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////  HMDScriptingInterface.h//  interface/src/scripting////  Created by Thijs Wenker on 1/12/15.//  Copyright 2015 High Fidelity, Inc.//  Copyright 2023 Overte e.V.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//  SPDX-License-Identifier: Apache-2.0// #ifndef hifi_HMDScriptingInterface_h#define hifi_HMDScriptingInterface_h #include <atomic> #include <GLMHelpers.h>#include <DependencyManager.h>#include <display-plugins/AbstractHMDScriptingInterface.h> #include <QReadWriteLock>#include <ScriptValue.h> class ScriptContext;class ScriptEngine; /*@jsdoc * The <code>HMD</code> API provides access to the HMD used in VR display mode. * * @namespace HMD * * @hifi-interface * @hifi-client-entity * @hifi-avatar * * @property {Vec3} position - The position of the HMD if currently in VR display mode, otherwise *     {@link Vec3(0)|Vec3.ZERO}. <em>Read-only.</em> * @property {Quat} orientation - The orientation of the HMD if currently in VR display mode, otherwise  *     {@link Quat(0)|Quat.IDENTITY}. <em>Read-only.</em> * @property {boolean} active - <code>true</code> if the display mode is HMD, otherwise <code>false</code>. <em>Read-only.</em> * @property {boolean} mounted - <code>true</code> if currently in VR display mode and the HMD is being worn, otherwise *     <code>false</code>. <em>Read-only.</em> * * @property {number} playerHeight - The real-world height of the user. <em>Read-only.</em> <em>Currently always returns a *     value of <code>1.755</code>.</em> * @property {number} eyeHeight -  The real-world height of the user's eyes. <em>Read-only.</em> <em>Currently always returns a *     value of <code>1.655</code>.</em> * @property {number} ipd - The inter-pupillary distance (distance between eyes) of the user, used for rendering. Defaults to *     the human average of <code>0.064</code> unless set by the HMD. <em>Read-only.</em> * @property {number} ipdScale=1.0 - A scale factor applied to the <code>ipd</code> property value. * * @property {boolean} showTablet - <code>true</code> if the tablet is being displayed, <code>false</code> otherwise. *     <em>Read-only.</em> * @property {boolean} tabletContextualMode - <code>true</code> if the tablet has been opened in contextual mode, otherwise  *     <code>false</code>. In contextual mode, the tablet has been opened at a specific world position and orientation rather  *     than at a position and orientation relative to the user. <em>Read-only.</em> * @property {Uuid} tabletID - The UUID of the tablet body model entity. * @property {Uuid} tabletScreenID - The UUID of the tablet's screen entity. * @property {Uuid} homeButtonID - The UUID of the tablet's "home" button entity. * @property {Uuid} homeButtonHighlightID - The UUID of the tablet's "home" button highlight entity. * @property {Uuid} miniTabletID - The UUID of the mini tablet's body model entity. <code>null</code> if not in HMD mode. * @property {Uuid} miniTabletScreenID - The UUID of the mini tablet's screen entity. <code>null</code> if not in HMD mode. * @property {number} miniTabletHand - The hand that the mini tablet is displayed on: <code>0</code> for left hand,  *     <code>1</code> for right hand, <code>-1</code> if not in HMD mode. * @property {boolean} miniTabletEnabled=true - <code>true</code> if the mini tablet is enabled to be displayed, otherwise  *     <code>false</code>. * @property {Rect} playArea=0,0,0,0 - The size and position of the HMD play area in sensor coordinates. <em>Read-only.</em> * @property {Vec3[]} sensorPositions=[]] - The positions of the VR system sensors in sensor coordinates. <em>Read-only.