From b585a1fcf4420ec0291655a050c4c34aad88f0e5 Mon Sep 17 00:00:00 2001 From: David Cottingham Date: Fri, 22 May 2026 18:51:08 -1000 Subject: [PATCH] Address review: remove redundant outer/output anti-deadzone controls --- Core/Config.cpp | 3 --- Core/Config.h | 6 ------ Core/ControlMapper.cpp | 31 +++--------------------------- UI/ControlMappingScreen.cpp | 10 ---------- UI/JoystickHistoryView.cpp | 38 ------------------------------------- 5 files changed, 3 insertions(+), 85 deletions(-) diff --git a/Core/Config.cpp b/Core/Config.cpp index dc2a080a7a..46ef3334dc 100644 --- a/Core/Config.cpp +++ b/Core/Config.cpp @@ -1026,9 +1026,6 @@ static const ConfigSetting controlSettings[] = { // Advanced analog deadzone settings. ConfigSetting("AnalogDeadzoneShape", SETTING(g_Config, iAnalogDeadzoneShape), 1, CfgFlag::PER_GAME), // Default 1 (Square) matches legacy max-norm behavior ConfigSetting("AnalogAxialDeadzone", SETTING(g_Config, fAnalogAxialDeadzone), 0.0f, CfgFlag::PER_GAME), - ConfigSetting("AnalogOuterDeadzone", SETTING(g_Config, fAnalogOuterDeadzone), 0.0f, CfgFlag::PER_GAME), - ConfigSetting("AnalogOutputAntiDeadzone", SETTING(g_Config, fAnalogOutputAntiDeadzone), 0.0f, CfgFlag::PER_GAME), - ConfigSetting("AnalogOutputAntiDeadzoneBuffer", SETTING(g_Config, fAnalogOutputAntiDeadzoneBuffer), 0.0f, CfgFlag::PER_GAME), ConfigSetting("AnalogResponseCurve", SETTING(g_Config, iAnalogResponseCurve), 0, CfgFlag::PER_GAME), ConfigSetting("AnalogLimiterDeadzone", SETTING(g_Config, fAnalogLimiterDeadzone), 0.6f, CfgFlag::DEFAULT), diff --git a/Core/Config.h b/Core/Config.h index 4802cf51a8..43ea24c239 100644 --- a/Core/Config.h +++ b/Core/Config.h @@ -521,12 +521,6 @@ public: // Cross-shaped axial anti-deadzone. Boosts small off-axis values past this threshold, // making the output skip the zone near each cardinal axis to prevent axis snapping. float fAnalogAxialDeadzone; - // Outer deadzone: defines where 100% output is reached. Shrinks the effective stick range. - float fAnalogOuterDeadzone; - // Output anti-deadzone: minimum output floor to bypass game-internal deadzones. - float fAnalogOutputAntiDeadzone; - // Anti-deadzone buffer: re-adds a small safe zone after anti-deadzone is applied. - float fAnalogOutputAntiDeadzoneBuffer; // Response curve type: 0 = Linear, 1 = Aggressive, 2 = Relaxed, 3 = Wide int iAnalogResponseCurve; diff --git a/Core/ControlMapper.cpp b/Core/ControlMapper.cpp index 97981e2653..b3264fb699 100644 --- a/Core/ControlMapper.cpp +++ b/Core/ControlMapper.cpp @@ -134,32 +134,21 @@ static float ApplyAxialAntiDeadzone(float v, float antiDZ) { } // This is applied on the circular radius, not directly on the axes. -// Now includes outer deadzone, response curve, and output anti-deadzone stages. +// 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 float outerDeadzone = g_Config.fAnalogOuterDeadzone; - const float outputAntiDZ = g_Config.fAnalogOutputAntiDeadzone; - const float outputADBuffer = g_Config.fAnalogOutputAntiDeadzoneBuffer; const int responseCurve = g_Config.iAnalogResponseCurve; const float sign = v >= 0.0f ? 1.0f : -1.0f; float absV = fabsf(v); // Stage 1: Apply inner deadzone and rescale to [0, 1]. - // The effective range is [deadzone, 1 - outerDeadzone]. - float effectiveMax = 1.0f - outerDeadzone; - float effectiveRange = effectiveMax - deadzone; - if (effectiveRange <= 0.0f) { - // Degenerate case: deadzone + outerDeadzone >= 1.0. Output is either 0 or 1. - absV = (absV > deadzone) ? 