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funinvoke(unDeviceIndex:TrackedDeviceIndex_t, pOutputPose:TrackedDevicePose.ByReference, pOutputGamePose:TrackedDevicePose.ByReference): Int
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funinvoke(unDeviceIndex:TrackedDeviceIndex, pOutputPose:TrackedDevicePose.ByReference, pOutputGamePose:TrackedDevicePose.ByReference): Int
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}
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/** Updated scene texture to display. If pBounds is NULL the entire texture will be used. If called from an OpenGL app, consider adding a glFlush after
funinvoke(ulOverlayHandle:VROverlayHandle, unTrackedDevice:TrackedDeviceIndex_t, pmatTrackedDeviceToOverlayTransform:HmdMat34.ByReference): Int
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funinvoke(ulOverlayHandle:VROverlayHandle, unTrackedDevice:TrackedDeviceIndex, pmatTrackedDeviceToOverlayTransform:HmdMat34.ByReference): Int
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}
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/** Gets the transform if it is relative to a tracked device. Returns an error if the transform is some other value. */
@@ -771,14 +771,14 @@ open class IVROverlay : Structure {
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/** Sets the transform to draw the overlay on a rendermodel component mesh instead of a quad. This will only draw when the system is drawing the device.
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* Overlays with this transform value cannot receive mouse events. */
funinvoke(ulOverlayHandle:VROverlayHandle, unDeviceIndex:TrackedDeviceIndex_t, pchComponentName:String): Int
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funinvoke(ulOverlayHandle:VROverlayHandle, unDeviceIndex:TrackedDeviceIndex, pchComponentName:String): Int
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}
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/** Gets the transform information when the overlay is rendering on a component. */
@@ -941,21 +941,6 @@ open class IVROverlay : Structure {
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:Boolean
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}
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/** Processes mouse input from the specified controller as though it were a mouse pointed at a compositor overlay with the specified settings.
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* The controller is treated like a laser pointer on the -z axis. The point where the laser pointer would intersect with the overlay is the mouse position,
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* the trigger is left mouse, and the track pad is right mouse.
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*
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* Return true if the controller is pointed at the overlay and an event was generated. */
/** Returns true if the specified overlay is the hover target. An overlay is the hover target when it is the last overlay "moused over" by the virtual mouse
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