Methods, devices, and computer-readable storage media for dynamically adjusting joystick output values
By constructing target mapping rules for the joystick, the problem of joystick devices being unable to adapt to various game scenarios was solved, enabling dynamic output adjustment of the joystick in different games and improving the device's adaptability and control precision.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHENZHEN ONEBITDO TECH CO LTD
- Filing Date
- 2026-03-30
- Publication Date
- 2026-06-30
AI Technical Summary
The fixed physical boundaries of existing joystick devices cannot adapt to the logical requirements of various game scenarios, resulting in scenario incompatibility, crude calibration sacrificing accuracy, and lack of dynamic switching capabilities.
By acquiring the physical boundary data and target boundary data of the joystick, a target mapping rule is constructed. Using the baseline boundary data and transformation rules, the output value of the joystick is dynamically adjusted to adapt to the logical boundaries of different game scenarios without changing the underlying mechanical structure.
It achieves dynamic adaptation of the joystick to multiple scenarios without changing the hardware structure, improving the versatility and customization capabilities of the gamepad, and ensuring a zero-latency, high-precision control experience.
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Figure CN122297990A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of human-computer interaction technology, and in particular to a method, device, and computer-readable storage medium for dynamically adjusting the output value of a joystick. Background Technology
[0002] As a core input component of interactive devices such as game controllers and remote controls, the joystick's feel and output precision directly determine the user experience. In traditional hardware design, the mechanical and physical boundaries of the joystick are usually fixed to a single shape (such as the most common standard circular hole), and the limit range of its output signal is correspondingly limited within this physical contour.
[0003] However, with the development of the digital entertainment industry, different upper-level application scenarios (such as different types of games) have put forward completely different and even conflicting customized requirements for the logical control boundary of the joystick. For example, in first-person shooter (FPS) games, players need a uniform aiming experience in all directions, so a standard "circular boundary" is the best choice; but in racing games or some action games, when players push the joystick to perform diagonal operations (i.e., diagonal directions), they often need the X-axis and Y-axis to output 100% full-scale signals at the same time (such as simultaneously achieving maximum throttle and maximum steering), which requires the logical boundary of the joystick to present a "square boundary".
[0004] Faced with this mismatch between "single underlying hardware" and "variable upper-level logic," existing gamepad devices often suffer from serious technical limitations:
[0005] 1. Scene Incompatibility: Due to the physical limitations of the circular mechanical holes, the joystick's diagonal travel can never reach the vertices of the square boundary. Players often face the predicament of incomplete diagonal output and vehicles failing to reach top speed when playing racing games.
[0006] 2. Crude calibration at the expense of accuracy: To compensate for the aforementioned physical deficiencies, some traditional solutions employ a crude method of globally amplifying the outer dead zone (e.g., amplifying the overall travel by 1.4 times to forcibly reach the full diagonal range). However, this approach results in the joystick reaching full output when pushed halfway in orthogonal directions such as up, down, left, and right, severely disrupting the linear micro-operation feel in the central area and causing large-area signal saturation distortion.
[0007] 3. Lack of dynamic switching capability: Traditional joystick mapping rules are often hard-coded at the factory, or require players to manually drag and drop complex response curves in the accompanying software for repeated trial and error. The system cannot perform underlying physical logic conversion based on the currently running game process.
[0008] Therefore, there is an urgent need for a method to adjust the joystick output value by dynamically mapping the physical output to any target logical boundary in real time, based on the needs of different application scenarios, without changing the underlying mechanical structure of the joystick. Summary of the Invention
[0009] This application provides a method for dynamically adjusting the output value of a joystick, aiming to solve the problem that existing joysticks with fixed physical boundaries cannot adapt to the logical requirements of various game scenarios.
[0010] To achieve the above objectives, embodiments of this application provide a method for dynamically adjusting the output value of a joystick, including:
[0011] Obtain the physical boundary data of the joystick, wherein the physical boundary data includes the physical limit modulus of the joystick at different physical angles;
[0012] In response to a mapping mode switching command, target boundary data matching the mapping mode switching command is acquired, wherein the target boundary data is used to define the effective output area of the joystick in the target mapping mode, and the target boundary data includes the target limit modulus of the joystick at different physical angles;
[0013] Based on the physical boundary data and the target boundary data, a target mapping rule for the joystick is constructed. The target mapping rule defines the target mapping parameters of the joystick at different physical angles. The target mapping parameters are used to adjust the physical modulus of the joystick so that the logic output of the joystick matches the effective output area.
[0014] In one embodiment, a target mapping rule for the joystick is constructed based on the physical boundary data and the target boundary data, including:
[0015] Obtain preset reference boundary data, wherein the reference boundary data is used to determine the reference limit modulus of the joystick under different physical angles in an ideal state;
[0016] Based on the physical boundary data and the reference boundary data, a reference mapping rule for the joystick is constructed. The reference mapping rule defines the reference mapping parameters of the joystick at different physical angles. The reference mapping parameters are determined based on the physical limit modulus and the reference limit modulus at the same physical angle.
[0017] Determine the transformation rules from the reference boundary data to the target boundary data;
[0018] The target mapping rule is generated based on the baseline mapping rule and the transformation rule.
[0019] In one embodiment, the reference mapping parameters include a first scaling factor;
[0020] Based on the physical boundary data and the reference boundary data, a reference mapping rule for the joystick is constructed, including:
[0021] For each physical angle of the joystick, the ratio of the reference limit modulus to the physical limit modulus is calculated and used as the first scaling factor.
[0022] In one embodiment, the transformation rule includes a second scaling factor;
[0023] Determining the transformation rules from the reference boundary data to the target boundary data includes:
[0024] For each physical angle of the joystick, the ratio of the target limiting modulus to the reference limiting modulus is calculated and used as the second scaling factor;
[0025] Based on the baseline mapping rule and the transformation rule, the target mapping rule is generated, including:
[0026] Calculate the product of the first scaling factor and the second scaling factor, and determine the calculated product as the target mapping parameter.
[0027] In one embodiment, a target mapping rule for the joystick is constructed based on the physical boundary data and the target boundary data, including:
[0028] For each physical angle of the joystick, the ratio of the target limiting modulus to the physical limiting modulus is calculated and used as the target mapping parameter.
[0029] In one embodiment, constructing the target mapping rule for the joystick includes:
[0030] Construct a mapping parameter table containing the correspondence between each of the physical angles and the target mapping parameters, as the target mapping rule; or
[0031] The physical angles and their corresponding target mapping parameters are fitted to generate a mapping function, which serves as the target mapping rule.
[0032] In one embodiment, obtaining the physical boundary data of the joystick includes:
[0033] Read pre-stored physical limit boundary data from the memory, wherein the pre-stored physical limit boundary data is generated based on the joystick's historical calibration operations; or
[0034] In response to the mapping mode switching command, the joystick is controlled to enter the calibration process to collect and generate the physical boundary data.
