mirror of
https://github.com/ayufan/steam-deck-tools.git
synced 2026-03-06 13:03:52 +01:00
Merge 68b620971f into deee7fa887
This commit is contained in:
commit
da712e721a
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@ -31,6 +31,13 @@ namespace SteamController
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|||
ThreadSleep((int)startDelayMs);
|
||||
}
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||||
|
||||
//Raise the thread priority to High for better responsiveness
|
||||
try
|
||||
{
|
||||
Thread.CurrentThread.Priority = ThreadPriority.Highest;
|
||||
}
|
||||
catch { }
|
||||
|
||||
var stopwatch = new Stopwatch();
|
||||
stopwatch.Start();
|
||||
int updates = 0;
|
||||
|
|
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|||
|
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@ -2,7 +2,7 @@ using WindowsInput;
|
|||
|
||||
namespace SteamController.Devices
|
||||
{
|
||||
public class MouseController : IDisposable
|
||||
public partial class MouseController : IDisposable
|
||||
{
|
||||
private struct Accum
|
||||
{
|
||||
|
|
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|||
199
SteamController/Devices/MouseControllerFauxLizardHaptic.cs
Normal file
199
SteamController/Devices/MouseControllerFauxLizardHaptic.cs
Normal file
|
|
@ -0,0 +1,199 @@
|
|||
namespace SteamController.Devices
|
||||
{
|
||||
public partial class MouseController
|
||||
{
|
||||
// Adjustable parameters (tweakable settings)
|
||||
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 static readonly double HapticBufferMidpoint = HapticBufferSize / 2.0;
|
||||
|
||||
// Runtime state haptics
|
||||
private struct HapticState
|
||||
{
|
||||
public readonly int[] DxSign;
|
||||
public readonly int[] DySign;
|
||||
public readonly int[] DxFlipFlag;
|
||||
public readonly int[] DyFlipFlag;
|
||||
public readonly double[] Mag;
|
||||
|
||||
public double Delta;
|
||||
public int BufferCount;
|
||||
public int BufferIndex;
|
||||
public int DxFlipCount;
|
||||
public int DyFlipCount;
|
||||
public int DxZeroCount;
|
||||
public int DyZeroCount;
|
||||
public double MagSum;
|
||||
public DateTime LastTime;
|
||||
public bool Cleared;
|
||||
|
||||
public HapticState(int n)
|
||||
{
|
||||
DxSign = new int[n];
|
||||
DySign = new int[n];
|
||||
DxFlipFlag = new int[n];
|
||||
DyFlipFlag = new int[n];
|
||||
Mag = new double[n];
|
||||
|
||||
Delta = 0;
|
||||
BufferCount = 0;
|
||||
BufferIndex = 0;
|
||||
DxFlipCount = 0;
|
||||
DyFlipCount = 0;
|
||||
DxZeroCount = 0;
|
||||
DyZeroCount = 0;
|
||||
MagSum = 0;
|
||||
LastTime = DateTime.MinValue;
|
||||
Cleared = true;
|
||||
}
|
||||
|
||||
public void ResetBuffers()
|
||||
{
|
||||
Delta = 0;
|
||||
BufferCount = 0;
|
||||
BufferIndex = 0;
|
||||
DxFlipCount = 0;
|
||||
DyFlipCount = 0;
|
||||
DxZeroCount = 0;
|
||||
DyZeroCount = 0;
|
||||
MagSum = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private HapticState hapticR = new HapticState(HapticBufferSize);
|
||||
private HapticState hapticL = new HapticState(HapticBufferSize);
|
||||
|
||||
// Checks whether the pads have been dragged enough to trigger a haptic feedback
|
||||
public bool HapticDragRFauxLizard(double dx, double dy, bool isTouched)
|
||||
=> HapticDragFauxLizard(ref hapticR, dx, dy, isTouched);
|
||||
|
||||
public bool HapticDragLFauxLizard(double dx, double dy, bool isTouched)
|
||||
=> HapticDragFauxLizard(ref hapticL, dx, dy, isTouched);
|
||||
|
||||
private bool HapticDragFauxLizard(ref HapticState s, double dx, double dy, bool isTouched)
|
||||
{
|
||||
if (isTouched)
|
||||
{
|
||||
s.Cleared = false;
|
||||
|
||||
// Timeout check: reset delta if accumulation is too slow
|
||||
DateTime now = DateTime.UtcNow;
|
||||
if (s.BufferCount == 0)
|
||||
{
|
||||
