// Copyright (C) 2024 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only

/*!
    \example xr_input
    \ingroup quick3d-examples
    \ingroup qt3dxr-examples
    \title Qt Quick 3D - XR Simple Input Example
    \examplecategory {3D}
    \brief Demonstrates controller input in Qt Quick 3D XR.
    \image xrinput-example.jpg

    This example shows how to use the low-level input APIs in Qt Quick 3D XR to
    interact with 2D and 3D objects in the scene. It follows the basic structure of
    the \l{Qt Quick 3D - XR Simple Example}{xr_simple} example.

    \section1 Controller Input

    In this example, we do \l{XrView::rayPick}{ray picking} from the position of the XrController:

    \snippet xr_input/main.qml picking

    This performs the following functions:
    \list
        \li If we hit anything, we change the length of the \c pickRay to so it touches the
            thing we hit. The \c pickRay is a semi-transparent cone (a tapered cylinder)
            that shows where the user is aiming. We also move \c cursorSphere to the point
            where the ray hits. (\c cursorSphere is a semi-transparent sphere which is a child of the XrView).
        \li We set the property \c hitObject to the object that we hit.
    \endlist
    We also use a black cylinder as a generic representation of the controller.

    For this example, we have made a simple 3D push button in the file \c ExampleButton.qml.
    (The details of how the button works are not explained here.) We create an XrInputAction
    to react to trigger presses:

    \snippet xr_input/main.qml trigger input

    The \c rightTrigger action reacts to several different IDs in order to support both hand tracking
    and different types of controllers. When the action is triggered, it checks if the \c hitObject
    we set above is of the type \c ExampleButton. In that case, the button is activated.

    To allow a 3D controller to interact with 2D content, we need to add an \l XrVirtualMouse to map between them:

    \snippet xr_input/main.qml mouse input

    First we add two more actions to detect horizontal and vertical thumbstick position. Then we create
    an XrVirtualMouse, using the XrController as a position source. We use the \c rightTrigger action
    we made earlier to generate mouse presses/releases and use the thumbstick actions to generate
    mouse wheel events.

    Finally, we add some haptic feedback when the \c pickRay hits an object:

    \snippet xr_input/main.qml haptics

    The haptic effect will trigger each time the \c pickRay.hit property goes from \c false to \c true.

    \section1 XrItem

    The normal way to \l{Qt Quick 3D Scenes with 2D Content}{embed 2D user interfaces in 3D scenes}
    also works in XR, but since the unit size is one centimeter, those user interfaces will
    have to be scaled to be useful. The \l XrItem type provides a convenient way to do the scaling
    automatically by setting the physical size of the 3D item and the logical size of the 2D surface.

    \snippet xr_input/main.qml xritem start
    \dots
    \snippet xr_input/main.qml xritem end

    We position the XrItem in three dimensions and set it to be 75 cm wide and 100 cm tall. Then add
    a rectangle as a content item, and set it to be 300 x 400 units. The rest of the Qt Quick UI elements
    are added as children of the rectangle in the normal way and are not shown here. The 2D content is
    automatically scaled so it fills the XrItem.
*/
