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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/gui.zig
parenta99f039bc2ce01302d6f6c5fe42e260950870008 (diff)
downloadpardes-f948213755d6cc1920be1794149644108c6a3f30.tar.gz
pardes-f948213755d6cc1920be1794149644108c6a3f30.zip
steam deck feeback 1: adjustments
Diffstat (limited to 'src/gui.zig')
-rw-r--r--src/gui.zig48
1 files changed, 37 insertions, 11 deletions
diff --git a/src/gui.zig b/src/gui.zig
index aba4f7a2..a53dfa24 100644
--- a/src/gui.zig
+++ b/src/gui.zig
@@ -448,7 +448,8 @@ const Gui = struct {
gamepad: ?*c.SDL_Gamepad = null,
pad_x: f32 = 0,
pad_y: f32 = 0,
- pad_scroll: f32 = 0,
+ pad_scroll: f32 = 0, // fractional vertical wheel ticks (left stick)
+ pad_scroll_h: f32 = 0, // fractional horizontal wheel ticks (left stick)
deck: deck.Deck = .{},
// web: WebGL2 handles (plain GL ints) + the CPU-side instance staging
@@ -506,6 +507,16 @@ fn runNative(init: std.process.Init, opts_in: pardes.Options) !void {
return error.SdlInit;
}
+ // The trackpads only exist through SDL's built-in HIDAPI Steam Deck
+ // driver (it registers the two touchpads and disables "lizard mode").
+ // It's default-on on Linux; pin it so intent is explicit. NOTE: this is
+ // NOT enough in Game Mode — Steam Input there hands the app a
+ // touchpad-less virtual gamepad instead of the real Neptune controller,
+ // so the pads go dead no matter what the app does. The only fix is to
+ // set "Disable Steam Input" on pardes (Steam -> Properties -> Controller),
+ // after which the real controller enumerates and the touchpad events flow.
+ _ = c.SDL_SetHint("SDL_JOYSTICK_HIDAPI", "1"); // SDL_HINT_JOYSTICK_HIDAPI
+ _ = c.SDL_SetHint("SDL_JOYSTICK_HIDAPI_STEAMDECK", "1"); // ..._STEAMDECK
if (!c.SDL_Init(c.SDL_INIT_VIDEO | c.SDL_INIT_GAMEPAD)) {
log.err("SDL_Init: {s}", .{c.SDL_GetError()});
return error.SdlInit;
@@ -1423,9 +1434,10 @@ fn dispatch(g: *Gui, core: *pardes.Pardes, sev: *const c.SDL_Event) void {
},
.x = sev.gtouchpad.x,
.y = sev.gtouchpad.y,
+ .pressure = sev.gtouchpad.pressure,
} },
};
- var acts: [2]deck.Action = undefined;
+ var acts: [3]deck.Action = undefined;
for (acts[0..g.deck.feed(in, &acts)]) |act| switch (act) {
.move => |mv| {
var pw: c_int = 0;
@@ -1442,7 +1454,8 @@ fn dispatch(g: *Gui, core: *pardes.Pardes, sev: *const c.SDL_Event) void {
const mc = mouseCell(g, core, g.pad_x, g.pad_y);
if (mc.col == old.col and mc.row == old.row) continue;
// moving with a click held drags, so selections stretch
- const held: ?pardes.Mouse.Button = if (g.deck.r2_held)
+ // (a firm right-pad press drags-selects like a laptop pad)
+ const held: ?pardes.Mouse.Button = if (g.deck.r2_held or g.deck.rpad_click)
.left
else if (g.deck.l2_held)
.middle
@@ -1488,6 +1501,8 @@ fn dispatch(g: *Gui, core: *pardes.Pardes, sev: *const c.SDL_Event) void {
.cap_n => .{ .cp = 'N', .text = "N" },
.enter => .{ .cp = pardes.Key.enter },
.tab => .{ .cp = pardes.Key.tab },
+ // back paddle: Ctrl-<configured toggle key> flips tty mode
+ .tty_toggle => .{ .cp = core.opts.tty_toggle, .ctrl = true },
} }),
// a brief gentle ack for execute/look, not a buzz
.rumble => if (g.gamepad) |pad| {
@@ -1574,9 +1589,10 @@ fn mouseCell(g: *const Gui, core: *const pardes.Pardes, x: f32, y: f32) struct {
};
}
-/// steamdeck support: poll the sticks each frame. Left stick moves a virtual
-/// cursor at ~cell granularity (emits button-less motion so hover works),
-/// right stick Y accumulates into wheel ticks at the cursor position.
