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@ -14,6 +14,7 @@ boolean MouseWrapper_::is_warping;
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uint8_t MouseWrapper_::accelStep;
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uint8_t MouseWrapper_::speedLimit = 127;
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uint8_t MouseWrapper_::subpixelsPerPixel = 16;
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MouseWrapper_::MouseWrapper_(void) {
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}
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@ -112,29 +113,49 @@ uint8_t MouseWrapper_::acceleration(uint8_t cycles) {
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return i;
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}
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// Get the diagonalized version of a value, i.e. value * sqrt(2) / 2. If the
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// value ends up being zero, return the original value instead.
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static int16_t diagonalize(int16_t value) {
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// 99 / 140 closely approximates sqrt(2) / 2. Since integer division
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// truncates towards zero we do not need to worry about truncation errors.
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int16_t diagonalValue = value * 99 / 140;
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return (diagonalValue == 0 ? value : diagonalValue);
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}
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void MouseWrapper_::move(int8_t x, int8_t y) {
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int16_t moveX = 0;
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int16_t moveY = 0;
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static int8_t remainderX = 0;
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static int8_t remainderY = 0;
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int16_t effectiveSpeedLimit = speedLimit;
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if (x != 0 && y != 0) {
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// For diagonal movements, we apply a diagonalized speed limit. The
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// effective speed limit is set based on whether we are moving diagonally.
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effectiveSpeedLimit = diagonalize(effectiveSpeedLimit);
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x = diagonalize(x);
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y = diagonalize(y);
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}
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if (x != 0) {
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moveX = remainderX + (x * acceleration(accelStep));
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if (moveX > (int16_t)speedLimit) moveX = speedLimit;
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else if (moveX < -(int16_t)speedLimit) moveX = -speedLimit;
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if (moveX > effectiveSpeedLimit) moveX = effectiveSpeedLimit;
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else if (moveX < -effectiveSpeedLimit) moveX = -effectiveSpeedLimit;
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}
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if (y != 0) {
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moveY = remainderY + (y * acceleration(accelStep));
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if (moveY > (int16_t)speedLimit) moveY = speedLimit;
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else if (moveY < -(int16_t)speedLimit) moveY = -speedLimit;
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if (moveY > effectiveSpeedLimit) moveY = effectiveSpeedLimit;
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else if (moveY < -effectiveSpeedLimit) moveY = -effectiveSpeedLimit;
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}
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end_warping();
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// move by whole pixels, not subpixels
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kaleidoscope::hid::moveMouse(moveX >> 4, moveY >> 4, 0);
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kaleidoscope::hid::moveMouse(moveX / subpixelsPerPixel, moveY / subpixelsPerPixel, 0);
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// save leftover subpixel movements for later
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remainderX = moveX & 0x0f;
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remainderY = moveY & 0x0f;
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remainderX = moveX - moveX / subpixelsPerPixel * subpixelsPerPixel;
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remainderY = moveY - moveY / subpixelsPerPixel * subpixelsPerPixel;
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}
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MouseWrapper_ MouseWrapper;
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