</em> * * @property {number} visionSqueezeRatioX=0.0 - The amount of vision squeeze for the x-axis when moving, range <code>0.0</code>  *     &ndash; <code>1.0</code>. * @property {number} visionSqueezeRatioY=0.0 - The amount of vision squeeze for the y-axis when moving, range <code>0.0</code>  *     &ndash; <code>1.0</code>.  * @property {number} visionSqueezeTurningXFactor=0.51 - The additional amount of vision squeeze for the x-axis when turning, *     range <code>0.0</code> &ndash; <code>1.0</code>. * @property {number} visionSqueezeTurningYFactor=0.36 - <em>Currently unused.</em> * @property {number} visionSqueezeUnSqueezeDelay=0.2 - The delay in undoing the vision squeeze effect after motion stops, in *     seconds. * @property {number} visionSqueezeUnSqueezeSpeed=3.0 - How quickly the vision squeeze effect fades, once  *     <code>visionSqueezeUnSqueezeDelay</code> has passed. * @property {number} visionSqueezeTransition=0.25 - How tightly vision is squeezed, range <code>0.01</code> &ndash;  *     <code>0.7</code>. * @property {number} visionSqueezePerEye=1 - <code>1</code> if each eye gets a tube to see through, <code>0</code> if the face  *     gets a tube. * @property {number} visionSqueezeGroundPlaneY=0.0 - Adjusts how far below the camera the vision squeeze grid is displayed at. * @property {number} visionSqueezeSpotlightSize=6.0 - The diameter of the circle of vision squeeze grid that is illuminated  *     around the camera. */class HMDScriptingInterface : public AbstractHMDScriptingInterface, public Dependency {    Q_OBJECT    Q_PROPERTY(glm::vec3 position READ getPosition)    Q_PROPERTY(glm::quat orientation READ getOrientation)    Q_PROPERTY(bool showTablet READ getShouldShowTablet)    Q_PROPERTY(bool tabletContextualMode READ getTabletContextualMode)    Q_PROPERTY(QUuid tabletID READ getCurrentTabletFrameID WRITE setCurrentTabletFrameID)    Q_PROPERTY(QUuid homeButtonID READ getCurrentHomeButtonID WRITE setCurrentHomeButtonID)    Q_PROPERTY(QUuid tabletScreenID READ getCurrentTabletScreenID WRITE setCurrentTabletScreenID)    Q_PROPERTY(QUuid homeButtonHighlightID READ getCurrentHomeButtonHighlightID WRITE setCurrentHomeButtonHighlightID)    Q_PROPERTY(QUuid miniTabletID READ getCurrentMiniTabletID WRITE setCurrentMiniTabletID)    Q_PROPERTY(QUuid miniTabletScreenID READ getCurrentMiniTabletScreenID WRITE setCurrentMiniTabletScreenID)    Q_PROPERTY(int miniTabletHand READ getCurrentMiniTabletHand WRITE setCurrentMiniTabletHand)    Q_PROPERTY(bool miniTabletEnabled READ getMiniTabletEnabled WRITE setMiniTabletEnabled)    Q_PROPERTY(QVariant playArea READ getPlayAreaRect);    Q_PROPERTY(QVector<glm::vec3> sensorPositions READ getSensorPositions);     Q_PROPERTY(float visionSqueezeRatioX READ getVisionSqueezeRatioX WRITE setVisionSqueezeRatioX);    Q_PROPERTY(float visionSqueezeRatioY READ getVisionSqueezeRatioY WRITE setVisionSqueezeRatioY);    Q_PROPERTY(float visionSqueezeUnSqueezeDelay READ getVisionSqueezeUnSqueezeDelay WRITE setVisionSqueezeUnSqueezeDelay);    Q_PROPERTY(float visionSqueezeUnSqueezeSpeed READ getVisionSqueezeUnSqueezeSpeed WRITE setVisionSqueezeUnSqueezeSpeed);    Q_PROPERTY(float visionSqueezeTransition READ getVisionSqueezeTransition WRITE setVisionSqueezeTransition);    Q_PROPERTY(int visionSqueezePerEye READ getVisionSqueezePerEye WRITE setVisionSqueezePerEye);    Q_PROPERTY(float visionSqueezeGroundPlaneY READ getVisionSqueezeGroundPlaneY WRITE setVisionSqueezeGroundPlaneY);    Q_PROPERTY(float visionSqueezeSpotlightSize READ getVisionSqueezeSpotlightSize WRITE setVisionSqueezeSpotlightSize);    Q_PROPERTY(float visionSqueezeTurningXFactor READ getVisionSqueezeTurningXFactor WRITE setVisionSqueezeTurningXFactor);    Q_PROPERTY(float visionSqueezeTurningYFactor READ getVisionSqueezeTurningYFactor WRITE setVisionSqueezeTurningYFactor); public:     /*@jsdoc     * Calculates the intersection of a ray with the HUD overlay.     * @function HMD.calculateRayUICollisionPoint     * @param {Vec3} position - The origin of the ray.     * @param {Vec3} direction - The direction of the ray.     * @returns {Vec3} The point of intersection with the HUD overlay if it intersects, otherwise {@link Vec3(0)|Vec3.ZERO}.     * @example <caption>Draw a square on the HUD overlay in the direction you're looking.</caption>     * var hudIntersection = HMD.calculateRayUICollisionPoint(MyAvatar.getHeadPosition(),     *     Quat.getForward(MyAvatar.headOrientation));     * var hudPoint = HMD.overlayFromWorldPoint(hudIntersection);     *     * var DIMENSIONS = { x: 50, y: 50 };     * var square = Overlays.addOverlay("rectangle", {     *     x: hudPoint.x - DIMENSIONS.x / 2,     *     y: hudPoint.y - DIMENSIONS.y / 2,     *     width: DIMENSIONS.x,     *     height: DIMENSIONS.y,     *     color: { red: 255, green: 0, blue: 0 }     * });     *     * Script.scriptEnding.connect(function () {     *     Overlays.deleteOverlay(square);     * });     */    Q_INVOKABLE glm::vec3 calculateRayUICollisionPoint(const glm::vec3& position, const glm::vec3& direction) const;     glm::vec3 calculateParabolaUICollisionPoint(const glm::vec3& position, const glm::vec3& velocity, const glm::vec3& acceleration, float& parabolicDistance) const;     /*@jsdoc     * Gets the 2D HUD overlay coordinates of a 3D point on the HUD overlay.     * 2D HUD overlay coordinates are pixels with the origin at the top left of the overlay.     * @function HMD.overlayFromWorldPoint     * @param {Vec3} position - The point on the HUD overlay in world coordinates.     * @returns {Vec2} The point on the HUD overlay in HUD coordinates.     * @example <caption>Draw a square on the HUD overlay in the direction you're looking.</caption>     * var hudIntersection = HMD.calculateRayUICollisionPoint(MyAvatar.getHeadPosition(),     *     Quat.getForward(MyAvatar.headOrientation));     * var hudPoint = HMD.overlayFromWorldPoint(hudIntersection);     *     * var DIMENSIONS = { x: 50, y: 50 };     * var square = Overlays.addOverlay("rectangle", {     *     x: hudPoint.x - DIMENSIONS.x / 2,     *     y: hudPoint.y - DIMENSIONS.y / 2,     *     width: DIMENSIONS.x,     *     height: DIMENSIONS.y,     *     color: { red: 255, green: 0, blue: 0 }     * });     *     * Script.scriptEnding.connect(function () {     *     Overlays.deleteOverlay(square);     * });     */    Q_INVOKABLE glm::vec2 overlayFromWorldPoint(const glm::vec3& position) const;     /*@jsdoc     * Gets the 3D world coordinates of a 2D point on the HUD overlay.     * 2D HUD overlay coordinates are pixels with the origin at the top left of the overlay.     * @function HMD.worldPointFromOverlay     * @param {Vec2} coordinates - The point on the HUD overlay in HUD coordinates.     * @returns {Vec3} The point on the HUD overlay in world coordinates.     */    Q_INVOKABLE glm::vec3 worldPointFromOverlay(const glm::vec2& overlay) const;     /*@jsdoc     * Gets the 2D point on the HUD overlay represented by given spherical coordinates.      * 2D HUD overlay coordinates are pixels with the origin at the top left of the overlay.     * Spherical coordinates are polar coordinates in radians with <code>{ x: 0, y: 0 }</code> being the center of the HUD      * overlay.     * @function HMD.sphericalToOverlay     * @param {Vec2} sphericalPos - The point on the HUD overlay in spherical coordinates.     * @returns {Vec2} The point on the HUD overlay in HUD coordinates.     */    Q_INVOKABLE glm::vec2 sphericalToOverlay(const glm::vec2 & sphericalPos) const;     /*@jsdoc     * Gets the spherical coordinates of a 2D point on the HUD overlay.     * 2D HUD overlay coordinates are pixels with the origin at the top left of the overlay.     * Spherical coordinates are polar coordinates in radians with <code>{ x: 0, y: 0 }</code> being the center of the HUD     * overlay.     * @function HMD.overlayToSpherical     * @param {Vec2} overlayPos - The point on the HUD overlay in HUD coordinates.     * @returns {Vec2} The point on the HUD overlay in spherical coordinates.     */    Q_INVOKABLE glm::vec2 overlayToSpherical(const glm::vec2 & overlayPos) const;     /*@jsdoc     * Recenters the HMD HUD to the current HMD position and orientation.     * @function HMD.centerUI     */    Q_INVOKABLE void centerUI();      /*@jsdoc     * Gets the name of the HMD audio input device.     * @function HMD.preferredAudioInput     * @returns {string} The name of the HMD audio input device if in HMD mode, otherwise an empty string.     */    Q_INVOKABLE QString preferredAudioInput() const;     /*@jsdoc     * Gets the name of the HMD audio output device.     * @function HMD.preferredAudioOutput     * @returns {string} The name of the HMD audio output device if in HMD mode, otherwise an empty string.     */    Q_INVOKABLE QString preferredAudioOutput() const;      /*@jsdoc     * Checks whether there is an HMD available.     * @function HMD.isHMDAvailable     * @param {string} [name=""] - The name of the HMD to check for, e.g., <code>"Oculus Rift"</code>. The name is the same as      *     may be displayed in Interface's "Display" menu. If no name is specified, then any HMD matches.     * @returns {boolean} <code>true</code> if an HMD of the specified <code>name</code> is available, otherwise      *     <code>false</code>.     * @example <caption>Report on HMD availability.</caption>     * print("Is any HMD available: " + HMD.isHMDAvailable());     * print("Is an Oculus Rift HMD available: " + HMD.isHMDAvailable("Oculus Rift"));     * print("Is a Vive HMD available: " + HMD.isHMDAvailable("OpenVR (Vive)"));     */    Q_INVOKABLE bool isHMDAvailable(const QString& name = "");     /*@jsdoc     * Checks whether there is an HMD head controller available.     * @function HMD.isHeadControllerAvailable     * @param {string} [name=""] - The name of the HMD head controller to check for, e.g., <code>"Oculus"</code>. If no name is      *     specified, then any HMD head controller matches.     * @returns {boolean} <code>true</code> if an HMD head controller of the specified <code>name</code> is available,      *     otherwise <code>false</code>.     * @example <caption>Report HMD head controller availability.</caption>     * print("Is any HMD head controller available: " + HMD.isHeadControllerAvailable());     * print("Is an Oculus head controller available: " + HMD.isHeadControllerAvailable("Oculus"));     * print("Is a Vive head controller available: " + HMD.isHeadControllerAvailable("OpenVR"));     */    Q_INVOKABLE bool isHeadControllerAvailable(const QString& name = "");     /*@jsdoc     * Checks whether there are HMD hand controllers available.     * @function HMD.isHandControllerAvailable     * @param {string} [name=""] - The name of the HMD hand controller to check for, e.g., <code>"Oculus"</code>. If no name is      *     specified, then any HMD hand controller matches.     * @returns {boolean} <code>true</code> if an HMD hand controller of the specified <code>name</code> is available,      *     otherwise <code>false</code>.     * @example <caption>Report HMD hand controller availability.