Added unchecked blocks for populating field mapping arrays

Seems to help a lot
This commit is contained in:
Travis Nickles 2019-02-09 21:33:58 -06:00
parent 244bdae7f3
commit 42b75c717a

View File

@ -63,93 +63,100 @@ namespace DS4Windows
public void populateFieldMapping(DS4State cState, DS4StateExposed exposeState, Mouse tp, bool priorMouse = false)
{
axisdirs[(int)DS4Controls.LXNeg] = cState.LX;
axisdirs[(int)DS4Controls.LXPos] = cState.LX;
axisdirs[(int)DS4Controls.LYNeg] = cState.LY;
axisdirs[(int)DS4Controls.LYPos] = cState.LY;
unchecked
{
axisdirs[(int)DS4Controls.LXNeg] = cState.LX;
axisdirs[(int)DS4Controls.LXPos] = cState.LX;
axisdirs[(int)DS4Controls.LYNeg] = cState.LY;
axisdirs[(int)DS4Controls.LYPos] = cState.LY;
axisdirs[(int)DS4Controls.RXNeg] = cState.RX;
axisdirs[(int)DS4Controls.RXPos] = cState.RX;
axisdirs[(int)DS4Controls.RYNeg] = cState.RY;
axisdirs[(int)DS4Controls.RYPos] = cState.RY;
axisdirs[(int)DS4Controls.RXNeg] = cState.RX;
axisdirs[(int)DS4Controls.RXPos] = cState.RX;
axisdirs[(int)DS4Controls.RYNeg] = cState.RY;
axisdirs[(int)DS4Controls.RYPos] = cState.RY;
triggers[(int)DS4Controls.L2] = cState.L2;
triggers[(int)DS4Controls.R2] = cState.R2;
triggers[(int)DS4Controls.L2] = cState.L2;
triggers[(int)DS4Controls.R2] = cState.R2;
buttons[(int)DS4Controls.L1] = cState.L1;
buttons[(int)DS4Controls.L3] = cState.L3;
buttons[(int)DS4Controls.R1] = cState.R1;
buttons[(int)DS4Controls.R3] = cState.R3;
buttons[(int)DS4Controls.L1] = cState.L1;
buttons[(int)DS4Controls.L3] = cState.L3;
buttons[(int)DS4Controls.R1] = cState.R1;
buttons[(int)DS4Controls.R3] = cState.R3;
buttons[(int)DS4Controls.Cross] = cState.Cross;
buttons[(int)DS4Controls.Triangle] = cState.Triangle;
buttons[(int)DS4Controls.Circle] = cState.Circle;
buttons[(int)DS4Controls.Square] = cState.Square;
buttons[(int)DS4Controls.PS] = cState.PS;
buttons[(int)DS4Controls.Options] = cState.Options;
buttons[(int)DS4Controls.Share] = cState.Share;
buttons[(int)DS4Controls.Cross] = cState.Cross;
buttons[(int)DS4Controls.Triangle] = cState.Triangle;
buttons[(int)DS4Controls.Circle] = cState.Circle;
buttons[(int)DS4Controls.Square] = cState.Square;
buttons[(int)DS4Controls.PS] = cState.PS;
buttons[(int)DS4Controls.Options] = cState.Options;
buttons[(int)DS4Controls.Share] = cState.Share;
buttons[(int)DS4Controls.DpadUp] = cState.DpadUp;
buttons[(int)DS4Controls.DpadRight] = cState.DpadRight;
buttons[(int)DS4Controls.DpadDown] = cState.DpadDown;
buttons[(int)DS4Controls.DpadLeft] = cState.DpadLeft;
buttons[(int)DS4Controls.DpadUp] = cState.DpadUp;
buttons[(int)DS4Controls.DpadRight] = cState.DpadRight;
buttons[(int)DS4Controls.DpadDown] = cState.DpadDown;
buttons[(int)DS4Controls.DpadLeft] = cState.DpadLeft;
buttons[(int)DS4Controls.TouchLeft] = tp != null ? (!priorMouse ? tp.leftDown : tp.priorLeftDown) : false;
