steam-deck-tools/SteamController/Devices/MouseControllerFauxLizard.cs

470 lines
19 KiB
C#
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using System;
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
private const int hapticBufferSize = 10; // Haptic smoothing and jitter reduction buffer
private const double hapticTriggerDelta = 30; // Distance required for haptic feedback on each pad
private const int hapticResetTime = 5; // Number of seconds to invalidate a haptic feedback, prevents triggering on drag jitter
// Functional constants (derived once)
private readonly double gestureRadiusSq = gestureRadius * gestureRadius;
private readonly double minGlideMagnitudeSq = minGlideMagnitude * minGlideMagnitude;
private readonly double minGlideVelocitySq = minGlideVelocity * minGlideVelocity;
private readonly double hapticBufferMidpoint = hapticBufferSize / 2.0;
// Runtime state RPad
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;
// Runtime state haptics
// Right track pad
private readonly int[] hapticDxSignBufferR = new int[hapticBufferSize];
private readonly int[] hapticDySignBufferR = new int[hapticBufferSize];
private readonly int[] hapticDxFlipFlagBufferR = new int[hapticBufferSize];
private readonly int[] hapticDyFlipFlagBufferR = new int[hapticBufferSize];
private readonly double[] hapticMagBufferR = new double[hapticBufferSize];
private double hapticDeltaR = 0;
private int hapticBufferCountR = 0;
private int hapticBufferIndexR = 0;
private int hapticDxFlipCountR = 0;
private int hapticDyFlipCountR = 0;
private int hapticDxZeroCountR = 0;
private int hapticDyZeroCountR = 0;
private double hapticMagSumR = 0;
private DateTime hapticLastTimeR = DateTime.MinValue;
private bool hapticClearedR = true;
// Left track pad
private readonly int[] hapticDxSignBufferL = new int[hapticBufferSize];
private readonly int[] hapticDySignBufferL = new int[hapticBufferSize];
private readonly int[] hapticDxFlipFlagBufferL = new int[hapticBufferSize];
private readonly int[] hapticDyFlipFlagBufferL = new int[hapticBufferSize];
private readonly double[] hapticMagBufferL = new double[hapticBufferSize];
private double hapticDeltaL = 0;
private int hapticBufferCountL = 0;
private int hapticBufferIndexL = 0;
private int hapticDxFlipCountL = 0;
private int hapticDyFlipCountL = 0;
private int hapticDxZeroCountL = 0;
private int hapticDyZeroCountL = 0;
private double hapticMagSumL = 0;
private DateTime hapticLastTimeL = DateTime.MinValue;
private bool hapticClearedL = true;
// Main movement logic
public void MoveByFauxLizard(double dx, double dy, bool isTouched)
{
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;
totalDeltaX = totalDeltaY = 0;
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;
MoveBy(finalX, finalY);
}
// Checks whether the pads have been dragged enough to trigger a haptic feedback
public bool HapticDragRFauxLizard(double dx, double dy, bool isTouched)
{
if (isTouched)
{
hapticClearedR = false;
// Timeout check: reset delta if accumulation is too slow
DateTime now = DateTime.UtcNow;
if (hapticBufferCountR == 0)
{
hapticLastTimeR = now;
}
else if ((now - hapticLastTimeR).TotalSeconds > hapticResetTime)
{
hapticDeltaR = 0;
hapticLastTimeR = now;
}
