mirror of
https://github.com/cemu-project/DS4Windows.git
synced 2025-01-25 06:21:17 +01:00
5945185fbc
Updated German translation Added Turkish translation (Thanks Lütfi) When the battery is low and the controller is disconnected, The notification tell you to charge the controller, this notification also now shows the controller number instead of the mac address While Double tapping to drag or left clicking the touchpad, you can use a second finger to drag the mouse cursor (ala Mac touchpads) In Auto Profiles, you can now add a directory/folder of programs
148 lines
5.2 KiB
C#
148 lines
5.2 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, bool dragging)
|
|
{
|
|
if ((!dragging && arg.touches.Length != 0) || (dragging && 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...
|
|
|
|
if (dragging && arg.touches.Length > 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 && arg.touches.Length > 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;
|
|
}
|
|
}
|
|
}
|