buttons[(int)DS4Controls.TouchRight] = tp != null ? (!priorMouse ? tp.rightDown : tp.priorRightDown) : false;
buttons[(int)DS4Controls.TouchUpper] = tp != null ? (!priorMouse ? tp.upperDown : tp.priorUpperDown) : false;
buttons[(int)DS4Controls.TouchMulti] = tp != null ? (!priorMouse ? tp.multiDown : tp.priorMultiDown) : false;
buttons[(int)DS4Controls.TouchLeft] = tp != null ? (!priorMouse ? tp.leftDown : tp.priorLeftDown) : false;
buttons[(int)DS4Controls.TouchRight] = tp != null ? (!priorMouse ? tp.rightDown : tp.priorRightDown) : false;
buttons[(int)DS4Controls.TouchUpper] = tp != null ? (!priorMouse ? tp.upperDown : tp.priorUpperDown) : false;
buttons[(int)DS4Controls.TouchMulti] = tp != null ? (!priorMouse ? tp.multiDown : tp.priorMultiDown) : false;
int sixAxisX = -exposeState.getOutputAccelX();
gryodirs[(int)DS4Controls.GyroXPos] = sixAxisX > 0 ? sixAxisX : 0;
gryodirs[(int)DS4Controls.GyroXNeg] = sixAxisX < 0 ? sixAxisX : 0;
int sixAxisX = -exposeState.getOutputAccelX();
gryodirs[(int)DS4Controls.GyroXPos] = sixAxisX > 0 ? sixAxisX : 0;
gryodirs[(int)DS4Controls.GyroXNeg] = sixAxisX < 0 ? sixAxisX : 0;
int sixAxisZ = exposeState.getOutputAccelZ();
gryodirs[(int)DS4Controls.GyroZPos] = sixAxisZ > 0 ? sixAxisZ : 0;
gryodirs[(int)DS4Controls.GyroZNeg] = sixAxisZ < 0 ? sixAxisZ : 0;
int sixAxisZ = exposeState.getOutputAccelZ();
gryodirs[(int)DS4Controls.GyroZPos] = sixAxisZ > 0 ? sixAxisZ : 0;
gryodirs[(int)DS4Controls.GyroZNeg] = sixAxisZ < 0 ? sixAxisZ : 0;
swipedirs[(int)DS4Controls.SwipeLeft] = tp != null ? (!priorMouse ? tp.swipeLeftB : tp.priorSwipeLeftB) : (byte)0;
swipedirs[(int)DS4Controls.SwipeRight] = tp != null ? (!priorMouse ? tp.swipeRightB : tp.priorSwipeRightB) : (byte)0;
swipedirs[(int)DS4Controls.SwipeUp] = tp != null ? (!priorMouse ? tp.swipeUpB : tp.priorSwipeUpB) : (byte)0;
swipedirs[(int)DS4Controls.SwipeDown] = tp != null ? (!priorMouse ? tp.swipeDownB : tp.priorSwipeDownB) : (byte)0;
swipedirs[(int)DS4Controls.SwipeLeft] = tp != null ? (!priorMouse ? tp.swipeLeftB : tp.priorSwipeLeftB) : (byte)0;
swipedirs[(int)DS4Controls.SwipeRight] = tp != null ? (!priorMouse ? tp.swipeRightB : tp.priorSwipeRightB) : (byte)0;
swipedirs[(int)DS4Controls.SwipeUp] = tp != null ? (!priorMouse ? tp.swipeUpB : tp.priorSwipeUpB) : (byte)0;
swipedirs[(int)DS4Controls.SwipeDown] = tp != null ? (!priorMouse ? tp.swipeDownB : tp.priorSwipeDownB) : (byte)0;
swipedirbools[(int)DS4Controls.SwipeLeft] = tp != null ? (!priorMouse ? tp.swipeLeft : tp.priorSwipeLeft) : false;
swipedirbools[(int)DS4Controls.SwipeRight] = tp != null ? (!priorMouse ? tp.swipeRight : tp.priorSwipeRight) : false;
swipedirbools[(int)DS4Controls.SwipeUp] = tp != null ? (!priorMouse ? tp.swipeUp : tp.priorSwipeUp) : false;
swipedirbools[(int)DS4Controls.SwipeDown] = tp != null ? (!priorMouse ? tp.swipeDown : tp.priorSwipeDown) : false;
