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iChris4andClaude Opus 5 dd7f046214 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>
2026-09-22 15:03:17 +02:00

26 lines
1.1 KiB
C++

#pragma once
#include <aurora/aurora.h>
#include <aurora/event.h>
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