mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-11-23 17:59:16 +01:00
fa639ba31c
Changed the Rainbow button to an actual button For using the sixaxis as a mouse, changed none to Always on, also better movement for the gyro when the sensitivity is lowered Updated Hebrew, Chinese (Traditional), Itilian, Chinese (Simplified)
74 lines
3.7 KiB
C#
74 lines
3.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace DS4Windows
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{
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public class DS4StateExposed
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{
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private DS4State _state;
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private byte[] accel = new byte[] { 0, 0, 0, 0, 0, 0 },
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gyro = new byte[] { 0, 0, 0, 0, 0, 0 };
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public DS4StateExposed()
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{
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_state = new DS4State();
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}
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public DS4StateExposed(DS4State state)
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{
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_state = state;
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}
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bool Square { get { return _state.Square; } }
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bool Triangle { get { return _state.Triangle; } }
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bool Circle { get { return _state.Circle; } }
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bool Cross { get { return _state.Cross; } }
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bool DpadUp { get { return _state.DpadUp; } }
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bool DpadDown { get { return _state.DpadDown; } }
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bool DpadLeft { get { return _state.DpadLeft; } }
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bool DpadRight { get { return _state.DpadRight; } }
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bool L1 { get { return _state.L1; } }
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bool L3 { get { return _state.L3; } }
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bool R1 { get { return _state.R1; } }
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bool R3 { get { return _state.R3; } }
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bool Share { get { return _state.Share; } }
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bool Options { get { return _state.Options; } }
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bool PS { get { return _state.PS; } }
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bool Touch1 { get { return _state.Touch1; } }
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bool Touch2 { get { return _state.Touch2; } }
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bool TouchButton { get { return _state.TouchButton; } }
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byte LX { get { return _state.LX; } }
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byte RX { get { return _state.RX; } }
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byte LY { get { return _state.LY; } }
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byte RY { get { return _state.RY; } }
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byte L2 { get { return _state.L2; } }
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byte R2 { get { return _state.R2; } }
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int Battery { get { return _state.Battery; } }
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/// <summary> Holds raw DS4 input data from 14 to 19 </summary>
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public byte[] Accel { set { accel = value; } }
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/// <summary> Holds raw DS4 input data from 20 to 25 </summary>
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public byte[] Gyro { set { gyro = value; } }
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/// <summary> Yaw leftward/counter-clockwise/turn to port or larboard side </summary>
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/// <remarks> Add double the previous result to this delta and divide by three.</remarks>
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public int AccelX { get { return (short)((ushort)(accel[2] << 8) | accel[3]) / 256; } }
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/// <summary> Pitch upward/backward </summary>
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/// <remarks> Add double the previous result to this delta and divide by three.</remarks>
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public int AccelY { get { return (short)((ushort)(accel[0] << 8) | accel[1] ) / 256; } }
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/// <summary> roll left/L side of controller down/starboard raising up </summary>
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/// <remarks> Add double the previous result to this delta and divide by three.</remarks>
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public int AccelZ { get { return (short)((ushort)(accel[4] << 8) | accel[5]) / 256; } }
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/// <summary> R side of controller upward </summary>
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/// <remarks> Add double the previous result to this delta and divide by three.</remarks>
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public int GyroX { get { return (short)((ushort)(gyro[0] << 8) | gyro[1]) / 64; } }
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/// <summary> touchpad and button face side of controller upward </summary>
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/// <remarks> Add double the previous result to this delta and divide by three.</remarks>
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public int GyroY { get { return (short)((ushort)(gyro[2] << 8) | gyro[3]) / 64; } }
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/// <summary> Audio/expansion ports upward and light bar/shoulders/bumpers/USB port downward </summary>
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/// <remarks> Add double the previous result to this delta and divide by three.</remarks>
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public int GyroZ { get { return (short)((ushort)(gyro[4] << 8) | gyro[5]) / 64; } }
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}
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}
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