[DesktopVRSwitch] Nuke CohtmlUISystem Gamepad handling for now.

This commit is contained in:
NotAKidoS 2023-06-19 23:47:43 -05:00
parent 5f95755ad2
commit 0fb7c3d401
19 changed files with 146 additions and 21 deletions

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@ -7,6 +7,7 @@ using HarmonyLib;
using NAK.DesktopVRSwitch.Patches;
using NAK.DesktopVRSwitch.VRModeTrackers;
using UnityEngine;
using cohtml;
namespace NAK.DesktopVRSwitch.HarmonyPatches;
@ -64,6 +65,49 @@ class CameraFacingObjectPatches
[HarmonyPatch(typeof(CameraFacingObject), nameof(CameraFacingObject.Start))]
static void Postfix_CameraFacingObject_Start(ref CameraFacingObject __instance)
{
__instance.gameObject.AddComponent<CameraFacingObjectTracker>();
__instance.gameObject.AddComponent<CameraFacingObjectTracker>()._cameraFacingObject = __instance;
}
}
class CVRPickupObjectPatches
{
[HarmonyPrefix]
[HarmonyPatch(typeof(CVRPickupObject), nameof(CVRPickupObject.Start))]
static void Prefix_CVRPickupObject_Start(ref CVRPickupObject __instance)
{
if (__instance.gripType == CVRPickupObject.GripType.Free)
return;
Transform vrOrigin = __instance.gripOrigin;
Transform desktopOrigin = __instance.gripOrigin.Find("[Desktop]");
if (vrOrigin != null && desktopOrigin != null)
{
var tracker = __instance.gameObject.AddComponent<CVRPickupObjectTracker>();
tracker._pickupObject = __instance;
tracker._storedGripOrigin = (!MetaPort.Instance.isUsingVr ? vrOrigin : desktopOrigin);
}
}
}
class CohtmlUISystemPatches
{
[HarmonyPrefix]
[HarmonyPatch(typeof(CohtmlUISystem), nameof(CohtmlUISystem.RegisterGamepad))]
[HarmonyPatch(typeof(CohtmlUISystem), nameof(CohtmlUISystem.UnregisterGamepad))]
[HarmonyPatch(typeof(CohtmlUISystem), nameof(CohtmlUISystem.UpdateGamepadState))]
static bool Prefix_CohtmlUISystem_FuckOff()
{
/**
GameFace Version 1.34.0.4 released 10 Nov 2022
Fixed a crash when registering and unregistering gamepads
Fix Fixed setting a gamepad object when creating GamepadEvent from JavaScript
Fix Fixed a crash when unregistering a gamepad twice
Fix Fixed a GamepadEvent related crash during garbage collector tracing
we are using 1.17.0 (released 10/09/21) :):):)
**/
// dont
return false;
}
}

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@ -1,4 +1,5 @@
using MelonLoader;

using MelonLoader;
using NAK.DesktopVRSwitch.VRModeTrackers;
using UnityEngine;
@ -28,7 +29,10 @@ public class DesktopVRSwitch : MelonMod
Category.CreateEntry("Enter Calibration on Switch", true, description: "Should you automatically be placed into calibration after switch if FBT is available? Overridden by Save Calibration IK setting.");
public static readonly MelonPreferences_Entry<bool> EntryUseTransitionOnSwitch =
Category.CreateEntry("Use Transition on Switch", true, description: "Should the world transition play on VRMode switch?");
Category.CreateEntry("Use Transition on Switch", true, description: "Should the world transition play on VRMode switch?");
public static readonly MelonPreferences_Entry<bool> EntryRenderVRGameView =
Category.CreateEntry("Render VR Game View", true, description: "Should the VR view be displayed in the game window?");
public override void OnInitializeMelon()
{
@ -40,10 +44,14 @@ public class DesktopVRSwitch : MelonMod
ApplyPatches(typeof(HarmonyPatches.CheckVRPatches));
// nameplate fixes
ApplyPatches(typeof(HarmonyPatches.CameraFacingObjectPatches));
// pickup fixes
ApplyPatches(typeof(HarmonyPatches.CVRPickupObjectPatches));
// lazy fix to reset iksystem
ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
// post processing fixes
ApplyPatches(typeof(HarmonyPatches.CVRWorldPatches));
// cohtml gamepad handling nuke
ApplyPatches(typeof(HarmonyPatches.CohtmlUISystemPatches));
}
public override void OnUpdate()