// If buffer is full, remove array contributions at this slot
if (hapticBufferCountR == hapticBufferSize)
{
int idx = hapticBufferIndexR;
hapticDxFlipCountR -= hapticDxFlipFlagBufferR[idx];
hapticDyFlipCountR -= hapticDyFlipFlagBufferR[idx];
if (hapticDxSignBufferR[idx] == 0) hapticDxZeroCountR--;
if (hapticDySignBufferR[idx] == 0) hapticDyZeroCountR--;
hapticMagSumR -= hapticMagBufferR[idx];
}
else
{
hapticBufferCountR++;
}
// Compute current signs
int curDxSign = Math.Sign(dx);
int curDySign = Math.Sign(dy);
// Compute flips against previous signs
int dxFlip = 0, dyFlip = 0;
if (hapticBufferCountR > 1)
{
int prevIndex = (hapticBufferIndexR - 1 + hapticBufferSize) % hapticBufferSize;
int prevDxSign = hapticDxSignBufferR[prevIndex];
int prevDySign = hapticDySignBufferR[prevIndex];
if (prevDxSign != 0 && curDxSign != 0 && prevDxSign != curDxSign) dxFlip = 1;
if (prevDySign != 0 && curDySign != 0 && prevDySign != curDySign) dyFlip = 1;
}
// Compute current magnitude
double mag = Math.Sqrt(dx * dx + dy * dy);
// Store signs and flip flags and magnitude in array for rolling sums
int i = hapticBufferIndexR;
hapticDxSignBufferR[i] = curDxSign;
hapticDySignBufferR[i] = curDySign;
hapticDxFlipFlagBufferR[i] = dxFlip;
hapticDyFlipFlagBufferR[i] = dyFlip;
hapticMagBufferR[i] = mag;
// Increment rolling sums
if (curDxSign == 0) hapticDxZeroCountR++;
if (curDySign == 0) hapticDyZeroCountR++;
hapticDxFlipCountR += dxFlip;
hapticDyFlipCountR += dyFlip;
hapticMagSumR += mag;
// Store new buffer index for later
hapticBufferIndexR++;
if (hapticBufferIndexR == hapticBufferSize) hapticBufferIndexR = 0;
// No need to proceed as buffer is not full yet
if (hapticBufferCountR != hapticBufferSize)
return false;
// Compute average magnitude over buffer for smoothing
double avgMag = hapticMagSumR / hapticBufferCountR;
// Calculate a penalty for the magnitude
double bufferSpan = hapticBufferSize - hapticBufferMidpoint;
double invSpan = 1.0 / bufferSpan;
bool dxZeroEdge = hapticDxZeroCountR == hapticBufferCountR;
bool dyZeroEdge = hapticDyZeroCountR == hapticBufferCountR;
double factor = (dxZeroEdge || dyZeroEdge) ? 1.0 : 0.5;
double dxFactor = dxZeroEdge
? 0.0
: (hapticDxFlipCountR < hapticBufferMidpoint
? factor
: -factor * ((hapticDxFlipCountR - hapticBufferMidpoint) * invSpan));
double dyFactor = dyZeroEdge
? 0.0
: (hapticDyFlipCountR < hapticBufferMidpoint
? factor
: -factor * ((hapticDyFlipCountR - hapticBufferMidpoint) * invSpan));
// Final penalty
hapticDeltaR += avgMag * (dxFactor + dyFactor);
if (hapticDeltaR >= hapticTriggerDelta)
{
hapticDeltaR -= Math.Floor(hapticDeltaR / hapticTriggerDelta) * hapticTriggerDelta;
hapticLastTimeR = now;
return true;
}
else if (hapticDeltaR < 0)
{
hapticDeltaR = 0;
}
}
else
{
if (!hapticClearedR)
{
hapticClearedR = true;
// Reset all buffers when not touched
hapticDeltaR = 0;
hapticBufferCountR = 0;
hapticBufferIndexR = 0;
hapticDxFlipCountR = 0;
hapticDyFlipCountR = 0;
hapticDxZeroCountR = 0;
hapticDyZeroCountR = 0;
hapticMagSumR = 0;
}
}
return false;
}
public bool HapticDragLFauxLizard(double dx, double dy, bool isTouched)
{
if (isTouched)
{
hapticClearedL = false;
// Timeout check: reset delta if accumulation is too slow
DateTime now = DateTime.UtcNow;
if (hapticBufferCountL == 0)
