public void TouchesMoved(TouchpadEventArgs arg, bool dragging) { if (arg.TouchReadings.Length != 2 || dragging) { return; } var lastT0 = arg.TouchReadings[0].PreviousTouchReadings; var lastT1 = arg.TouchReadings[1].PreviousTouchReadings; var T0 = arg.TouchReadings[0]; var T1 = arg.TouchReadings[1]; //mouse wheel 120 == 1 wheel click according to Windows API double lastMidX = (lastT0.hwX + lastT1.hwX) / 2d, lastMidY = (lastT0.hwY + lastT1.hwY) / 2d, currentMidX = (T0.hwX + T1.hwX) / 2d, currentMidY = (T0.hwY + T1.hwY) / 2d; double coefficient = Global.ScrollSensitivity[deviceNumber]; // 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. double touchXDistance = T1.hwX - T0.hwX, touchYDistance = T1.hwY - T0.hwY, touchDistance = Math.Sqrt(touchXDistance * touchXDistance + touchYDistance * touchYDistance); coefficient *= touchDistance / 960.0; // Collect rounding errors instead of losing motion. var xMotion = coefficient * (currentMidX - lastMidX); if (xMotion > 0.0 && horizontalRemainder > 0.0 || xMotion < 0.0 && horizontalRemainder < 0.0) { xMotion += horizontalRemainder; } var xAction = (int)xMotion; horizontalRemainder = xMotion - xAction; var yMotion = coefficient * (lastMidY - currentMidY); if (yMotion > 0.0 && verticalRemainder > 0.0 || yMotion < 0.0 && verticalRemainder < 0.0) { yMotion += verticalRemainder; } var yAction = (int)yMotion; verticalRemainder = yMotion - yAction; if (yAction != 0 || xAction != 0) { InputMethods.MouseWheel(yAction, xAction); } }
public virtual void sixaxisMoved(SixAxisEventArgs arg) { var deltaX = -arg.SixAxisReadings.accelX; var deltaY = -arg.SixAxisReadings.accelY; //Console.WriteLine(arg.sixAxis.deltaX); double coefficient = Global.GyroSensitivity[deviceNumber] / 100f; //Collect rounding errors instead of losing motion. var xMotion = coefficient * deltaX; xMotion += hRemainder; var xAction = (int)xMotion; hRemainder += xMotion - xAction; hRemainder -= (int)hRemainder; var yMotion = coefficient * deltaY; yMotion += vRemainder; var yAction = (int)yMotion; vRemainder += yMotion - yAction; vRemainder -= (int)vRemainder; if (Global.GyroInvert[deviceNumber] == 2 || Global.GyroInvert[deviceNumber] == 3) { xAction *= -1; } if (Global.GyroInvert[deviceNumber] == 1 || Global.GyroInvert[deviceNumber] == 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 touchesMoved(TouchpadEventArgs arg, bool dragging) { if (!dragging && arg.TouchReadings.Length != 1 || dragging && arg.TouchReadings.Length < 1) { return; } int deltaX, deltaY; if (arg.TouchReadings[0].touchID != lastTouchID) { deltaX = deltaY = 0; horizontalRemainder = verticalRemainder = 0.0; horizontalDirection = verticalDirection = Direction.Neutral; lastTouchID = arg.TouchReadings[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.TouchReadings.Length > 1) { deltaX = arg.TouchReadings[1].deltaX; deltaY = arg.TouchReadings[1].deltaY; } else { deltaX = arg.TouchReadings[0].deltaX; deltaY = arg.TouchReadings[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.TouchReadings.Length > 1) { deltaX = arg.TouchReadings[1].deltaX; deltaY = arg.TouchReadings[1].deltaY; } else { deltaX = arg.TouchReadings[0].deltaX; deltaY = arg.TouchReadings[0].deltaY; } } var coefficient = Global.TouchSensitivity[deviceNumber] / 100.0; // Collect rounding errors instead of losing motion. var xMotion = coefficient * deltaX; if (xMotion > 0.0) { if (horizontalRemainder > 0.0) { xMotion += horizontalRemainder; } } else if (xMotion < 0.0) { if (horizontalRemainder < 0.0) { xMotion += horizontalRemainder; } } var xAction = (int)xMotion; horizontalRemainder = xMotion - xAction; var yMotion = coefficient * deltaY; if (yMotion > 0.0) { if (verticalRemainder > 0.0) { yMotion += verticalRemainder; } } else if (yMotion < 0.0) { if (verticalRemainder < 0.0) { yMotion += verticalRemainder; } } var 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; }