+/// steamdeck support: poll the sticks each frame, mirroring the trackpads —
+/// RIGHT stick moves the virtual cursor at ~cell granularity (emits
+/// button-less motion so hover works), LEFT stick accumulates into wheel
+/// ticks (both axes: vertical + horizontal) at the cursor position.
fn pollGamepad(g: *Gui, core: *pardes.Pardes) void {
const pad = g.gamepad orelse return;
var pw: c_int = 0;
@@ -1585,10 +1601,12 @@ fn pollGamepad(g: *Gui, core: *pardes.Pardes) void {
const win_w: f32 = @floatFromInt(@max(pw, 1));
const win_h: f32 = @floatFromInt(@max(ph, 1));
const deadzone: f32 = 8000;
- const ax: f32 = @floatFromInt(c.SDL_GetGamepadAxis(pad, c.SDL_GAMEPAD_AXIS_LEFTX));
- const ay: f32 = @floatFromInt(c.SDL_GetGamepadAxis(pad, c.SDL_GAMEPAD_AXIS_LEFTY));
+ // right stick = pointer
+ const ax: f32 = @floatFromInt(c.SDL_GetGamepadAxis(pad, c.SDL_GAMEPAD_AXIS_RIGHTX));
+ const ay: f32 = @floatFromInt(c.SDL_GetGamepadAxis(pad, c.SDL_GAMEPAD_AXIS_RIGHTY));
const old = mouseCell(g, core, g.pad_x, g.pad_y);
- // full tilt ≈ 0.4 cell-heights per frame: a gentle, aimable glide
+ // full tilt ≈ 0.4 cell-heights per frame: a gentle, aimable glide (the
+ // mouse-move sensitivity knob — raise for a faster pointer)
const speed: f32 = @as(f32, @floatFromInt(g.cell_h)) * 0.4;
if (@abs(ax) > deadzone) g.pad_x = std.math.clamp(g.pad_x + ax / 32767.0 * speed, 0, win_w - 1);
if (@abs(ay) > deadzone) g.pad_y = std.math.clamp(g.pad_y + ay / 32767.0 * speed, 0, win_h - 1);
@@ -1598,13 +1616,21 @@ fn pollGamepad(g: *Gui, core: *pardes.Pardes) void {
const mc = mouseCell(g, core, g.pad_x, g.pad_y);
if (mc.col != old.col or mc.row != old.row)
core.update(.{ .mouse = .{ .button = .none, .kind = .motion, .col = mc.col, .row = mc.row } });
- const ry: f32 = @floatFromInt(c.SDL_GetGamepadAxis(pad, c.SDL_GAMEPAD_AXIS_RIGHTY));
- if (@abs(ry) > deadzone) g.pad_scroll += ry / 32767.0 * 0.15;
+ // left stick = scroll (both axes)
+ const lx: f32 = @floatFromInt(c.SDL_GetGamepadAxis(pad, c.SDL_GAMEPAD_AXIS_LEFTX));
+ const ly: f32 = @floatFromInt(c.SDL_GetGamepadAxis(pad, c.SDL_GAMEPAD_AXIS_LEFTY));
+ if (@abs(ly) > deadzone) g.pad_scroll += ly / 32767.0 * 0.15;
+ if (@abs(lx) > deadzone) g.pad_scroll_h += lx / 32767.0 * 0.15;
while (@abs(g.pad_scroll) >= 1.0) {
const button: pardes.Mouse.Button = if (g.pad_scroll < 0) .wheel_up else .wheel_down;
g.pad_scroll += if (g.pad_scroll < 0) 1.0 else -1.0;
core.update(.{ .mouse = .{ .button = button, .kind = .press, .col = mc.col, .row = mc.row } });
}
+ while (@abs(g.pad_scroll_h) >= 1.0) {
+ const button: pardes.Mouse.Button = if (g.pad_scroll_h < 0) .wheel_left else .wheel_right;
+ g.pad_scroll_h += if (g.pad_scroll_h < 0) 1.0 else -1.0;
+ core.update(.{ .mouse = .{ .button = button, .kind = .press, .col = mc.col, .row = mc.row } });
+ }
}
// =====================================================================