From 933913bb11d3eab4382319160d9737dcaaa82e91 Mon Sep 17 00:00:00 2001
From: NotAKidoS <37721153+NotAKidOnSteam@users.noreply.github.com>
Date: Thu, 15 Dec 2022 11:29:06 -0600
Subject: [PATCH] i dont remember
---
DesktopVRSwitch/DesktopVRSwitch.csproj | 9 +
DesktopVRSwitch/DesktopVRSwitchHelper.cs | 416 ++++++++++++++++++
DesktopVRSwitch/Main.cs | 376 ++--------------
DesktopVRSwitch/Patches/ReferenceCameraFix.cs | 127 ++++++
DesktopVRSwitch/Properties/AssemblyInfo.cs | 2 +-
DesktopVRSwitch/UIExpansionKitAddon.cs | 14 +
DesktopVRSwitch/format.json | 12 +-
7 files changed, 606 insertions(+), 350 deletions(-)
create mode 100644 DesktopVRSwitch/DesktopVRSwitchHelper.cs
create mode 100644 DesktopVRSwitch/Patches/ReferenceCameraFix.cs
create mode 100644 DesktopVRSwitch/UIExpansionKitAddon.cs
diff --git a/DesktopVRSwitch/DesktopVRSwitch.csproj b/DesktopVRSwitch/DesktopVRSwitch.csproj
index de3e0bb..adb74e4 100644
--- a/DesktopVRSwitch/DesktopVRSwitch.csproj
+++ b/DesktopVRSwitch/DesktopVRSwitch.csproj
@@ -18,6 +18,9 @@
..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp-firstpass.dll
+
+ ..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Aura2_Core.dll
+
..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\cohtml.Net.dll
@@ -33,6 +36,12 @@
C:\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\SteamVR.dll
+
+ ..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\Mods\UIExpansionKit.dll
+
+
+ ..\..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Unity.Postprocessing.Runtime.dll
+
..\..\..\DakyModsCVR\ManagedLibs\Unity.TextMeshPro.dll
diff --git a/DesktopVRSwitch/DesktopVRSwitchHelper.cs b/DesktopVRSwitch/DesktopVRSwitchHelper.cs
new file mode 100644
index 0000000..72c873c
--- /dev/null
+++ b/DesktopVRSwitch/DesktopVRSwitchHelper.cs
@@ -0,0 +1,416 @@
+using ABI_RC.Core;
+using ABI_RC.Core.EventSystem;
+using ABI_RC.Core.InteractionSystem;
+using ABI_RC.Core.Player;
+using ABI_RC.Core.Savior;
+using ABI_RC.Core.UI;
+using ABI_RC.Core.Util.Object_Behaviour;
+using ABI_RC.Systems.Camera;
+using ABI_RC.Systems.IK;
+using ABI_RC.Systems.IK.SubSystems;
+using ABI_RC.Systems.IK.TrackingModules;
+using ABI_RC.Systems.MovementSystem;
+using ABI_RC.Core.Networking;
+using DesktopVRSwitch.Patches;
+using HarmonyLib;
+using MelonLoader;
+using System.Collections;
+using UnityEngine;
+using UnityEngine.XR;
+using Valve.VR;
+using Object = UnityEngine.Object;
+
+namespace DesktopVRSwitch;
+
+public class DesktopVRSwitchHelper : MonoBehaviour
+{
+ public static DesktopVRSwitchHelper Instance;
+
+ //settings
+ public bool SettingTimedErrorCatch = true;
+ public float SettingTimedErrorTimer = 10f;
+
+ //internal shit
+ internal static bool isAttemptingSwitch = false;
+ internal static float timedSwitch = 0f;
+ internal static bool CurrentMode;
+ internal static Vector3 avatarWorldPos;
+ internal static Quaternion avatarWorldRot;
+
+ public void SwitchMode(bool isTimedSwitch = false)
+ {
+ if (isAttemptingSwitch) return;
+
+ isAttemptingSwitch = true;
+ MelonCoroutines.Start(AttemptPlatformSwitch());
+
+ //how long we wait until we assume an error occured
+ if (isTimedSwitch)
+ timedSwitch = Time.time + SettingTimedErrorTimer;
+ }
+
+ public void Start()
+ {
+ Instance = this;
+ }
+
+ public void Update()
+ {
+ // assuming CVRInputManager.switchMode button was originally for desktop/vr switching before being left to do literally nothing in rootlogic
+ if (Input.GetKeyDown(KeyCode.F6) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && !isAttemptingSwitch)
+ {
+ SwitchMode(true);
+ }
+
+ if (!isAttemptingSwitch) return;
+
+ //catch if coroutine just decided to not finish... which happens?
