2025-08-10 13:11:09 +02:00
|
|
|
using static SteamController.Devices.SteamController;
|
|
|
|
|
|
|
|
|
|
namespace SteamController.Devices
|
|
|
|
|
{
|
|
|
|
|
public partial class MouseController : IDisposable
|
|
|
|
|
{
|
|
|
|
|
// Adjustable parameters (tweakable settings)
|
|
|
|
|
private const int bufferSize = 4; // Input smoothing buffer size
|
|
|
|
|
private const int gestureRadius = 30; // Gesture commit threshold (pixels)
|
|
|
|
|
private const double gestureFlushRate = 0.1; // Rate at which gesture flush decays
|
|
|
|
|
private const int velocityWindowSize = 20; // Velocity smoothing window size
|
|
|
|
|
private const double minGlideMagnitude = 0.8; // Minimum velocity to start glide
|
|
|
|
|
private const double minGlideVelocity = 0.15; // Minimum velocity to continue glide
|
2025-09-13 18:05:23 +02:00
|
|
|
private const double hapticTriggerDelta = 30; // Distance threshold for haptic feedback on each pad
|
2025-08-10 13:11:09 +02:00
|
|
|
|
|
|
|
|
// Functional constants (derived once)
|
|
|
|
|
private readonly double gestureRadiusSq = gestureRadius * gestureRadius;
|
|
|
|
|
private readonly double minGlideMagnitudeSq = minGlideMagnitude * minGlideMagnitude;
|
|
|
|
|
private readonly double minGlideVelocitySq = minGlideVelocity * minGlideVelocity;
|
|
|
|
|
|
2025-09-13 18:05:23 +02:00
|
|
|
// Runtime state RPad
|
2025-08-10 13:11:09 +02:00
|
|
|
private Queue<double> bufX = new(), bufY = new();
|
|
|
|
|
private double totalDeltaX = 0, totalDeltaY = 0;
|
|
|
|
|
private bool gestureCommitted = false;
|
|
|
|
|
private double gestureFlushX = 0, gestureFlushY = 0;
|
|
|
|
|
|
|
|
|
|
private bool isGliding = false;
|
|
|
|
|
private DateTime releaseTime;
|
|
|
|
|
private double releaseVelocityX = 0, releaseVelocityY = 0;
|
|
|
|
|
private Queue<double> velocityHistoryX = new(), velocityHistoryY = new();
|
|
|
|
|
private double velocitySumX = 0, velocitySumY = 0;
|
|
|
|
|
|
2025-09-13 18:05:23 +02:00
|
|
|
// Runtime state haptics
|
|
|
|
|
private double hapticDeltaR = 0;
|
|
|
|
|
private double hapticDeltaL = 0;
|
2025-08-10 13:11:09 +02:00
|
|
|
|
|
|
|
|
// Main movement logic
|
2025-09-13 18:05:23 +02:00
|
|
|
public void MoveByFauxLizard(double dx, double dy, bool isTouched)
|
2025-08-10 13:11:09 +02:00
|
|
|
{
|
|
|
|
|
if (!isTouched)
|
|
|
|
|
{
|
|
|
|
|
// Start glide if gesture was committed and velocity is high enough
|
|
|
|
|
if (!isGliding && gestureCommitted)
|
|
|
|
|
{
|
|
|
|
|
double magSq = releaseVelocityX * releaseVelocityX + releaseVelocityY * releaseVelocityY;
|
|
|
|
|
if (magSq >= minGlideMagnitudeSq)
|
|
|
|
|
{
|
|
|
|
|
releaseTime = DateTime.Now;
|
|
|
|
|
isGliding = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Continue glide if active
|
|
|
|
|
if (isGliding)
|
|
|
|
|
{
|
|
|
|
|
double elapsed = (DateTime.Now - releaseTime).TotalSeconds;
|
|
|
|
|
double glideX = ApplyReleaseGlide(releaseVelocityX, elapsed);
|
|
|
|
|
double glideY = ApplyReleaseGlide(releaseVelocityY, elapsed);
|
|
|
|
|
|
|
|
|
|
double glideMagSq = glideX * glideX + glideY * glideY;
|
|
|
|
|
if (glideMagSq < minGlideVelocitySq)
|
|
|
|
|
{
|
|
|
|
|
isGliding = false;
|
|
|
|
|
releaseVelocityX = releaseVelocityY = 0;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
MoveBy(glideX, glideY);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Reset gesture state
|
|
|
|
|
gestureCommitted = false;
|
2025-09-13 19:07:33 +02:00
|
|
|
totalDeltaX = totalDeltaY = 0;
|
2025-08-10 13:11:09 +02:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
isGliding = false;
|
|
|
|
|
|
|
|
|
|
// Smooth input deltas
|
|
|
|
|
double smoothedX = SmoothDelta(dx, bufX);
|
|
|
|
|
double smoothedY = SmoothDelta(dy, bufY);
|
|
|
|
|
|
|
|
|
|
// Apply acceleration ramp
|
|
|
|
|
double rampedX = ApplyAccelerationRamp(smoothedX);
|
|
|
|
|
double rampedY = ApplyAccelerationRamp(smoothedY);
|
|
|
|
|
|
|
|
|
|
// Accumulate gesture until committed
|
|
|
|
|
if (!gestureCommitted)
|
|
|
|
|
{
|
|
|
|
|
totalDeltaX += rampedX;
|
|
|
|
|
totalDeltaY += rampedY;
|
|
|
|
|
|
|
|
|
|