}
swipedirbools[(int)DS4Controls.SwipeLeft] = tp != null ? (!priorMouse ? tp.swipeLeft : tp.priorSwipeLeft) : false;
swipedirbools[(int)DS4Controls.SwipeRight] = tp != null ? (!priorMouse ? tp.swipeRight : tp.priorSwipeRight) : false;
swipedirbools[(int)DS4Controls.SwipeUp] = tp != null ? (!priorMouse ? tp.swipeUp : tp.priorSwipeUp) : false;
swipedirbools[(int)DS4Controls.SwipeDown] = tp != null ? (!priorMouse ? tp.swipeDown : tp.priorSwipeDown) : false;
}
public void populateState(DS4State state)
{
state.LX = axisdirs[(int)DS4Controls.LXNeg];
state.LX = axisdirs[(int)DS4Controls.LXPos];
state.LY = axisdirs[(int)DS4Controls.LYNeg];
state.LY = axisdirs[(int)DS4Controls.LYPos];
unchecked
{
state.LX = axisdirs[(int)DS4Controls.LXNeg];
state.LX = axisdirs[(int)DS4Controls.LXPos];
state.LY = axisdirs[(int)DS4Controls.LYNeg];
state.LY = axisdirs[(int)DS4Controls.LYPos];
state.RX = axisdirs[(int)DS4Controls.RXNeg];
state.RX = axisdirs[(int)DS4Controls.RXPos];
state.RY = axisdirs[(int)DS4Controls.RYNeg];
state.RY = axisdirs[(int)DS4Controls.RYPos];
state.RX = axisdirs[(int)DS4Controls.RXNeg];
state.RX = axisdirs[(int)DS4Controls.RXPos];
state.RY = axisdirs[(int)DS4Controls.RYNeg];
state.RY = axisdirs[(int)DS4Controls.RYPos];
state.L2 = triggers[(int)DS4Controls.L2];
state.R2 = triggers[(int)DS4Controls.R2];
state.L2 = triggers[(int)DS4Controls.L2];
state.R2 = triggers[(int)DS4Controls.R2];
state.L1 = buttons[(int)DS4Controls.L1];
state.L3 = buttons[(int)DS4Controls.L3];
state.R1 = buttons[(int)DS4Controls.R1];
state.R3 = buttons[(int)DS4Controls.R3];
state.L1 = buttons[(int)DS4Controls.L1];
state.L3 = buttons[(int)DS4Controls.L3];
state.R1 = buttons[(int)DS4Controls.R1];
state.R3 = buttons[(int)DS4Controls.R3];
state.Cross = buttons[(int)DS4Controls.Cross];
state.Triangle = buttons[(int)DS4Controls.Triangle];
state.Circle = buttons[(int)DS4Controls.Circle];
state.Square = buttons[(int)DS4Controls.Square];
state.PS = buttons[(int)DS4Controls.PS];
state.Options = buttons[(int)DS4Controls.Options];
state.Share = buttons[(int)DS4Controls.Share];
state.Cross = buttons[(int)DS4Controls.Cross];
state.Triangle = buttons[(int)DS4Controls.Triangle];
state.Circle = buttons[(int)DS4Controls.Circle];
state.Square = buttons[(int)DS4Controls.Square];
state.PS = buttons[(int)DS4Controls.PS];
state.Options = buttons[(int)DS4Controls.Options];
state.Share = buttons[(int)DS4Controls.Share];
state.DpadUp = buttons[(int)DS4Controls.DpadUp];
state.DpadRight = buttons[(int)DS4Controls.DpadRight];
state.DpadDown = buttons[(int)DS4Controls.DpadDown];
state.DpadLeft = buttons[(int)DS4Controls.DpadLeft];
state.DpadUp = buttons[(int)DS4Controls.DpadUp];
state.DpadRight = buttons[(int)DS4Controls.DpadRight];
state.DpadDown = buttons[(int)DS4Controls.DpadDown];
state.DpadLeft = buttons[(int)DS4Controls.DpadLeft];
}
}
}
}