+ if (Time.time > timedSwitch)
+ {
+ MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway.");
+ isAttemptingSwitch = false;
+ if (SettingTimedErrorCatch)
+ SwitchMode();
+ }
+ }
+
+ //disables VRIK if it was on the current avatar during switch
+ //absolutely bruteforcing the stupid vr playspace offset issue
+ public void LateUpdate()
+ {
+ if (!isAttemptingSwitch) return;
+ BodySystem.TrackingEnabled = false;
+ BodySystem.TrackingPositionWeight = 0f;
+ PlayerSetup.Instance._avatar.transform.position = avatarWorldPos;
+ PlayerSetup.Instance._avatar.transform.rotation = avatarWorldRot;
+ MovementSystem.Instance.TeleportToPosRot(avatarWorldPos, avatarWorldRot, false);
+ MovementSystem.Instance.UpdateColliderCenter(avatarWorldPos);
+ }
+
+ internal static IEnumerator AttemptPlatformSwitch(bool forceMode = false)
+ {
+ //forceMode will attempt to backtrack to last working mode (if you dont like the mess, fix it yourself thx)
+ CurrentMode = forceMode ? CurrentMode : MetaPort.Instance.isUsingVr;
+ bool VRMode = forceMode ? CurrentMode : !CurrentMode;
+
+ CloseMenuElements(VRMode);
+ ToggleInputInteractions(false);
+ DisableMirrorCanvas();
+
+ //store current player position/rotation to correct VR/Desktop offsets
+ avatarWorldPos = PlayerSetup.Instance._avatar.transform.position;
+ avatarWorldRot = PlayerSetup.Instance._avatar.transform.rotation;
+
+ //exit all movement states
+ MovementSystem.Instance.ChangeCrouch(false);
+ MovementSystem.Instance.ChangeProne(false);
+ MovementSystem.Instance.canMove = false;
+ MovementSystem.Instance.canRot = false;
+
+ //load SteamVR
+ InitializeSteamVR(VRMode);
+
+ yield
+ return new WaitForEndOfFrame();
+
+ SetMetaPort(VRMode);
+
+ //reset rich presence
+ if (MetaPort.Instance.settings.GetSettingsBool("ImplementationRichPresenceDiscordEnabled", true))
+ {
+ MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceDiscordEnabled", false);
+ MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceDiscordEnabled", true);
+ }
+ if (MetaPort.Instance.settings.GetSettingsBool("ImplementationRichPresenceSteamEnabled", true))
+ {
+ MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceSteamEnabled", false);
+ MetaPort.Instance.settings.SetSettingsBool("ImplementationRichPresenceSteamEnabled", true);
+ }
+
+ yield
+ return new WaitForEndOfFrame();
+
+ SwitchActiveCameraRigs(VRMode);
+ UpdateCameraFacingObject();
+ RepositionCohtmlHud(VRMode);
+ UpdateHudOperations(VRMode);
+ SwitchPickupOrigins();
+
+ yield
+ return new WaitForEndOfFrame();
+
+ //needs to come after SetMovementSystem
+ UpdateGestureReconizerCam();
+
+ ResetCVRInputManager();
+
+ //gonna try doing this last
+ DisposeSteamVR(VRMode);
+
+ ToggleInputInteractions(true);
+
+ //reload current avatar
+ AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid);
+
+ yield return new WaitUntil(() => !PlayerSetup.Instance.avatarIsLoading);
+
+ isAttemptingSwitch = false;
+
+ BodySystem.TrackingEnabled = true;
+ BodySystem.TrackingPositionWeight = 1f;
+ MovementSystem.Instance.canMove = true;
+ MovementSystem.Instance.canRot = true;
+
+ if (!VRMode)
+ //collision center is set to match headpos in VR, but desktop doesnt reset it
+ MovementSystem.Instance.UpdateColliderCenter(PlayerSetup.Instance._avatar.transform.position);
+
+ yield
+ return new WaitForEndOfFrame();
+
+ //one last teleport to correct VR offset
+ MovementSystem.Instance.TeleportToPosRot(avatarWorldPos, avatarWorldRot, false);
+
+ yield
+ return null;
+ }
+
+ //shitton of try catch below
+
+ internal static void InitializeSteamVR(bool isVR)
+ {
+ if (isVR)
+ {
+ //force SteamVR to fully initialize, this does all and more than what i did with LoadDevice()
+ SteamVR.Initialize(true);
+
+ //Just to make sure. Game does this natively when entering VR.
+ SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false;
+
+ //TODO: something needs to be done to reinitialize SteamVR_Input or SteamVR_Actions
+ //If you restart SteamVR after already have been in VRMode, the steamvr action handles break
+ //ive tried:
+ //SteamVR_Input.Initialize(true)
+ //SteamVR_Actions.PreInitialize()
+ //Destroying SteamVR_Settings on DesktopMode
+ //Destroying SteamVR_Behavior on DesktopMode
+ //Destroying SteamVR_Render on DesktopMode
+ //Combinations of all of these..
+ //Its probably really simple, but I just cannot figure out how.