[0035] In one embodiment, the mapping mode switching instruction is generated in at least one of the following ways:
[0036] Receive user selection of target mapping mode in the client interface;
[0037] Detect the identification information of the currently running foreground application, and match the corresponding mapping mode switching instruction based on the identification information;
[0038] Receive configuration information from the cloud server that includes the mapping mode switching instruction.
[0039] In one embodiment, after the target mapping rules for the joystick are constructed, the method further includes:
[0040] When the joystick is in working state, obtain the real-time physical coordinates of the joystick, and determine the current physical angle and current physical modulus corresponding to the real-time physical coordinates;
[0041] Based on the target mapping rules, determine the target mapping parameters corresponding to the current physical angle;
[0042] The target mapping parameters are used to numerically adjust the current physical modulus to generate logical output data that falls within the effective output region.
[0043] To achieve the above objectives, this application also proposes a device for dynamically adjusting the output value of a joystick, including a memory, a processor, and a program for dynamically adjusting the output value of the joystick stored in the memory and executable on the processor. When the processor executes the program for dynamically adjusting the output value of the joystick, it implements the method for dynamically adjusting the output value of the joystick as described in any of the above claims.
[0044] To achieve the above objectives, embodiments of this application also propose a computer-readable storage medium storing a dynamic adjustment program for a joystick output value. When the dynamic adjustment program for the joystick output value is executed by a processor, it implements the dynamic adjustment method for the joystick output value as described in any of the preceding claims.
[0045] In summary, the dynamic adjustment method for the joystick output value of this application has the following beneficial effects:
[0046] 1. Deep decoupling of software and hardware enables "one-click" dynamic adaptation across multiple scenarios.
[0047] This application breaks away from the traditional joystick's rigid model of "a single physical boundary corresponding to a single logical output." By introducing a target boundary data and mapping mode switching mechanism, the system can instantly reshape irregular physical boundaries into squares for racing games, circles for shooting games, or octagons for fighting games without changing any underlying mechanical structure. This purely software-defined boundary reconstruction capability allows a single joystick device to perfectly adapt to various drastically different application scenarios, greatly improving the versatility and customization capabilities of the controller.
[0048] 2. Three-tier architecture design, balancing the independence of hardware error correction and logic transformation.
[0049] By employing a decoupled architecture of "physical layer - reference layer - target layer," this application completely separates the "low-level error correction parameters" designed to eliminate hardware tolerance / wear from the "upper-level deformation parameters" for handling different game scenarios. This means that when the joystick experiences hardware aging, only the low-level reference mapping needs to be updated; when switching games, only different transformation rules need to be applied. This design avoids redundant calculations and storage of calibration data, significantly improving the system's maintainability and robustness.
[0050] 3. Algorithm preprocessing and product simplification ensure esports-level ultra-fast response.
[0051] To address the computational latency caused by complex geometric transformations, this application cleverly employs an "algorithm-pre-processing" strategy. The system completes the product fusion of the base scaling factor and the transformation scaling factor the instant the background mode switches. When the joystick is in high-frequency polling mode, the processor only needs to perform a single multiplication operation, a single table lookup, or directly substitute the result into the analytical function. This completely eliminates the processing latency and floating-point rounding errors caused by multi-cascaded calculations, frees up MCU computing power, and ensures zero-latency operation under multi-modal customization.
[0052] 4. Flexible underlying data acquisition strategy, balancing hot starts and hard changes.
[0053] This application provides a dual mechanism: reading pre-stored historical data (warm-start reuse) and forced-triggered real-time calibration (hard change resampling). The former significantly shortens the device initialization time, achieving a seamless "plug-and-play" experience when switching games daily; the latter perfectly handles hardware-level changes such as replacing physical limit plates on high-end e-sports controllers (e.g., changing from round holes to octagonal holes), ensuring the absolute reliability of the underlying data and avoiding software and hardware mismatch.
[0054] 5. Intelligent triggering across the entire chain, building an integrated cloud-pipe-device ecosystem.
[0055] This application not only allows users to manually select mapping modes in the client interface, but also innovatively introduces an automatic detection and silent switching mechanism based on foreground application identifiers (such as game process package names), truly achieving "zero intervention" scene adaptation. In addition, combined with the configuration distribution function of the cloud server, players can directly apply the exclusive tuning of professional players or the boundaries of competition standards, building an intelligent control ecosystem that combines high personalization and ultimate convenience. Attached Figure Description
[0056] To more clearly illustrate the technical solutions in the embodiments of the present invention or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on the structures shown in these drawings without creative effort.
[0057] Figure 1 This is a module structure diagram of an embodiment of the dynamic adjustment device for the joystick output value of the present invention;
[0058] Figure 2 This is a flowchart illustrating an embodiment of the dynamic adjustment method for the joystick output value of the present invention.
[0059] The realization of the objective, functional features and advantages of the present invention will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. Detailed Implementation
[0060] To enable those skilled in the art to better understand the present invention, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments. Obviously, the described embodiments are merely some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present invention.
[0061] It should be noted that when ordinal numbers such as "first" and "second" are mentioned in the embodiments of this application, they are only used to distinguish different objects and do not indicate a specific order or degree of importance, unless the context clearly specifies otherwise. Furthermore, the "connection" or "coupling" described in the embodiments of this application includes not only direct physical connections but also indirect connections or electrical / communication connections via an intermediate medium.
[0062] like Figure 1 As shown, Figure 1 This is a schematic diagram of the structure of the dynamic adjustment device 1 for the joystick output value of the hardware operating environment involved in the embodiment of the present invention.
[0063] The joystick output value dynamic adjustment device 1 (hereinafter referred to as "the device") in this application embodiment can be physically manifested as, but is not limited to, a server (including cloud server, server cluster, edge computing node), high-performance workstation, personal computer (PC), mobile terminal, IoT gateway, or dedicated embedded processing device. The device is configured to execute the joystick output value dynamic adjustment method provided in this application embodiment.
[0064] like Figure 1 As shown, the device may include a memory 11, a processor 12, a communication interface 13, and a system bus 14.
[0065] The memory 11 is used to store computer programs (or instructions) and data required for the operation of the device.
[0066] The memory 11 includes at least one type of readable storage medium. The readable storage medium includes non-volatile memory (NVM), such as solid-state drive (SSD), hard disk drive (HDD), flash memory, optical disk, or other magnetic / optical storage media; the readable storage medium may also include volatile memory, such as random access memory (RAM) or cache.
[0067] More importantly, the memory 11 stores the operating system, the database, and the dynamic adjustment program 10 for the joystick output values involved in this application.
[0068] Processor 12 is the core of the device's operation and control center.
[0069] Specifically, processor 12 may be one or more central processing units (CPUs), microprocessors (MCUs), digital signal processors (DSPs), or field-programmable gate arrays (FPGAs). In embodiments involving artificial intelligence, big data processing, or image rendering, processor 12 may also include an artificial intelligence acceleration chip (such as an NPU, TPU) or a graphics processing unit (GPU) for performing parallel vector or tensor operations.
