cemu-DS4Windows/DS4Windows/DS4Control/MouseWheel.cs

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C#
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using System;
namespace DS4Windows
{
class MouseWheel
{
private readonly int deviceNumber;
public MouseWheel(int deviceNum)
{
deviceNumber = deviceNum;
}
// Keep track of remainders when performing scrolls or we lose fractional parts.
private double horizontalRemainder = 0.0, verticalRemainder = 0.0;
public void touchesBegan(TouchpadEventArgs arg)
{
if (arg.touches.Length == 2)
horizontalRemainder = verticalRemainder = 0.0;
}
public void touchesMoved(TouchpadEventArgs arg, bool dragging)
{
if (arg.touches.Length != 2 || dragging)
return;
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Touch lastT0 = arg.touches[0].previousTouch;
Touch lastT1 = arg.touches[1].previousTouch;
Touch T0 = arg.touches[0];
Touch T1 = arg.touches[1];
//mouse wheel 120 == 1 wheel click according to Windows API
double lastMidX = (lastT0.hwX + lastT1.hwX) / 2d, lastMidY = (lastT0.hwY + lastT1.hwY) / 2d,
currentMidX = (T0.hwX + T1.hwX) / 2d, currentMidY = (T0.hwY + T1.hwY) / 2d;
double coefficient = Global.ScrollSensitivity[deviceNumber];
// Adjust for touch distance: "standard" distance is 960 pixels, i.e. half the width. Scroll farther if fingers are farther apart, and vice versa, in linear proportion.
double touchXDistance = T1.hwX - T0.hwX, touchYDistance = T1.hwY - T0.hwY, touchDistance = Math.Sqrt(touchXDistance * touchXDistance + touchYDistance * touchYDistance);
coefficient *= touchDistance / 960.0;
// Collect rounding errors instead of losing motion.
double xMotion = coefficient * (currentMidX - lastMidX);
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if ((xMotion > 0.0 &&horizontalRemainder > 0.0) || (xMotion < 0.0 &&horizontalRemainder < 0.0))
xMotion += horizontalRemainder;
int xAction = (int)xMotion;
horizontalRemainder = xMotion - xAction;
double yMotion = coefficient * (lastMidY - currentMidY);
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if ((yMotion > 0.0 && verticalRemainder > 0.0) || (yMotion < 0.0 && verticalRemainder < 0.0))
yMotion += verticalRemainder;
int yAction = (int)yMotion;
verticalRemainder = yMotion - yAction;
if (yAction != 0 || xAction != 0)
InputMethods.MouseWheel(yAction, xAction);
}
}
}