+ }
+ }
+
+ internal static void DisposeSteamVR(bool isVR)
+ {
+ if (!isVR)
+ {
+ //force SteamVR to let go of Chillout
+ XRSettings.LoadDeviceByName("None");
+ XRSettings.enabled = false;
+
+ //destroy [SteamVR] gameobject as next SteamVR.Initialize creates a new one
+ Object.Destroy(SteamVR_Behaviour.instance.gameObject);
+
+ //what even does this do that is actually important?
+ SteamVR.SafeDispose();
+ }
+ }
+
+ // shouldn't be that important, right?
+ internal static void CloseMenuElements(bool isVR)
+ {
+ if (ViewManager.Instance != null)
+ {
+ MelonLogger.Msg("Closed MainMenu Instance.");
+ ViewManager.Instance.UiStateToggle(false);
+ }
+ else
+ {
+ MelonLogger.Msg("MainMenu Instance not found!!!");
+ }
+ if (ViewManager.Instance != null)
+ {
+ MelonLogger.Msg("Closed QuickMenu Instance.");
+ CVR_MenuManager.Instance.ToggleQuickMenu(false);
+ }
+ else
+ {
+ MelonLogger.Msg("QuickMenu Instance not found!!!");
+ }
+ }
+
+ internal static void ToggleInputInteractions(bool toggle)
+ {
+ //disable input during switch
+ try
+ {
+ MelonLogger.Msg($"Toggling input & interactions to " + toggle);
+ CVRInputManager.Instance.inputEnabled = toggle;
+ CVR_InteractableManager.enableInteractions = toggle;
+ }
+ catch
+ {
+ MelonLogger.Error("Toggling input & interactions failed. Is something invalid?");
+ MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance);
+ MelonLogger.Msg("CVR_InteractableManager: " + CVR_InteractableManager.enableInteractions);
+ throw;
+ }
+ }
+ internal static void SetMetaPort(bool isVR)
+ {
+ try
+ {
+ MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}.");
+ MetaPort.Instance.isUsingVr = isVR;
+ }
+ catch
+ {
+ MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?");
+ MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance);
+ throw;
+ }
+ }
+
+ internal static void SwitchActiveCameraRigs(bool isVR)
+ {
+ try
+ {
+ MelonLogger.Msg("Switched active camera rigs.");
+ PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR);
+ PlayerSetup.Instance.vrCameraRig.SetActive(isVR);
+ }
+ catch
+ {
+ MelonLogger.Error("Error switching active cameras. Are the camera rigs invalid?");
+ MelonLogger.Msg("PlayerSetup.Instance.desktopCameraRig: " + PlayerSetup.Instance.desktopCameraRig);
+ MelonLogger.Msg("PlayerSetup.Instance.vrCameraRig: " + PlayerSetup.Instance.vrCameraRig);
+ throw;
+ }
+ }
+
+ internal static void RepositionCohtmlHud(bool isVR)
+ {
+ try
+ {
+ MelonLogger.Msg("Parented CohtmlHud to active camera.");
+ CohtmlHud.Instance.gameObject.transform.parent = isVR ? PlayerSetup.Instance.vrCamera.transform : PlayerSetup.Instance.desktopCamera.transform;
+
+ //sets hud position, rotation, ~~and scale~~ based on MetaPort isUsingVr
+ CVRTools.ConfigureHudAffinity();
+ CohtmlHud.Instance.gameObject.transform.localScale = new Vector3(1.2f, 1f, 1.2f);
+ }
+ catch
+ {
+ MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?");
+ MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance);
+ throw;
+ }
+ }
+
+ internal static void ResetCVRInputManager()
+ {
+ try
+ {
+ MelonLogger.Msg("Enabling CVRInputManager inputEnabled & disabling blockedByUi!");
+ //CVRInputManager.Instance.reload = true;
+ //just in case
+ CVRInputManager.Instance.inputEnabled = true;
+ CVRInputManager.Instance.blockedByUi = false;
+ //sometimes head can get stuck, so just in case
+ CVRInputManager.Instance.independentHeadToggle = false;
+ //just nice to load into desktop with idle gesture
+ CVRInputManager.Instance.gestureLeft = 0f;
+ CVRInputManager.Instance.gestureLeftRaw = 0f;
+ CVRInputManager.Instance.gestureRight = 0f;
+ CVRInputManager.Instance.gestureRightRaw = 0f;
+ }
+ catch
+ {
+ MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?");
+ MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance);
+ throw;
+ }
+ }
+
+ //every nameplate canvas uses CameraFacingObject :stare:
+ internal static void UpdateCameraFacingObject()
+ {
+ try
+ {
+ MelonLogger.Msg("Updating all CameraFacingObject scripts to face new camera. (this fixes nameplates)");
+ CameraFacingObject[] camfaceobjs = Object.FindObjectsOfType();
+
+ for (int i = 0; i < camfaceobjs.Count(); i++)
+ {
+ camfaceobjs[i].m_Camera = PlayerSetup.Instance.GetActiveCamera().GetComponent();
+ }
+ }
+ catch
+ {
+ MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk...");
+ throw;
+ }
+ }
+
+ internal static void UpdateHudOperations(bool isVR)
