cemu-DS4Windows/DS4Control/MouseCursor.cs

131 lines
4.6 KiB
C#
Raw Normal View History

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace DS4Windows
{
class MouseCursor
{
private readonly int deviceNumber;
public MouseCursor(int deviceNum)
{
deviceNumber = deviceNum;
}
// Keep track of remainders when performing moves or we lose fractional parts.
private double horizontalRemainder = 0.0, verticalRemainder = 0.0;
/** Indicate x/y direction for doing jitter compensation, etc. */
public enum Direction { Negative, Neutral, Positive }
// Track direction vector separately and very trivially for now.
private Direction horizontalDirection = Direction.Neutral, verticalDirection = Direction.Neutral;
public void touchesBegan(TouchpadEventArgs arg)
{
if (arg.touches.Length == 1)
{
horizontalRemainder = verticalRemainder = 0.0;
horizontalDirection = verticalDirection = Direction.Neutral;
}
}
private byte lastTouchID;
public void touchesMoved(TouchpadEventArgs arg)
{
if (arg.touches.Length != 1)
return;
int deltaX, deltaY;
if (arg.touches[0].touchID != lastTouchID)
{
deltaX = deltaY = 0;
horizontalRemainder = verticalRemainder = 0.0;
horizontalDirection = verticalDirection = Direction.Neutral;
lastTouchID = arg.touches[0].touchID;
}
else if (Global.TouchpadJitterCompensation[deviceNumber])
{
// Often the DS4's internal jitter compensation kicks in and starts hiding changes, ironically creating jitter...
deltaX = arg.touches[0].deltaX;
deltaY = arg.touches[0].deltaY;
// allow only very fine, slow motions, when changing direction, even from neutral
// TODO maybe just consume it completely?
if (deltaX <= -1)
{
if (horizontalDirection != Direction.Negative)
{
deltaX = -1;
horizontalRemainder = 0.0;
}
}
else if (deltaX >= 1)
{
if (horizontalDirection != Direction.Positive)
{
deltaX = 1;
horizontalRemainder = 0.0;
}
}
if (deltaY <= -1)
{
if (verticalDirection != Direction.Negative)
{
deltaY = -1;
verticalRemainder = 0.0;
}
}
else if (deltaY >= 1)
{
if (verticalDirection != Direction.Positive)
{
deltaY = 1;
verticalRemainder = 0.0;
}
}
}
else
{
deltaX = arg.touches[0].deltaX;
deltaY = arg.touches[0].deltaY;
}
double coefficient = Global.TouchSensitivity[deviceNumber] / 100.0;
// Collect rounding errors instead of losing motion.
double xMotion = coefficient * deltaX;
if (xMotion > 0.0)
{
if (horizontalRemainder > 0.0)
xMotion += horizontalRemainder;
}
else if (xMotion < 0.0)
{
if (horizontalRemainder < 0.0)
xMotion += horizontalRemainder;
}
int xAction = (int)xMotion;
horizontalRemainder = xMotion - xAction;
double yMotion = coefficient * deltaY;
if (yMotion > 0.0)
{
if (verticalRemainder > 0.0)
yMotion += verticalRemainder;
}
else if (yMotion < 0.0)
{
if (verticalRemainder < 0.0)
yMotion += verticalRemainder;
}
int yAction = (int)yMotion;
verticalRemainder = yMotion - yAction;
if (yAction != 0 || xAction != 0)
InputMethods.MoveCursorBy(xAction, yAction);
horizontalDirection = xMotion > 0.0 ? Direction.Positive : xMotion < 0.0 ? Direction.Negative : Direction.Neutral;
verticalDirection = yMotion > 0.0 ? Direction.Positive : yMotion < 0.0 ? Direction.Negative : Direction.Neutral;
}
}
}