Merge pull request #7228 from ZappoMan/hmdHacking

HMD and Away improvements
This commit is contained in:
Andrew Meadows 2016-03-01 11:48:09 -08:00
commit c1b3858193
6 changed files with 160 additions and 30 deletions

View file

@ -13,13 +13,30 @@
//
// Goes into "paused" when the '.' key (and automatically when started in HMD), and normal when pressing any key.
// See MAIN CONTROL, below, for what "paused" actually does.
var OVERLAY_RATIO = 1920 / 1080;
var OVERLAY_WIDTH = 1920;
var OVERLAY_HEIGHT = 1080;
var OVERLAY_RATIO = OVERLAY_WIDTH / OVERLAY_HEIGHT;
var OVERLAY_DATA = {
width: OVERLAY_WIDTH,
height: OVERLAY_HEIGHT,
imageURL: "http://hifi-content.s3.amazonaws.com/alan/production/images/images/Overlay-Viz-blank.png",
color: {red: 255, green: 255, blue: 255},
alpha: 1
};
var lastOverlayPosition = { x: 0, y: 0, z: 0};
var OVERLAY_DATA_HMD = {
position: lastOverlayPosition,
width: OVERLAY_WIDTH,
height: OVERLAY_HEIGHT,
url: "http://hifi-content.s3.amazonaws.com/alan/production/images/images/Overlay-Viz-blank.png",
color: {red: 255, green: 255, blue: 255},
alpha: 1,
scale: 2,
isFacingAvatar: true,
drawInFront: true
};
// ANIMATION
// We currently don't have play/stopAnimation integrated with the animation graph, but we can get the same effect
// using an animation graph with a state that we turn on and off through the animation var defined with that state.
@ -64,29 +81,74 @@ function stopAwayAnimation() {
// OVERLAY
var overlay = Overlays.addOverlay("image", OVERLAY_DATA);
var overlayHMD = Overlays.addOverlay("image3d", OVERLAY_DATA_HMD);
function moveCloserToCamera(positionAtHUD) {
// we don't actually want to render at the slerped look at... instead, we want to render
// slightly closer to the camera than that.
var MOVE_CLOSER_TO_CAMERA_BY = -0.25;
var cameraFront = Quat.getFront(Camera.orientation);
var closerToCamera = Vec3.multiply(cameraFront, MOVE_CLOSER_TO_CAMERA_BY); // slightly closer to camera
var slightlyCloserPosition = Vec3.sum(positionAtHUD, closerToCamera);
return slightlyCloserPosition;
}
function showOverlay() {
var properties = {visible: true},
// Update for current screen size, keeping overlay proportions constant.
screen = Controller.getViewportDimensions(),
screenRatio = screen.x / screen.y;
if (screenRatio < OVERLAY_RATIO) {
properties.width = screen.x;
properties.height = screen.x / OVERLAY_RATIO;
properties.x = 0;
properties.y = (screen.y - properties.height) / 2;
var properties = {visible: true};
if (HMD.active) {
// make sure desktop version is hidden
Overlays.editOverlay(overlay, { visible: false });
lastOverlayPosition = HMD.getHUDLookAtPosition3D();
var actualOverlayPositon = moveCloserToCamera(lastOverlayPosition);
Overlays.editOverlay(overlayHMD, { visible: true, position: actualOverlayPositon });
} else {
properties.height = screen.y;
properties.width = screen.y * OVERLAY_RATIO;
properties.y = 0;
properties.x = (screen.x - properties.width) / 2;
// make sure HMD is hidden
Overlays.editOverlay(overlayHMD, { visible: false });
// Update for current screen size, keeping overlay proportions constant.
var screen = Controller.getViewportDimensions();
// keep the overlay it's natural size and always center it...
Overlays.editOverlay(overlay, { visible: true,
