Change touchpad jitter compensation routine

This commit is contained in:
Travis Nickles 2017-08-18 02:41:37 -05:00
parent 3e39d688d4
commit 55b2de6d67

View File

@ -36,6 +36,7 @@ namespace DS4Windows
int tempInt = 0; int tempInt = 0;
double tempDouble = 0.0; double tempDouble = 0.0;
bool tempBool = false;
public virtual void sixaxisMoved(SixAxisEventArgs arg) public virtual void sixaxisMoved(SixAxisEventArgs arg)
{ {
@ -210,56 +211,6 @@ namespace DS4Windows
horizontalDirection = verticalDirection = Direction.Neutral; horizontalDirection = verticalDirection = Direction.Neutral;
lastTouchID = arg.touches[0].touchID; lastTouchID = arg.touches[0].touchID;
} }
else if (Global.getTouchpadJitterCompensation(deviceNumber))
{
// Often the DS4's internal jitter compensation kicks in and starts hiding changes, ironically creating jitter...
if (dragging && touchesLen > 1)
{
deltaX = arg.touches[1].deltaX;
deltaY = arg.touches[1].deltaY;
}
else
{
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 else
{ {
if (dragging && touchesLen > 1) if (dragging && touchesLen > 1)
@ -279,12 +230,33 @@ namespace DS4Windows
double normY = System.Math.Abs(System.Math.Sin(tempAngle)); double normY = System.Math.Abs(System.Math.Sin(tempAngle));
int signX = System.Math.Sign(deltaX); int signX = System.Math.Sign(deltaX);
int signY = System.Math.Sign(deltaY); int signY = System.Math.Sign(deltaY);
double coefficient = Global.getTouchSensitivity(deviceNumber) * 0.01;
bool touchpadCompenstation = Global.getTouchpadJitterCompensation(deviceNumber);
double coefficient = Global.TouchSensitivity[deviceNumber] * 0.01;
// Collect rounding errors instead of losing motion. // Collect rounding errors instead of losing motion.
double xMotion = deltaX != 0 ? double xMotion = deltaX != 0 ?
coefficient * deltaX + (normX * (TOUCHPAD_MOUSE_OFFSET * signX)) : 0.0; coefficient * deltaX + (normX * (TOUCHPAD_MOUSE_OFFSET * signX)) : 0.0;
double yMotion = deltaY != 0 ?
coefficient * deltaY + (normY * (TOUCHPAD_MOUSE_OFFSET * signY)) : 0.0;
if (touchpadCompenstation)
{
double absX = System.Math.Abs(xMotion);
if (absX <= normX * 1.0)
{
int signx = System.Math.Sign(xMotion);
xMotion = signx * System.Math.Pow(absX, 1.0725);
}
double absY = System.Math.Abs(yMotion);
if (absY <= normY * 1.0)
{
int signy = System.Math.Sign(yMotion);
yMotion = signy * System.Math.Pow(absY, 1.0725);
}
}
if (xMotion > 0.0 && horizontalRemainder > 0.0) if (xMotion > 0.0 && horizontalRemainder > 0.0)
{ {
xMotion += horizontalRemainder; xMotion += horizontalRemainder;
@ -296,9 +268,6 @@ namespace DS4Windows
int xAction = (int)xMotion; int xAction = (int)xMotion;
horizontalRemainder = xMotion - xAction; horizontalRemainder = xMotion - xAction;
double yMotion = deltaY != 0 ?
coefficient * deltaY + (normY * (TOUCHPAD_MOUSE_OFFSET * signY)) : 0.0;
if (yMotion > 0.0 && verticalRemainder > 0.0) if (yMotion > 0.0 && verticalRemainder > 0.0)
{ {
yMotion += verticalRemainder; yMotion += verticalRemainder;