cemu-DS4Windows/DS4Windows/DS4Control/MouseCursor.cs
Travis Nickles f4302a752d Initial attempt at fixing gyro support. Related to issue #48.
It will be a mess for the forseeable future
2017-06-21 18:07:21 -07:00

191 lines
6.8 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.gyroXFull;
deltaY = -arg.sixAxis.gyroYFull;
//Console.WriteLine(arg.sixAxis.deltaX);
double coefficient = Global.GyroSensitivity[deviceNumber] / 100f * 0.008;
if ((hRemainder > 0) != (deltaX > 0))
{
hRemainder = 0.0;
}
if ((vRemainder > 0) != (deltaY > 0))
{
vRemainder = 0.0;
}
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;
}
}
}