Files
DeeJanuz--frametop/screens/vr.h
T

69 lines
3.0 KiB
C

// The OpenVR side of ft-screens (vr.cpp), called from the wlroots compositor (compositor.c).
#pragma once
#include <stdbool.h>
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
struct ft_dmabuf {
int width, height;
uint32_t format; // DRM_FORMAT_*
uint64_t modifier; // DRM_FORMAT_MOD_*
int n_planes;
uint32_t offset[4], stride[4];
int fd[4];
};
enum ft_event_type { FT_MOTION, FT_BUTTON, FT_SCROLL, FT_LEAVE, FT_QUIT, FT_KEY, FT_KEYBOARD_CLOSED };
struct ft_event {
enum ft_event_type type;
int screen;
double x, y; // FT_MOTION: buffer pixels from the top left
uint32_t button; // FT_BUTTON: linux BTN_*
bool pressed;
double dx, dy; // FT_SCROLL: notches (positive dy: scroll down)
uint32_t key; // FT_KEY: linux KEY_* from our keyboard (pressed: down or up)
};
bool ft_vr_init(void);
void ft_vr_shutdown(void);
// Modifiers SteamVR can import for a DRM format. Returns the count (at most max).
int ft_vr_modifiers(uint32_t format, uint64_t *out, int max);
// The screens are showing (by the visibility mode; not counting a wrist-pinned screen).
bool ft_vr_screens_shown(void);
// Desktop cursor: KDE supplies the image; this is a non-interactive display
// overlay only. Mouse input goes straight to the Wayland seat, never SteamVR.
bool ft_vr_cursor_image(const uint8_t *rgba, int width, int height, int hotspot_x, int hotspot_y, int buffer_scale);
bool ft_vr_cursor_dmabuf(const void *key, const struct ft_dmabuf *buf, int hotspot_x, int hotspot_y, int buffer_scale);
void ft_vr_cursor_move(int screen, double pixel_x, double pixel_y, double output_scale, bool enabled);
// A panel for screen `index`, width in metres, placed in a row in front of the head.
void ft_vr_screen_create(int index, double metres, int count);
void ft_vr_screen_destroy(int index);
// A spare output's panel, for floating windows (slot numbers from 1): hidden until
// ft-floatd floats a window on it and KWin has the output turned on.
void ft_vr_float_create(int index, int slot);
void ft_vr_float_output(int index, bool on);
// Show a client buffer (identified by `key`) on the screen's panel. False if SteamVR
// can't import it.
bool ft_vr_screen_present(int index, const void *key, const struct ft_dmabuf *buf);
// A buffer is going away: drop its import.
void ft_vr_forget(const void *key);
// Poll panel input and SteamVR events.
void ft_vr_poll(void (*handle)(const struct ft_event *, void *), void *data);
// Our keyboard (keyboard.cpp), for typing on screen `index`: its keys arrive as FT_KEY
// events, and FT_KEYBOARD_CLOSED when its Close key is pressed or the screens hide. False if
// it can't be shown or there's no head pose. With the Steam menu or Steam's own keyboard
// up, it waits and appears when they're gone.
bool ft_vr_keyboard_show(int index);
void ft_vr_keyboard_hide(void);
// A command from the control socket (@ft_screens); writes the reply (see vr.cpp).
void ft_vr_command(const char *command, char *reply, int reply_size);
#ifdef __cplusplus
}
#endif