mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-11-30 04:54:20 +01:00
62 lines
2.5 KiB
C#
62 lines
2.5 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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class MouseWheel
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{
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private readonly int deviceNumber;
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public MouseWheel(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 scrolls or we lose fractional parts.
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private double horizontalRemainder = 0.0, verticalRemainder = 0.0;
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public void touchesBegan(TouchpadEventArgs arg)
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{
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if (arg.touches.Length == 2)
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horizontalRemainder = verticalRemainder = 0.0;
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}
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public void touchesMoved(TouchpadEventArgs arg, bool dragging)
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{
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if (arg.touches.Length != 2 || dragging)
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return;
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Touch lastT0 = arg.touches[0].previousTouch;
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Touch lastT1 = arg.touches[1].previousTouch;
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Touch T0 = arg.touches[0];
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Touch T1 = arg.touches[1];
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//mouse wheel 120 == 1 wheel click according to Windows API
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double lastMidX = (lastT0.hwX + lastT1.hwX) / 2d, lastMidY = (lastT0.hwY + lastT1.hwY) / 2d,
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currentMidX = (T0.hwX + T1.hwX) / 2d, currentMidY = (T0.hwY + T1.hwY) / 2d;
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double coefficient = Global.ScrollSensitivity[deviceNumber];
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// Adjust for touch distance: "standard" distance is 960 pixels, i.e. half the width. Scroll farther if fingers are farther apart, and vice versa, in linear proportion.
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double touchXDistance = T1.hwX - T0.hwX, touchYDistance = T1.hwY - T0.hwY, touchDistance = Math.Sqrt(touchXDistance * touchXDistance + touchYDistance * touchYDistance);
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coefficient *= touchDistance / 960.0;
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// Collect rounding errors instead of losing motion.
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double xMotion = coefficient * (currentMidX - lastMidX);
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if ((xMotion > 0.0 &&horizontalRemainder > 0.0) || (xMotion < 0.0 &&horizontalRemainder < 0.0))
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xMotion += horizontalRemainder;
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int xAction = (int)xMotion;
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horizontalRemainder = xMotion - xAction;
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double yMotion = coefficient * (lastMidY - currentMidY);
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if ((yMotion > 0.0 && verticalRemainder > 0.0) || (yMotion < 0.0 && verticalRemainder < 0.0))
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yMotion += verticalRemainder;
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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.MouseWheel(yAction, xAction);
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}
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}
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}
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