Apply correct diagonal movement speeds

Previously, diagonal movements were not reduced in the two axes,
resulting in movement that was too quick. This commit divides diagonal
movements by sqrt(2) / 2 to correct the movement speed.

The net result is that diagonal movement should feel smoother and speed
more as expected.
pull/365/head
Jack Zhou 7 years ago
parent 6efbc3b780
commit 69a8288d5d
No known key found for this signature in database
GPG Key ID: C2E29FDA9C9261E1

@ -112,19 +112,34 @@ uint8_t MouseWrapper_::acceleration(uint8_t cycles) {
return i;
}
static int8_t roundAwayFromZero(float value) {
if (value < 0.0f) {
return static_cast<int8_t>(value - 0.5f);
}
return static_cast<int8_t>(value + 0.5f);
}
void MouseWrapper_::move(int8_t x, int8_t y) {
int16_t moveX = 0;
int16_t moveY = 0;
static int8_t remainderX = 0;
static int8_t remainderY = 0;
static const float HALF_SQRT_2 = 0.7071f;
boolean isDiagonal = (x != 0 && y != 0);
if (x != 0) {
if (isDiagonal) x = roundAwayFromZero(HALF_SQRT_2 * x);
moveX = remainderX + (x * acceleration(accelStep));
if (moveX > (int16_t)speedLimit) moveX = speedLimit;
else if (moveX < -(int16_t)speedLimit) moveX = -speedLimit;
}
if (y != 0) {
if (isDiagonal) y = roundAwayFromZero(HALF_SQRT_2 * y);
moveY = remainderY + (y * acceleration(accelStep));
if (moveY > (int16_t)speedLimit) moveY = speedLimit;
else if (moveY < -(int16_t)speedLimit) moveY = -speedLimit;
}

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