s.LastTime = now;
|
||||
}
|
||||
else if ((now - s.LastTime).TotalSeconds > HapticResetTime)
|
||||
{
|
||||
s.Delta = 0;
|
||||
s.LastTime = now;
|
||||
}
|
||||
|
||||
// If buffer is full, remove array contributions at this slot
|
||||
if (s.BufferCount == HapticBufferSize)
|
||||
{
|
||||
int idx = s.BufferIndex;
|
||||
s.DxFlipCount -= s.DxFlipFlag[idx];
|
||||
s.DyFlipCount -= s.DyFlipFlag[idx];
|
||||
if (s.DxSign[idx] == 0) s.DxZeroCount--;
|
||||
if (s.DySign[idx] == 0) s.DyZeroCount--;
|
||||
s.MagSum -= s.Mag[idx];
|
||||
}
|
||||
else
|
||||
{
|
||||
s.BufferCount++;
|
||||
}
|
||||
|
||||
// Compute current signs
|
||||
int curDxSign = Math.Sign(dx);
|
||||
int curDySign = Math.Sign(dy);
|
||||
|
||||
// Compute flips against previous signs
|
||||
int dxFlip = 0, dyFlip = 0;
|
||||
if (s.BufferCount > 1)
|
||||
{
|
||||
int prevIndex = (s.BufferIndex - 1 + HapticBufferSize) % HapticBufferSize;
|
||||
int prevDxSign = s.DxSign[prevIndex];
|
||||
int prevDySign = s.DySign[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 = s.BufferIndex;
|
||||
s.DxSign[i] = curDxSign;
|
||||
s.DySign[i] = curDySign;
|
||||
s.DxFlipFlag[i] = dxFlip;
|
||||
s.DyFlipFlag[i] = dyFlip;
|
||||
s.Mag[i] = mag;
|
||||
|
||||
// Increment rolling sums
|
||||
if (curDxSign == 0) s.DxZeroCount++;
|
||||
if (curDySign == 0) s.DyZeroCount++;
|
||||
s.DxFlipCount += dxFlip;
|
||||
s.DyFlipCount += dyFlip;
|
||||
s.MagSum += mag;
|
||||
|
||||
// Store new buffer index for later
|
||||
s.BufferIndex++;
|
||||
if (s.BufferIndex == HapticBufferSize) s.BufferIndex = 0;
|
||||
|
||||
// No need to proceed as buffer is not full yet
|
||||
if (s.BufferCount != HapticBufferSize)
|
||||
return false;
|
||||
|
||||
// Compute average magnitude over buffer for smoothing
|
||||
double avgMag = s.MagSum / s.BufferCount;
|
||||
|
||||
// Calculate a penalty for the magnitude
|
||||
double bufferSpan = HapticBufferSize - HapticBufferMidpoint;
|
||||
double invSpan = 1.0 / bufferSpan;
|
||||
bool dxZeroEdge = s.DxZeroCount == s.BufferCount;
|
||||
bool dyZeroEdge = s.DyZeroCount == s.BufferCount;
|
||||
double factor = (dxZeroEdge || dyZeroEdge) ? 1.0 : 0.5;
|
||||
|
||||
double dxFactor = dxZeroEdge
|
||||
? 0.0
|
||||
: (s.DxFlipCount < HapticBufferMidpoint
|
||||
? factor
|
||||
: -factor * ((s.DxFlipCount - HapticBufferMidpoint) * invSpan));
|
||||
|
||||
double dyFactor = dyZeroEdge
|
||||
? 0.0
|
||||
: (s.DyFlipCount < HapticBufferMidpoint
|
||||
? factor
|
||||
: -factor * ((s.DyFlipCount - HapticBufferMidpoint) * invSpan));
|
||||
|
||||
// Final penalty
|
||||
s.Delta += avgMag * (dxFactor + dyFactor);
|
||||
|
||||
if (s.Delta >= HapticTriggerDelta)
|
||||
{
|
||||
s.Delta -= Math.Floor(s.Delta / HapticTriggerDelta) * HapticTriggerDelta;
|
||||
s.LastTime = now;
|
||||
return true;
|
||||
}
|
||||
else if (s.Delta < 0)
|
||||
{
|
||||
s.Delta = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!s.Cleared)
|
||||
{
|
||||
s.Cleared = true;
|
||||
s.ResetBuffers();
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
198
SteamController/Devices/MouseControllerFauxLizardMove.cs
Normal file
198
SteamController/Devices/MouseControllerFauxLizardMove.cs
Normal file
|
|
@ -0,0 +1,198 @@
|
|||
namespace SteamController.Devices
|
||||
{
|
||||
public partial class MouseController
|
||||
{
|
||||
// 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
|
||||
|
||||
// Functional constants (derived once)
|
||||
private static readonly double GestureRadiusSq = GestureRadius * GestureRadius;
|
||||
private static readonly double MinGlideMagnitudeSq = MinGlideMagnitude * MinGlideMagnitude;
|
||||
private static readonly double MinGlideVelocitySq = MinGlideVelocity * MinGlideVelocity;
|
||||
|
||||
// Runtime state RPad (movement)
|