{
hapticLastTimeL = now;
}
else if ((now - hapticLastTimeL).TotalSeconds > hapticResetTime)
{
hapticDeltaL = 0;
hapticLastTimeL = now;
}
// If buffer is full, remove array contributions at this slot
if (hapticBufferCountL == hapticBufferSize)
{
int idx = hapticBufferIndexL;
hapticDxFlipCountL -= hapticDxFlipFlagBufferL[idx];
hapticDyFlipCountL -= hapticDyFlipFlagBufferL[idx];
if (hapticDxSignBufferL[idx] == 0) hapticDxZeroCountL--;
if (hapticDySignBufferL[idx] == 0) hapticDyZeroCountL--;
hapticMagSumL -= hapticMagBufferL[idx];
}
else
{
hapticBufferCountL++;
}
// Compute current signs
int curDxSign = Math.Sign(dx);
int curDySign = Math.Sign(dy);
// Compute flips against previous signs
int dxFlip = 0, dyFlip = 0;
if (hapticBufferCountL > 1)
{
int prevIndex = (hapticBufferIndexL - 1 + hapticBufferSize) % hapticBufferSize;
int prevDxSign = hapticDxSignBufferL[prevIndex];
int prevDySign = hapticDySignBufferL[prevIndex];
if (prevDxSign != 0 && curDxSign != 0 && prevDxSign != curDxSign) dxFlip = 1;
if (prevDySign != 0 && curDySign != 0 && prevDySign != curDySign) dyFlip = 1;
}
// Compute current magnitude
double mag = Math.Sqrt(dx * dx + dy * dy);
// Store signs and flip flags and magnitude in array for rolling sums
int i = hapticBufferIndexL;
hapticDxSignBufferL[i] = curDxSign;
hapticDySignBufferL[i] = curDySign;
hapticDxFlipFlagBufferL[i] = dxFlip;
hapticDyFlipFlagBufferL[i] = dyFlip;
hapticMagBufferL[i] = mag;
// Increment rolling sums
if (curDxSign == 0) hapticDxZeroCountL++;
if (curDySign == 0) hapticDyZeroCountL++;
hapticDxFlipCountL += dxFlip;
hapticDyFlipCountL += dyFlip;
hapticMagSumL += mag;
// Store new buffer index for later
hapticBufferIndexL++;
if (hapticBufferIndexL == hapticBufferSize) hapticBufferIndexL = 0;
// No need to proceed as buffer is not full yet
if (hapticBufferCountL != hapticBufferSize)
return false;
// Compute average magnitude over buffer for smoothing
double avgMag = hapticMagSumL / hapticBufferCountL;
// Calculate a penalty for the magnitude
double bufferSpan = hapticBufferSize - hapticBufferMidpoint;
double invSpan = 1.0 / bufferSpan;
bool dxZeroEdge = hapticDxZeroCountL == hapticBufferCountL;
bool dyZeroEdge = hapticDyZeroCountL == hapticBufferCountL;
double factor = (dxZeroEdge || dyZeroEdge) ? 1.0 : 0.5;
double dxFactor = dxZeroEdge
? 0.0
: (hapticDxFlipCountL < hapticBufferMidpoint
? factor
: -factor * ((hapticDxFlipCountL - hapticBufferMidpoint) * invSpan));
double dyFactor = dyZeroEdge
? 0.0
: (hapticDyFlipCountL < hapticBufferMidpoint
? factor
: -factor * ((hapticDyFlipCountL - hapticBufferMidpoint) * invSpan));
// Final penalty
hapticDeltaL += avgMag * (dxFactor + dyFactor);
if (hapticDeltaL >= hapticTriggerDelta)
{
hapticDeltaL -= Math.Floor(hapticDeltaL / hapticTriggerDelta) * hapticTriggerDelta;
hapticLastTimeL = now;
return true;
}
else if (hapticDeltaL < 0)
{
hapticDeltaL = 0;
}
}
else
{
if (!hapticClearedL)
{
hapticClearedL = true;
// Reset all buffers when not touched
hapticDeltaL = 0;
hapticBufferCountL = 0;
hapticBufferIndexL = 0;
hapticDxFlipCountL = 0;
hapticDyFlipCountL = 0;
hapticDxZeroCountL = 0;
hapticDyZeroCountL = 0;
hapticMagSumL = 0;
}
}
return false;
}
// 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);
}
}
}