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| author | Gabriel Schneider <[email protected]> | 2026-07-30 23:35:45 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-08-01 15:02:07 -0300 |
| commit | 19f7322100062b7c1adcde3376063ce6c1d8c72d (patch) | |
| tree | b76347dffe0347c29a38b4cad6031678683dba74 /src/deck.zig | |
| parent | 753d5451ca7d09dbc5ff44f3c2dcf9a47fb87f96 (diff) | |
| download | pardes-19f7322100062b7c1adcde3376063ce6c1d8c72d.tar.gz pardes-19f7322100062b7c1adcde3376063ce6c1d8c72d.zip | |
structure: backends into src/{tty,gui,lsp}, pane kinds and builtins into their own files
The core now lies FLAT at src/ and every subdirectory is one backend, so a
file being in no directory at all is what says it is core. Pane-kind bodies
leave pardes.zig for term_pane.zig / file_pane.zig / output_pane.zig, leaving
it the layout, the event/effect machine and the generic render loop.
Builtins are one struct each in builtins.zig, and the enum is folded out of
the file's own declaration list at comptime — a zig file IS a struct, so the
list of builtins and the builtins themselves are the same text. Adding one is
writing a struct. Key paths deliberately stay one table for the config pass.
Pure refactor: no golden moved.
Diffstat (limited to 'src/deck.zig')
| -rw-r--r-- | src/deck.zig | 204 |
1 files changed, 0 insertions, 204 deletions
diff --git a/src/deck.zig b/src/deck.zig deleted file mode 100644 index 1859bae8..00000000 --- a/src/deck.zig +++ /dev/null @@ -1,204 +0,0 @@ -//! Steam Deck controls -> editor input, as a pure state machine: gui.zig -//! feeds SDL gamepad events in and applies the returned actions (cursor -//! moves, synthetic clicks, wheel ticks, keys, rumble), so the whole -//! mapping replays off-device from deckcap recordings (test/deck/). -//! -//! Layout: right pad moves the pointer (relative, laptop-touchpad-style) and -//! a firm press on it = select (button 1); left pad scrolls and a firm press -//! = look (button 3); R2 = select, L2 = execute (button 2), L1 = look, dpad -//! down/up = n/N, A = Enter, Y = Tab, the back paddles (L4/R4/L5/R5) toggle -//! the terminal (Ctrl-b); execute, look and pad-clicks request a brief rumble -//! ack. (The GUI mirrors this on the sticks: right stick = pointer, left -//! stick = scroll.) - -const std = @import("std"); - -// SDL_GamepadButton / SDL_GamepadAxis / touchpad indices (SDL3), verified -// against real deck recordings (test/deck/*.zon) and the pinned SDL's -// hidapi deck driver (touchpad 0 = left pad, 1 = right pad). -pub const BTN_A = 0; // SOUTH -pub const BTN_Y = 3; // NORTH -pub const BTN_L1 = 9; // LEFT_SHOULDER -pub const BTN_DPAD_UP = 11; -pub const BTN_DPAD_DOWN = 12; -// rear grip paddles (from a deckcap deckmap capture): the two-digit indices -pub const BTN_R4 = 16; -pub const BTN_L4 = 17; -pub const BTN_R5 = 18; -pub const BTN_L5 = 19; -pub const AXIS_L2 = 4; // LEFT_TRIGGER, analog 0..32767 -pub const AXIS_R2 = 5; // RIGHT_TRIGGER -pub const PAD_LEFT = 0; -pub const PAD_RIGHT = 1; - -/// feel knobs: a full-pad finger sweep covers this many screen pixels -/// (the deck's screen is 1280x800) / this many wheel ticks -pub const POINTER_SCALE: f32 = 600.0; -pub const SCROLL_SCALE: f32 = 24.0; -/// the pinned SDL 3.4.4 deck driver skips upstream's pad-Y negation, so -/// touch y arrives 0 = pad bottom; flip this when the sdl dep is bumped -pub const PAD_Y_SIGN: f32 = -1.0; -// analog triggers click at 30% and release at 20%: the gap keeps a value -// hovering near one threshold from chattering press/release pairs -pub const TRIG_PRESS: i16 = 9830; -pub const TRIG_RELEASE: i16 = 6553; -// a firm pad press (pressure 0..1) counts as a click, with the same release -// hysteresis. Real light-touch drags read ~0.03 in captures, so this is well -// clear of them; tune on-device against a real click capture. -pub const PAD_CLICK_PRESS: f32 = 0.10; -pub const PAD_CLICK_RELEASE: f32 = 0.06; - -pub const Input = union(enum) { - button: struct { idx: u8, down: bool }, - axis: struct { idx: u8, value: i16 }, - touch: struct { pad: u8, phase: enum { down, motion, up }, x: f32, y: f32, pressure: f32 }, -}; - -pub const Click = enum { select, execute, look }; // mouse buttons 1/2/3 -pub const Keytap = enum { n, cap_n, enter, tab, tty_toggle }; - -pub const Action = union(enum) { - move: struct { dx: f32, dy: f32 }, // pointer delta in screen pixels - click: struct { which: Click, down: bool }, - wheel: i32, // whole ticks, positive = wheel_down - key: Keytap, - rumble, -}; - -pub const Deck = struct { - rpad_on: bool = false, - rpad_x: f32 = 0, - rpad_y: f32 = 0, - lpad_on: bool = false, - lpad_y: f32 = 0, - scroll: f32 = 0, // fractional wheel ticks carried between motions - l2_held: bool = false, - r2_held: bool = false, - look_held: bool = false, - rpad_click: bool = false, // firm-press click state, per pad (hysteresis) - lpad_click: bool = false, - - pub fn feed(d: *Deck, in: Input, out: *[3]Action) usize { - var n: usize = 0; - switch (in) { - .button => |b| switch (b.idx) { - BTN_A => if (b.down) { - out[0] = .{ .key = .enter }; - n = 1; - }, - BTN_Y => if (b.down) { - out[0] = .{ .key = .tab }; - n = 1; - }, - BTN_DPAD_UP => if (b.down) { - out[0] = .{ .key = .cap_n }; - n = 1; - }, - BTN_DPAD_DOWN => if (b.down) { - out[0] = .{ .key = .n }; - n = 1; - }, - // any back paddle toggles the terminal (Ctrl-b), applied in gui.zig - BTN_L4, BTN_R4, BTN_L5, BTN_R5 => if (b.down) { - out[0] = .{ .key = .tty_toggle }; - n = 1; - }, - BTN_L1 => { - d.look_held = b.down; - out[0] = .{ .click = .{ .which = .look, .down = b.down } }; - n = 1; - if (b.down) { - out[1] = .rumble; - n = 2; - } - }, - else => {}, - }, - .axis => |a| { - if (a.idx != AXIS_L2 and a.idx != AXIS_R2) return 0; - const held = if (a.idx == AXIS_L2) &d.l2_held else &d.r2_held; - const which: Click = if (a.idx == AXIS_L2) .execute else .select; - if (!held.* and a.value >= TRIG_PRESS) { - held.* = true; - out[0] = .{ .click = .{ .which = which, .down = true } }; - n = 1; - if (which == .execute) { - out[1] = .rumble; - n = 2; - } - } else if (held.* and a.value <= TRIG_RELEASE) { - held.* = false; - out[0] = .{ .click = .{ .which = which, .down = false } }; - n = 1; - } - }, - .touch => |t| { - switch (t.pad) { - PAD_RIGHT => switch (t.phase) { - // a fresh touch only re-anchors — deltas start from the - // landing point, so the pointer never jumps to it - .down => { - d.rpad_on = true; - d.rpad_x = t.x; - d.rpad_y = t.y; - }, - .motion => if (d.rpad_on) { - out[n] = .{ .move = .{ - .dx = (t.x - d.rpad_x) * POINTER_SCALE, - .dy = (t.y - d.rpad_y) * PAD_Y_SIGN * POINTER_SCALE, - } }; - n += 1; - d.rpad_x = t.x; - d.rpad_y = t.y; - }, - .up => d.rpad_on = false, - }, - PAD_LEFT => switch (t.phase) { - .down => { - d.lpad_on = true; - d.lpad_y = t.y; - }, - .motion => if (d.lpad_on) { - d.scroll += (t.y - d.lpad_y) * PAD_Y_SIGN * SCROLL_SCALE; - d.lpad_y = t.y; - const ticks: i32 = @intFromFloat(d.scroll); - if (ticks != 0) { - d.scroll -= @floatFromInt(ticks); - out[n] = .{ .wheel = ticks }; - n += 1; - } - }, - .up => d.lpad_on = false, - }, - else => {}, - } - // a firm press on either pad is a click: right pad -> select - // (left button), left pad -> look (right button). The press - // rumbles as click feedback, mirroring the stock driver (SDL - // exposes no per-pad haptic, so it's a short whole-pad buzz). - if (t.pad == PAD_RIGHT or t.pad == PAD_LEFT) { - const which: Click = if (t.pad == PAD_RIGHT) .select else .look; - const held = if (t.pad == PAD_RIGHT) &d.rpad_click else &d.lpad_click; - if (t.phase == .up) { - if (held.*) { - held.* = false; - out[n] = .{ .click = .{ .which = which, .down = false } }; - n += 1; - } - } else if (!held.* and t.pressure >= PAD_CLICK_PRESS) { - held.* = true; - out[n] = .{ .click = .{ .which = which, .down = true } }; - n += 1; - out[n] = .rumble; - n += 1; - } else if (held.* and t.pressure <= PAD_CLICK_RELEASE) { - held.* = false; - out[n] = .{ .click = .{ .which = which, .down = false } }; - n += 1; - } - } - }, - } - return n; - } -}; |