||||
private readonly double[] bufX = new double[BufferSize];
|
||||
private int bufXIndex = 0, bufXCount = 0;
|
||||
private double bufXSum = 0;
|
||||
|
||||
private readonly double[] bufY = new double[BufferSize];
|
||||
private int bufYIndex = 0, bufYCount = 0;
|
||||
private double bufYSum = 0;
|
||||
|
||||
private double totalDeltaX = 0, totalDeltaY = 0;
|
||||
private bool gestureCommitted = false;
|
||||
private double gestureFlushX = 0, gestureFlushY = 0;
|
||||
|
||||
private bool isGliding = false;
|
||||
private bool wasTouched = false;
|
||||
private long releaseTicks;
|
||||
private double releaseVelocityX = 0, releaseVelocityY = 0;
|
||||
|
||||
private readonly double[] velocityX = new double[VelocityWindowSize];
|
||||
private int velocityXIndex = 0, velocityXCount = 0;
|
||||
private double velocityXSum = 0;
|
||||
|
||||
private readonly double[] velocityY = new double[VelocityWindowSize];
|
||||
private int velocityYIndex = 0, velocityYCount = 0;
|
||||
private double velocityYSum = 0;
|
||||
|
||||
// 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)
|
||||
{
|
||||
releaseTicks = System.Diagnostics.Stopwatch.GetTimestamp();
|
||||
isGliding = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Continue glide if active
|
||||
if (isGliding)
|
||||
{
|
||||
double elapsed =
|
||||
(System.Diagnostics.Stopwatch.GetTimestamp() - releaseTicks)
|
||||
/ (double)System.Diagnostics.Stopwatch.Frequency;
|
||||
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 ONCE on touch release
|
||||
if (wasTouched)
|
||||
{
|
||||
ResetFauxLizardGesture();
|
||||
wasTouched = false;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// Touch just started
|
||||
wasTouched = true;
|
||||
isGliding = false;
|
||||
|
||||
// Smooth input deltas
|
||||
double smoothedX = SmoothRing(dx, bufX, ref bufXIndex, ref bufXCount, ref bufXSum);
|
||||
double smoothedY = SmoothRing(dy, bufY, ref bufYIndex, ref bufYCount, ref bufYSum);
|
||||
|
||||
// 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;
|
||||
|
||||
velocityXIndex = velocityXCount = 0; velocityXSum = 0;
|
||||
velocityYIndex = velocityYCount = 0; velocityYSum = 0;
|
||||
}
|
||||
else return;
|
||||
}
|
||||
|
||||
// Track velocity using rolling sum
|
||||
releaseVelocityX = SmoothRing(rampedX, velocityX, ref velocityXIndex, ref velocityXCount, ref velocityXSum);
|
||||
releaseVelocityY = SmoothRing(rampedY, velocityY, ref velocityYIndex, ref velocityYCount, ref velocityYSum);
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
// Buffer smoothing helper
|
||||
private static double SmoothRing(double v, double[] buffer, ref int index, ref int count, ref double sum)
|
||||
{
|
||||
int window = buffer.Length;
|
||||
|
||||
if (count < window)
|
||||
{
|
||||
buffer[index] = v;
|
||||
sum += v;
|
||||
count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
sum -= buffer[index];
|
||||
buffer[index] = v;
|
||||
sum += v;
|
||||
}
|
||||
|
||||
index++;
|
||||
if (index == window)
|
||||
index = 0;
|
||||
|
||||
return sum / 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);
|
||||
}
|
||||
|
||||
//Resets all values for a new touch
|
||||
private void ResetFauxLizardGesture()
|
||||
{
|
||||
gestureCommitted = false;
|
||||
|
||||
bufXIndex = bufXCount = 0; bufXSum = 0;
|
||||
bufYIndex = bufYCount = 0; bufYSum = 0;
|
||||
|
||||
velocityXIndex = velocityXCount = 0; velocityXSum = 0;
|
||||
velocityYIndex = velocityYCount = 0; velocityYSum = 0;
|
||||
|
||||
totalDeltaX = totalDeltaY = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2,6 +2,7 @@ using System.Diagnostics;
|
|||
using ExternalHelpers;
|
||||
using PowerControl.Helpers;
|
||||
using WindowsInput;
|
||||
using static SteamController.Devices.SteamController;
|
