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Trim code. Use namespace
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@ -1,4 +1,5 @@
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using System;
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namespace DS4Windows
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{
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class MouseCursor
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@ -61,11 +62,11 @@ namespace DS4Windows
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}
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}
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double tempAngle = System.Math.Atan2(-deltaY, deltaX);
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double normX = System.Math.Abs(System.Math.Cos(tempAngle));
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double normY = System.Math.Abs(System.Math.Sin(tempAngle));
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int signX = System.Math.Sign(deltaX);
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int signY = System.Math.Sign(deltaY);
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double tempAngle = Math.Atan2(-deltaY, deltaX);
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double normX = Math.Abs(Math.Cos(tempAngle));
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double normY = Math.Abs(Math.Sin(tempAngle));
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int signX = Math.Sign(deltaX);
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int signY = Math.Sign(deltaY);
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if (deltaX == 0 || (hRemainder > 0 != deltaX > 0))
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{
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@ -77,10 +78,10 @@ namespace DS4Windows
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vRemainder = 0.0;
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}
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int deadzoneX = (int)System.Math.Abs(normX * GYRO_MOUSE_DEADZONE);
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int deadzoneY = (int)System.Math.Abs(normY * GYRO_MOUSE_DEADZONE);
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int deadzoneX = (int)Math.Abs(normX * GYRO_MOUSE_DEADZONE);
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int deadzoneY = (int)Math.Abs(normY * GYRO_MOUSE_DEADZONE);
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if (System.Math.Abs(deltaX) > deadzoneX)
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if (Math.Abs(deltaX) > deadzoneX)
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{
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deltaX -= signX * deadzoneX;
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}
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@ -89,7 +90,7 @@ namespace DS4Windows
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deltaX = 0;
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}
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if (System.Math.Abs(deltaY) > deadzoneY)
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if (Math.Abs(deltaY) > deadzoneY)
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{
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deltaY -= signY * deadzoneY;
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}
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@ -138,7 +139,7 @@ namespace DS4Windows
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int idx = 0;
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for (int i = 0; i < SMOOTH_BUFFER_LEN; i++)
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{
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idx = System.Math.Abs(smoothBufferTail - i - 1) % SMOOTH_BUFFER_LEN;
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idx = Math.Abs(smoothBufferTail - i - 1) % SMOOTH_BUFFER_LEN;
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x_out += xSmoothBuffer[idx] * currentWeight;
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y_out += ySmoothBuffer[idx] * currentWeight;
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finalWeight += currentWeight;
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@ -225,11 +226,11 @@ namespace DS4Windows
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}
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}
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double tempAngle = System.Math.Atan2(-deltaY, deltaX);
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double normX = System.Math.Abs(System.Math.Cos(tempAngle));
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double normY = System.Math.Abs(System.Math.Sin(tempAngle));
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int signX = System.Math.Sign(deltaX);
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int signY = System.Math.Sign(deltaY);
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double tempAngle = Math.Atan2(-deltaY, deltaX);
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double normX = Math.Abs(Math.Cos(tempAngle));
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double normY = Math.Abs(Math.Sin(tempAngle));
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int signX = Math.Sign(deltaX);
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int signY = Math.Sign(deltaY);
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double coefficient = Global.getTouchSensitivity(deviceNumber) * 0.01;
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bool jitterCompenstation = Global.getTouchpadJitterCompensation(deviceNumber);
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@ -241,16 +242,16 @@ namespace DS4Windows
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if (jitterCompenstation)
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{
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double absX = System.Math.Abs(xMotion);
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double absX = Math.Abs(xMotion);
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if (absX <= normX * 0.4)
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{
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xMotion = signX * System.Math.Pow(absX / 0.4f, 1.44) * 0.4;
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xMotion = signX * Math.Pow(absX / 0.4f, 1.44) * 0.4;
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}
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double absY = System.Math.Abs(yMotion);
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double absY = Math.Abs(yMotion);
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if (absY <= normY * 0.4)
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{
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yMotion = signY * System.Math.Pow(absY / 0.4f, 1.44) * 0.4;
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yMotion = signY * Math.Pow(absY / 0.4f, 1.44) * 0.4;
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}
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}
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