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https://github.com/hrydgard/ppsspp.git
synced 2026-10-01 14:58:14 +00:00
Add Steam Input-style advanced deadzone controls to analog calibration
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5 files changed
+198
-10
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@@ -1023,6 +1023,14 @@ static const ConfigSetting controlSettings[] = {
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ConfigSetting("AnalogIsCircular", SETTING(g_Config, bAnalogIsCircular), false, CfgFlag::PER_GAME),
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ConfigSetting("AnalogAutoRotSpeed", SETTING(g_Config, fAnalogAutoRotSpeed), 8.0f, CfgFlag::PER_GAME),
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// Advanced analog deadzone settings.
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ConfigSetting("AnalogDeadzoneShape", SETTING(g_Config, iAnalogDeadzoneShape), 1, CfgFlag::PER_GAME), // Default 1 (Square) matches legacy max-norm behavior
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ConfigSetting("AnalogAxialDeadzone", SETTING(g_Config, fAnalogAxialDeadzone), 0.0f, CfgFlag::PER_GAME),
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ConfigSetting("AnalogOuterDeadzone", SETTING(g_Config, fAnalogOuterDeadzone), 0.0f, CfgFlag::PER_GAME),
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ConfigSetting("AnalogOutputAntiDeadzone", SETTING(g_Config, fAnalogOutputAntiDeadzone), 0.0f, CfgFlag::PER_GAME),
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ConfigSetting("AnalogOutputAntiDeadzoneBuffer", SETTING(g_Config, fAnalogOutputAntiDeadzoneBuffer), 0.0f, CfgFlag::PER_GAME),
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ConfigSetting("AnalogResponseCurve", SETTING(g_Config, iAnalogResponseCurve), 0, CfgFlag::PER_GAME),
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ConfigSetting("AnalogLimiterDeadzone", SETTING(g_Config, fAnalogLimiterDeadzone), 0.6f, CfgFlag::DEFAULT),
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ConfigSetting("AnalogTriggerThreshold", SETTING(g_Config, fAnalogTriggerThreshold), 0.75f, CfgFlag::DEFAULT),
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ConfigSetting("AnalogStickThreshold", SETTING(g_Config, fAnalogStickThreshold), 0.75f, CfgFlag::DEFAULT),
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@@ -515,6 +515,21 @@ public:
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// Auto rotation speed
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float fAnalogAutoRotSpeed;
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// Advanced analog deadzone settings (Steam Input-style).
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// Deadzone shape: 0 = Circle, 1 = Square (default, matches legacy max-norm), 2 = Cross
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int iAnalogDeadzoneShape;
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// Cross-shaped axial anti-deadzone. Boosts small off-axis values past this threshold,
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// making the output skip the zone near each cardinal axis to prevent axis snapping.
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float fAnalogAxialDeadzone;
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// Outer deadzone: defines where 100% output is reached. Shrinks the effective stick range.
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float fAnalogOuterDeadzone;
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// Output anti-deadzone: minimum output floor to bypass game-internal deadzones.
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float fAnalogOutputAntiDeadzone;
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// Anti-deadzone buffer: re-adds a small safe zone after anti-deadzone is applied.
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float fAnalogOutputAntiDeadzoneBuffer;
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// Response curve type: 0 = Linear, 1 = Aggressive, 2 = Relaxed, 3 = Wide
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int iAnalogResponseCurve;
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// Sets up how much the analog limiter button restricts digital->analog input.
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float fAnalogLimiterDeadzone;
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+84
-8
@@ -105,28 +105,91 @@ static bool IsSignedAxis(int axis) {
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}
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}
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// Apply a response curve to a 0-1 magnitude value.
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static float ApplyResponseCurve(float v, int curveType) {
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switch (curveType) {
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case 1: // Aggressive - fast response, reaches high output quickly
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return sqrtf(v);
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case 2: // Relaxed - more range devoted to fine/slow movement
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return v * v;
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case 3: // Wide - even more precision at low end
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return v * v * v;
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default: // Linear (0) - 1:1 mapping
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return v;
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}
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}
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// Apply axial anti-deadzone to a single axis value.
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// For non-zero inputs, boosts the output to at least the threshold value.
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// This makes the output "skip" the zone near each axis, preventing the stick
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// from lingering in the near-cardinal region. Pure cardinal (0.0) is still reachable.
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static float ApplyAxialAntiDeadzone(float v, float antiDZ) {
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if (antiDZ <= 0.0f || v == 0.0f)
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return v;
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float sign = v >= 0.0f ? 1.0f : -1.0f;
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float absV = fabsf(v);
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// Remap (0, 1] -> [antiDZ, 1]: any non-zero input jumps past the anti-deadzone threshold.
