Fix the analog limiter deadzone setting.

This commit is contained in:
Henrik Rydgård 2023-04-15 10:14:19 +02:00
parent 23c940370e
commit 471941cca7
3 changed files with 5 additions and 6 deletions

View file

@ -680,7 +680,7 @@ static const ConfigSetting controlSettings[] = {
ConfigSetting("AnalogIsCircular", &g_Config.bAnalogIsCircular, false, CfgFlag::PER_GAME),
ConfigSetting("AnalogAutoRotSpeed", &g_Config.fAnalogAutoRotSpeed, 8.0f, CfgFlag::PER_GAME),
ConfigSetting("AnalogLimiterDeadzone", &g_Config.fAnalogLimiterDeadzone, 0.6f, CfgFlag::PER_GAME),
ConfigSetting("AnalogLimiterDeadzone", &g_Config.fAnalogLimiterDeadzone, 0.25f, CfgFlag::DEFAULT),
ConfigSetting("LeftStickHeadScale", &g_Config.fLeftStickHeadScale, 1.0f, CfgFlag::PER_GAME),
ConfigSetting("RightStickHeadScale", &g_Config.fRightStickHeadScale, 1.0f, CfgFlag::PER_GAME),

View file

@ -314,8 +314,6 @@ public:
int iTouchButtonStyle;
int iTouchButtonOpacity;
int iTouchButtonHideSeconds;
// Auto rotation speed
float fAnalogAutoRotSpeed;
// Snap touch control position
bool bTouchSnapToGrid;
@ -386,7 +384,8 @@ public:
float fAnalogSensitivity;
// convert analog stick circle to square
bool bAnalogIsCircular;
// Auto rotation speed
float fAnalogAutoRotSpeed;
float fAnalogLimiterDeadzone;

View file

@ -769,8 +769,8 @@ void EmuScreen::onVKeyAnalog(int virtualKeyCode, float value) {
// Xbox controllers need a pretty big deadzone here to not leave behind small values
// on occasion when releasing the trigger. Still feels right.
static constexpr float DEADZONE_THRESHOLD = 0.20f;
static constexpr float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD);
float DEADZONE_THRESHOLD = g_Config.fAnalogLimiterDeadzone;
float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD);
FPSLimit &limitMode = PSP_CoreParameter().fpsLimit;
// If we're using an alternate speed already, let that win.