mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-11-29 20:44:20 +01:00
Change touchpad jitter compensation routine
This commit is contained in:
parent
3e39d688d4
commit
55b2de6d67
@ -36,6 +36,7 @@ namespace DS4Windows
|
||||
|
||||
int tempInt = 0;
|
||||
double tempDouble = 0.0;
|
||||
bool tempBool = false;
|
||||
|
||||
public virtual void sixaxisMoved(SixAxisEventArgs arg)
|
||||
{
|
||||
@ -210,56 +211,6 @@ namespace DS4Windows
|
||||
horizontalDirection = verticalDirection = Direction.Neutral;
|
||||
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
|
||||
{
|
||||
if (dragging && touchesLen > 1)
|
||||
@ -279,12 +230,33 @@ namespace DS4Windows
|
||||
double normY = System.Math.Abs(System.Math.Sin(tempAngle));
|
||||
int signX = System.Math.Sign(deltaX);
|
||||
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.
|
||||
double xMotion = deltaX != 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)
|
||||
{
|
||||
xMotion += horizontalRemainder;
|
||||
@ -296,9 +268,6 @@ namespace DS4Windows
|
||||
int xAction = (int)xMotion;
|
||||
horizontalRemainder = xMotion - xAction;
|
||||
|
||||
double yMotion = deltaY != 0 ?
|
||||
coefficient * deltaY + (normY * (TOUCHPAD_MOUSE_OFFSET * signY)) : 0.0;
|
||||
|
||||
if (yMotion > 0.0 && verticalRemainder > 0.0)
|
||||
{
|
||||
yMotion += verticalRemainder;
|
||||
|
Loading…
Reference in New Issue
Block a user