diff options
| 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/gui/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/gui/deck.zig')
| -rw-r--r-- | src/gui/deck.zig | 204 |
1 files changed, 204 insertions, 0 deletions
diff --git a/src/gui/deck.zig b/src/gui/deck.zig new file mode 100644 index 00000000..1859bae8 --- /dev/null +++ b/src/gui/deck.zig @@ -0,0 +1,204 @@ +//! 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; + } +}; |