[0070] The processor 12 uses the system bus 14 to read the dynamic adjustment program 10 of the joystick output value in the memory 11, and implements each step of the dynamic adjustment method of the joystick output value provided in this application embodiment by parsing and executing the program instructions.
[0071] Communication interface 13 (or network interface) is used to enable communication and interaction between the device and other electronic devices (such as clients, third-party servers, and sensor nodes).
[0072] Specifically, the communication interface 13 may optionally include a wired interface (such as an Ethernet interface, fiber optic interface, or USB interface) or a wireless interface (such as a Wi-Fi module, cellular mobile communication module, Bluetooth module, or NFC module). This interface supports various standard communication protocols, including but not limited to TCP / IP, HTTP / HTTPS, UDP, MQTT, and RPC.
[0073] System bus 14 can be a Peripheral Component Interconnect Standard (PCI) bus or an Extended Industry Standard Architecture (EISA) bus, etc. This bus is used to transfer instruction and data streams between processor 12, memory 11 and communication interface 13.
[0074] Optionally, the device 1 may also include a user interface (not shown) for human-computer interaction. The user interface may include a display unit (such as an LCD screen, OLED screen, or touch screen) and an input unit (such as a keyboard, mouse, or microphone).
[0075] Those skilled in the art will understand that Figure 1 The structure shown does not constitute a physical limitation on the dynamic adjustment device 1 for the joystick output value. Depending on the specific application scenario, the device may include fewer or more components than shown, or combine certain components, or use different component arrangements.
[0076] exist Figure 1 In the operating environment shown, processor 12 calls the dynamic adjustment program 10 for the joystick output value stored in memory 11 and is configured to perform the following operations:
[0077] Obtain the physical boundary data of the joystick, wherein the physical boundary data includes the physical limit modulus of the joystick at different physical angles;
[0078] In response to a mapping mode switching command, target boundary data matching the mapping mode switching command is acquired, wherein the target boundary data is used to define the effective output area of the joystick in the target mapping mode, and the target boundary data includes the target limit modulus of the joystick at different physical angles;
[0079] Based on the physical boundary data and the target boundary data, a target mapping rule for the joystick is constructed. The target mapping rule defines the target mapping parameters of the joystick at different physical angles. The target mapping parameters are used to adjust the physical modulus of the joystick so that the logic output of the joystick matches the effective output area.
[0080] Furthermore, the processor 12 may also be configured to perform refined steps of the dynamic adjustment method for the joystick output value in any of the following embodiments.
[0081] Based on the hardware architecture of the aforementioned device for dynamically adjusting joystick output values, an embodiment of the method for dynamically adjusting joystick output values according to the present invention is proposed. The method for dynamically adjusting joystick output values of the present invention aims to solve the problem that existing joysticks with fixed physical boundaries cannot adapt to the logical requirements of various game scenarios.
[0082] Reference Figure 2 , Figure 2 In one embodiment of the dynamic adjustment method for the joystick output value of the present invention, the dynamic adjustment of the joystick output value includes the following steps:
[0083] S10. Obtain the physical boundary data of the joystick, wherein the physical boundary data includes the physical limit modulus of the joystick at different physical angles.
[0084] Specifically, in step S10, the physical boundary data reflects the actual output capability of the joystick hardware at its mechanical limit position. Due to factors such as sensor accuracy, mechanical structural tolerances (e.g., shape deviation of the limiting hole), wear and tear, and magnetic field interference, the physical trajectory of the joystick when pushed to the edge is often not a perfect circle, but an irregular closed curve or shape. Obtaining this data typically requires acquiring the real-time physical coordinates (e.g., raw sampled values of the X and Y axes) of the joystick as it rotates along its mechanical edge in calibration mode, and calculating the maximum modulus that the joystick can achieve at various physical angles (e.g., in a polar coordinate system from 0° to 360°), i.e., the physical limit modulus. The set of these physical limit moduli constitutes the physical boundary data, which objectively records the hardware characteristic deviation of the current individual joystick.
[0085] S20. In response to the mapping mode switching command, acquire target boundary data matching the mapping mode switching command, wherein the target boundary data is used to define the effective output area of the joystick in the target mapping mode, and the target boundary data includes the target limit modulus of the joystick at different physical angles.
[0086] Specifically, different interaction scenarios have drastically different requirements for the joystick's response area. For example, racing games often require a square deadzone to ensure maximum full-scale acceleration output even in the diagonal direction, while action shooting games tend to prefer a standard circular boundary to ensure uniform omnidirectional aiming. When the system receives a mapping mode switching command triggered by a user's physical button, issued by the driver software, or automatically invoked by the game process, it immediately retrieves the target boundary data corresponding to the command from memory. This target boundary data defines a new, ideal, and effective output area in the logical coordinate system. The target limit modulus at various angles contained within this area represents the full-scale standard profile that the system expects the joystick to output in that specific mode.
[0087] S30. Based on the physical boundary data and the target boundary data, construct a target mapping rule for the joystick, wherein the target mapping rule defines the target mapping parameters of the joystick at different physical angles, and the target mapping parameters are used to adjust the physical modulus of the joystick so that the logic output of the joystick matches the effective output area.
[0088] Specifically, in step S30, the target mapping rule is essentially a dynamic logical model describing the direct conversion relationship between "underlying hardware physical characteristics" and "upper-layer application customization requirements." In this rule, for each physical angle (or a preset angle range), the system establishes the correspondence between the actual physical output capability at that angle and the logical contour required by the current mode. The target mapping parameter is a quantitative representation of this cross-boundary conversion strength. It is not limited to error correction but serves as a direct mapping medium, representing the scaling requirements of the joystick's actual physical limit modulus relative to the currently selected target limit modulus (e.g., the square boundary limit required in racing games) at the current physical angle. By constructing this rule, the system solidifies this difference in "physical direct target." When the physical modulus of the joystick is adjusted using the target mapping parameter, it is essentially applying a customized compensation or transformation based on angle characteristics to the original physical signal. This allows the originally uneven physical boundaries to be directly reshaped or mapped into a specific geometric shape that conforms to the target boundary data (such as a circle that satisfies omnidirectional aiming or a square that satisfies full speed on the diagonal), thereby achieving scene-specific customization of the joystick output signal.
[0089] It is understandable that by constructing this rule, the system integrates low-level physical error correction and high-level logical transformation into a single mathematical transformation step. This effectively shields the system from manufacturing tolerances and long-term wear introduced by hardware assembly or sensor nonlinearity, enabling seamless switching between various logical output feel and boundary forms instantly without altering the underlying hardware state. This not only eliminates the computational latency and multiple rounding errors caused by traditional intermediate layer conversions but also endows the joystick device with extremely high versatility and dynamic adaptability, ensuring a consistently zero-latency, high-precision, customized control experience in diverse game scenarios.
