コード例 #1
0
//Renders optional pointers
void ApplicationCompositor::renderPointers(gpu::Batch& batch) {
    if (qApp->isHMDMode() && !qApp->getLastMouseMoveWasSimulated() && !qApp->isMouseHidden()) {
        //If we are in oculus, render reticle later
        QPoint position = QPoint(qApp->getTrueMouseX(), qApp->getTrueMouseY());
        _reticlePosition[MOUSE] = position;
        _reticleActive[MOUSE] = true;
        _magActive[MOUSE] = _magnifier;
        _reticleActive[LEFT_CONTROLLER] = false;
        _reticleActive[RIGHT_CONTROLLER] = false;
    } else if (qApp->getLastMouseMoveWasSimulated() && Menu::getInstance()->isOptionChecked(MenuOption::SixenseMouseInput)) {
        //only render controller pointer if we aren't already rendering a mouse pointer
        _reticleActive[MOUSE] = false;
        _magActive[MOUSE] = false;
        renderControllerPointers(batch);
    }
}
コード例 #2
0
ファイル: ApplicationOverlay.cpp プロジェクト: dimentox/hifi
//Renders optional pointers
void ApplicationOverlay::renderPointers() {
    Application* application = Application::getInstance();

    //lazily load crosshair texture
    if (_crosshairTexture == 0) {
        _crosshairTexture = Application::getInstance()->getGLWidget()->bindTexture(QImage(Application::resourcesPath() + "images/sixense-reticle.png"));
    }
    glEnable(GL_TEXTURE_2D);
    
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, _crosshairTexture);
    
    if (OculusManager::isConnected() && !application->getLastMouseMoveWasSimulated()) {
        //If we are in oculus, render reticle later
        if (_lastMouseMove == 0) {
            _lastMouseMove = usecTimestampNow();
        }
        QPoint position = QPoint(application->getTrueMouseX(), application->getTrueMouseY());
        
        static const int MAX_IDLE_TIME = 3;
        if (_reticlePosition[MOUSE] != position) {
            _lastMouseMove = usecTimestampNow();
        } else if (usecTimestampNow() - _lastMouseMove > MAX_IDLE_TIME * USECS_PER_SECOND) {
            float pitch, yaw, roll;
            OculusManager::getEulerAngles(yaw, pitch, roll);
            glm::vec2 screenPos = sphericalToScreen(glm::vec2(yaw, -pitch));
            
            position = QPoint(screenPos.x, screenPos.y);
            application->getGLWidget()->cursor().setPos(application->getGLWidget()->mapToGlobal(position));
        }
        
        _reticlePosition[MOUSE] = position;
        _reticleActive[MOUSE] = true;
        _magActive[MOUSE] = true;
        _reticleActive[LEFT_CONTROLLER] = false;
        _reticleActive[RIGHT_CONTROLLER] = false;
    } else if (application->getLastMouseMoveWasSimulated() && Menu::getInstance()->isOptionChecked(MenuOption::SixenseMouseInput)) {
        _lastMouseMove = 0;
        //only render controller pointer if we aren't already rendering a mouse pointer
        _reticleActive[MOUSE] = false;
        _magActive[MOUSE] = false;
        renderControllerPointers();
    }
    glBindTexture(GL_TEXTURE_2D, 0);
    glDisable(GL_TEXTURE_2D);
}