+ {
+ try
+ {
+ MelonLogger.Msg("Set HudOperations worldLoadingItem and worldLoadStatus to their respective Desktop/Vr parent.");
+ HudOperations.Instance.worldLoadingItem = isVR ? HudOperations.Instance.worldLoadingItemVr : HudOperations.Instance.worldLoadingItemDesktop;
+ HudOperations.Instance.worldLoadStatus = isVR ? HudOperations.Instance.worldLoadStatusVr : HudOperations.Instance.worldLoadStatusDesktop;
+ }
+ catch
+ {
+ MelonLogger.Error("Error updating HudOperations LoadingItem & LoadStatus!");
+ throw;
+ }
+ }
+
+ internal static void DisableMirrorCanvas()
+ {
+ try
+ {
+ //tell the game we are in mirror mode so itll disable it (if enabled)
+ PortableCamera.Instance.mode = MirroringMode.Mirror;
+ PortableCamera.Instance.ChangeMirroring();
+ }
+ catch
+ {
+ MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
+ throw;
+ }
+ }
+
+ internal static void UpdateGestureReconizerCam()
+ {
+ try
+ {
+ MelonLogger.Msg("Set GestureReconizerCam camera to active camera.");
+ Traverse.Create(CVRGestureRecognizer.Instance).Field("_camera").SetValue(PlayerSetup.Instance.GetActiveCamera().GetComponent());
+ }
+ catch
+ {
+ MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
+ throw;
+ }
+ }
+
+ internal static void SwitchPickupOrigins()
+ {
+ try
+ {
+ MelonLogger.Msg("Switched pickup origins.");
+ CVRPickupObjectTracker[] pickups = Object.FindObjectsOfType();
+ for (int i = 0; i < pickups.Count(); i++)
+ {
+ pickups[i].OnSwitch();
+ }
+ }
+ catch
+ {
+ MelonLogger.Error("Error switching pickup origins!");
+ throw;
+ }
+ }
+}
\ No newline at end of file
diff --git a/DesktopVRSwitch/Main.cs b/DesktopVRSwitch/Main.cs
index c8e1910..9d69fba 100644
--- a/DesktopVRSwitch/Main.cs
+++ b/DesktopVRSwitch/Main.cs
@@ -26,360 +26,50 @@ namespace DesktopVRSwitch;
public class DesktopVRSwitch : MelonMod
{
- private static MelonPreferences_Category m_categoryDesktopVRSwitch;
- private static MelonPreferences_Entry m_entryTimedErrorCatch;
+ internal const string SettingsCategory = "DesktopVRSwitch";
+ internal static MelonPreferences_Category m_categoryDesktopVRSwitch;
+ internal static MelonPreferences_Entry m_entryTimedErrorCatch;
+ internal static MelonPreferences_Entry m_entryTimedErrorTimer;
+
public override void OnInitializeMelon()
{
- m_categoryDesktopVRSwitch = MelonPreferences.CreateCategory(nameof(DesktopVRSwitch));
- m_entryTimedErrorCatch = m_categoryDesktopVRSwitch.CreateEntry("Timed Error Catch", true, description: "Attempt to switch back if an error is found after 10 seconds.");
+ m_categoryDesktopVRSwitch = MelonPreferences.CreateCategory(SettingsCategory);
+ m_entryTimedErrorCatch = m_categoryDesktopVRSwitch.CreateEntry("Timed Error Catch", true, description: "Attempt to switch back if an error is found after n seconds.");
+ m_entryTimedErrorTimer = m_categoryDesktopVRSwitch.CreateEntry("Timed Error Timer", 10f, description: "Amount of seconds to wait before assuming there was an error.");
+
m_categoryDesktopVRSwitch.SaveToFile(false);
+ foreach (var setting in m_categoryDesktopVRSwitch.Entries)
+ {
+ setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
+ }
+
+ //UIExpansionKit addon
+ if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "UI Expansion Kit"))
+ {
+ MelonLogger.Msg("Initializing UIExpansionKit support.");
+ UiExtensionsAddon.Init();
+ }
+ MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
}
- private static bool isAttemptingSwitch = false;
- private static float timedSwitch = 0f;
- private static bool CurrentMode;
- private static Vector3 avatarPos;
- private static Quaternion avatarRot;
-
- public override void OnUpdate()
+ System.Collections.IEnumerator WaitForLocalPlayer()
{
- // assuming CVRInputManager.switchMode button was originally for desktop/vr switching before being left to do literally nothing in rootlogic
- if (Input.GetKeyDown(KeyCode.F6) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && !isAttemptingSwitch)
- {
- //start attempt
- isAttemptingSwitch = true;
- MelonCoroutines.Start(AttemptPlatformSwitch());
+ while (PlayerSetup.Instance == null)
+ yield return null;
- //how long we wait until we assume an error occured
- if (m_entryTimedErrorCatch.Value)
- timedSwitch = Time.time + 10f;
- }
+ PlayerSetup.Instance.gameObject.AddComponent();
- //catch if coroutine just decided to not finish... which happens?
