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Implement OpenXR Wii Remote support
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@@ -89,12 +89,15 @@ the bridge needs.
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Quest Touch controllers are not HID gamepads, so `openxr_input.cpp` syncs an
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OpenXR action set on the pacing thread and feeds a virtual SDL joystick
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(`SDL_AttachVirtualJoystick`, type gamepad). Aurora opens it like any pad and
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assigns it to player 1; every existing binding, dead zone and overlay setting
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applies. Mapping: A/B → South/East, X/Y → West/North, index triggers → trigger
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axes, grips → shoulders, thumbsticks → sticks (clicks → stick buttons), left
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menu → Start. Bindings are suggested for `oculus/touch_controller` and
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`khr/simple_controller`.
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(`SDL_AttachVirtualJoystick`, type gamepad) that Aurora assigns to player 1.
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By default (`[vr] controller_mode = "wii_remote"`) that port is then served
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through KPAD as a Wii Remote with a Nunchuk, with motion and an IR pointer
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aimed at the virtual screen; see "Controllers" in `OPENXR.md` for the mapping
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and the geometry. With `controller_mode = "gamepad"` it stays an ordinary pad:
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A/B → South/East, X/Y → West/North, index triggers → trigger axes, grips →
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shoulders, thumbsticks → sticks (clicks → stick buttons), left menu → Start,
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and every existing binding, dead zone and overlay setting applies. Bindings are
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suggested for `oculus/touch_controller` and `khr/simple_controller`.
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### Android platform glue
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@@ -253,7 +256,7 @@ the app:
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| --- | --- |
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| `debug.wiicompiled.vtxpad 0` | Turns the stride padding off, to re-check a driver update |
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| `debug.wiicompiled.validation 1` | Keeps WebGPU validation and robustness on in release builds |
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| `debug.wiicompiled.inject <n>:<button>` | Presses `a`, `b`, `x`, `y`, `start`, `up`, `down`, `left` or `right` for 12 XR frames each time `<n>` changes |
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| `debug.wiicompiled.inject <n>:<button>` | Presses `a`, `b`, `x`, `y`, `start`, `up`, `down`, `left` or `right` for 12 XR frames each time `<n>` changes. As a Wii Remote, `x`/`y`/`start` are 1/2/+, the directions push the Nunchuk stick, and `home`, `c` and `z` also exist |
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| `debug.wiicompiled.fpslog 1` | Logs the game's rendered frame rate every 5 s. The compositor's `VrApi` log line gives headset FPS, `GPU%`, `CPU%` and app GPU time (`App=`) |
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The injector makes headset tests possible with nobody wearing the headset.
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