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Add support for OpenXR export configurations.

This commit is contained in:
Fredia Huya-Kouadio
2021-11-19 13:15:01 -08:00
parent c6d2768a19
commit 882ec0d611
7 changed files with 83 additions and 19 deletions

View File

@@ -502,8 +502,8 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
boolean has_extra = i < command_line.length - 1;
if (command_line[i].equals(XRMode.REGULAR.cmdLineArg)) {
xrMode = XRMode.REGULAR;
} else if (command_line[i].equals(XRMode.OVR.cmdLineArg)) {
xrMode = XRMode.OVR;
} else if (command_line[i].equals(XRMode.OPENXR.cmdLineArg)) {
xrMode = XRMode.OPENXR;
} else if (command_line[i].equals("--debug_opengl")) {
use_debug_opengl = true;
} else if (command_line[i].equals("--use_immersive")) {

View File

@@ -174,7 +174,7 @@ public class GodotGLRenderView extends GLSurfaceView implements GodotRenderView
setPreserveEGLContextOnPause(true);
setFocusableInTouchMode(true);
switch (xrMode) {
case OVR:
case OPENXR:
// Replace the default egl config chooser.
setEGLConfigChooser(new OvrConfigChooser());

View File

@@ -35,7 +35,7 @@ package org.godotengine.godot.xr;
*/
public enum XRMode {
REGULAR(0, "Regular", "--xr_mode_regular", "Default Android Gamepad"), // Regular/flatscreen
OVR(1, "Oculus Mobile VR", "--xr_mode_ovr", "");
OPENXR(1, "OpenXR", "--xr_mode_openxr", "");
final int index;
final String label;