- if (isAttemptingSwitch && Time.time > timedSwitch)
- {
- MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway.");
- MelonCoroutines.Start(AttemptPlatformSwitch(true));
- }
+ while (DesktopVRSwitchHelper.Instance == null)
+ yield return null;
- //correct player position while switching
- if (isAttemptingSwitch && !MovementSystem.Instance.canMove)
- {
- MovementSystem.Instance.TeleportToPosRot(avatarPos, avatarRot, false);
- MovementSystem.Instance.UpdateColliderCenter(avatarPos);
- }
+ UpdateAllSettings();
}
- private static IEnumerator AttemptPlatformSwitch(bool forceMode = false)
+ private void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
+ private void UpdateAllSettings()
{
- //forceMode will attempt to backtrack to last working mode (if you dont like the mess, fix it yourself thx)
- CurrentMode = forceMode ? CurrentMode : MetaPort.Instance.isUsingVr;
- bool VRMode = forceMode ? CurrentMode : !CurrentMode;
-
- //store current player position/rotation to correct VR/Desktop offsets
- avatarPos = PlayerSetup.Instance._avatar.transform.position;
- avatarRot = PlayerSetup.Instance._avatar.transform.rotation;
-
- //prevent player from any movement while transitioning
- MovementSystem.Instance.canMove = false;
- BodySystem.TrackingEnabled = false;
-
- //load SteamVR
- InitializeSteamVR(VRMode);
-
- CloseMenuElements(VRMode);
- DisableMirrorCanvas();
-
- yield
- return new WaitForEndOfFrame();
-
- SetMetaPort(VRMode);
-
- yield
- return new WaitForEndOfFrame();
-
- SetPlayerSetup(VRMode);
- SwitchActiveCameraRigs(VRMode);
- UpdateCameraFacingObject();
- RepositionCohtmlHud(VRMode);
- UpdateHudOperations(VRMode);
- SwitchPickupOrigins();
-
- yield
- return new WaitForEndOfFrame();
-
- //needs to come after SetMovementSystem
- UpdateGestureReconizerCam();
-
- yield
- return new WaitForEndOfFrame();
-
- //right here is the fucker most likely to break
- ReloadCVRInputManager();
-
- //some menus have 0.5s wait(), so to be safe
- yield
- return new WaitForSeconds(0.5f);
-
- //reload current avatar
- AssetManagement.Instance.LoadLocalAvatar(MetaPort.Instance.currentAvatarGuid);
-
- yield
- return new WaitForSeconds(2f);
-
- if (!VRMode)
- //collision center is set to match headpos in VR, but desktop doesnt reset it
- MovementSystem.Instance.UpdateColliderCenter(PlayerSetup.Instance._avatar.transform.position);
-
- //gonna try doing this last
- DisposeSteamVR(VRMode);
-
- MovementSystem.Instance.canMove = true;
- BodySystem.TrackingEnabled = true;
-
- yield
- return null;
- isAttemptingSwitch = false;
- }
-
- //shitton of try catch below
-
- private static void InitializeSteamVR(bool isVR)
- {
- if (isVR)
- {
- //force SteamVR to fully initialize, this does all and more than what i did with LoadDevice()
- SteamVR.Initialize(true);
-
- //Just to make sure. Game does this natively when entering VR.
- SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false;
-
- //TODO: something needs to be done to reinitialize SteamVR_Input or SteamVR_Actions
- //If you restart SteamVR after already have been in VRMode, the steamvr action handles break
- //ive tried:
- //SteamVR_Input.Initialize(true)
- //SteamVR_Actions.PreInitialize()
- //Destroying SteamVR_Settings on DesktopMode
- //Destroying SteamVR_Behavior on DesktopMode
- //Destroying SteamVR_Render on DesktopMode
- //Combinations of all of these..
- //Its probably really simple, but I just cannot figure out how.
- }
- }
-
- private static void DisposeSteamVR(bool isVR)
- {
- if (!isVR)
- {
- //force SteamVR to let go of Chillout
- XRSettings.LoadDeviceByName("None");
- XRSettings.enabled = false;
-
- //destroy [SteamVR] gameobject as next SteamVR.Initialize creates a new one
- Object.Destroy(SteamVR_Behaviour.instance.gameObject);
-
- //what even does this do that is actually important?
- SteamVR.SafeDispose();
- }
- }
-
- // shouldn't be that important, right?
