Trim code. Use namespace

This commit is contained in:
Travis Nickles 2017-09-05 04:27:24 -05:00
parent ec3ebb73b5
commit c6d7507a01

View File

@ -1,4 +1,5 @@

using System;
namespace DS4Windows
{
class MouseCursor
@ -61,11 +62,11 @@ namespace DS4Windows
}
}
double tempAngle = System.Math.Atan2(-deltaY, deltaX);
double normX = System.Math.Abs(System.Math.Cos(tempAngle));
double normY = System.Math.Abs(System.Math.Sin(tempAngle));
int signX = System.Math.Sign(deltaX);
int signY = System.Math.Sign(deltaY);
double tempAngle = Math.Atan2(-deltaY, deltaX);
double normX = Math.Abs(Math.Cos(tempAngle));
double normY = Math.Abs(Math.Sin(tempAngle));
int signX = Math.Sign(deltaX);
int signY = Math.Sign(deltaY);
if (deltaX == 0 || (hRemainder > 0 != deltaX > 0))
{
@ -77,10 +78,10 @@ namespace DS4Windows
vRemainder = 0.0;
}
int deadzoneX = (int)System.Math.Abs(normX * GYRO_MOUSE_DEADZONE);
int deadzoneY = (int)System.Math.Abs(normY * GYRO_MOUSE_DEADZONE);
int deadzoneX = (int)Math.Abs(normX * GYRO_MOUSE_DEADZONE);
int deadzoneY = (int)Math.Abs(normY * GYRO_MOUSE_DEADZONE);
if (System.Math.Abs(deltaX) > deadzoneX)
if (Math.Abs(deltaX) > deadzoneX)
{
deltaX -= signX * deadzoneX;
}
@ -89,7 +90,7 @@ namespace DS4Windows
deltaX = 0;
}
if (System.Math.Abs(deltaY) > deadzoneY)
if (Math.Abs(deltaY) > deadzoneY)
{
deltaY -= signY * deadzoneY;
}
@ -138,7 +139,7 @@ namespace DS4Windows
int idx = 0;
for (int i = 0; i < SMOOTH_BUFFER_LEN; i++)
{
idx = System.Math.Abs(smoothBufferTail - i - 1) % SMOOTH_BUFFER_LEN;
idx = Math.Abs(smoothBufferTail - i - 1) % SMOOTH_BUFFER_LEN;
x_out += xSmoothBuffer[idx] * currentWeight;
y_out += ySmoothBuffer[idx] * currentWeight;
finalWeight += currentWeight;
@ -225,11 +226,11 @@ namespace DS4Windows
}
}
double tempAngle = System.Math.Atan2(-deltaY, deltaX);
double normX = System.Math.Abs(System.Math.Cos(tempAngle));
double normY = System.Math.Abs(System.Math.Sin(tempAngle));
int signX = System.Math.Sign(deltaX);
int signY = System.Math.Sign(deltaY);
double tempAngle = Math.Atan2(-deltaY, deltaX);
double normX = Math.Abs(Math.Cos(tempAngle));
double normY = Math.Abs(Math.Sin(tempAngle));
int signX = Math.Sign(deltaX);
int signY = Math.Sign(deltaY);
double coefficient = Global.getTouchSensitivity(deviceNumber) * 0.01;
bool jitterCompenstation = Global.getTouchpadJitterCompensation(deviceNumber);
@ -241,16 +242,16 @@ namespace DS4Windows
if (jitterCompenstation)
{
double absX = System.Math.Abs(xMotion);
double absX = Math.Abs(xMotion);
if (absX <= normX * 0.4)
{
xMotion = signX * System.Math.Pow(absX / 0.4f, 1.44) * 0.4;
xMotion = signX * Math.Pow(absX / 0.4f, 1.44) * 0.4;
}
double absY = System.Math.Abs(yMotion);
double absY = Math.Abs(yMotion);
if (absY <= normY * 0.4)
{
yMotion = signY * System.Math.Pow(absY / 0.4f, 1.44) * 0.4;
yMotion = signY * Math.Pow(absY / 0.4f, 1.44) * 0.4;
}
}