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@ -1,4 +1,5 @@
using ABI_RC.Systems.UI;
using NAK.DesktopVRSwitch.VRModeTrackers;
using System.Collections;
using UnityEngine;
using UnityEngine.Events;
@ -16,7 +17,7 @@ using Valve.VR;
**/
namespace NAK.DesktopVRSwitch.VRModeTrackers;
namespace NAK.DesktopVRSwitch;
public class VRModeSwitchManager : MonoBehaviour
{

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@ -1,4 +1,5 @@
using ABI_RC.Core.Savior;
using UnityEngine;
namespace NAK.DesktopVRSwitch.VRModeTrackers;

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@ -1,5 +1,6 @@
using ABI_RC.Core.Savior;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class CVRInputManagerTracker : VRModeTracker

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@ -5,18 +5,17 @@ namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class CVRPickupObjectTracker : MonoBehaviour
{
private CVRPickupObject _pickupObject;
private Transform _storedGripOrigin;
internal CVRPickupObject _pickupObject;
internal Transform _storedGripOrigin;
public CVRPickupObjectTracker(CVRPickupObject pickupObject, Transform storedGripOrigin)
void Start()
{
this._pickupObject = pickupObject;
this._storedGripOrigin = storedGripOrigin;
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
}
private void OnDestroy()
void OnDestroy()
{
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
}
public void OnPostSwitch(bool intoVR)

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@ -1,5 +1,6 @@
using ABI_RC.Core.InteractionSystem;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class CVR_InteractableManagerTracker : VRModeTracker

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@ -1,5 +1,6 @@
using ABI_RC.Core.InteractionSystem;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class CVR_MenuManagerTracker : VRModeTracker

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@ -5,21 +5,18 @@ namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class CameraFacingObjectTracker : MonoBehaviour
{
private CameraFacingObject _cameraFacingObject;
internal CameraFacingObject _cameraFacingObject;
public CameraFacingObjectTracker(CameraFacingObject cameraFacingObject)
void Start()
{
this._cameraFacingObject = cameraFacingObject;
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
}
private void OnDestroy()
void OnDestroy()
{
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
}
public void OnPreSwitch(bool intoVR) { }
public void OnFailedSwitch(bool intoVR) { }
public void OnPostSwitch(bool intoVR)
{
_cameraFacingObject.m_Camera = Utils.GetPlayerCameraObject(intoVR).GetComponent<Camera>();

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@ -1,5 +1,6 @@
using ABI_RC.Core.Savior;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class CheckVRTracker : VRModeTracker

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@ -1,5 +1,6 @@
using ABI_RC.Core;
using ABI_RC.Core.UI;
using UnityEngine;
namespace NAK.DesktopVRSwitch.VRModeTrackers;

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@ -1,5 +1,6 @@
using ABI_RC.Core.Player;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class HudOperationsTracker : VRModeTracker

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@ -2,6 +2,7 @@
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.IK.TrackingModules;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class IKSystemTracker : VRModeTracker

