using System; using System.Collections.Generic; using System.Linq; using System.Text; 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; /** 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; 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) { if (arg.touches.Length != 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... 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 { 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; } } }