double gestureMagSq = totalDeltaX * totalDeltaX + totalDeltaY * totalDeltaY;
|
|
|
|
|
if (gestureMagSq > gestureRadiusSq)
|
|
|
|
|
{
|
|
|
|
|
gestureCommitted = true;
|
|
|
|
|
gestureFlushX = totalDeltaX;
|
|
|
|
|
gestureFlushY = totalDeltaY;
|
|
|
|
|
|
|
|
|
|
velocityHistoryX.Clear();
|
|
|
|
|
velocityHistoryY.Clear();
|
|
|
|
|
velocitySumX = velocitySumY = 0;
|
|
|
|
|
}
|
|
|
|
|
else return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Track velocity using rolling sum
|
|
|
|
|
velocityHistoryX.Enqueue(rampedX);
|
|
|
|
|
velocitySumX += rampedX;
|
|
|
|
|
if (velocityHistoryX.Count > velocityWindowSize)
|
|
|
|
|
velocitySumX -= velocityHistoryX.Dequeue();
|
|
|
|
|
|
|
|
|
|
velocityHistoryY.Enqueue(rampedY);
|
|
|
|
|
velocitySumY += rampedY;
|
|
|
|
|
if (velocityHistoryY.Count > velocityWindowSize)
|
|
|
|
|
velocitySumY -= velocityHistoryY.Dequeue();
|
|
|
|
|
|
|
|
|
|
releaseVelocityX = velocitySumX / velocityHistoryX.Count;
|
|
|
|
|
releaseVelocityY = velocitySumY / velocityHistoryY.Count;
|
|
|
|
|
|
|
|
|
|
// Apply gesture flush
|
|
|
|
|
double flushedX = gestureFlushX * gestureFlushRate;
|
|
|
|
|
double flushedY = gestureFlushY * gestureFlushRate;
|
|
|
|
|
gestureFlushX -= flushedX;
|
|
|
|
|
gestureFlushY -= flushedY;
|
|
|
|
|
|
|
|
|
|
// Final movement vector
|
|
|
|
|
double finalX = flushedX + rampedX;
|
|
|
|
|
double finalY = flushedY + rampedY;
|
|
|
|
|
|
2025-09-13 18:05:23 +02:00
|
|
|
MoveBy(finalX, finalY);
|
|
|
|
|
}
|
2025-08-10 13:11:09 +02:00
|
|
|
|
2025-09-13 18:05:23 +02:00
|
|
|
// Checks whether the pads have been dragged enough to trigger a haptic feedback
|
|
|
|
|
public bool HapticDragRFauxLizard(double dx, double dy, bool isTouched)
|
|
|
|
|
{
|
|
|
|
|
if (isTouched)
|
2025-08-10 13:11:09 +02:00
|
|
|
{
|
2025-09-13 18:05:23 +02:00
|
|
|
double finalMagSq = dx * dx + dy * dy;
|
|
|
|
|
|
|
|
|
|
if (hapticDeltaR < hapticTriggerDelta)
|
|
|
|
|
hapticDeltaR += Math.Sqrt(finalMagSq);
|
|
|
|
|
|
|
|
|
|
if (hapticDeltaR >= hapticTriggerDelta)
|
|
|
|
|
{
|
|
|
|
|
hapticDeltaR -= hapticTriggerDelta;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
2025-08-10 13:11:09 +02:00
|
|
|
}
|
2025-09-13 18:05:23 +02:00
|
|
|
else
|
|
|
|
|
hapticDeltaR = 0;
|
2025-08-10 13:11:09 +02:00
|
|
|
|
2025-09-13 18:05:23 +02:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public bool HapticDragLFauxLizard(double dx, double dy, bool isTouched)
|
|
|
|
|
{
|
|
|
|
|
if (isTouched)
|
|
|
|
|
{
|
|
|
|
|
double finalMagSq = dx * dx + dy * dy;
|
|
|
|
|
|
|
|
|
|
if (hapticDeltaL < hapticTriggerDelta)
|
|
|
|
|
hapticDeltaL += Math.Sqrt(finalMagSq);
|
|
|
|
|
|
|
|
|
|
if (hapticDeltaL >= hapticTriggerDelta)
|
|
|
|
|
{
|
|
|
|
|
hapticDeltaL -= hapticTriggerDelta;
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
hapticDeltaL = 0;
|
|
|
|
|
|
|
|
|
|
return false;
|
2025-08-10 13:11:09 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Input smoothing
|
|
|
|
|
private double SmoothDelta(double raw, Queue<double> buffer)
|
|
|
|
|
{
|
|
|
|
|
buffer.Enqueue(raw);
|
|
|
|
|
if (buffer.Count > bufferSize) buffer.Dequeue();
|
|
|
|
|
|
|
|
|
|
double sum = 0;
|
|
|
|
|
foreach (var v in buffer) sum += v;
|
|
|
|
|
return sum / buffer.Count;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Acceleration ramp
|
|
|
|
|
private double ApplyAccelerationRamp(double delta)
|
|
|
|
|
{
|
|
|
|
|
double steepness = 0.1;
|
|
|
|
|
double midpoint = 6.0;
|
|
|
|
|
double maxBoost = 2.0;
|
|
|
|
|
double baseBoost = 1.7;
|
|
|
|
|
|
|
|
|
|
double absDelta = Math.Abs(delta);
|
|
|
|
|
double sigmoidBoost = 1.0 + (maxBoost - 1.0) / (1.0 + Math.Exp(-steepness * (absDelta - midpoint)));
|
|
|
|
|
return delta * Math.Max(sigmoidBoost, baseBoost);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Glide decay
|
|
|
|
|
private double ApplyReleaseGlide(double velocity, double elapsed)
|
|
|
|
|
{
|
|
|
|
|
double rampedRate = 3.0 + Math.Pow(elapsed * 7.0, 2);
|
|
|
|
|
return velocity * Math.Exp(-elapsed * rampedRate);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|