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Add support for OpenXR export configurations.
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@@ -502,8 +502,8 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
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boolean has_extra = i < command_line.length - 1;
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if (command_line[i].equals(XRMode.REGULAR.cmdLineArg)) {
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xrMode = XRMode.REGULAR;
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} else if (command_line[i].equals(XRMode.OVR.cmdLineArg)) {
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xrMode = XRMode.OVR;
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} else if (command_line[i].equals(XRMode.OPENXR.cmdLineArg)) {
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xrMode = XRMode.OPENXR;
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} else if (command_line[i].equals("--debug_opengl")) {
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use_debug_opengl = true;
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} else if (command_line[i].equals("--use_immersive")) {
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@@ -174,7 +174,7 @@ public class GodotGLRenderView extends GLSurfaceView implements GodotRenderView
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setPreserveEGLContextOnPause(true);
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setFocusableInTouchMode(true);
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switch (xrMode) {
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case OVR:
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case OPENXR:
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// Replace the default egl config chooser.
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setEGLConfigChooser(new OvrConfigChooser());
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@@ -35,7 +35,7 @@ package org.godotengine.godot.xr;
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*/
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public enum XRMode {
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REGULAR(0, "Regular", "--xr_mode_regular", "Default Android Gamepad"), // Regular/flatscreen
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OVR(1, "Oculus Mobile VR", "--xr_mode_ovr", "");
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OPENXR(1, "OpenXR", "--xr_mode_openxr", "");
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final int index;
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final String label;
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