[0090] In some embodiments, a target mapping rule for the joystick is constructed based on the physical boundary data and the target boundary data, including:
[0091] S31. Obtain preset reference boundary data, wherein the reference boundary data is used to determine the reference limit modulus of the joystick under different physical angles in an ideal state.
[0092] Specifically, in step S31, the reference boundary data acts as a standardized "middleware" connecting the chaotic physical reality with the ever-changing application scenarios. The system reads this preset data from the controller's non-volatile memory, which is typically defined as an isotropic standard circle with a normalized modulus (such as a value of 1.0 or the maximum quantization integer). By establishing this reference limiting modulus, the system provides an absolute, ideal reference frame that does not change with the game mode for subsequent low-level physics error correction, allowing the calibration process of the low-level hardware to be completely independent of the ever-changing game logic at the upper level.
[0093] S32. Based on the physical boundary data and the reference boundary data, construct the reference mapping rule for the joystick, wherein the reference mapping rule defines the reference mapping parameters of the joystick at different physical angles, and the reference mapping parameters are determined based on the physical limit modulus and the reference limit modulus at the same physical angle.
[0094] Specifically, in step S32, the process of constructing the reference mapping rules is essentially a pure low-level hardware calibration. The processor calculates reference mapping parameters (e.g., the ratio of the two at the same angle) by comparing the actual acquired physical limit modulus with the reference limit modulus obtained in step S31 angle by angle. This aims to smooth out hardware manufacturing tolerances, sensor nonlinearity, and mechanical wear. Through this mechanism, the system solidifies at the underlying level the correction force required to correct the current individual irregular physical hardware output into a perfect standard circle, thereby ensuring the absolute accuracy and isotropic linearity of the joystick's basic physical output.
[0095] In some embodiments, the reference mapping parameters include a first scaling factor. Based on this, a reference mapping rule for the joystick is constructed according to the physical boundary data and the reference boundary data, including: for each physical angle of the joystick, calculating the ratio of the reference limiting modulus to the physical limiting modulus as the first scaling factor.
[0096] Specifically, at this level, the reference mapping parameter is concretized as a first scaling factor, which represents the linear transformation factor required to stretch or compress irregular physical boundaries to standard reference boundaries (such as perfect circles). When constructing the reference mapping rules, the system uses discrete physical angles as the basic unit, dividing the preset reference limit modulus (i.e., the ideal full-scale standard value, such as a normalized 1.0 or the maximum quantization integer 100) as the numerator and the actually acquired physical limit modulus (i.e., the maximum output value that the sensor can actually achieve at that angle due to hardware limitations, such as 80 or 110) as the denominator. For example, if the physical limit modulus of the joystick at 45 degrees is only 80, while the reference limit modulus is required to be 100, the system calculates the first scaling factor for that angle as 1.25 (i.e., 100 / 80); if the physical limit modulus at 90 degrees overshoots to 125, the corresponding first scaling factor is calculated as 0.8 (i.e., 100 / 125).
[0097] By calculating this ratio angle by angle and determining it as the first scaling factor, the system can accurately compensate for the physical travel in each direction at the logical level. This ratio-based linear normalization process is not only computationally direct and has minimal resource overhead, but more importantly, it ensures that the output signal growth remains uniformly linear throughout the entire dynamic range from the center origin to the edge limit, perfectly preserving the tactile feedback curve during user micro-operations. This provides an absolutely standard and distortion-free underlying data foundation for subsequent superimposed, more complex upper-level logical transformations.
[0098] S33. Determine the transformation rules from the reference boundary data to the target boundary data.
[0099] Specifically, in step S33, the step of determining the transformation rule purely serves the customized needs of the upper-layer application logic. Based on the currently received mode switching instruction (e.g., the user switching to a racing mode requiring full diagonal speed), the system retrieves the mathematical and geometric relationships that map the aforementioned standard circle (reference boundary) to a specific target shape (e.g., a square boundary). This transformation rule defines purely logical-level geometric stretching, compression, or matrix transformation factors, completely detached from the underlying physical hardware state. This gives the gamepad system extremely high software-defined flexibility, allowing the specific boundaries required for different game scenarios to be precisely quantified.
[0100] S34. Generate the target mapping rule based on the baseline mapping rule and the transformation rule.
[0101] Specifically, in step S34, generating the target mapping rule is a core fusion mechanism that balances system architecture flexibility and extremely low runtime latency. To avoid the time-consuming two-step calculation of "physical to reference, then reference to target" sequentially during high-frequency joystick operation, the processor, at the moment of configuration or mode switching, mathematically combines and simplifies the reference mapping rule obtained in step S32 and the transformation rule obtained in step S33 in the background (for example, multiplying the reference mapping parameter at the same angle with the transformation rule factor and merging them into a single target mapping parameter). The target mapping rule generated in this one-step manner not only achieves perfect decoupling between physical calibration data and game configuration data, but also ensures that in actual high-frequency operation, the processor only needs to perform a single calculation or table lookup on the original acquired signal to instantly complete both "low-level error correction" and "upper-level deformation," completely eliminating the processing latency and floating-point rounding errors caused by cascaded calculations and guaranteeing e-sports level response speed.
[0102] In some embodiments, the transformation rule includes a second scaling factor.
[0103] Specifically, at this level, the transformation rules are quantified into a second scaling factor at the pure logic level, which is specifically designed to handle the geometric stretching and compression from a standard circle (baseline boundary) to a specific polygon (such as a square, octagon, or other target boundary).
[0104] Accordingly, determining the transformation rules from the reference boundary data to the target boundary data includes: for each physical angle of the joystick, calculating the ratio of the target limit modulus to the reference limit modulus as the second scaling factor.
[0105] Specifically, for each discrete physical angle, the system calculates a ratio using the target limiting modulus required for the current mode as the numerator and the standardized reference limiting modulus as the denominator. For example, if the reference limiting modulus is constant at a normalized 1.0, and the target mapping mode is a "racing car square boundary," then in the diagonal direction (e.g., 45 degrees), to reach the vertices of the square, the target limiting modulus needs to reach approximately 1.414. In this case, the second scaling factor for that angle is calculated to be 1.414. Through this step, the system obtains purely geometric deformation parameters independent of the hardware state.
[0106] Further, based on the baseline mapping rule and the transformation rule, the target mapping rule is generated, including: calculating the product of the first scaling factor and the second scaling factor, and determining the calculated product as the target mapping parameter.
