouse. + Script.setTimeout(function () { + Reticle.setPosition(Reticle.position); + }, 0); +}); // Partial smoothed trigger is activation. clickMapping.from(rightTrigger.partial).to(makeToggleAction(Controller.Standard.RightHand)); clickMapping.from(leftTrigger.partial).to(makeToggleAction(Controller.Standard.LeftHand)); @@ -386,6 +396,7 @@ function update() { expireMouseCursor(); clearSystemLaser(); } + updateSeeking(true); if (!handControllerLockOut.expired(now)) { return off(); // Let them use mouse it in peace. }