- private static void CloseMenuElements(bool isVR)
- {
- if (ViewManager.Instance != null)
- {
- MelonLogger.Msg("Closed MainMenu Instance.");
- ViewManager.Instance.UiStateToggle(false);
- }
- else
- {
- MelonLogger.Msg("MainMenu Instance not found!!!");
- }
- if (ViewManager.Instance != null)
- {
- MelonLogger.Msg("Closed QuickMenu Instance.");
- CVR_MenuManager.Instance.ToggleQuickMenu(false);
- }
- else
- {
- MelonLogger.Msg("QuickMenu Instance not found!!!");
- }
-
- //disable input during switch
- CVRInputManager.Instance.inputEnabled = false;
- }
-
- private static void SetMetaPort(bool isVR)
- {
- try
- {
- MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}.");
- MetaPort.Instance.isUsingVr = isVR;
- }
- catch (Exception)
- {
- MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?");
- MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance);
- throw;
- }
- }
-
- private static void SetPlayerSetup(bool isVR)
- {
- try
- {
- MelonLogger.Msg($"Set PlayerSetup instance to {isVR}.");
- PlayerSetup.Instance._inVr = isVR;
- }
- catch (Exception)
- {
- MelonLogger.Error("Setting PlayerSetup _inVr failed. Is PlayerSetup.Instance invalid?");
- MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance);
- throw;
- }
- }
-
- private static void SwitchActiveCameraRigs(bool isVR)
- {
- try
- {
- MelonLogger.Msg("Switched active camera rigs.");
- PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR);
- PlayerSetup.Instance.vrCameraRig.SetActive(isVR);
- }
- catch (Exception)
- {
- MelonLogger.Error("Error switching active cameras. Are the camera rigs invalid?");
- MelonLogger.Msg("PlayerSetup.Instance.desktopCameraRig: " + PlayerSetup.Instance.desktopCameraRig);
- MelonLogger.Msg("PlayerSetup.Instance.vrCameraRig: " + PlayerSetup.Instance.vrCameraRig);
- throw;
- }
- }
-
- private static void RepositionCohtmlHud(bool isVR)
- {
- try
- {
- MelonLogger.Msg("Parented CohtmlHud to active camera.");
- CohtmlHud.Instance.gameObject.transform.parent = isVR ? PlayerSetup.Instance.vrCamera.transform : PlayerSetup.Instance.desktopCamera.transform;
-
- //sets hud position, rotation, ~~and scale~~ based on MetaPort isUsingVr
- CVRTools.ConfigureHudAffinity();
- CohtmlHud.Instance.gameObject.transform.localScale = new Vector3(1.2f, 1f, 1.2f);
- }
- catch (Exception)
- {
- MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?");
- MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance);
- throw;
- }
- }
-
- private static void ReloadCVRInputManager()
- {
- try
- {
- MelonLogger.Msg("Set CVRInputManager reload to True. Input should reload next frame...");
- CVRInputManager.Instance.reload = true;
- //just in case
- CVRInputManager.Instance.inputEnabled = true;
- CVRInputManager.Instance.blockedByUi = false;
- //sometimes head can get stuck, so just in case
- CVRInputManager.Instance.independentHeadToggle = false;
- //just nice to load into desktop with idle gesture
- CVRInputManager.Instance.gestureLeft = 0f;
- CVRInputManager.Instance.gestureLeftRaw = 0f;
- CVRInputManager.Instance.gestureRight = 0f;
- CVRInputManager.Instance.gestureRightRaw = 0f;
- }
- catch (Exception)
- {
- MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?");
- MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance);
- throw;
- }
- }
-
- //every nameplate canvas uses CameraFacingObject :stare:
- private static void UpdateCameraFacingObject()
- {
- try
- {
- MelonLogger.Msg("Updating all CameraFacingObject scripts to face new camera. (this fixes nameplates)");
- CameraFacingObject[] camfaceobjs = Object.FindObjectsOfType();
-
- for (int i = 0; i < camfaceobjs.Count(); i++)
- {
- camfaceobjs[i].m_Camera = PlayerSetup.Instance.GetActiveCamera().GetComponent();
- }
- }
- catch (Exception)
- {
- MelonLogger.Error("Error updating CameraFacingObject objects! Nameplates will be wonk...");
- throw;
- }
- }
-
- private static void UpdateHudOperations(bool isVR)
- {
- try
- {
- MelonLogger.Msg("Set HudOperations worldLoadingItem and worldLoadStatus to their respective Desktop/Vr parent.");
- HudOperations.Instance.worldLoadingItem = isVR ? HudOperations.Instance.worldLoadingItemVr : HudOperations.Instance.worldLoadingItemDesktop;