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float remapped = antiDZ + absV * (1.0f - antiDZ);
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return sign * Clamp(remapped, 0.0f, 1.0f);
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}
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// This is applied on the circular radius, not directly on the axes.
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// TODO: Share logic with tilt?
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// Now includes outer deadzone, response curve, and output anti-deadzone stages.
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static float MapAxisValue(float v) {
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const float deadzone = g_Config.fAnalogDeadzone;
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const float invDeadzone = g_Config.fAnalogInverseDeadzone;
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const float sensitivity = g_Config.fAnalogSensitivity;
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const float outerDeadzone = g_Config.fAnalogOuterDeadzone;
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const float outputAntiDZ = g_Config.fAnalogOutputAntiDeadzone;
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const float outputADBuffer = g_Config.fAnalogOutputAntiDeadzoneBuffer;
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const int responseCurve = g_Config.iAnalogResponseCurve;
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const float sign = v >= 0.0f ? 1.0f : -1.0f;
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// Apply deadzone.
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v = Clamp((fabsf(v) - deadzone) / (1.0f - deadzone), 0.0f, 1.0f);
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float absV = fabsf(v);
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// Apply sensitivity and inverse deadzone.
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if (v != 0.0f) {
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v = Clamp(invDeadzone + v * (sensitivity - invDeadzone), 0.0f, 1.0f);
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// Stage 1: Apply inner deadzone and rescale to [0, 1].
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// The effective range is [deadzone, 1 - outerDeadzone].
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float effectiveMax = 1.0f - outerDeadzone;
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float effectiveRange = effectiveMax - deadzone;
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if (effectiveRange <= 0.0f) {
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// Degenerate case: deadzone + outerDeadzone >= 1.0. Output is either 0 or 1.
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absV = (absV > deadzone) ? 1.0f : 0.0f;
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} else {
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absV = Clamp((absV - deadzone) / effectiveRange, 0.0f, 1.0f);
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}
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return sign * v;
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// Stage 2: Apply sensitivity (legacy, works the same as before when new settings are at defaults).
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if (absV != 0.0f) {
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absV = Clamp(invDeadzone + absV * (sensitivity - invDeadzone), 0.0f, 1.0f);
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}
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// Stage 3: Apply response curve.
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if (absV != 0.0f) {
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absV = ApplyResponseCurve(absV, responseCurve);
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}
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// Stage 4: Apply output anti-deadzone with buffer.
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// Anti-deadzone sets a minimum output floor so that even the smallest
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// stick input past the deadzone produces enough signal to overcome
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// game-internal deadzones. The buffer re-adds a small safe zone so
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// resting your thumb on the stick doesn't cause unintended drift.
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if (absV != 0.0f && outputAntiDZ > 0.0f) {
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// Remap [0, 1] -> [outputAntiDZ, 1]
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absV = outputAntiDZ + absV * (1.0f - outputAntiDZ);
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}
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if (outputADBuffer > 0.0f && absV > 0.0f && absV < outputAntiDZ + outputADBuffer) {
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// Within the buffer zone past the anti-deadzone floor: zero it out.
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absV = 0.0f;
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}
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return sign * Clamp(absV, 0.0f, 1.0f);
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}
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void ConvertAnalogStick(float x, float y, float *outX, float *outY) {
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const bool isCircular = g_Config.bAnalogIsCircular;
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const int deadzoneShape = g_Config.iAnalogDeadzoneShape;
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const float axialDZ = g_Config.fAnalogAxialDeadzone;
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float norm = std::max(fabsf(x), fabsf(y));
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if (norm == 0.0f) {
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@@ -135,17 +198,30 @@ void ConvertAnalogStick(float x, float y, float *outX, float *outY) {
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return;
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}
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if (isCircular) {
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if (isCircular || deadzoneShape == 0) {
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// Circle shape or legacy circular mode: use Euclidean norm.
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float newNorm = sqrtf(x * x + y * y);
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float factor = newNorm / norm;
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x *= factor;
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y *= factor;
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norm = newNorm;
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}
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// deadzoneShape == 1 (Square) uses max norm (the default path, no conversion needed).
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// deadzoneShape == 2 (Cross) also uses max norm for the radial processing.
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float mappedNorm = MapAxisValue(norm);
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*outX = Clamp(x / norm * mappedNorm, -1.0f, 1.0f);
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*outY = Clamp(y / norm * mappedNorm, -1.0f, 1.0f);
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// Final stage: Apply cross-shaped axial anti-deadzone.
