mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-12-29 01:41:49 +01:00
3f68c9bcb8
The only real import one is remove System.Windows.Forms for non GUI items
181 lines
6.6 KiB
C#
181 lines
6.6 KiB
C#
|
|
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.accelX;
|
|
deltaY = -arg.sixAxis.accelY;
|
|
//Console.WriteLine(arg.sixAxis.deltaX);
|
|
|
|
double coefficient = Global.GyroSensitivity[deviceNumber] / 100f;
|
|
//Collect rounding errors instead of losing motion.
|
|
double xMotion = coefficient * deltaX;
|
|
xMotion += hRemainder;
|
|
int xAction = (int)xMotion;
|
|
hRemainder += xMotion - xAction;
|
|
hRemainder -= (int)hRemainder;
|
|
double yMotion = coefficient * deltaY;
|
|
yMotion += vRemainder;
|
|
int yAction = (int)yMotion;
|
|
vRemainder += yMotion - yAction;
|
|
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;
|
|
}
|
|
}
|
|
}
|