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Refactor OpenXR controller input handling and update settings panel interactions
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@@ -581,7 +581,7 @@ the app:
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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. As a Wii Remote, `x`/`y`/`start` are 1/2/+, the directions push the Nunchuk stick, and `home`, `c` and `z` also exist. `panel` clicks both thumbsticks, opening or closing the settings panel (see `OPENXR.md`) |
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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. `panel` presses the settings panel's button (left Y, or both thumbsticks as a gamepad), opening or closing it (see `OPENXR.md`) |
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| `debug.wiicompiled.fpslog 1` | Logs the game's rendered frame rate every 5 s, with per-frame averages of the producer's waits for the frame worker's DONE and SEALED phases and of the worker's seal, permit wait, prepare and encode stretches. The compositor's `VrApi` log line gives headset FPS, `GPU%`, `CPU%`, clock levels and app GPU time (`App=`) |
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The injector makes headset tests possible with nobody wearing the headset.
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