示例#1
0
        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);
            }
        }
示例#2
0
        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;
        }