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Configurable VR Simulator Controls #279
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What would the "lovr-layer callbacks" be? I also want the fake headset controls to be moved up into Lua where they can be more customizable, but I haven't been able to come up with a good way to do it |
Imo lovr-keyboard should be integrated into the base code as a built-in library, and the headset controls should simply be remapped to use them, i.e. lovr.keyboard.isDown("w") { headsetOffset.z [...] This way users can override them if they wish but they are still fully functional and hidden by default. |
Progress on this has been made: There are
Tricky, still kinda fuzzy, but getting closer! |
The keys WASDQE, Arrow keys, mouse movement and mouse click are presently bound hard-coded in GL input to what APPEARS to be a headset offset value, but I can't tell for sure.
Input should never be hard-coded. These also don't generate keyboard callbacks, so they can't be overridden by lovr.keyboard.
Suggested:
Merge lovr.keyboard as a base library and implement these controls as lovr-layer callbacks instead
Repro steps:
lovr.mirror()
lovr.graphics.clear()
lovr.draw()
end
Further testing:
Tying wasd or arrows to a transform offset creates all sorts of lighting glitches when changing position and rotation of the viewpoint.
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