diff options
Diffstat (limited to 'src/gui.zig')
| -rw-r--r-- | src/gui.zig | 48 |
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 } }); + } } // ===================================================================== |
