refactoring vr code
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@@ -601,10 +601,6 @@ static int engine_init_display(struct engine* engine) {
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//LOG("PROP: %s", os_props[""].c_str());
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//LOG("PROP: %s", os_props[""].c_str());
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#ifdef __QUEST__
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oculus_init_vr(display, context, engine->app->window);
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#endif
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// Initialize GL state.
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android_async_lock(engine);
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@@ -628,7 +624,14 @@ static int engine_init_display(struct engine* engine) {
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App::I.height = h;
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App::I.redraw = true;
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App::I.init();
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#ifdef __QUEST__
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App::I.resize(w, h);
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oculus_init_vr(display, context, engine->app->window);
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App::I.vr_active = true;
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App::I.has_vr = true;
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App::I.vr_only = true;
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#endif
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LOG("All ready");
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engine->animating = 1;
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@@ -669,35 +672,20 @@ static void engine_draw_frame(struct engine* engine) {
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return;
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rendered_frames++;
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elapsed = 0;
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#ifdef __QUEST__
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App::I.vr_draw_ui();
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App::I.update(elapsed);
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oculus_draw();
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#else
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/*
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int w, h;
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eglQuerySurface(engine->display, engine->surface, EGL_WIDTH, &w);
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eglQuerySurface(engine->display, engine->surface, EGL_HEIGHT, &h);
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if (w != engine->width || h != engine->height) {
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engine->width = w;
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engine->height = h;
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App::I.resize(w, h);
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App::I.redraw = true;
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LOG("resize window to %d %d", w, h);
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}
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*/
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if (!(App::I.redraw || App::I.animate))
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return;
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App::I.clear();
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App::I.update(elapsed);
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elapsed = 0;
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eglSwapBuffers(engine->display, engine->surface);
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#endif
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elapsed = 0;
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}
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/**
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