mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2024-11-23 09:49:16 +01:00
d11b15d073
Auto profile has more ways to add programs, add origin games if installed, and start menu programs You can also add by shortcuts (.lnk) Auto Profiles now work by the foreground program DS4Windows no longer checks for driver at start, will help speed up DS4's connection when starting up with windows. Welcome to DS4Windows Window is now an option in the Settings Tab, will automatically show up if mine or DSDCS was never started before. Touchpad scrolling reworked via electrobrains newest build Idle Timeout has a checkbox, also small UI fixes
77 lines
2.8 KiB
C#
77 lines
2.8 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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using DS4Library;
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namespace DS4Control
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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)
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{
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if (arg.touches.Length != 2)
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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.getScrollSensitivity(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)
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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 * (lastMidY - currentMidY);
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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.MouseWheel(yAction, xAction);
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}
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}
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}
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