cemu-DS4Windows/DS4Control/MouseCursor.cs
jays2kings 7d7d5d7391 Version 1.4.23
Extended range needed for touchpad swipes actions to register
UI adjustments in profile settings, such as a color box for flashing
color, alignment adjustments, and the Sixaxis reading dot staying in
bounds of the box
Recording a macro for special actions now open up in a new window,
allowing for ctrl+tab to be used
When controller's latency passes 10ms, the log will show and the
controller will flash red until the latency is under 10ms
Hovering over the mac address shows the latency of said controller, if
it's connected via bluetooth
Option to choose when at low battery for the light to flash or pulse
Much cleaner/neater hotkeys/about window
Option to download language packs if your PC is not set to an english
language
Finished Italian Translations (Thanks again Giulio)
Finished German Translations (Thanks Ammonjak)
Updated Italian & Russian Translations
Reorganized the the code so all cs files are under the same project
2015-02-08 16:51:52 -05:00

131 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
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;
/** 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;
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)
{
if (arg.touches.Length != 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...
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
{
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;
}
}
}