Fixed menu out of view with HMD and Xbox controller

This commit is contained in:
Dante Ruiz 2016-11-01 22:16:56 +01:00
parent 3625f329d9
commit 86abd9120e

View file

@ -203,14 +203,41 @@ function overlayFromWorldPoint(point) {
return { x: horizontalPixels, y: verticalPixels };
}
function activeHudPoint2dGamePad() {
if(!HMD.active){
return;
}
var headPosition = MyAvatar.getHeadPosition();
var headDirection = Quat.getUp(Quat.multiply(MyAvatar.headOrientation, Quat.angleAxis(-90, { x: 1, y: 0, z: 0 })));
var hudPoint3d = calculateRayUICollisionPoint(headPosition, headDirection);
if (!hudPoint3d) {
if (Menu.isOptionChecked("Overlays")) { // With our hud resetting strategy, hudPoint3d should be valid here
print('Controller is parallel to HUD'); // so let us know that our assumptions are wrong.
}
return;
}
var hudPoint2d = overlayFromWorldPoint(hudPoint3d);
// We don't know yet if we'll want to make the cursor or laser visble, but we need to move it to see if
// it's pointing at a QML tool (aka system overlay).
setReticlePosition(hudPoint2d);
return hudPoint2d;
}
function activeHudPoint2d(activeHand) { // if controller is valid, update reticle position and answer 2d point. Otherwise falsey.
var controllerPose = getControllerWorldLocation(activeHand, true); // note: this will return head pose if hand pose is invalid (third eye)
if (!controllerPose.valid) {
if(gamePad){
return activeHudPoint2dGamePad();
}
return; // Controller is cradled.
}
var controllerPosition = controllerPose.position;
var controllerDirection = Quat.getUp(controllerPose.rotation);
var hudPoint3d = calculateRayUICollisionPoint(controllerPosition, controllerDirection);
if (!hudPoint3d) {
if (Menu.isOptionChecked("Overlays")) { // With our hud resetting strategy, hudPoint3d should be valid here
@ -350,6 +377,7 @@ var leftTrigger = new Trigger('left');
var rightTrigger = new Trigger('right');
var activeTrigger = rightTrigger;
var activeHand = Controller.Standard.RightHand;
var gamePad = Controller.findDevice("GamePad");
var LEFT_HUD_LASER = 1;
var RIGHT_HUD_LASER = 2;
var BOTH_HUD_LASERS = LEFT_HUD_LASER + RIGHT_HUD_LASER;
@ -405,7 +433,7 @@ clickMapping.from(rightTrigger.full).when(isPointingAtOverlayStartedNonFullTrigg
clickMapping.from(leftTrigger.full).when(isPointingAtOverlayStartedNonFullTrigger(leftTrigger)).to(Controller.Actions.ReticleClick);
// The following is essentially like Left and Right versions of
// clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(Controller.Actions.ContextMenu);
// except that we first update the reticle position from the appropriate hand position, before invoking the ContextMenu.
// except that we first update the reticle position from the appropriate hand position, before invoking the .
var wantsMenu = 0;
clickMapping.from(function () { return wantsMenu; }).to(Controller.Actions.ContextMenu);
clickMapping.from(Controller.Standard.RightSecondaryThumb).peek().to(function (clicked) {
@ -420,6 +448,11 @@ clickMapping.from(Controller.Standard.LeftSecondaryThumb).peek().to(function (cl
}
wantsMenu = clicked;
});
clickMapping.from(Controller.Hardware.GamePad.Back).peek().to(function () {
Script.setTimeout(function () {
activeHudPoint2dGamePad();
}, 0);
});
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
@ -472,13 +505,16 @@ function update() {
expireMouseCursor();
clearSystemLaser();
}
//print("In updating HandControllerPointer");
updateSeeking(true);
if (!handControllerLockOut.expired(now)) {
return off(); // Let them use mouse in peace.
}
//print("test2");
if (!Menu.isOptionChecked("First Person")) {
return off(); // What to do? menus can be behind hand!
}
//print("test3");
if ((!Window.hasFocus() && !HMD.active) || !Reticle.allowMouseCapture) {
// In desktop it's pretty clear when another app is on top. In that case we bail, because
// hand controllers might be sputtering "valid" data and that will keep someone from deliberately
@ -487,14 +523,18 @@ function update() {
// other apps anyway. So in that case, we DO keep going even though we're not on top. (Fogbugz 1831.)
return off(); // Don't mess with other apps or paused mouse activity
}
leftTrigger.update();
rightTrigger.update();
if (!activeTrigger.state) {
return off(); // No trigger
}
if (getGrabCommunications()) {
return off();
}
var hudPoint2d = activeHudPoint2d(activeHand);
if (!hudPoint2d) {
return off();