1.0f : 0.0f; - } else { - absV = Clamp((absV - deadzone) / effectiveRange, 0.0f, 1.0f); - } + absV = Clamp((absV - deadzone) / (1.0f - deadzone), 0.0f, 1.0f); - // Stage 2: Apply sensitivity (legacy, works the same as before when new settings are at defaults). + // 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); } @@ -169,20 +158,6 @@ static float MapAxisValue(float v) { absV = ApplyResponseCurve(absV, responseCurve); } - // Stage 4: Apply output anti-deadzone with buffer. - // Anti-deadzone sets a minimum output floor so that even the smallest - // stick input past the deadzone produces enough signal to overcome - // game-internal deadzones. The buffer re-adds a small safe zone so - // resting your thumb on the stick doesn't cause unintended drift. - if (absV != 0.0f && outputAntiDZ > 0.0f) { - // Remap [0, 1] -> [outputAntiDZ, 1] - absV = outputAntiDZ + absV * (1.0f - outputAntiDZ); - } - if (outputADBuffer > 0.0f && absV > 0.0f && absV < outputAntiDZ + outputADBuffer) { - // Within the buffer zone past the anti-deadzone floor: zero it out. - absV = 0.0f; - } - return sign * Clamp(absV, 0.0f, 1.0f); } diff --git a/UI/ControlMappingScreen.cpp b/UI/ControlMappingScreen.cpp index 43ec0c346f..c9d5516541 100644 --- a/UI/ControlMappingScreen.cpp +++ b/UI/ControlMappingScreen.cpp @@ -569,13 +569,6 @@ void AnalogCalibrationScreen::CreateSettingsViews(UI::ViewGroup *scrollContents) return g_Config.iAnalogDeadzoneShape == 2; // Only enabled for Cross shape }); - scrollContents->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogOuterDeadzone, 0.0f, 0.3f, 0.0f, co->T("Outer deadzone"), 0.01f, screenManager(), "/ 1.0")); - scrollContents->Add(new PopupSliderChoiceFloat(&g_Config.fAnalogOutputAntiDeadzone, 0.0f, 0.5f, 0.0f, co->T("Output anti-deadzone"), 0.01f, screenManager(), "/ 1.0")); - 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")); - adBuffer->SetEnabledFunc([] { - return g_Config.fAnalogOutputAntiDeadzone > 0.0f; // Buffer only makes sense with anti-deadzone active - }); - static const char *responseCurves[] = { "Linear", "Aggressive", "Relaxed", "Wide" }; scrollContents->Add(new PopupMultiChoice(&g_Config.iAnalogResponseCurve, co->T("Response curve"), responseCurves, 0, ARRAY_SIZE(responseCurves), I18NCat::CONTROLS, screenManager())); @@ -604,9 +597,6 @@ void AnalogCalibrationScreen::OnResetToDefaults(UI::EventParams &e) { // Advanced settings g_Config.iAnalogDeadzoneShape = 1; // Square (matches legacy default) g_Config.fAnalogAxialDeadzone = 0.0f; - g_Config.fAnalogOuterDeadzone = 0.0f; - g_Config.fAnalogOutputAntiDeadzone = 0.0f; - g_Config.fAnalogOutputAntiDeadzoneBuffer = 0.0f; g_Config.iAnalogResponseCurve = 0; } diff --git a/UI/JoystickHistoryView.cpp b/UI/JoystickHistoryView.cpp index 8250f8e019..72f171a29b 100644 --- a/UI/JoystickHistoryView.cpp +++ b/UI/JoystickHistoryView.cpp @@ -93,44 +93,6 @@ void JoystickHistoryView::Draw(UIContext &dc) { } - // Draw circular deadzone overlays on the raw input view (on top of the grid, textured context). - if (type_ == StickHistoryViewType::INPUT) { - float cx = bounds_.centerX(); - float cy = bounds_.centerY(); - - // Inner deadzone circle. - float innerDZ = g_Config.fAnalogDeadzone; - if (innerDZ > 0.0f) { - float innerR = innerDZ * minRadius; - const int segments = 32; - for (int i = 0; i < segments; i++) { - float a1 = (float)i / (float)segments * 2.0f * (float)M_PI; - float a2 = (float)(i + 1) / (float)segments * 2.0f * (float)M_PI; - float x1 = cx + cosf(a1) * innerR; - float y1 = cy + sinf(a1) * innerR; - float x2 = cx + cosf(a2) * innerR; - float y2 = cy + sinf(a2) * innerR; - dc.Draw()->Line(dc.GetTheme().whiteImage, x1, y1, x2, y2, 1.5f, 0x60FF6666); - } - } - - // Outer deadzone ring. - float outerDZ = g_Config.fAnalogOuterDeadzone; - if (outerDZ > 0.0f) { - float outerR = (1.0f - outerDZ) * minRadius; - const int segments = 32; - for (int i = 0; i < segments; i++) { - float a1 = (float)i / (float)segments * 2.0f * (float)M_PI; - float a2 = (float)(i + 1) / (float)segments * 2.0f * (float)M_PI; - float x1 = cx + cosf(a1) * outerR; - float y1 = cy + sinf(a1) * outerR; - float x2 = cx + cosf(a2) * outerR; - float y2 = cy + sinf(a2) * outerR; - dc.Draw()->Line(dc.GetTheme().whiteImage, x1, y1, x2, y2, 1.5f, 0x6066FF66); - } - } - } - int a = maxCount_ - (int)locations_.size(); for (auto iter = locations_.begin(); iter != locations_.end(); ++iter) { float x = bounds_.centerX() + minRadius * iter->x;