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IVRSystem * Removed the concept of "input focus" and all the associated APIs. * Added more granular "system behavior" functions to allow applications to query whether or not they should modify their behavior based on the state of the system. The new function are: * IsInputAvailable() -- This will return true if the application is receiving input events. For instance, it will return false when the SteamVR dashboard is visible. * IsSteamVRDrawingControllers() -- This will return true if SteamVR is drawing the user's actual controllers for any reason. It will be true if the dashboard is visible or if the SteamVR keyboard is visible over the application. * ShouldApplicationPause() -- This will return true is applications should pause (where appropriate.) It generally indicates that the user's attention is being taken by something like the SteamVR dashboard. Multiplayer games and other applications where "pause" is unavailable can ignore this. * ShouldApplicationReduceRenderingWork() -- This will return true when SteamVR is using more GPU and CPU resources than normal. It is a hint to the application to reduce its own rendering workload. A common way of doing this is to submit smaller render targets per eye. IVRCompositor * Added ability to pass depth info for scene textures. Use VRTextureWithDepth_t (or VRTextureWithPoseAndDepth_t) and pass Submit_TextureWithDepth flag to Submit. Driver API * Replaced the API that drivers use to report input (button, trackpad, joystick, etc.) state. See (`IVRDriverInput` documentation)[ https://github.com/ValveSoftware/openvr/wiki/IVRDriverInput-Overview] for more information. * Replaced the haptic API into drivers with an events. Drivers will receive an event of type VREvent_Input_HapticVibration which uses the hapticVibration member of the data until to specify parameters. * Prop_CameraToHeadTransforms_Matrix34_Array - HMD devices which support multiple cameras expose camera extrinsic information in this property as an array of 3x4 transforms, one for each camera sensor. It is suggested that new devices also choose one of their cameras as a “primary” and expose its extrinsics as Prop_CameraToHeadTransform_Matrix34 for backwards compatibility with applications designed to recognize a single camera sensor. * Prop_DriverIsDrawingControllers_Bool – Drivers should set this property if they are rendering controllers on top of the scene in their own compositor. This will hint the application to stop drawing them separately. * Prop_DriverRequestsApplicationPause_Bool – Drivers can set this to true in order to hint applications to pause their game (e.g. when bringing up a custom dashboard). * Prop_DriverRequestsReducedRendering_Bool – Drivers can set this to true in order to hint applications to reduce rendering (e.g. when bringing up a custom dashboard). IVROverlay * Removed HandleControllerOverlayInteractionAsMouse. Overlay applications should use the mouse overlay input method instead. [git-p4: depot-paths = "//vr/steamvr/sdk_release/": change = 4305765]
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