Merge pull request #21688 from RRDVD/cross-shaped-anti-deadzone

Add Steam Input-style advanced deadzone controls to analog calibration
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Henrik Rydgård authored and GitHub committed 2026-06-03 10:40:47 +02:00
commit 2d7ebe0835
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@@ -106,28 +106,66 @@ static bool IsSignedAxis(int axis) {
}
}
// Apply a response curve to a 0-1 magnitude value.
static float ApplyResponseCurve(float v, int curveType) {
switch (curveType) {
case 1: // Aggressive - fast response, reaches high output quickly
return sqrtf(v);
case 2: // Relaxed - more range devoted to fine/slow movement
return v * v;
case 3: // Wide - even more precision at low end
return v * v * v;
default: // Linear (0) - 1:1 mapping
return v;
}
}
// Apply axial anti-deadzone to a single axis value.
// For non-zero inputs, boosts the output to at least the threshold value.
// This makes the output "skip" the zone near each axis, preventing the stick
// from lingering in the near-cardinal region. Pure cardinal (0.0) is still reachable.
static float ApplyAxialAntiDeadzone(float v, float antiDZ) {
if (antiDZ <= 0.0f || v == 0.0f)
return v;
float sign = v >= 0.0f ? 1.0f : -1.0f;
float absV = fabsf(v);
// Remap (0, 1] -> [antiDZ, 1]: any non-zero input jumps past the anti-deadzone threshold.
float remapped = antiDZ + absV * (1.0f - antiDZ);
return sign * Clamp(remapped, 0.0f, 1.0f);
}
// This is applied on the circular radius, not directly on the axes.
// TODO: Share logic with tilt?
// Adds a response curve stage on top of the legacy inner-deadzone + sensitivity processing.
static float MapAxisValue(float v) {
const float deadzone = g_Config.fAnalogDeadzone;
const float invDeadzone = g_Config.fAnalogInverseDeadzone;
const float sensitivity = g_Config.fAnalogSensitivity;
const int responseCurve = g_Config.iAnalogResponseCurve;
const float sign = v >= 0.0f ? 1.0f : -1.0f;
// Apply deadzone.
v = Clamp((fabsf(v) - deadzone) / (1.0f - deadzone), 0.0f, 1.0f);
float absV = fabsf(v);
// Apply sensitivity and inverse deadzone.
if (v != 0.0f) {
v = Clamp(invDeadzone + v * (sensitivity - invDeadzone), 0.0f, 1.0f);
// Stage 1: Apply inner deadzone and rescale to [0, 1].
absV = Clamp((absV - deadzone) / (1.0f - deadzone), 0.0f, 1.0f);
// Stage 2: Apply sensitivity (legacy, matches prior behavior when response curve is Linear).
if (absV != 0.0f) {
absV = Clamp(invDeadzone + absV * (sensitivity - invDeadzone), 0.0f, 1.0f);
}
return sign * v;
// Stage 3: Apply response curve.
if (absV != 0.0f) {
absV = ApplyResponseCurve(absV, responseCurve);
}
return sign * Clamp(absV, 0.0f, 1.0f);
}
void ConvertAnalogStick(float x, float y, float *outX, float *outY) {
const bool isCircular = g_Config.bAnalogIsCircular;
const int deadzoneShape = g_Config.iAnalogDeadzoneShape;
const float axialDZ = g_Config.fAnalogAxialDeadzone;
float norm = std::max(fabsf(x), fabsf(y));
if (norm == 0.0f) {
@@ -136,17 +174,30 @@ void ConvertAnalogStick(float x, float y, float *outX, float *outY) {
return;
}
if (isCircular) {
if (isCircular || deadzoneShape == 0) {
// Circle shape or legacy circular mode: use Euclidean norm.
float newNorm = sqrtf(x * x + y * y);
float factor = newNorm / norm;
x *= factor;
y *= factor;
norm = newNorm;
}
// deadzoneShape == 1 (Square) uses max norm (the default path, no conversion needed).
// deadzoneShape == 2 (Cross) also uses max norm for the radial processing.
float mappedNorm = MapAxisValue(norm);
*outX = Clamp(x / norm * mappedNorm, -1.0f, 1.0f);
*outY = Clamp(y / norm * mappedNorm, -1.0f, 1.0f);
// Final stage: Apply cross-shaped axial anti-deadzone.
// This boosts small non-zero axis values past the threshold, making the output
// "skip" the zone near each cardinal axis. This prevents the stick from lingering
// near cardinals and opens up the full diagonal range.
// Pure cardinals (0.0 on an axis) are still reachable.
if (deadzoneShape == 2 && axialDZ > 0.0f) {
*outX = ApplyAxialAntiDeadzone(*outX, axialDZ);
*outY = ApplyAxialAntiDeadzone(*outY, axialDZ);
}
}
void ControlMapper::SetPSPAxis(int device, int stick, char axis, float value) {