[0107] Specifically, to achieve extremely low computational latency during high-frequency joystick operation, the system does not employ a two-step cascaded operation of multiplying by a first scaling factor (physical to reference) and then by a second scaling factor (reference to target). Instead, parameter fusion is pre-executed during background configuration or mode switching. Specifically, the processor multiplies the pre-fixed first scaling factor (aimed at eliminating hardware tolerances) with the second scaling factor (required for the current mode and designed to achieve logical deformation) for the same physical angle. The resulting product is the target mapping parameter, which combines error correction and deformation capabilities. This means that both inherent physical deviations in the hardware and the specific shape requirements of the upper-level game scene are perfectly folded and compressed into this single product factor. In the subsequent actual operation cycle of the joystick, the processor only needs to perform a simple multiplication (physical module length × target mapping parameter) on the real-time acquired physical module length to instantly obtain logical output data that is both accurately calibrated and conforms to a specific shape. This "algorithm pre-processing and product simplification" design not only completely eliminates the overhead of cascaded calculations during runtime and significantly reduces the computing power burden on the microcontroller (MCU), but also avoids the rounding errors accumulated from multiple floating-point operations, ensuring that the gamepad can always maintain e-sports-level zero-latency response and ultimate control precision when dealing with changing game scenarios.
[0108] In some embodiments, a target mapping rule for the joystick is constructed based on the physical boundary data and the target boundary data, including:
[0109] S100. For each physical angle of the joystick, calculate the ratio of the target limiting modulus to the physical limiting modulus, and use it as the target mapping parameter.
[0110] Specifically, in step S100, for each discrete physical angle within the joystick rotation space, the system directly extracts the target limit modulus defined by the current mapping mode at that angle (e.g., the square boundary vertex modulus required in the 45-degree diagonal direction of a racing game, set as a normalized value of 1.414) as the numerator, and extracts the physical limit modulus actually measured by the bottom sensor at the same angle (e.g., the short stroke caused by the deformation of the injection molded shell or assembly tolerance, set as a normalized value of 0.8) as the denominator, and performs a one-time division operation.
[0111] In this example, the calculated ratio (1.414 / 0.8 ≈ 1.7675) is directly used as the target mapping parameter at that angle. This direct ratio calculation method, mathematically speaking, integrates the "error-correcting stretching" that eliminates underlying hardware physical deviations and the "logical deformation" that shapes specific upper-level geometric forms into a single arithmetic division. The resulting target mapping rule is a minimally simplistic single-layer data set (such as a one-dimensional array). It not only significantly reduces the background configuration calculation steps and non-volatile memory usage during mode switching, but also ensures that, even in the high-speed polling state of the joystick, the original physical input signal can reach the target boundary with the most efficient linear scaling factor. This allows even low-cost entry-level gamepad hardware to achieve latency-free, high-precision multi-scene dynamic boundary customization transformation with minimal system overhead.
[0112] It should be noted that the direct mapping embodiment represented by step S100 and the three-layer architecture embodiment represented by steps S31 to S34 have significant technical differences in underlying logic design and applicable scenarios. Step S100 adopts a tightly coupled architecture that directly connects the physical layer to the target layer. This architecture integrates "physical error correction" aimed at eliminating hardware manufacturing tolerances with "logical transformation" aimed at satisfying the upper-level game scene in a single arithmetic division. This approach eliminates the need to construct an intermediate reference system, resulting in minimal memory usage and a simplified algorithm flow. It is particularly suitable for low-cost microcontroller environments that only require fixing a few target boundaries and do not require frequent updates to calibration data. However, under this tightly coupled architecture, the physical hardware state and the upper-level logic form are forcibly bound. Once the joystick experiences mechanical wear or center drift due to long-term use, leading to deterioration of the physical boundary data, the system must recalculate and overwrite the original target mapping parameters for all preset target patterns (such as circles, squares, octagons, etc.) within the controller, resulting in high maintenance costs.
[0113] In contrast, steps S31 to S34 employ a completely decoupled architecture of "physical layer - reference layer - target layer". This architecture introduces an absolutely standard ideal circle as the reference boundary, completely separating the "physical error correction parameters" (i.e., the first scaling factor) for responding to changes in the underlying hardware from the "logical deformation parameters" (i.e., the second scaling factor) for responding to changes in the upper-layer application in terms of data storage and logical operations. In this decoupled architecture, data updates and maintenance have extremely high independence and reusability. When the joystick experiences hardware aging, the user only needs to perform a routine rotation calibration once to update the underlying reference mapping rules (i.e., correct the first scaling factor), without touching the various transformation rules defined purely by geometry at the upper layer; when the user frequently switches target modes between different game scenes, the system only needs to quickly multiply and simplify the latest fixed reference mapping rules with the transformation rules corresponding to the target scene in the background to instantly generate new target mapping rules. This makes the three-layer architecture exhibit extremely high scalability and system robustness when dealing with complex and ever-changing game requirements and the aging and maintenance of the joystick throughout its entire life cycle. It completely avoids redundant calculations of calibration data and is a technical route for high-end multi-mode e-sports gamepads or devices with high-frequency scene switching requirements.
[0114] In some embodiments, the target mapping rule for constructing the joystick further includes: constructing a mapping parameter table containing the correspondence between each of the physical angles and the target mapping parameters, as the target mapping rule.
[0115] Specifically, this embodiment uses a lookup table method to achieve structured storage and efficient retrieval of dynamically mapped data, which is a low-level engineering optimization strategy that "trades space for time".
[0116] When constructing the mapping parameter table, the system first discretizes the entire physical rotation circumference of the joystick (typically from 0° to 360°) according to a preset sensor sampling resolution, for example, dividing it into 4096 discrete index nodes with high precision. For each index node representing a specific physical angle, the system pre-calculates the corresponding target mapping parameter (i.e., a composite scaling factor that integrates low-level physical error correction and high-level logic deformation) according to the aforementioned steps, and writes the parameter value sequentially into the random access memory (RAM) or non-volatile memory of the microcontroller (MCU). The final generated mapping parameter table is essentially a one-dimensional array, where the array index directly corresponds to the real-time physical angle, and the element value stored in the array is the customized calibration force required at that angle. When the joystick is in a high-frequency polling working state, the processor no longer needs to perform time-consuming floating-point division, multiplication, or complex geometric boundary calculations in real time. Instead, it directly quantizes the real-time acquired current physical angle into the array address index, and can quickly read the precisely matched target mapping parameter through a single memory addressing operation. By doing so, this application completely pre-emptively performs complex cross-scene boundary deformation and error compensation calculations at the moment of background configuration or mode switching, achieving extremely fast calculation with a time complexity of O(1) during the real-time control stage. This greatly frees up the computing power resources of the controller's main control chip, completely eliminates signal processing latency under high-frequency e-sports operations, and ensures that the controller can maintain the ultimate response speed and smooth control experience when dealing with any complex target boundary.
[0117] In some embodiments, the target mapping rule for constructing the joystick further includes: fitting each of the physical angles and the corresponding target mapping parameters to generate a mapping function as the target mapping rule.
[0118] Specifically, this embodiment uses a function fitting method to achieve compact storage and continuous expression of dynamically mapped data, which is a mathematical modeling strategy of "trading computing power for space".
