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Refactor OpenXR controller input handling and update settings panel interactions
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@@ -40,7 +40,8 @@ struct OpenXRPointerScreen {
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// poses are located at the measured current time, turned into both
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// accelerometers and the IR pointer (the right aim ray against the virtual
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// screen the renderer is showing), and published through openxr_wii_remote.h.
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// Buttons follow DolphinXR's "OpenXR Wii Remote" profile (see RemoteButtons).
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// Buttons are adapted from DolphinXR's "OpenXR Wii Remote" profile (see
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// RemoteButtons).
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// The game's rumble drives both controllers' haptics.
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//
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// Gamepad: the virtual joystick is read through PAD as a GameCube controller,
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@@ -55,10 +56,10 @@ struct OpenXRPointerScreen {
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// Both are bound for the Oculus Touch profile; khr/simple_controller gets
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// select/menu and the poses so an unknown runtime still offers something.
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//
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// Clicking both thumbsticks opens the in-headset settings panel
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// (openxr_settings_panel.h). While it is open, and until every button has been
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// released after it closes, the game sees idle controllers: the chord, the
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// pointer and the triggers belong to the panel.
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// Left Y (both thumbsticks clicked together as a gamepad) opens the in-headset
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// settings panel (openxr_settings_panel.h). While it is open, and until every
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// button has been released after it closes, the game sees idle controllers: the
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// panel button, the pointer and the triggers belong to the panel.
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//
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// Lifetime: Create after the session exists (attaches the action set, which
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// OpenXR permits once per session), Sync once per xrWaitFrame, Idle while the
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