</caption>     * print("Are any HMD hand controllers available: " + HMD.isHandControllerAvailable());     * print("Are Oculus hand controllers available: " + HMD.isHandControllerAvailable("Oculus"));     * print("Are Vive hand controllers available: " + HMD.isHandControllerAvailable("OpenVR"));     */    Q_INVOKABLE bool isHandControllerAvailable(const QString& name = "");     /*@jsdoc     * Checks whether there are specific HMD controllers available.     * @function HMD.isSubdeviceContainingNameAvailable     * @param {string} name - The name of the HMD controller to check for, e.g., <code>"OculusTouch"</code>.     * @returns {boolean} <code>true</code> if an HMD controller with a name containing the specified <code>name</code> is      *     available, otherwise <code>false</code>.     * @example <caption>Report if particular Oculus controllers are available.</caption>     * print("Is an Oculus Touch controller available: " + HMD.isSubdeviceContainingNameAvailable("Touch"));     * print("Is an Oculus Remote controller available: " + HMD.isSubdeviceContainingNameAvailable("Remote"));     */    Q_INVOKABLE bool isSubdeviceContainingNameAvailable(const QString& name);     /*@jsdoc     * Signals that models of the HMD hand controllers being used should be displayed. The models are displayed at their actual,      * real-world locations.     * @function HMD.requestShowHandControllers     * @example <caption>Show your hand controllers for 10 seconds.</caption>     * HMD.requestShowHandControllers();     * Script.setTimeout(function () {     *     HMD.requestHideHandControllers();     * }, 10000);     */    Q_INVOKABLE void requestShowHandControllers();     /*@jsdoc     * Signals that it is no longer necessary to display models of the HMD hand controllers being used. If no other scripts      * want the models displayed then they are no longer displayed.     * @function HMD.requestHideHandControllers     */    Q_INVOKABLE void requestHideHandControllers();     /*@jsdoc     * Checks whether any script wants models of the HMD hand controllers displayed. Requests are made and canceled using      * {@link HMD.requestShowHandControllers|requestShowHandControllers} and      * {@link HMD.requestHideHandControllers|requestHideHandControllers}.     * @function HMD.shouldShowHandControllers     * @returns {boolean} <code>true</code> if any script is requesting that HMD hand controller models be displayed.      */    Q_INVOKABLE bool shouldShowHandControllers() const;      /*@jsdoc     * Causes the borders in HUD windows to be enlarged when the laser intersects them in HMD mode. By default, borders are not      * enlarged.     * @function HMD.activateHMDHandMouse     */    Q_INVOKABLE void activateHMDHandMouse();     /*@jsdoc     * Causes the border in HUD windows to no longer be enlarged when the laser intersects them in HMD mode. By default,      * borders are not enlarged.     * @function HMD.deactivateHMDHandMouse    */    Q_INVOKABLE void deactivateHMDHandMouse();      /*@jsdoc     * Suppresses the activation of the HMD-provided keyboard, if any. Successful calls should be balanced with a call to      * {@link HMD.unsuppressKeyboard|unsuppressKeyboard} within a reasonable amount of time.     * @function HMD.suppressKeyboard     * @returns {boolean} <code>true</code> if the current HMD provides a keyboard and it was successfully suppressed (e.g., it      * isn't being displayed), otherwise <code>false</code>.      */    /// Suppress the activation of any on-screen keyboard so that a script operation will    /// not be interrupted by a keyboard popup    /// Returns false if there is already an active keyboard displayed.    /// Clients should re-enable the keyboard when the operation is complete and ensure    /// that they balance any call to suppressKeyboard() that returns true with a corresponding    /// call to unsuppressKeyboard() within a reasonable amount of time    Q_INVOKABLE bool suppressKeyboard();     /*@jsdoc     * Unsuppresses the activation of the HMD-provided keyboard, if any.     * @function HMD.unsuppressKeyboard     */    /// Enable the keyboard following a suppressKeyboard call    Q_INVOKABLE void unsuppressKeyboard();     /*@jsdoc     * Checks whether the HMD-provided keyboard, if any, is visible.     * @function HMD.isKeyboardVisible     * @returns {boolean} <code>true</code> if the current HMD provides a keyboard and it is visible, otherwise      * <code>false</code>.     */    /// Query the display plugin to determine the current VR keyboard visibility    Q_INVOKABLE bool isKeyboardVisible();     /*@jsdoc     * Closes the tablet if it is open.     * @function HMD.closeTablet     */    Q_INVOKABLE void closeTablet();     /*@jsdoc     * Opens the tablet if the tablet is used in the current display mode and it isn't already showing, and sets the tablet to      * contextual mode if requested. In contextual mode, the page displayed on the tablet is wholly controlled by script (i.e.,      * the user cannot navigate to another).     * @function HMD.openTablet     * @param {boolean} [contextualMode=false] - If <code>true</code> then the tablet is opened at a specific position and      *     orientation already set by the script, otherwise it opens at a position and orientation relative to the user. For      *     contextual mode, set the world or local position and orientation of the <code>HMD.tabletID</code> overlay.     */    Q_INVOKABLE void openTablet(bool contextualMode = false);     float getVisionSqueezeRatioX() const;    float getVisionSqueezeRatioY() const;    void setVisionSqueezeRatioX(float value);    void setVisionSqueezeRatioY(float value);    float getVisionSqueezeUnSqueezeDelay() const;    void setVisionSqueezeUnSqueezeDelay(float value);    float getVisionSqueezeUnSqueezeSpeed() const;    void setVisionSqueezeUnSqueezeSpeed(float value);    float getVisionSqueezeTransition() const;    void setVisionSqueezeTransition(float value);    int getVisionSqueezePerEye() const;    void setVisionSqueezePerEye(int value);    float getVisionSqueezeGroundPlaneY() const;    void setVisionSqueezeGroundPlaneY(float value);    float getVisionSqueezeSpotlightSize() const;    void setVisionSqueezeSpotlightSize(float value);    float getVisionSqueezeTurningXFactor() const;    void setVisionSqueezeTurningXFactor(float value);    float getVisionSqueezeTurningYFactor() const;    void setVisionSqueezeTurningYFactor(float value); signals:    /*@jsdoc     * Triggered when a request to show or hide models of the HMD hand controllers is made using      * {@link HMD.requestShowHandControllers|requestShowHandControllers} or     * {@link HMD.requestHideHandControllers|requestHideHandControllers}.     * @function HMD.shouldShowHandControllersChanged     * @returns {Signal}     * @example <caption>Report when showing of hand controllers changes.</caption>     * function onShouldShowHandControllersChanged() {     *     print("Should show hand controllers: " + HMD.shouldShowHandControllers());     * }     * HMD.shouldShowHandControllersChanged.connect(onShouldShowHandControllersChanged);     *     * HMD.requestShowHandControllers();     * Script.setTimeout(function () {     *     HMD.requestHideHandControllers();     * }, 10000);     */    bool shouldShowHandControllersChanged();     /*@jsdoc     * Triggered when the tablet is shown or hidden.     * @function HMD.showTabletChanged     * @param {boolean} showTablet - <code>true</code> if the tablet is showing, otherwise <code>false</code>.     * @returns {Signal}     */    void showTabletChanged(bool showTablet);     /*@jsdoc     * Triggered when the ability to display the mini tablet has changed.     * @function HMD.miniTabletEnabledChanged     * @param {boolean} enabled - <code>true</code> if the mini tablet is enabled to be displayed, otherwise <code>false</code>.     * @returns {Signal}     */    bool miniTabletEnabledChanged(bool enabled);     /*@jsdoc     * Triggered when the altering the mode for going into an away state when the interface focus is lost in VR.     * @function HMD.awayStateWhenFocusLostInVRChanged     * @param {boolean} enabled - <code>true</code> if the setting to go into an away state in VR when the interface focus is lost is enabled, otherwise <code>false</code>.     * @returns {Signal}     */    bool awayStateWhenFocusLostInVRChanged(bool enabled); public:    HMDScriptingInterface();     /*@jsdoc     * Gets the position on the HUD overlay that your HMD is looking at, in HUD coordinates.     * @function HMD.getHUDLookAtPosition2D     * @returns {Vec2} The position on the HUD overlay that your HMD is looking at, in pixels.     */    static ScriptValue getHUDLookAtPosition2D(ScriptContext* context, ScriptEngine* engine);     /*@jsdoc     * Gets the position on the HUD overlay that your HMD is looking at, in world coordinates.     * @function HMD.getHUDLookAtPosition3D     * @returns {Vec3} The position on the HUD overlay the your HMD is looking at, in world coordinates.     */    static ScriptValue getHUDLookAtPosition3D(ScriptContext* context, ScriptEngine* engine);     bool isMounted() const override;     void toggleShouldShowTablet();    void setShouldShowTablet(bool value);    bool getShouldShowTablet() const { return _showTablet; }    bool getTabletContextualMode() const { return _tabletContextualMode; }     void setCurrentTabletFrameID(QUuid tabletID) { _tabletUIID = tabletID; }    QUuid getCurrentTabletFrameID() const { return _tabletUIID; }     void setCurrentHomeButtonID(QUuid homeButtonID) { _homeButtonID = homeButtonID; }    QUuid getCurrentHomeButtonID() const { return _homeButtonID; }     void setCurrentHomeButtonHighlightID(QUuid homeButtonHighlightID) { _homeButtonHighlightID = homeButtonHighlightID; }    QUuid getCurrentHomeButtonHighlightID() const { return _homeButtonHighlightID; }     void setCurrentTabletScreenID(QUuid tabletID) { _tabletScreenID = tabletID; }    QUuid getCurrentTabletScreenID() const { return _tabletScreenID; }     void setCurrentMiniTabletID(QUuid miniTabletID) { _miniTabletID = miniTabletID; }    QUuid getCurrentMiniTabletID() const { return _miniTabletID; }     void setCurrentMiniTabletScreenID(QUuid miniTabletScreenID) { _miniTabletScreenID = miniTabletScreenID; }    QUuid getCurrentMiniTabletScreenID() const { return _miniTabletScreenID; }     void setCurrentMiniTabletHand(int miniTabletHand) { _miniTabletHand = miniTabletHand; }    int getCurrentMiniTabletHand() const { return _miniTabletHand; }     void setMiniTabletEnabled(bool enabled);    bool getMiniTabletEnabled();     void setAwayStateWhenFocusLostInVREnabled(bool enabled);    bool getAwayStateWhenFocusLostInVREnabled();     QVariant getPlayAreaRect();    QVector<glm::vec3> getSensorPositions();     glm::vec3 getPosition() const; private:    bool _showTablet { false };    bool _tabletContextualMode { false };    QUuid _tabletUIID; // this is the entityID of the tablet frame    QUuid _tabletScreenID; // this is the overlayID which is part of (a child of) the tablet-ui.    QUuid _homeButtonID;

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