Toggle the first-person camera with a right thumbstick click

Clicking the right thumbstick flips first person exactly as the F10
checkbox does, and saves it the same way. It works on the VR controllers
in either presentation (with a short tick on the right controller) and on
any other gamepad while VR is running. It never reached the game: SDL's
stick click only lands in Aurora's extended buttons.

A click counts on release, and only if the left thumbstick stayed up and
the headset settings panel stayed closed throughout, so the two-thumbstick
panel chord in gamepad mode never toggles the camera. A gamepad whose
right stick click is bound to a GameCube control on its port, as a button
or in an input expression, keeps it for the game. The XR side only posts
a request; the toggle itself runs on the game thread with the checkbox.

[vr] first_person_toggle_click (default true) and a checkbox under the
camera toggle turn the click off. mkw_vr_camera_toggle_tests covers the
click rule.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
iChris4andClaude Opus 5 committed 2026-09-22 15:03:17 +02:00
1 parent c11a7c9a61
commit dd7f046214
11 files changed
+245 -4

No files matched your search

+13
View File
@@ -12,6 +12,7 @@
#include "vr/openxr_input.h"
#include "physical_wheel.h"
#include "runtime_config.h"
#include "settings_overlay.h"
#include "vr/mkw_vr_first_person.h"
#include "vr/openxr_diagnostics.h"
@@ -497,6 +498,7 @@ void OpenXRInput::Idle() {
m_last_input_time = 0;
m_panel_select_held = false;
OpenXRPublishSettingsPanelPointer(false, 0.0f, 0.0f, false, 0.0f);
m_first_person_click.Reset();
ResetDriving();
StopRumble();
// Nothing stays held on the gamepad either while input is away.
@@ -623,6 +625,17 @@ void OpenXRInput::Sync(XrTime predicted_display_time, const OpenXRPointerScreen&
OpenXRSetSettingsPanelOpen(open);
}
// A clean right-thumbstick click toggles the first-person camera. It fires
// on release, so the two-thumbstick panel chord never toggles it, and
// never while the panel has the controllers.
if (m_first_person_click.Update(hands[1].thumbstick_click, hands[0].thumbstick_click,
panel.open || panel.withheld) &&
RuntimeConfigFile::VrFirstPersonToggleClick()) {
settings_overlay::RequestFirstPersonToggle();
constexpr XrDuration kToggleTickNs = 20'000'000;
ApplyHaptic(1, 0.35f, kToggleTickNs);
}
// The cockpit's wheel before the game reads the controllers: a held wheel
// steers through the left stick and keeps its grips from the game.
UpdateDriving(predicted_display_time, seat, hands, panel.withheld);
+4
View File
@@ -45,6 +45,10 @@ bool OpenXRWiiRemoteOwnsGamepad(uint32_t sdl_joystick_id) noexcept {
wii_remote_bridge::g_joystick_id.load(std::memory_order_relaxed) == sdl_joystick_id;
}
bool OpenXRIsControllerGamepad(uint32_t sdl_joystick_id) noexcept {
return sdl_joystick_id != 0 && wii_remote_bridge::g_joystick_id.load(std::memory_order_relaxed) == sdl_joystick_id;
}
bool OpenXRReadWiiRemote(OpenXRWiiRemoteSample& sample) noexcept {
auto& published = wii_remote_bridge::Published();
std::lock_guard lock(published.mutex);