NAK_CVR_Mods/DesktopVRSwitch/DesktopVRSwitcher.cs
2023-04-26 15:32:02 -05:00

141 lines
4.2 KiB
C#

using NAK.DesktopVRSwitch.Patches;
using System.Collections;
using UnityEngine;
using UnityEngine.XR;
using Valve.VR;
namespace NAK.DesktopVRSwitch;
public class DesktopVRSwitcher : MonoBehaviour
{
//Debug Settings
public bool _reloadLocalAvatar = true;
public bool _softVRSwitch = false;
//Internal Stuff
private bool _switchInProgress = false;
void Start()
{
//do not pause game, this breaks dynbones & trackers
SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.F6) && Input.GetKey(KeyCode.LeftControl))
{
SwitchVRMode();
}
}
public void SwitchVRMode()
{
if (_switchInProgress) return;
if (!IsInVR())
{
StartCoroutine(StartVRSystem());
}
else
{
StartCoroutine(StopVR());
}
}
public bool IsInVR() => XRSettings.enabled;
private IEnumerator StartVRSystem()
{
PreVRModeSwitch(true);
XRSettings.LoadDeviceByName("OpenVR");
yield return null; //wait a frame before checking
if (!string.IsNullOrEmpty(XRSettings.loadedDeviceName))
{
DesktopVRSwitch.Logger.Msg("Starting SteamVR...");
XRSettings.enabled = true;
//force steamvr to reinitialize input
//this does SteamVR_Input.actionSets[0].Activate() for us (we deactivate in StopVR())
//but only if SteamVR_Settings.instance.activateFirstActionSetOnStart is enabled
//which in ChilloutVR, it is, because all those settings are default
SteamVR_Input.Initialize(true);
yield return null;
PostVRModeSwitch(true);
yield break;
}
DesktopVRSwitch.Logger.Error("Initializing VR Failed. Is there no VR device connected?");
FailedVRModeSwitch(true);
yield break;
}
private IEnumerator StopVR()
{
PreVRModeSwitch(false);
yield return null;
if (!string.IsNullOrEmpty(XRSettings.loadedDeviceName))
{
//SteamVR.SafeDispose(); //might fuck with SteamVRTrackingModule
//deactivate the action set so SteamVR_Input.Initialize can reactivate
SteamVR_Input.actionSets[0].Deactivate(SteamVR_Input_Sources.Any);
XRSettings.LoadDeviceByName("");
XRSettings.enabled = false;
yield return null;
Time.fixedDeltaTime = 0.02f; //reset physics time to Desktop default
PostVRModeSwitch(false);
yield break;
}
DesktopVRSwitch.Logger.Error("Attempted to exit VR without a VR device loaded.");
FailedVRModeSwitch(false);
yield break;
}
//one frame after switch attempt
public void FailedVRModeSwitch(bool isVR)
{
if (_softVRSwitch) return;
//let tracked objects know a switch failed
VRModeSwitchTracker.FailVRModeSwitch(isVR);
}
//one frame before switch attempt
public void PreVRModeSwitch(bool isVR)
{
if (_softVRSwitch) return;
//let tracked objects know we are attempting to switch
VRModeSwitchTracker.PreVRModeSwitch(isVR);
}
//one frame after switch attempt
public void PostVRModeSwitch(bool isVR)
{
if (_softVRSwitch) return;
//close the menus
TryCatchHell.CloseCohtmlMenus();
//the base of VR checks
TryCatchHell.SetCheckVR(isVR);
TryCatchHell.SetMetaPort(isVR);
//game basics for functional gameplay post switch
TryCatchHell.RepositionCohtmlHud(isVR);
TryCatchHell.UpdateHudOperations(isVR);
TryCatchHell.DisableMirrorCanvas();
TryCatchHell.SwitchActiveCameraRigs(isVR);
TryCatchHell.ResetCVRInputManager();
TryCatchHell.UpdateRichPresence();
TryCatchHell.UpdateGestureReconizerCam();
TryCatchHell.UpdateMenuCoreData(isVR);
//let tracked objects know we switched
VRModeSwitchTracker.PostVRModeSwitch(isVR);
//reload avatar by default, optional for debugging
if (_reloadLocalAvatar)
{
TryCatchHell.ReloadLocalAvatar();
}
_switchInProgress = false;
}
}