Android build settings + metaxr
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// @lint-ignore-every LICENSELINT
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "OculusXRHMDPrivate.h"
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#if OCULUS_HMD_SUPPORTED_PLATFORMS
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#include "OculusXRHMD_Settings.h"
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#include "ShowFlags.h"
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namespace OculusXRHMD
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{
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//-------------------------------------------------------------------------------------------------
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// FGameFrame
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//-------------------------------------------------------------------------------------------------
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class FGameFrame : public TSharedFromThis<FGameFrame, ESPMode::ThreadSafe>
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{
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public:
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uint32 FrameNumber; // current frame number. (StartGameFrame_GameThread)
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float WorldToMetersScale; // World units (UU) to Meters scale. (OnStartGameFrame)
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FIntPoint WindowSize; // actual window size (StartGameFrame_GameThread)
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FEngineShowFlags ShowFlags; // (PreRenderViewFamily_RenderThread)
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FQuat HeadOrientation; // (CalculateStereoViewOffset)
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FQuat PlayerOrientation; // (CalculateStereoViewOffset)
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FVector PlayerLocation; // (CalculateStereoViewOffset)
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float NearClippingPlane; // (GetStereoProjectionMatrix)
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FTransform TrackingToWorld; // (OnEndGameFrame)
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FTransform LastTrackingToWorld; // (OnEndGameFrame)
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EOculusXRFoveatedRenderingMethod FoveatedRenderingMethod; // OnStartGameFrame
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EOculusXRFoveatedRenderingLevel FoveatedRenderingLevel; // OnStartGameFrame
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bool bDynamicFoveatedRendering; // OnStartGameFrame
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ovrpFovf Fov[ovrpEye_Count]; // UpdateStereoRenderingParams
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ovrpFovf SymmetricFov[ovrpEye_Count]; // UpdateStereoRenderingParams, symmetric FOV if frame is using symmetricFOV.
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union
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{
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struct
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{
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/** True, if splash is shown */
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uint64 bSplashIsShown : 1;
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/** True, if spectator screen is active */
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uint64 bSpectatorScreenActive : 1;
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/** True if the frame's positions have been updated on the render thread */
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uint64 bRTLateUpdateDone : 1;
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};
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uint64 Raw;
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} Flags;
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public:
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FGameFrame();
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TSharedPtr<FGameFrame, ESPMode::ThreadSafe> Clone() const;
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};
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typedef TSharedPtr<FGameFrame, ESPMode::ThreadSafe> FGameFramePtr;
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} // namespace OculusXRHMD
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#endif // OCULUS_HMD_SUPPORTED_PLATFORMS
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