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// This boosts small non-zero axis values past the threshold, making the output
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// "skip" the zone near each cardinal axis. This prevents the stick from lingering
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// near cardinals and opens up the full diagonal range.
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// Pure cardinals (0.0 on an axis) are still reachable.
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if (deadzoneShape == 2 && axialDZ > 0.0f) {
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*outX = ApplyAxialAntiDeadzone(*outX, axialDZ);
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*outY = ApplyAxialAntiDeadzone(*outY, axialDZ);
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}
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}
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void ControlMapper::SetPSPAxis(int device, int stick, char axis, float value) {
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@@ -551,9 +551,34 @@ void AnalogCalibrationScreen::CreateSettingsViews(UI::ViewGroup *scrollContents)
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scrollContents->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogDeadzone, 0.0f, 0.5f, 0.15f, co->T("Deadzone radius"), 0.01f, screenManager(), "/ 1.0"));
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scrollContents->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogInverseDeadzone, 0.0f, 1.0f, 0.0f, co->T("Low end radius"), 0.01f, screenManager(), "/ 1.0"));
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scrollContents->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogSensitivity, 0.0f, 2.0f, 1.1f, co->T("Sensitivity (scale)", "Sensitivity"), 0.01f, screenManager(), "x"));
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// TODO: This should probably be a slider.
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scrollContents->Add(new CheckBox(&g_Config.bAnalogIsCircular, co->T("Circular stick input")));
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// Legacy circular toggle. Disabled when deadzone shape is set to Circle, since that already provides circular behavior.
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CheckBox *circularCheck = scrollContents->Add(new CheckBox(&g_Config.bAnalogIsCircular, co->T("Circular stick input")));
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circularCheck->SetEnabledFunc([] {
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return g_Config.iAnalogDeadzoneShape != 0; // Disabled when shape is Circle (redundant)
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});
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scrollContents->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogAutoRotSpeed, 0.1f, 20.0f, 8.0f, co->T("Auto-rotation speed"), 1.0f, screenManager()));
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// Advanced deadzone settings (Steam Input-style).
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scrollContents->Add(new ItemHeader(co->T("Advanced Deadzone Settings")));
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static const char *deadzoneShapes[] = { "Circle", "Square", "Cross" };
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scrollContents->Add(new PopupMultiChoice(&g_Config.iAnalogDeadzoneShape, co->T("Deadzone shape"), deadzoneShapes, 0, ARRAY_SIZE(deadzoneShapes), I18NCat::CONTROLS, screenManager()));
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PopupSliderChoiceFloat *axialDZ = scrollContents->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogAxialDeadzone, 0.0f, 0.5f, 0.0f, co->T("Axial anti-deadzone"), 0.01f, screenManager(), "/ 1.0"));
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axialDZ->SetEnabledFunc([] {
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return g_Config.iAnalogDeadzoneShape == 2; // Only enabled for Cross shape
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});
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scrollContents->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogOuterDeadzone, 0.0f, 0.3f, 0.0f, co->T("Outer deadzone"), 0.01f, screenManager(), "/ 1.0"));
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scrollContents->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogOutputAntiDeadzone, 0.0f, 0.5f, 0.0f, co->T("Output anti-deadzone"), 0.01f, screenManager(), "/ 1.0"));
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PopupSliderChoiceFloat *adBuffer = scrollContents->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogOutputAntiDeadzoneBuffer, 0.0f, 0.2f, 0.0f, co->T("Anti-deadzone buffer"), 0.01f, screenManager(), "/ 1.0"));
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adBuffer->SetEnabledFunc([] {
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return g_Config.fAnalogOutputAntiDeadzone > 0.0f; // Buffer only makes sense with anti-deadzone active
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});
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static const char *responseCurves[] = { "Linear", "Aggressive", "Relaxed", "Wide" };
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scrollContents->Add(new PopupMultiChoice(&g_Config.iAnalogResponseCurve, co->T("Response curve"), responseCurves, 0, ARRAY_SIZE(responseCurves), I18NCat::CONTROLS, screenManager()));
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scrollContents->Add(new Choice(co->T("Reset to defaults")))->OnClick.Handle(this, &AnalogCalibrationScreen::OnResetToDefaults);
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}
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@@ -576,6 +601,13 @@ void AnalogCalibrationScreen::OnResetToDefaults(UI::EventParams &e) {
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g_Config.fAnalogSensitivity = 1.1f;
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g_Config.bAnalogIsCircular = false;
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g_Config.fAnalogAutoRotSpeed = 8.0f;
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// Advanced settings
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g_Config.iAnalogDeadzoneShape = 1; // Square (matches legacy default)
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g_Config.fAnalogAxialDeadzone = 0.0f;
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g_Config.fAnalogOuterDeadzone = 0.0f;
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g_Config.fAnalogOutputAntiDeadzone = 0.0f;
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g_Config.fAnalogOutputAntiDeadzoneBuffer = 0.0f;
