summaryrefslogtreecommitdiff
path: root/src/deck.zig
diff options
context:
space:
mode:
authorGabriel Schneider <[email protected]>2026-07-09 10:41:49 -0300
committerGabriel Schneider <[email protected]>2026-08-01 15:02:07 -0300
commitf948213755d6cc1920be1794149644108c6a3f30 (patch)
tree31c7f9d35841ffa33cef25fc985ed63ce554bc6c /src/deck.zig
parenta99f039bc2ce01302d6f6c5fe42e260950870008 (diff)
downloadpardes-f948213755d6cc1920be1794149644108c6a3f30.tar.gz
pardes-f948213755d6cc1920be1794149644108c6a3f30.zip
steam deck feeback 1: adjustments
Diffstat (limited to 'src/deck.zig')
-rw-r--r--src/deck.zig131
1 files changed, 89 insertions, 42 deletions
diff --git a/src/deck.zig b/src/deck.zig
index 365c420c..1859bae8 100644
--- a/src/deck.zig
+++ b/src/deck.zig
@@ -3,10 +3,13 @@
//! 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),
-//! left pad scrolls, R2 = select (button 1), L2 = execute (button 2),
-//! L1 = look (button 3), dpad down/up = n/N, A = Enter, Y = Tab; execute
-//! and look presses also request a brief rumble ack.
+//! 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");
@@ -18,6 +21,11 @@ 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;
@@ -34,15 +42,20 @@ pub const PAD_Y_SIGN: f32 = -1.0;
// 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 },
+ 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 };
+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
@@ -62,8 +75,10 @@ pub const Deck = struct {
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: *[2]Action) usize {
+ pub fn feed(d: *Deck, in: Input, out: *[3]Action) usize {
var n: usize = 0;
switch (in) {
.button => |b| switch (b.idx) {
@@ -83,6 +98,11 @@ pub const Deck = struct {
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 } };
@@ -112,44 +132,71 @@ pub const Deck = struct {
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;
+ .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,
},
- .motion => if (d.rpad_on) {
- out[0] = .{ .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;
+ 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,
},
- .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[0] = .{ .wheel = ticks };
- n = 1;
+ 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;
}
- },
- .up => d.lpad_on = false,
- },
- else => {},
+ } 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;