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authorGabriel Schneider <[email protected]>2026-07-30 23:35:45 -0300
committerGabriel Schneider <[email protected]>2026-08-01 15:02:07 -0300
commit19f7322100062b7c1adcde3376063ce6c1d8c72d (patch)
treeb76347dffe0347c29a38b4cad6031678683dba74 /src/gui/deck.zig
parent753d5451ca7d09dbc5ff44f3c2dcf9a47fb87f96 (diff)
downloadpardes-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.
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+//! 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;
+ }
+};