mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-11-26 11:04:21 +01:00
f4302a752d
It will be a mess for the forseeable future
191 lines
6.8 KiB
C#
191 lines
6.8 KiB
C#
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namespace DS4Windows
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{
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class MouseCursor
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{
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private readonly int deviceNumber;
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public MouseCursor(int deviceNum)
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{
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deviceNumber = deviceNum;
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}
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// Keep track of remainders when performing moves or we lose fractional parts.
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private double horizontalRemainder = 0.0, verticalRemainder = 0.0;
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private double hRemainder = 0.0, vRemainder = 0.0;
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/** Indicate x/y direction for doing jitter compensation, etc. */
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public enum Direction { Negative, Neutral, Positive }
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// Track direction vector separately and very trivially for now.
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private Direction horizontalDirection = Direction.Neutral, verticalDirection = Direction.Neutral;
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private Direction hDirection = Direction.Neutral, vDirection = Direction.Neutral;
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public virtual void sixaxisMoved(SixAxisEventArgs arg)
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{
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int deltaX = 0, deltaY = 0;
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deltaX = -arg.sixAxis.gyroXFull;
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deltaY = -arg.sixAxis.gyroYFull;
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//Console.WriteLine(arg.sixAxis.deltaX);
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double coefficient = Global.GyroSensitivity[deviceNumber] / 100f * 0.008;
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if ((hRemainder > 0) != (deltaX > 0))
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{
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hRemainder = 0.0;
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}
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if ((vRemainder > 0) != (deltaY > 0))
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{
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vRemainder = 0.0;
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}
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double xMotion = coefficient * deltaX;
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xMotion += hRemainder;
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int xAction = (int)xMotion;
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hRemainder = xMotion - xAction;
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//hRemainder -= (int)hRemainder;
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double yMotion = coefficient * deltaY;
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yMotion += vRemainder;
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int yAction = (int)yMotion;
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vRemainder = yMotion - yAction;
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//vRemainder -= (int)vRemainder;
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int gyroInvert = Global.GyroInvert[deviceNumber];
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if (gyroInvert == 2 || gyroInvert == 3)
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xAction *= -1;
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if (gyroInvert == 1 || gyroInvert == 3)
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yAction *= -1;
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if (yAction != 0 || xAction != 0)
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InputMethods.MoveCursorBy(xAction, yAction);
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hDirection = xMotion > 0.0 ? Direction.Positive : xMotion < 0.0 ? Direction.Negative : Direction.Neutral;
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vDirection = yMotion > 0.0 ? Direction.Positive : yMotion < 0.0 ? Direction.Negative : Direction.Neutral;
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}
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public void touchesBegan(TouchpadEventArgs arg)
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{
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if (arg.touches.Length == 1)
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{
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horizontalRemainder = verticalRemainder = 0.0;
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horizontalDirection = verticalDirection = Direction.Neutral;
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}
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}
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private byte lastTouchID;
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public void touchesMoved(TouchpadEventArgs arg, bool dragging)
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{
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int touchesLen = arg.touches.Length;
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if ((!dragging && touchesLen != 1) || (dragging && touchesLen < 1))
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return;
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int deltaX, deltaY;
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if (arg.touches[0].touchID != lastTouchID)
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{
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deltaX = deltaY = 0;
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horizontalRemainder = verticalRemainder = 0.0;
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horizontalDirection = verticalDirection = Direction.Neutral;
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lastTouchID = arg.touches[0].touchID;
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}
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else if (Global.TouchpadJitterCompensation[deviceNumber])
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{
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// Often the DS4's internal jitter compensation kicks in and starts hiding changes, ironically creating jitter...
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if (dragging && touchesLen > 1)
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{
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deltaX = arg.touches[1].deltaX;
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deltaY = arg.touches[1].deltaY;
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}
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else
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{
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deltaX = arg.touches[0].deltaX;
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deltaY = arg.touches[0].deltaY;
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}
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// allow only very fine, slow motions, when changing direction, even from neutral
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// TODO maybe just consume it completely?
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if (deltaX <= -1)
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{
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if (horizontalDirection != Direction.Negative)
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{
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deltaX = -1;
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horizontalRemainder = 0.0;
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}
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}
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else if (deltaX >= 1)
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{
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if (horizontalDirection != Direction.Positive)
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{
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deltaX = 1;
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horizontalRemainder = 0.0;
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}
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}
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if (deltaY <= -1)
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{
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if (verticalDirection != Direction.Negative)
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{
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deltaY = -1;
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verticalRemainder = 0.0;
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}
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}
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else if (deltaY >= 1)
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{
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if (verticalDirection != Direction.Positive)
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{
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deltaY = 1;
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verticalRemainder = 0.0;
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}
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}
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}
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else
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{
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if (dragging && touchesLen > 1)
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{
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deltaX = arg.touches[1].deltaX;
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deltaY = arg.touches[1].deltaY;
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}
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else
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{
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deltaX = arg.touches[0].deltaX;
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deltaY = arg.touches[0].deltaY;
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}
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}
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double coefficient = Global.TouchSensitivity[deviceNumber] / 100.0;
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// Collect rounding errors instead of losing motion.
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double xMotion = coefficient * deltaX;
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if (xMotion > 0.0)
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{
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if (horizontalRemainder > 0.0)
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xMotion += horizontalRemainder;
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}
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else if (xMotion < 0.0)
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{
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if (horizontalRemainder < 0.0)
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xMotion += horizontalRemainder;
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}
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int xAction = (int)xMotion;
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horizontalRemainder = xMotion - xAction;
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double yMotion = coefficient * deltaY;
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if (yMotion > 0.0)
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{
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if (verticalRemainder > 0.0)
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yMotion += verticalRemainder;
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}
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else if (yMotion < 0.0)
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{
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if (verticalRemainder < 0.0)
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yMotion += verticalRemainder;
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}
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int yAction = (int)yMotion;
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verticalRemainder = yMotion - yAction;
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if (yAction != 0 || xAction != 0)
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InputMethods.MoveCursorBy(xAction, yAction);
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horizontalDirection = xMotion > 0.0 ? Direction.Positive : xMotion < 0.0 ? Direction.Negative : Direction.Neutral;
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verticalDirection = yMotion > 0.0 ? Direction.Positive : yMotion < 0.0 ? Direction.Negative : Direction.Neutral;
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}
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}
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}
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