namespace DS4Windows { class MouseCursor { private readonly int deviceNumber; public MouseCursor(int deviceNum) { deviceNumber = deviceNum; } // Keep track of remainders when performing moves or we lose fractional parts. private double horizontalRemainder = 0.0, verticalRemainder = 0.0; private double hRemainder = 0.0, vRemainder = 0.0; /** Indicate x/y direction for doing jitter compensation, etc. */ public enum Direction { Negative, Neutral, Positive } // Track direction vector separately and very trivially for now. private Direction horizontalDirection = Direction.Neutral, verticalDirection = Direction.Neutral; private Direction hDirection = Direction.Neutral, vDirection = Direction.Neutral; public virtual void sixaxisMoved(SixAxisEventArgs arg) { int deltaX = 0, deltaY = 0; deltaX = -arg.sixAxis.gyroXFull; deltaY = -arg.sixAxis.gyroYFull; //Console.WriteLine(arg.sixAxis.deltaX); double coefficient = Global.GyroSensitivity[deviceNumber] / 100f * 0.008; double offset = 0.1; 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); if ((hRemainder > 0) != (deltaX > 0)) { hRemainder = 0.0; } if ((vRemainder > 0) != (deltaY > 0)) { vRemainder = 0.0; } int deadzone = 15; //int deadzone = 0; int deadzoneX = (int)System.Math.Abs(normX * deadzone); int deadzoneY = (int)System.Math.Abs(normY * deadzone); if (System.Math.Abs(deltaX) > deadzoneX) { deltaX -= signX * deadzoneX; } else { deltaX = 0; } if (System.Math.Abs(deltaY) > deadzoneY) { deltaY -= signY * deadzoneY; } else { deltaY = 0; } double xMotion = deltaX != 0 ? coefficient * deltaX + (normX * (offset * signX)) : 0; int xAction = 0; if (xMotion != 0.0) { xMotion += hRemainder; xAction = (int)xMotion; hRemainder = xMotion - xAction; } else { hRemainder = 0.0; } //hRemainder -= (int)hRemainder; double yMotion = deltaY != 0 ? coefficient * deltaY + (normY * (offset * signY)) : 0; int yAction = 0; if (yMotion != 0.0) { yMotion += vRemainder; yAction = (int)yMotion; vRemainder = yMotion - yAction; } else { vRemainder = 0.0; } //vRemainder -= (int)vRemainder; int gyroInvert = Global.GyroInvert[deviceNumber]; if (gyroInvert == 2 || gyroInvert == 3) xAction *= -1; if (gyroInvert == 1 || gyroInvert == 3) yAction *= -1; if (yAction != 0 || xAction != 0) InputMethods.MoveCursorBy(xAction, yAction); hDirection = xMotion > 0.0 ? Direction.Positive : xMotion < 0.0 ? Direction.Negative : Direction.Neutral; vDirection = yMotion > 0.0 ? Direction.Positive : yMotion < 0.0 ? Direction.Negative : Direction.Neutral; } public void touchesBegan(TouchpadEventArgs arg) { if (arg.touches.Length == 1) { horizontalRemainder = verticalRemainder = 0.0; horizontalDirection = verticalDirection = Direction.Neutral; } } private byte lastTouchID; public void touchesMoved(TouchpadEventArgs arg, bool dragging) { int touchesLen = arg.touches.Length; if ((!dragging && touchesLen != 1) || (dragging && touchesLen < 1)) return; int deltaX, deltaY; if (arg.touches[0].touchID != lastTouchID) { deltaX = deltaY = 0; horizontalRemainder = verticalRemainder = 0.0; horizontalDirection = verticalDirection = Direction.Neutral; lastTouchID = arg.touches[0].touchID; } else if (Global.TouchpadJitterCompensation[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) { deltaX = arg.touches[1].deltaX; deltaY = arg.touches[1].deltaY; } else { deltaX = arg.touches[0].deltaX; deltaY = arg.touches[0].deltaY; } } double coefficient = Global.TouchSensitivity[deviceNumber] / 100.0; // Collect rounding errors instead of losing motion. double xMotion = coefficient * deltaX; if (xMotion > 0.0) { if (horizontalRemainder > 0.0) xMotion += horizontalRemainder; } else if (xMotion < 0.0) { if (horizontalRemainder < 0.0) xMotion += horizontalRemainder; } int xAction = (int)xMotion; horizontalRemainder = xMotion - xAction; double yMotion = coefficient * deltaY; if (yMotion > 0.0) { if (verticalRemainder > 0.0) yMotion += verticalRemainder; } else if (yMotion < 0.0) { if (verticalRemainder < 0.0) yMotion += verticalRemainder; } int yAction = (int)yMotion; verticalRemainder = yMotion - yAction; if (yAction != 0 || xAction != 0) InputMethods.MoveCursorBy(xAction, yAction); horizontalDirection = xMotion > 0.0 ? Direction.Positive : xMotion < 0.0 ? Direction.Negative : Direction.Neutral; verticalDirection = yMotion > 0.0 ? Direction.Positive : yMotion < 0.0 ? Direction.Negative : Direction.Neutral; } } }