godot/servers/xr/xr_interface.h

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/*  xr_interface.h                                                        */
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#ifndef XR_INTERFACE_H
#define XR_INTERFACE_H

#include "core/math/projection.h"
#include "core/os/thread_safe.h"
#include "servers/xr_server.h"
#include "xr_vrs.h"

// forward declaration
struct BlitToScreen;

/**
	The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs.
	The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
	when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.

	If the user wants to enable AR/VR the choose the interface they want to use and initialize it.

	Note that we may make this into a fully instantiable class for GDExtension support.
*/

class XRInterface : public RefCounted {};

VARIANT_ENUM_CAST(XRInterface::Capabilities);
VARIANT_ENUM_CAST(XRInterface::TrackingStatus);
VARIANT_ENUM_CAST(XRInterface::PlayAreaMode);
VARIANT_ENUM_CAST(XRInterface::EnvironmentBlendMode);

#endif // XR_INTERFACE_H