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Also recognize Vive Cosmos/Focus runtime
refs #27
1 parent 4ad23a3 commit 8f655d6

1 file changed

Lines changed: 10 additions & 2 deletions

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src/linters/windows/ViveLayersLinter.cpp

Lines changed: 10 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -26,12 +26,19 @@ class ViveLayersLinter final : public Linter {
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if (runtime->mName == "SteamVR") {
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return {};
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}
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if (runtime->mName == "VIVE_OpenXR") {
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// Included with ViveConsole from Steam, but not registered by default.
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// Just used for the Vive Focus and Cosmos
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return {};
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}
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const auto runtimeName = runtime->mName.value_or(runtime->mPath.string());
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static const std::unordered_set<std::string_view> LayerNames {
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"XR_APILAYER_VIVE_hand_tracking",
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"XR_APILAYER_VIVE_facial_tracking",
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"XR_APILAYER_VIVE_mr",
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"XR_APILAYER_VIVE_srworks",
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"XR_APILAYER_VIVE_xr_tracker",
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};
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std::vector<std::shared_ptr<LintError>> ret;
@@ -42,8 +49,9 @@ class ViveLayersLinter final : public Linter {
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ret.push_back(
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std::make_shared<InvalidLayerStateLintError>(
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fmt::format(
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"{} requires the SteamVR runtime, but you are currently using "
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"'{}'; this can cause game crashes or other issues.",
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"{} requires the SteamVR or HTC enterprise runtime, but you are "
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"currently using '{}'; this can cause game crashes or other "
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"issues.",
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details.mName,
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runtimeName),
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layer));

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