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g_Config.iAnalogResponseCurve = 0;
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}
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class Backplate : public UI::InertView {
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@@ -1,10 +1,13 @@
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#include <algorithm>
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#include <cmath>
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#include "UI/JoystickHistoryView.h"
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#include "Common/Math/math_util.h"
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#include "Common/UI/Context.h"
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#include "Common/UI/UI.h"
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#include "Core/Config.h"
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#include "Core/ControlMapper.h"
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void JoystickHistoryView::Draw(UIContext &dc) {
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@@ -20,6 +23,22 @@ void JoystickHistoryView::Draw(UIContext &dc) {
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dc.Flush();
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dc.BeginNoTex();
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dc.Draw()->RectOutline(bounds_.centerX() - minRadius, bounds_.centerY() - minRadius, minRadius * 2.0f, minRadius * 2.0f, 0x80FFFFFF);
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// Draw cross-shaped deadzone strip outlines on the raw input view (untextured geometry).
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if (type_ == StickHistoryViewType::INPUT) {
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float cx = bounds_.centerX();
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float cy = bounds_.centerY();
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// Cross-shaped (axial) deadzone strips.
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if (g_Config.iAnalogDeadzoneShape == 2 && g_Config.fAnalogAxialDeadzone > 0.0f) {
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float axialW = g_Config.fAnalogAxialDeadzone * minRadius;
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// Vertical strip (X axis deadzone — zeroes X when |x| < threshold).
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dc.Draw()->RectOutline(cx - axialW, cy - minRadius, axialW * 2.0f, minRadius * 2.0f, 0x604488FF);
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// Horizontal strip (Y axis deadzone — zeroes Y when |y| < threshold).
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dc.Draw()->RectOutline(cx - minRadius, cy - axialW, minRadius * 2.0f, axialW * 2.0f, 0x604488FF);
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}
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}
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dc.Flush();
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dc.Begin();
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@@ -74,6 +93,44 @@ void JoystickHistoryView::Draw(UIContext &dc) {
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}
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// Draw circular deadzone overlays on the raw input view (on top of the grid, textured context).
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if (type_ == StickHistoryViewType::INPUT) {
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float cx = bounds_.centerX();
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float cy = bounds_.centerY();
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// Inner deadzone circle.
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float innerDZ = g_Config.fAnalogDeadzone;
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if (innerDZ > 0.0f) {
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float innerR = innerDZ * minRadius;
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const int segments = 32;
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for (int i = 0; i < segments; i++) {
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float a1 = (float)i / (float)segments * 2.0f * (float)M_PI;
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float a2 = (float)(i + 1) / (float)segments * 2.0f * (float)M_PI;
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float x1 = cx + cosf(a1) * innerR;
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float y1 = cy + sinf(a1) * innerR;
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float x2 = cx + cosf(a2) * innerR;
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float y2 = cy + sinf(a2) * innerR;
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dc.Draw()->Line(dc.GetTheme().whiteImage, x1, y1, x2, y2, 1.5f, 0x60FF6666);
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}
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}
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// Outer deadzone ring.
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float outerDZ = g_Config.fAnalogOuterDeadzone;
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if (outerDZ > 0.0f) {
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float outerR = (1.0f - outerDZ) * minRadius;
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const int segments = 32;
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for (int i = 0; i < segments; i++) {
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float a1 = (float)i / (float)segments * 2.0f * (float)M_PI;
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float a2 = (float)(i + 1) / (float)segments * 2.0f * (float)M_PI;
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float x1 = cx + cosf(a1) * outerR;
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float y1 = cy + sinf(a1) * outerR;
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float x2 = cx + cosf(a2) * outerR;
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float y2 = cy + sinf(a2) * outerR;
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dc.Draw()->Line(dc.GetTheme().whiteImage, x1, y1, x2, y2, 1.5f, 0x6066FF66);
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}
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}
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}
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int a = maxCount_ - (int)locations_.size();
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for (auto iter = locations_.begin(); iter != locations_.end(); ++iter) {
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float x = bounds_.centerX() + minRadius * iter->x;
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