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@ -1,9 +1,14 @@
using ABI_RC.Core.Savior;
using UnityEngine;
using UnityEngine.XR;
using Valve.VR;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class MetaPortTracker : VRModeTracker
{
private MetaPort _metaPort;
public override void TrackerInit()
{
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
@ -16,7 +21,7 @@ public class MetaPortTracker : VRModeTracker
private void OnPostSwitch(bool intoVR)
{
MetaPort _metaPort = MetaPort.Instance;
_metaPort = MetaPort.Instance;
if (_metaPort == null)
{
DesktopVRSwitch.Logger.Error("Error while getting MetaPort!");
@ -27,6 +32,13 @@ public class MetaPortTracker : VRModeTracker
// Main thing most of the game checks for if using VR
_metaPort.isUsingVr = intoVR;
// replace
UpdateRichPresence();
ResetSteamVROverrides(intoVR);
}
private void UpdateRichPresence()
{
// Hacky way of updating rich presence
if (_metaPort.settings.GetSettingsBool("ImplementationRichPresenceDiscordEnabled", true))
{
@ -41,4 +53,43 @@ public class MetaPortTracker : VRModeTracker
_metaPort.settings.SetSettingsBool("ImplementationRichPresenceSteamEnabled", true);
}
}
private void ResetSteamVROverrides(bool intoVR)
{
if (intoVR)
{
// Testing
XRSettings.eyeTextureResolutionScale = 1;
XRSettings.gameViewRenderMode = DesktopVRSwitch.EntryRenderVRGameView.Value ? GameViewRenderMode.LeftEye : GameViewRenderMode.None;
SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false;
if (MetaPort.Instance.settings.GetSettingsBool("InteractionTobiiEyeTracking", false))
{
MetaPort.Instance.TobiiXrInitializer.Initialize();
}
return;
}
// Reset physics time to Desktop default
Time.fixedDeltaTime = 0.02f;
// Reset queued frames
QualitySettings.maxQueuedFrames = 2;
// Reset framerate target
int graphicsFramerateTarget = MetaPort.Instance.settings.GetSettingInt("GraphicsFramerateTarget", 0);
ABI_RC.Core.CVRTools.SetFramerateTarget(graphicsFramerateTarget);
// Reset VSync setting
bool graphicsVSync = MetaPort.Instance.settings.GetSettingsBool("GraphicsVSync", false);
QualitySettings.vSyncCount = graphicsVSync ? 1 : 0;
// Reset anti-aliasing
int graphicsMsaaLevel = MetaPort.Instance.settings.GetSettingInt("GraphicsMsaaLevel", 0);
QualitySettings.antiAliasing = graphicsMsaaLevel;
// Won't do anything if not already running
MetaPort.Instance.TobiiXrInitializer.DeInitialize();
}
}

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@ -1,4 +1,5 @@
using ABI_RC.Systems.MovementSystem;
using UnityEngine;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
@ -12,12 +13,14 @@ public class MovementSystemTracker : VRModeTracker
public override void TrackerInit()
{
VRModeSwitchManager.OnPreVRModeSwitch += OnPreSwitch;
VRModeSwitchManager.OnFailVRModeSwitch += OnFailedSwitch;
VRModeSwitchManager.OnPostVRModeSwitch += OnPostSwitch;
}
public override void TrackerDestroy()
{
VRModeSwitchManager.OnPreVRModeSwitch -= OnPreSwitch;
VRModeSwitchManager.OnFailVRModeSwitch -= OnFailedSwitch;
VRModeSwitchManager.OnPostVRModeSwitch -= OnPostSwitch;
}
@ -28,10 +31,16 @@ public class MovementSystemTracker : VRModeTracker
preSwitchWorldPosition = Utils.GetPlayerRootPosition();
preSwitchWorldRotation = _movementSystem.rotationPivot.transform.rotation;
_movementSystem.SetImmobilized(true);
_movementSystem.ChangeCrouch(false);
_movementSystem.ChangeProne(false);
}
private void OnFailedSwitch(bool intoVR)
{
_movementSystem.SetImmobilized(false);
}
private void OnPostSwitch(bool intoVR)
{
_movementSystem.rotationPivot = Utils.GetPlayerCameraObject(intoVR).transform;
@ -40,6 +49,7 @@ public class MovementSystemTracker : VRModeTracker
if (!intoVR)
_movementSystem.UpdateColliderCenter(_movementSystem.transform.position);
_movementSystem.SetImmobilized(false);
_movementSystem.ChangeCrouch(false);
_movementSystem.ChangeProne(false);
}

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@ -1,5 +1,6 @@
using ABI_RC.Core.Player;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class PlayerSetupTracker : VRModeTracker
@ -29,8 +30,11 @@ public class PlayerSetupTracker : VRModeTracker
// This might error if we started in VR.
// '_cam' is not set until Start().
CVR_DesktopCameraController.UpdateFov();
if (CVR_DesktopCameraController._cam == null)
CVR_DesktopCameraController._cam = _playerSetup.desktopCamera.GetComponent<UnityEngine.Camera>();
CVR_DesktopCameraController.UpdateFov();
// UICamera has a script that copies the FOV from the desktop cam.
// Toggling the cameras on/off resets the aspect ratio,
// so when rigs switch, that is already handled.

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@ -1,5 +1,6 @@
using ABI_RC.Systems.Camera;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class PortableCameraTracker : VRModeTracker

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@ -1,5 +1,6 @@
using ABI_RC.Core.Player;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class VRTrackerManagerTracker : VRModeTracker

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@ -1,5 +1,6 @@
using ABI_RC.Core.InteractionSystem;
namespace NAK.DesktopVRSwitch.VRModeTrackers;
public class ViewManagerTracker : VRModeTracker