x: ((screen.x - OVERLAY_WIDTH) / 2),
y: ((screen.y - OVERLAY_HEIGHT) / 2) });
}
Overlays.editOverlay(overlay, properties);
}
function hideOverlay() {
Overlays.editOverlay(overlay, {visible: false});
Overlays.editOverlay(overlayHMD, {visible: false});
}
hideOverlay();
function maybeMoveOverlay() {
if (isAway) {
// if we switched from HMD to Desktop, make sure to hide our HUD overlay and show the
// desktop overlay
if (!HMD.active) {
showOverlay(); // this will also recenter appropriately
}
if (HMD.active) {
// Note: instead of moving it directly to the lookAt, we will move it slightly toward the
// new look at. This will result in a more subtle slerp toward the look at and reduce jerkiness
var EASE_BY_RATIO = 0.1;
var lookAt = HMD.getHUDLookAtPosition3D();
var lookAtChange = Vec3.subtract(lookAt, lastOverlayPosition);
var halfWayBetweenOldAndLookAt = Vec3.multiply(lookAtChange, EASE_BY_RATIO);
var newOverlayPosition = Vec3.sum(lastOverlayPosition, halfWayBetweenOldAndLookAt);
lastOverlayPosition = newOverlayPosition;
var actualOverlayPositon = moveCloserToCamera(lastOverlayPosition);
Overlays.editOverlay(overlayHMD, { visible: true, position: actualOverlayPositon });
// make sure desktop version is hidden
Overlays.editOverlay(overlay, { visible: false });
}
}
}
// MAIN CONTROL
var wasMuted, isAway;
@ -106,6 +168,12 @@ function goAway() {
MyAvatar.setEnableMeshVisible(false); // just for our own display, without changing point of view
playAwayAnimation(); // animation is still seen by others
showOverlay();
// tell the Reticle, we want to stop capturing the mouse until we come back
Reticle.allowMouseCapture = false;
if (HMD.active) {
Reticle.visible = false;
}
}
function goActive() {
if (!isAway) {
@ -119,13 +187,20 @@ function goActive() {
MyAvatar.setEnableMeshVisible(true); // IWBNI we respected Developer->Avatar->Draw Mesh setting.
stopAwayAnimation();
hideOverlay();
// tell the Reticle, we are ready to capture the mouse again and it should be visible
Reticle.allowMouseCapture = true;
Reticle.visible = true;
if (HMD.active) {
Reticle.position = HMD.getHUDLookAtPosition2D();
}
}
function maybeGoActive(event) {
if (event.isAutoRepeat) { // isAutoRepeat is true when held down (or when Windows feels like it)
return;
}
if (!isAway && (event.text === '.')) {
if (!isAway && (event.text == 'ESC')) {
goAway();
} else {
goActive();
@ -141,10 +216,8 @@ function maybeGoAway() {
}
}
// If the mouse has gone from captured, to non-captured state,
// then it likely means the person is still in the HMD, but has
// tabbed away from the application (meaning they don't have mouse
// control) and they likely want to go into an away state
// If the mouse has gone from captured, to non-captured state, then it likely means the person is still in the HMD, but
// tabbed away from the application (meaning they don't have mouse control) and they likely want to go into an away state
if (Reticle.mouseCaptured !== wasMouseCaptured) {
wasMouseCaptured = !wasMouseCaptured;
if (!wasMouseCaptured) {
@ -153,6 +226,8 @@ function maybeGoAway() {
}
}
Script.update.connect(maybeMoveOverlay);
Script.update.connect(maybeGoAway);
Controller.mousePressEvent.connect(goActive);
Controller.keyPressEvent.connect(maybeGoActive);