[0119] When constructing the mapping function, the system first uses the discrete physical angles obtained or calculated in the early stage as independent variables (e.g., angle θ) and the corresponding target mapping parameters (i.e., composite scaling coefficients that integrate physical-level error correction and upper-level logical deformation) as dependent variables, forming a series of discrete data point pairs in the coordinate system. Subsequently, the processor uses numerical analysis algorithms such as least squares method, high-order polynomial fitting, or Fourier series expansion to perform global or piecewise regression fitting on this series of discrete data points to solve for a continuous curve equation that best approximates these data points. The generated mapping function is a high-level mathematical abstraction of the aforementioned complex geometric transformation relationship. The system only needs to write the analytical expression and a small number of fitting coefficients (e.g., a few constant floating-point numbers in the polynomial equation) into non-volatile memory as the target mapping rule.
[0120] Compared to constructing a massive mapping parameter table (lookup table method) that requires fixing hundreds or thousands of discrete values, this embodiment compresses the data volume by several orders of magnitude, greatly saving the memory and Flash resources of the microcontroller (MCU). More importantly, because mathematical functions have inherent continuity and smoothness within their domain, when the joystick is in a high-frequency operating state in an actual game scenario, the system substitutes the real-time collected physical angles of arbitrary precision into the mapping function, and can obtain a unique and absolutely accurate target mapping parameters through algebraic operations. This mechanism completely eliminates the quantization staircase effect or interpolation error inherent in the lookup table method between two adjacent discrete sampling points, giving the target mapping rule infinite analytical resolution. Therefore, this embodiment not only achieves seamless switching and hardware error correction across multiple scene boundaries at the underlying level, but also provides an extremely delicate and smooth micro-operation feel at the user's sensory level, making it particularly suitable for professional-grade e-sports gamepads with abundant computing power but extremely high requirements for control smoothness.
[0121] S40. In the working state of the joystick, obtain the real-time physical coordinates of the joystick, and determine the current physical angle and current physical modulus corresponding to the real-time physical coordinates.
[0122] Specifically, after the system completes the aforementioned target mapping rule configuration and enters the "working state" (i.e., high-frequency polling mode), the analog-to-digital converter (ADC) inside the microcontroller (MCU) will continuously read the original analog voltage output from the X-axis and Y-axis sensors (such as linear Hall elements or carbon film potentiometers) at a preset high sampling rate (e.g., e-sports level polling rate of 1000Hz), quantize it, shift the center zero point, and convert it into real-time physical coordinates (x,y) in a two-dimensional Cartesian coordinate system.
[0123] To ensure the original input in this Cartesian coordinate system perfectly aligns with the aforementioned "target mapping rule" built on polar coordinates, the processor needs to perform real-time coordinate system geometric transformations on this set of real-time data. Specifically, the system utilizes the Euclidean distance formula... The absolute straight-line distance of the joystick's current deviation from the physical center origin is calculated, and this value is determined as the current physical module length; simultaneously, the system utilizes inverse trigonometric functions based on four-quadrant judgment (such as those in programming languages). (Function) performs calculations This allows for the precise acquisition of the push rod direction covering the entire cycle from 0° to 360°, and this value is then determined as the current physical angle.
[0124] Through this processing step, the system successfully deconstructs the user-intuitive but mathematically coupled physical actuator action into two independent control dimensions: "direction (angle)" and "amplitude (module length)". This decoupling operation not only objectively and in real-time quantifies the absolute physical space state of the underlying hardware within the current millisecond-level time slice, but also provides a standardized and vectorized pre-input data source for subsequent steps to "precisely locate the current actuator direction" and "retrieve the target mapping parameters of the corresponding angle to implement numerical stretching or compression".
[0125] S50. Determine the target mapping parameters corresponding to the current physical angle according to the target mapping rules.
[0126] Specifically, the microcontroller (MCU) uses the current physical angle calculated in step S40 as an index or calculation basis to perform rapid matching within the pre-built target mapping rules. If the system uses a structured mapping parameter table (lookup table method), the processor quantizes the current physical angle into an array index and accurately reads the target mapping parameter specific to that direction through a single memory addressing operation (time complexity O(1)). If the system uses a mapping function fitting, the processor substitutes the angle value as an independent variable into the analytical equation to calculate the value in real time. This process ensures that the system can accurately and without delay retrieve the customized scaling factor that combines low-level physical error correction and high-level logic deformation for every tiny directional deflection of the joystick.
[0127] S60. The current physical module length is numerically adjusted using the target mapping parameters to generate logical output data that falls within the effective output area.
[0128] Specifically, the processor first performs algebraic operations (usually direct multiplication) on the current physical modulus obtained in step S40 and the target mapping parameters matched in step S5. This numerical adjustment process instantly completes the dynamic stretching or compression of the original physical actuator amplitude in polar coordinates, so that the short physical stroke originally limited by circular or irregular mechanical hole positions is proportionally amplified to the extreme value of the range required by the target at the logical level. Subsequently, in order to adapt to the standard input interface requirements of game consoles or PC drivers, the system uses trigonometric functions ( , The adjusted module length and the current physical angle are inversely transformed back into logical coordinate components in a Cartesian coordinate system.
[0129] Meanwhile, during the bit-width quantization process (such as converting to 16-bit integer data from -32768 to 32767), the system introduces clamping safety logic based on the target limit modulus: once the adjusted value exceeds the boundary constraints defined by the current mode due to overshoot caused by the external dead zone gain or the fast push rod, the processor will forcibly truncate it and lock it at the limit value.
[0130] Through the above algebraic calculations and geometric inverse transformations, this application perfectly reshapes the chaotic physical hardware signals into standard digital signals that perfectly match the geometric contours of specific application scenarios (such as the diagonal full-scale square boundary required for racing games) within a millisecond-level control loop. This ensures that the final generated logic output data falls strictly and smoothly within the effective output area, presenting users with a customized and ultimate control experience that transcends physical limitations.
[0131] In some embodiments, obtaining the physical boundary data of the joystick includes: reading pre-stored physical limit boundary data in a memory, wherein the pre-stored physical limit boundary data is generated based on the joystick's historical calibration operations.
[0132] Specifically, this embodiment reveals the "hot start" and data reuse mechanism of the joystick during daily power-on or high-frequency mode switching. When executing the dynamic boundary adjustment process, the system does not always require the user to force a large range of joystick rotation to re-acquire the underlying mechanical extreme values in real time. Instead, the microcontroller (MCU) directly retrieves the pre-stored physical limit boundary data from the non-volatile memory (such as EEPROM or Flash chip) inside the joystick via a built-in memory interface (such as I2C or SPI bus). This data is a holographic map of the underlying hardware, permanently solidified after actual rotation sampling and interpolation fitting processing, either during the final inspection stage of the joystick on the production line (factory calibration) or when the user actively triggers the repair process due to feel drift during past use (user manual calibration).
