#pragma once #include #include namespace settings_overlay { // Apply persistent controller settings once Aurora has discovered host devices. void InitializeRuntimeSettings() noexcept; // Draw the F10 settings bar before each Aurora present. void HandleEvents(const AuroraEvent* events) noexcept; void Draw() noexcept; bool StartupScreenVisible() noexcept; void NotifyStrapInputAccepted() noexcept; void AdvancePresentedFrame() noexcept; // Re-sends the VR virtual screen's placement to Aurora. Its metres are // converted with the world scale currently in effect, so switching the // first-person camera on or off has to repeat it. void RefreshVrHudVirtualScreen() noexcept; // Flips the first-person camera exactly as its F10 checkbox does, on the game // thread at the next frame. Callable from any thread (the VR controllers' // right-thumbstick click). void RequestFirstPersonToggle() noexcept; // Put host controllers back to a neutral state before the process ends. void ReleaseControllers() noexcept; } // namespace settings_overlay