View file

@ -35,8 +35,8 @@ var AVERAGE_MOUSE_VELOCITY_FOR_SEEK_TO = 50;
Controller.mouseMoveEvent.connect(function(mouseEvent) {
var now = Date.now();
// if the reticle is hidden, show it...
if (!Reticle.visible) {
// if the reticle is hidden, and we're not in away mode...
if (!Reticle.visible && Reticle.allowMouseCapture) {
Reticle.visible = true;
if (HMD.active) {
shouldSeekToLookAt = true;
@ -44,7 +44,7 @@ Controller.mouseMoveEvent.connect(function(mouseEvent) {
} else {
// even if the reticle is visible, if we're in HMD mode, and the person is moving their mouse quickly (shaking it)
// then they are probably looking for it, and we should move into seekToLookAt mode
if (HMD.active && !shouldSeekToLookAt) {
if (HMD.active && !shouldSeekToLookAt && Reticle.allowMouseCapture) {
var dx = Reticle.position.x - lastMouseX;
var dy = Reticle.position.y - lastMouseY;
var dt = Math.max(1, (now - lastMouseMove)); // mSecs since last mouse move

View file

@ -661,15 +661,15 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
_glWidget->setFocusPolicy(Qt::StrongFocus);
_glWidget->setFocus();
#ifdef Q_OS_MAC
// OSX doesn't seem to provide for hiding the cursor only on the GL widget
_window->setCursor(Qt::BlankCursor);
auto cursorTarget = _window; // OSX doesn't seem to provide for hiding the cursor only on the GL widget
#else
// On windows and linux, hiding the top level cursor also means it's invisible
// when hovering over the window menu, which is a pain, so only hide it for
// the GL surface
_glWidget->setCursor(Qt::BlankCursor);
// On windows and linux, hiding the top level cursor also means it's invisible when hovering over the
// window menu, which is a pain, so only hide it for the GL surface
auto cursorTarget = _glWidget;
#endif
cursorTarget->setCursor(Qt::BlankCursor);
// enable mouse tracking; otherwise, we only get drag events
_glWidget->setMouseTracking(true);
@ -981,6 +981,29 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer) :
_idleTimer->start(0);
}
void Application::checkChangeCursor() {
QMutexLocker locker(&_changeCursorLock);
if (_cursorNeedsChanging) {
#ifdef Q_OS_MAC
auto cursorTarget = _window; // OSX doesn't seem to provide for hiding the cursor only on the GL widget
#else
// On windows and linux, hiding the top level cursor also means it's invisible when hovering over the
// window menu, which is a pain, so only hide it for the GL surface
auto cursorTarget = _glWidget;
#endif
cursorTarget->setCursor(_desiredCursor);
_cursorNeedsChanging = false;
}
}
void Application::showCursor(const QCursor& cursor) {
QMutexLocker locker(&_changeCursorLock);
_desiredCursor = cursor;
_cursorNeedsChanging = true;
}
void Application::aboutToQuit() {
emit beforeAboutToQuit();
@ -2431,6 +2454,9 @@ void Application::idle(uint64_t now) {
return; // bail early, nothing to do here.
}
checkChangeCursor();
Stats::getInstance()->updateStats();
AvatarInputs::getInstance()->update();

View file

@ -120,6 +120,8 @@ public:
QSize getDeviceSize() const;
bool hasFocus() const;
void showCursor(const QCursor& cursor);
bool isThrottleRendering() const;
Camera* getCamera() { return &_myCamera; }
@ -515,6 +517,11 @@ private:
QTimer* _idleTimer { nullptr };
bool _fakedMouseEvent { false };
void checkChangeCursor();
mutable QMutex _changeCursorLock { QMutex::Recursive };
QCursor _desiredCursor{ Qt::BlankCursor };
bool _cursorNeedsChanging { false };
};
#endif // hifi_Application_h

View file

@ -337,9 +337,21 @@ QPointF ApplicationCompositor::getMouseEventPosition(QMouseEvent* event) {
bool ApplicationCompositor::shouldCaptureMouse() const {
// if we're in HMD mode, and some window of ours is active, but we're not currently showing a popup menu
return qApp->isHMDMode() && QApplication::activeWindow() && !Menu::isSomeSubmenuShown();
return _allowMouseCapture && qApp->isHMDMode() && QApplication::activeWindow() && !Menu::isSomeSubmenuShown();
}
void ApplicationCompositor::setAllowMouseCapture(bool capture) {
if (qApp->isHMDMode()) {
if (capture) {
qApp->showCursor(Qt::BlankCursor);
} else {
qApp->showCursor(Qt::ArrowCursor);
}
}
_allowMouseCapture = capture;
}
void ApplicationCompositor::handleLeaveEvent() {
if (shouldCaptureMouse()) {

View file

@ -106,6 +106,9 @@ public:
bool shouldCaptureMouse() const;
bool getAllowMouseCapture() const { return _allowMouseCapture; }
void setAllowMouseCapture(bool capture);
/// if the reticle is pointing to a system overlay (a dialog box for example) then the function returns true otherwise false
bool getReticleOverDesktop() const;
void setReticleOverDesktop(bool value) { _isOverDesktop = value; }
@ -162,6 +165,8 @@ private:
bool _reticleOverQml { false };
bool _allowMouseCapture { true };
ReticleInterface* _reticleInterface;
};
@ -173,12 +178,17 @@ class ReticleInterface : public QObject {
Q_PROPERTY(float depth READ getDepth WRITE setDepth)
Q_PROPERTY(glm::vec2 maximumPosition READ getMaximumPosition)
Q_PROPERTY(bool mouseCaptured READ isMouseCaptured)
Q_PROPERTY(bool allowMouseCapture READ getAllowMouseCapture WRITE setAllowMouseCapture)
Q_PROPERTY(bool pointingAtSystemOverlay READ isPointingAtSystemOverlay)
public:
ReticleInterface(ApplicationCompositor* outer) : QObject(outer), _compositor(outer) {}
Q_INVOKABLE bool isMouseCaptured() { return _compositor->shouldCaptureMouse(); }
Q_INVOKABLE bool getAllowMouseCapture() { return _compositor->getAllowMouseCapture(); }
Q_INVOKABLE void setAllowMouseCapture(bool value) { return _compositor->setAllowMouseCapture(value); }
Q_INVOKABLE bool isPointingAtSystemOverlay() { return !_compositor->getReticleOverDesktop(); }
Q_INVOKABLE bool getVisible() { return _compositor->getReticleVisible(); }