[0133] Understandably, this direct reading mechanism acts as a precise "snapshot" of the underlying physical characteristics during normal use when the hardware state is relatively stable. This embodiment not only significantly shortens the power-on handshake and initialization time of the gamepad device, achieving a seamless "plug and play" experience, but also completely eliminates the burden on players of repeatedly performing tedious physical circling operations when launching different games or frequently switching mapping modes within a game. This allows the system to provide absolutely reliable underlying hardware data for subsequent target mapping rule construction within milliseconds, maximizing the convenience and smoothness of device interaction while ensuring dynamic mapping accuracy across multiple scenarios.
[0134] In some embodiments, acquiring the physical boundary data of the joystick includes: in response to the mapping mode switching command, controlling the joystick to enter a calibration process to collect and generate the physical boundary data.
[0135] Specifically, this embodiment discloses an "instantaneous triggering" dynamic physical data update mechanism that forcibly binds the calibration actions of the underlying hardware with the switching of the upper-level logic mode. When the system receives the mapping mode switching command (e.g., the user automatically requests to switch to a new joystick mapping scheme via a combination of gamepad keys, driver software, or game process), the microcontroller (MCU) not only prepares to reconstruct the upper-level logic contour but also actively suspends the current routine signal reporting status and sends specific interactive signals (such as LED indicator flashing at a specific frequency or motor vibration) to control the joystick to enter the forced calibration process. In this process, the system prompts and waits for the user to manually push the joystick to the edge and rotate it along the current mechanical limit contour. The underlying analog-to-digital converter (ADC) will intensively collect the actual coordinates during this panoramic rotation process in real time and generate new physical boundary data covering the entire angular range in real time through subsequent polar coordinate transformation and numerical interpolation algorithms.
[0136] This mechanism, which forces the re-acquisition of underlying physical data in response to mode switching, is particularly suitable for deeply customized scenarios involving changes in physical hardware structure. For example, in high-end modular e-sports controllers, a user might physically remove the default circular limit plate of the joystick and replace it with an octagonal limit plate when switching to "fighting game mode." In this case, the historical physical boundary data originally stored in memory becomes completely invalid, and continuing to read historical data would lead to severe hardware-software mismatch and output distortion. Therefore, this embodiment ensures that the physical boundary data acquired by the system absolutely and accurately reflects the latest mechanical limit state of the joystick at the current moment by forcibly triggering real-time acquisition of the underlying data the instant the mode switching command is received. This not only completely eliminates the risk of underlying data failure caused by users physically replacing parts or drastic environmental changes, but also provides the most advanced and reliable underlying hardware map for subsequent high-precision construction of target mapping rules, achieving perfect synchronization and absolute security between physical structure customization and software logic mapping.
[0137] In some embodiments, the mapping mode switching instruction is generated in at least one of the following ways:
[0138] S210, Receive the user's selection operation for the target mapping mode in the client interactive interface.
[0139] Specifically, users can directly click or select preset target mapping modes such as "racing square boundary" or "fighting octagonal boundary" in the visual client interface through the accompanying driver software running on PCs, smartphones, or game consoles. After capturing this front-end interaction event, the system software encapsulates its underlying data structure into mapping mode switching instructions, and sends them to the joystick's microcontroller (MCU) for execution via USB or wireless communication link, thereby giving users absolute and intuitive control over the underlying hardware logic.
[0140] S220. Detect the identification information of the currently running foreground application, and match the corresponding mapping mode switching instruction according to the identification information.
[0141] Specifically, the driver or underlying service running in the background of the host computer utilizes the API interface provided by the operating system to continuously poll and detect the identification information (such as process name, application package name, or program hash value) of the currently active (i.e., the application with screen focus) foreground application. Once a change in the application environment is detected (such as switching from the desktop to a specific racing game), the system immediately retrieves the target boundary shape bound to the identification information from the local mapping configuration database and automatically generates the corresponding mapping mode switching command in the background and sends it to the joystick hardware. This mechanism completely eliminates the burden on players who need to frequently and manually switch to full-screen mode for tedious configuration when playing different types of games, achieving seamless and silent switching of the gamepad's physical output characteristics according to the game scene.
[0142] S230: Receive configuration information from the cloud server that includes the mapping mode switching instruction.
[0143] Specifically, the client software for the joystick device maintains a connection with the cloud server via a network module, enabling it to monitor and receive customized configuration files from official esports platforms, hardware manufacturers, or top-tier community players in real time. For example, when a player clicks to apply a professional player's "exclusive joystick preset" in the community lobby, or participates in a standardized esports event requiring uniform hardware response curves, the cloud server will directly push a data stream containing specific boundary definitions and forced switching instructions to the local device. In this way, this embodiment not only extends the control feel of a single hardware device to the infinite configuration ecosystem of the cloud, realizing "cloud definition" and "one-click overlay" of the joystick's physical characteristics, but also, combined with the aforementioned manual selection and local intelligent recognition, constructs a multimodal scheduling closed loop for the joystick device that combines highly personalized customization with ultimate ease of use.
[0144] It is understandable that, through the three triggering methods provided in steps S210-S230, this application has constructed a multi-dimensional, full-scenario dynamic mapping triggering mechanism, covering the entire switching path from user active intervention to system intelligent recognition, and then to cloud ecosystem distribution.
[0145] In summary, the dynamic adjustment method for the joystick output value of this application has the following beneficial effects:
[0146] 1. Deep decoupling of software and hardware enables "one-click" dynamic adaptation across multiple scenarios.
[0147] This application breaks away from the traditional joystick's rigid model of "a single physical boundary corresponding to a single logical output." By introducing a target boundary data and mapping mode switching mechanism, the system can instantly reshape irregular physical boundaries into squares for racing games, circles for shooting games, or octagons for fighting games without changing any underlying mechanical structure. This purely software-defined boundary reconstruction capability allows a single joystick device to perfectly adapt to various drastically different application scenarios, greatly improving the versatility and customization capabilities of the controller.
[0148] 2. Three-tier architecture design, balancing the independence of hardware error correction and logic transformation.
[0149] By employing a decoupled architecture of "physical layer - reference layer - target layer," this application completely separates the "low-level error correction parameters" designed to eliminate hardware tolerance / wear from the "upper-level deformation parameters" for handling different game scenarios. This means that when the joystick experiences hardware aging, only the low-level reference mapping needs to be updated; when switching games, only different transformation rules need to be applied. This design avoids redundant calculations and storage of calibration data, significantly improving the system's maintainability and robustness.
[0150] 3. Algorithm preprocessing and product simplification ensure esports-level ultra-fast response.
[0151] To address the computational latency caused by complex geometric transformations, this application cleverly employs an "algorithm-pre-processing" strategy. The system completes the product fusion of the base scaling factor and the transformation scaling factor the instant the background mode switches. When the joystick is in high-frequency polling mode, the processor only needs to perform a single multiplication operation, a single table lookup, or directly substitute the result into the analytical function. This completely eliminates the processing latency and floating-point rounding errors caused by multi-cascaded calculations, frees up MCU computing power, and ensures zero-latency operation under multi-modal customization.
[0152] 4. Flexible underlying data acquisition strategy, balancing hot starts and hard changes.
