public void touchesMoved(TouchpadEventArgs arg) { if (arg.touches.Length != 2) { return; } Touch lastT0 = arg.touches[0].previousTouch; Touch lastT1 = arg.touches[1].previousTouch; Touch T0 = arg.touches[0]; Touch T1 = arg.touches[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. double xMotion = coefficient * (currentMidX - lastMidX); if ((xMotion > 0.0 && horizontalRemainder > 0.0) || (xMotion < 0.0 && horizontalRemainder < 0.0)) { xMotion += horizontalRemainder; } int xAction = (int)xMotion; horizontalRemainder = xMotion - xAction; double yMotion = coefficient * (lastMidY - currentMidY); if ((yMotion > 0.0 && verticalRemainder > 0.0) || (yMotion < 0.0 && verticalRemainder < 0.0)) { yMotion += verticalRemainder; } int yAction = (int)yMotion; verticalRemainder = yMotion - yAction; if (yAction != 0 || xAction != 0) { InputMethods.MouseWheel(yAction, xAction); } }
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 EAll4'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; }