- HudOperations.Instance.worldLoadStatus = isVR ? HudOperations.Instance.worldLoadStatusVr : HudOperations.Instance.worldLoadStatusDesktop;
- }
- catch (Exception)
- {
- MelonLogger.Error("Error updating HudOperations LoadingItem & LoadStatus!");
- throw;
- }
- }
-
- private static void DisableMirrorCanvas()
- {
- try
- {
- //tell the game we are in mirror mode so itll disable it (if enabled)
- PortableCamera.Instance.mode = MirroringMode.Mirror;
- PortableCamera.Instance.ChangeMirroring();
- }
- catch (Exception)
- {
- MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
- throw;
- }
- }
-
- private static void UpdateGestureReconizerCam()
- {
- try
- {
- MelonLogger.Msg("Set GestureReconizerCam camera to active camera.");
- Traverse.Create(CVRGestureRecognizer.Instance).Field("_camera").SetValue(PlayerSetup.Instance.GetActiveCamera().GetComponent());
- }
- catch (Exception)
- {
- MelonLogger.Error("Error updating CVRGestureRecognizer camera!");
- throw;
- }
- }
-
- private static void SwitchPickupOrigins()
- {
- try
- {
- MelonLogger.Msg("Switched pickup origins.");
- CVRPickupObjectTracker[] pickups = Object.FindObjectsOfType();
-
- for (int i = 0; i < pickups.Count(); i++)
- {
- pickups[i].OnSwitch();
- }
- }
- catch (Exception)
- {
- MelonLogger.Error("Error switching pickup origins!");
- throw;
- }
+ if (!DesktopVRSwitchHelper.Instance) return;
+ DesktopVRSwitchHelper.Instance.SettingTimedErrorCatch = m_entryTimedErrorCatch.Value;
+ DesktopVRSwitchHelper.Instance.SettingTimedErrorTimer = m_entryTimedErrorTimer.Value;
}
}
\ No newline at end of file
diff --git a/DesktopVRSwitch/Patches/ReferenceCameraFix.cs b/DesktopVRSwitch/Patches/ReferenceCameraFix.cs
new file mode 100644
index 0000000..d1bc27b
--- /dev/null
+++ b/DesktopVRSwitch/Patches/ReferenceCameraFix.cs
@@ -0,0 +1,127 @@
+using ABI.CCK.Components;
+using ABI_RC.Core.Base;
+using ABI_RC.Core.Player;
+using ABI_RC.Core.Savior;
+using Aura2API;
+using BeautifyEffect;
+using HarmonyLib;
+using UnityEngine;
+using UnityEngine.AzureSky;
+using UnityEngine.Rendering.PostProcessing;
+using Object = UnityEngine.Object;
+
+namespace DesktopVRSwitch.Patches;
+
+[HarmonyPatch]
+internal class ReferenceCameraFix
+{
+ [HarmonyPostfix]
+ [HarmonyPatch(typeof(CVRWorld), "SetDefaultCamValues")]
+ private static void CVRWorld_SetDefaultCamValues_Postfix(ref CVRWorld __instance)
+ {
+ Camera active;
+ Camera nonActive;
+ if (MetaPort.Instance.isUsingVr)
+ {
+ active = PlayerSetup.Instance.vrCamera.GetComponent();
+ nonActive = PlayerSetup.Instance.desktopCamera.GetComponent();
+ }
+ else
+ {
+ active = PlayerSetup.Instance.desktopCamera.GetComponent();
+ nonActive = PlayerSetup.Instance.vrCamera.GetComponent();
+ }
+ CopyActiveCamera(active, nonActive);
+ }
+
+ [HarmonyPostfix]
+ [HarmonyPatch(typeof(CVRWorld), "CopyRefCamValues")]
+ private static void CVRWorld_CopyRefCamValues_Postfix(ref CVRWorld __instance)
+ {
+ Camera active;
+ Camera nonActive;
+ if (MetaPort.Instance.isUsingVr)
+ {
+ active = PlayerSetup.Instance.vrCamera.GetComponent();
+ nonActive = PlayerSetup.Instance.desktopCamera.GetComponent();
+ }
+ else
+ {
+ active = PlayerSetup.Instance.desktopCamera.GetComponent();
+ nonActive = PlayerSetup.Instance.vrCamera.GetComponent();
+ }
+ CopyActiveCamera(active, nonActive);
+ }
+
+ private static void CopyActiveCamera(Camera activeCamera, Camera inactiveCamera)
+ {
+ //steal basic settings
+ inactiveCamera.farClipPlane = activeCamera.farClipPlane;
+ inactiveCamera.nearClipPlane = activeCamera.nearClipPlane;
+ inactiveCamera.cullingMask = activeCamera.cullingMask;
+ inactiveCamera.depthTextureMode = activeCamera.depthTextureMode;
+
+ //steal post processing if added
+ PostProcessLayer ppLayerActive = activeCamera.GetComponent();
+ PostProcessLayer ppLayerNonActive = inactiveCamera.GetComponent();
+ if (ppLayerActive != null && ppLayerNonActive != null)
+ {
+ ppLayerNonActive.enabled = ppLayerActive.enabled;
+ ppLayerNonActive.volumeLayer = ppLayerActive.volumeLayer;
+ }
+
+ //what even is this aura camera stuff
+ AuraCamera auraActive = activeCamera.GetComponent();
+ AuraCamera auraNonActive = inactiveCamera.AddComponentIfMissing();