[0153] This application provides a dual mechanism: reading pre-stored historical data (warm-start reuse) and forced-triggered real-time calibration (hard change resampling). The former significantly shortens the device initialization time, achieving a seamless "plug-and-play" experience when switching games daily; the latter perfectly handles hardware-level changes such as replacing physical limit plates on high-end e-sports controllers (e.g., changing from round holes to octagonal holes), ensuring the absolute reliability of the underlying data and avoiding software and hardware mismatch.
[0154] 5. Intelligent triggering across the entire chain, building an integrated cloud-pipe-device ecosystem.
[0155] This application not only allows users to manually select mapping modes in the client interface, but also innovatively introduces an automatic detection and silent switching mechanism based on foreground application identifiers (such as game process package names), truly achieving "zero intervention" scene adaptation. In addition, combined with the configuration distribution function of the cloud server, players can directly apply the exclusive tuning of professional players or the boundaries of competition standards, building an intelligent control ecosystem that combines high personalization and ultimate convenience.
[0156] Furthermore, this application embodiment also provides a computer-readable storage medium (or a non-volatile computer-readable storage medium) storing a computer program (or instructions). When the computer program is executed by a processor, it implements the various steps in the above-described method embodiment for dynamically adjusting the joystick output value. The computer-readable storage medium may include any medium capable of storing program code, including but not limited to: read-only memory (ROM), random access memory (RAM), magnetic disk, optical disk, flash memory, hard disk (HDD), or solid-state drive (SSD). This storage medium may exist independently or be integrated into a processor or server.
[0157] The embodiments described herein may be provided as methods, systems, or computer program products. Therefore, this application may be implemented entirely in hardware, entirely in software, or a combination of hardware and software. Furthermore, this application may also be embodied as a computer program product implemented on one or more computer-readable storage media (including but not limited to disk storage, optical storage, flash memory, etc.).
[0158] This application is described with reference to flowchart illustrations and / or block diagrams of methods, apparatus (systems), and computer program products according to this embodiment. It should be understood that each flow, block, and combination thereof in the flowchart illustrations and / or block diagrams can be implemented by computer program instructions. These instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing device for execution, thereby producing a machine for implementing a specified function. Simultaneously, these instructions can also be stored in a computer-readable storage medium or loaded onto a computer device, causing the device to perform a series of operational steps to produce a computer-implemented process.
[0159] Obviously, those skilled in the art can make various modifications and variations to this application without departing from the spirit and scope of this application. If such modifications and variations fall within the scope of the claims of this application and their equivalents, this application also intends to include such modifications and variations.
Claims
1. A method for dynamically adjusting the output value of a joystick, characterized in that, include: Obtain the physical boundary data of the joystick, wherein the physical boundary data includes the physical limit modulus of the joystick at different physical angles; In response to a mapping mode switching command, target boundary data matching the mapping mode switching command is acquired, wherein the target boundary data is used to define the effective output area of the joystick in the target mapping mode, and the target boundary data includes the target limit modulus of the joystick at different physical angles; Based on the physical boundary data and the target boundary data, a target mapping rule for the joystick is constructed. The target mapping rule defines the target mapping parameters of the joystick at different physical angles. The target mapping parameters are used to adjust the physical modulus of the joystick so that the logic output of the joystick matches the effective output area.
2. The method for dynamically adjusting the joystick output value as described in claim 1, characterized in that, Based on the physical boundary data and the target boundary data, a target mapping rule for the joystick is constructed, including: Obtain preset reference boundary data, wherein the reference boundary data is used to determine the reference limit modulus of the joystick under different physical angles in an ideal state; Based on the physical boundary data and the reference boundary data, a reference mapping rule for the joystick is constructed. The reference mapping rule defines the reference mapping parameters of the joystick at different physical angles. The reference mapping parameters are determined based on the physical limit modulus and the reference limit modulus at the same physical angle. Determine the transformation rules from the reference boundary data to the target boundary data; The target mapping rule is generated based on the baseline mapping rule and the transformation rule.
3. The method for dynamically adjusting the joystick output value as described in claim 2, characterized in that, The baseline mapping parameters include a first scaling factor; Based on the physical boundary data and the reference boundary data, a reference mapping rule for the joystick is constructed, including: For each physical angle of the joystick, the ratio of the reference limit modulus to the physical limit modulus is calculated and used as the first scaling factor.
4. The method for dynamically adjusting the joystick output value as described in claim 3, characterized in that, The transformation rule includes a second scaling factor; Determining the transformation rules from the reference boundary data to the target boundary data includes: For each physical angle of the joystick, the ratio of the target limiting modulus to the reference limiting modulus is calculated and used as the second scaling factor; Based on the baseline mapping rule and the transformation rule, the target mapping rule is generated, including: Calculate the product of the first scaling factor and the second scaling factor, and determine the calculated product as the target mapping parameter.
5. The method for dynamically adjusting the joystick output value as described in any one of claims 1 to 4, characterized in that, Constructing the target mapping rules for the joystick includes: Construct a mapping parameter table containing the correspondence between each of the physical angles and the target mapping parameters, as the target mapping rule; or The physical angles and their corresponding target mapping parameters are fitted to generate a mapping function, which serves as the target mapping rule.
6. The method for dynamically adjusting the joystick output value as described in any one of claims 1 to 4, characterized in that, Obtain the physical boundary data of the joystick, including: Read pre-stored physical limit boundary data from the memory, wherein the pre-stored physical limit boundary data is generated based on the joystick's historical calibration operations; or In response to the mapping mode switching command, the joystick is controlled to enter the calibration process to collect and generate the physical boundary data.
7. The method for dynamically adjusting the joystick output value as described in any one of claims 1 to 4, characterized in that, The mapping mode switching instruction is generated in at least one of the following ways: Receive user selection of target mapping mode in the client interface; Detect the identification information of the currently running foreground application, and match the corresponding mapping mode switching instruction based on the identification information; Receive configuration information from the cloud server that includes the mapping mode switching instruction.
8. The method for dynamically adjusting the joystick output value as described in any one of claims 1 to 4, characterized in that, After the target mapping rules for the joystick are constructed, the method further includes: When the joystick is in working state, obtain the real-time physical coordinates of the joystick, and determine the current physical angle and current physical modulus corresponding to the real-time physical coordinates; Based on the target mapping rules, determine the target mapping parameters corresponding to the current physical angle; The target mapping parameters are used to numerically adjust the current physical modulus to generate logical output data that falls within the effective output region.
9. A device for dynamically adjusting the output value of a joystick, characterized in that, The method includes a memory, a processor, and a dynamic adjustment program for the joystick output value stored in the memory and executable on the processor. When the processor executes the dynamic adjustment program for the joystick output value, it implements the dynamic adjustment method for the joystick output value as described in any one of claims 1-8.
10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a dynamic adjustment program for the joystick output value, which, when executed by a processor, implements the dynamic adjustment method for the joystick output value as described in any one of claims 1-8.