||||
|
||||
namespace SteamController.Profiles.Default
|
||||
{
|
||||
|
|
@ -140,6 +141,31 @@ namespace SteamController.Profiles.Default
|
|||
)
|
||||
);
|
||||
}
|
||||
|
||||
if (SettingsDebug.Default.FauxLizardMode && !c.Steam.LizardButtons && !c.Steam.LizardMouse)
|
||||
{
|
||||
// Send haptic for pad presses
|
||||
if (c.Steam.BtnLPadPress.Pressed() || c.Steam.BtnLPadPress.JustPressed())
|
||||
{
|
||||
c.Steam.SendHaptic(HapticPad.Left, HapticStyle.Strong, 8);
|
||||
}
|
||||
|
||||
// Send haptic for pad drag
|
||||
if (c.Mouse.HapticDragLFauxLizard(
|
||||
c.Steam.LPadX.GetDeltaValue(
|
||||
150,
|
||||
Devices.DeltaValueMode.Delta,
|
||||
10
|
||||
),
|
||||
c.Steam.LPadY.GetDeltaValue(
|
||||
150,
|
||||
Devices.DeltaValueMode.Delta,
|
||||
10
|
||||
),
|
||||
c.Steam.BtnLPadTouch?.LastValue ?? false
|
||||
))
|
||||
c.Steam.SendHaptic(HapticPad.Left, HapticStyle.Weak, 5);
|
||||
}
|
||||
}
|
||||
|
||||
protected void EmulateMouseOnRStick(Context c)
|
||||
|
|
@ -174,7 +200,43 @@ namespace SteamController.Profiles.Default
|
|||
c.Mouse[Devices.MouseController.Button.Left] = c.Steam.BtnRPadPress;
|
||||
}
|
||||
|
||||
if (c.Steam.RPadX || c.Steam.RPadY)
|
||||
bool simpleEmulation = true;
|
||||
|
||||
if (SettingsDebug.Default.FauxLizardMode && !c.Steam.LizardButtons && !c.Steam.LizardMouse)
|
||||
{
|
||||
c.Mouse.MoveByFauxLizard(
|
||||
c.Steam.RPadX.GetDeltaValue(Context.PadToMouseSensitivity, Devices.DeltaValueMode.Delta, 10),
|
||||
-c.Steam.RPadY.GetDeltaValue(Context.PadToMouseSensitivity, Devices.DeltaValueMode.Delta, 10),
|
||||
c.Steam.BtnRPadTouch?.LastValue ?? false
|
||||
);
|
||||
|
||||
// Send haptic for pad presses
|
||||
if (c.Steam.BtnRPadPress.Pressed() || c.Steam.BtnRPadPress.JustPressed())
|
||||
{
|
||||
c.Steam.SendHaptic(HapticPad.Right, HapticStyle.Strong, 8);
|
||||
}
|
||||
|
||||
// Send haptic for pad drag
|
||||
if (c.Mouse.HapticDragRFauxLizard(
|
||||
c.Steam.RPadX.GetDeltaValue(
|
||||
150,
|
||||
Devices.DeltaValueMode.Delta,
|
||||
10
|
||||
),
|
||||
c.Steam.RPadY.GetDeltaValue(
|
||||
150,
|
||||
Devices.DeltaValueMode.Delta,
|
||||
10
|
||||
),
|
||||
c.Steam.BtnRPadTouch?.LastValue ?? false
|
||||
))
|
||||
c.Steam.SendHaptic(HapticPad.Right, HapticStyle.Weak, 5);
|
||||
|
||||
// We do not want simple emulation after faux lizard emulation
|
||||
simpleEmulation = false;
|
||||
}
|
||||
|
||||
if (simpleEmulation && (c.Steam.RPadX || c.Steam.RPadY))
|
||||
{
|
||||
c.Mouse.MoveBy(
|
||||
c.Steam.RPadX.GetDeltaValue(Context.PadToMouseSensitivity, Devices.DeltaValueMode.Delta, 10),
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
using CommonHelpers;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace SteamController
|
||||
{
|
||||
|
|
@ -12,6 +13,13 @@ namespace SteamController
|
|||
{
|
||||
Instance.WithSentry(() =>
|
||||
{
|
||||
// Raise the application priority to Above Normal for better responsiveness
|
||||
try
|
||||
{
|
||||
Process.GetCurrentProcess().PriorityClass = ProcessPriorityClass.AboveNormal;
|
||||
}
|
||||
catch { }
|
||||
|
||||
// To customize application configuration such as set high DPI settings or default font,
|
||||
// see https://aka.ms/applicationconfiguration.
|
||||
ApplicationConfiguration.Initialize();
|
||||
|
|
|
|||
|
|
@ -27,6 +27,13 @@ namespace SteamController
|
|||
set { Set("LizardMouse", value); }
|
||||
}
|
||||
|
||||
[Description("Emulate Lizard controls in software. LizardButtons and LizardMouse must be disabled for this to take effect.")]
|
||||
public bool FauxLizardMode
|
||||
{
|
||||
get { return Get<bool>("FauxLizardMode", false); }
|
||||
set { Set("FauxLizardMode", value); }
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "";
|
||||
|
|
|
|||
Loading…
Reference in a new issue