+ if (auraActive != null && auraNonActive != null)
+ {
+ auraNonActive.enabled = auraActive.enabled;
+ auraNonActive.frustumSettings = auraActive.frustumSettings;
+ }
+ else
+ {
+ auraNonActive.enabled = false;
+ }
+
+ //flare layer thing? the sun :_:_:_:_:_:
+ FlareLayer flareActive = activeCamera.GetComponent();
+ FlareLayer flareNonActive = inactiveCamera.AddComponentIfMissing();
+ if (flareActive != null && flareNonActive != null)
+ {
+ flareNonActive.enabled = flareActive.enabled;
+ }
+ else
+ {
+ flareNonActive.enabled = false;
+ }
+
+ //set correct farclipplane so effect is correct on switching world after switch
+ PlayerSetup.Instance.transitionEffectVr.material.SetFloat("ClippingPlane", activeCamera.farClipPlane);
+ PlayerSetup.Instance.transitionEffectDesktop.material.SetFloat("ClippingPlane", activeCamera.farClipPlane);
+
+ //and now what the fuck is fog scattering
+ AzureFogScattering azureFogActive = activeCamera.GetComponent();
+ AzureFogScattering azureFogNonActive = inactiveCamera.AddComponentIfMissing();
+ if (azureFogActive != null && azureFogNonActive != null)
+ {
+ azureFogNonActive.fogScatteringMaterial = azureFogActive.fogScatteringMaterial;
+ }
+ else
+ {
+ Object.Destroy(inactiveCamera.GetComponent());
+ }
+
+ //why is there so many thingsssssssss
+ Beautify beautifyActive = activeCamera.GetComponent();
+ Beautify beautifyNonActive = inactiveCamera.AddComponentIfMissing();
+ if (beautifyActive != null && beautifyNonActive != null)
+ {
+ beautifyNonActive.quality = beautifyActive.quality;
+ beautifyNonActive.profile = beautifyActive.profile;
+ }
+ else
+ {
+ Object.Destroy(inactiveCamera.gameObject.GetComponent());
+ }
+ }
+}
\ No newline at end of file
diff --git a/DesktopVRSwitch/Properties/AssemblyInfo.cs b/DesktopVRSwitch/Properties/AssemblyInfo.cs
index 03ba712..b051b24 100644
--- a/DesktopVRSwitch/Properties/AssemblyInfo.cs
+++ b/DesktopVRSwitch/Properties/AssemblyInfo.cs
@@ -25,6 +25,6 @@ using System.Reflection;
namespace DesktopVRSwitch.Properties;
internal static class AssemblyInfoParams
{
- public const string Version = "2.0.0";
+ public const string Version = "3.0.0";
public const string Author = "NotAKidoS";
}
\ No newline at end of file
diff --git a/DesktopVRSwitch/UIExpansionKitAddon.cs b/DesktopVRSwitch/UIExpansionKitAddon.cs
new file mode 100644
index 0000000..de9e9d7
--- /dev/null
+++ b/DesktopVRSwitch/UIExpansionKitAddon.cs
@@ -0,0 +1,14 @@
+using System.Runtime.CompilerServices;
+using UIExpansionKit.API;
+
+namespace DesktopVRSwitch;
+public static class UiExtensionsAddon
+{
+ [MethodImpl(MethodImplOptions.NoInlining)]
+ public static void Init()
+ {
+ var settings = ExpansionKitApi.GetSettingsCategory(DesktopVRSwitch.SettingsCategory);
+ settings.AddSimpleButton("Switch VRMode", SwitchModeButton);
+ }
+ internal static void SwitchModeButton() => DesktopVRSwitchHelper.Instance.SwitchMode(true);
+}
\ No newline at end of file
diff --git a/DesktopVRSwitch/format.json b/DesktopVRSwitch/format.json
index 6f77ed3..df073eb 100644
--- a/DesktopVRSwitch/format.json
+++ b/DesktopVRSwitch/format.json
@@ -1,9 +1,9 @@
{
- "_id": -1,
+ "_id": 103,
"name": "DesktopVRSwitch",
- "modversion": "2.0.0",
- "gameversion": "2022r168",
- "loaderversion": "0.5.4",
+ "modversion": "3.0.0",
+ "gameversion": "2022r169p1",
+ "loaderversion": "0.5.7",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Allows you to switch between Desktop and VR with a keybind.\n**Press Control + F6 to switch.**\n\nWhile this mod is a nice convienence feature to have access to, not every chillout system or mod is built to support it. I cannot possibly cover every edge case or mitigate issues with every mod. **Use at your own discretion.**",
@@ -16,8 +16,8 @@
"requirements": [
"None"
],
- "downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRSwitch/releases/download/r2/DesktopVRSwitch.dll",
+ "downloadlink": "https://github.com/NotAKidOnSteam/DesktopVRSwitch/releases/download/r3/DesktopVRSwitch.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/DesktopVRSwitch/",
- "changelog": "Initial Release",
+ "changelog": "Initial CVRMG Release",
"embedcolor": "3498db"
}
\ No newline at end of file