fix(client-linux): Deck trackpad clicks — bind to the correct pad, stop riding the button plane
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SDL's Steam Deck mapping delivers the pad clicks as gamepad BUTTONS with no surface identity: the generic `touchpad` button is the LEFT pad's click and `misc2` the RIGHT's (SDL_gamepad_db.h `touchpad:b17,misc2:b16`). The client forwarded `touchpad` as wire BTN_TOUCHPAD — which the host maps to the RIGHT pad click (DualSense convention) — and dropped `misc2` entirely: a left-pad click registered on the right pad, a right-pad click nowhere, and the mis-routed state could stick. Clicks from a multi-touchpad pad now ride the rich plane as TouchpadEx with their surface, reusing the surface's live contact point (click buttons carry no position). forward_touch carries the held click through motion frames so a touch update can't clear a click mid-press, and the flush lifts held clicks on detach/pad-switch. A DualSense's single touchpad button stays on the button plane unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
+102
-10
@@ -551,6 +551,14 @@ struct Worker<'a> {
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/// switch / detach so a contact held at that moment doesn't stick. surface 0 = the legacy single
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/// touchpad, 1/2 = a Steam left/right pad.
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held_touches: std::collections::HashSet<(u8, u8)>,
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/// Per Steam-pad surface (index 0 = left/surface 1, 1 = right/surface 2): the last wire
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/// coordinates + whether a finger is on it. Pad CLICKS arrive as buttons with no position,
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/// so the click forward reuses the surface's live contact point.
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surface_last: [(i16, i16, bool); 2],
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/// Steam-pad clicks currently held (surface−1 indexed): keeps the click bit asserted
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/// through touch-motion frames (which would otherwise clear it host-side) and lets the
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/// flush lift a click held across detach/pad-switch.
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held_clicks: [bool; 2],
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last_accel: [i16; 3],
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/// Raises the UI escape signal; the escape chord fires it once per press.
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escape_tx: async_channel::Sender<()>,
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@@ -681,6 +689,24 @@ impl Worker<'_> {
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}
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*v = i32::MIN;
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}
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// Lift any Steam-pad click held at this moment — a click that survives a
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// detach/pad-switch would leave the host's pad pressed forever.
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for i in 0..2usize {
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if std::mem::take(&mut self.held_clicks[i]) {
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let (x, y, _) = self.surface_last[i];
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let _ = c.send_rich_input(RichInput::TouchpadEx {
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pad: 0,
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surface: (i as u8) + 1,
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finger: 0,
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touch: false,
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click: false,
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x,
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y,
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pressure: 0,
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});
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}
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}
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self.surface_last = [(0, 0, false); 2];
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// Lift any touchpad contact the host still believes is down (surface 0 = legacy pad).
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for (surface, finger) in self.held_touches.drain() {
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let rich = if surface == 0 {
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@@ -709,6 +735,8 @@ impl Worker<'_> {
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self.held_buttons.clear();
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self.last_axis = [i32::MIN; 6];
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self.held_touches.clear();
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self.held_clicks = [false; 2];
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self.surface_last = [(0, 0, false); 2];
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}
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// A held chord doesn't survive a flush (detach / pad-switch) — clear its latches too.
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self.reset_chord();
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@@ -789,26 +817,29 @@ impl Worker<'_> {
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y: f32,
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active: bool,
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) {
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let Some(c) = self.attached.as_ref() else {
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let Some(c) = self.attached.clone() else {
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return;
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};
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let multi = self
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.open
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.as_ref()
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.filter(|(id, _)| *id == which)
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.map(|(_, p)| p.touchpads_count() >= 2)
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.unwrap_or(false);
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let multi = self.is_multi_touchpad(which);
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let (cx, cy) = (x.clamp(0.0, 1.0), y.clamp(0.0, 1.0));
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let surface = if multi { (touchpad as u8) + 1 } else { 0 };
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let rich = if multi {
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let (wx, wy) = (
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(cx * 65535.0 - 32768.0) as i16,
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(cy * 65535.0 - 32768.0) as i16,
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);
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let i = (surface - 1).min(1) as usize;
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self.surface_last[i] = (wx, wy, active);
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RichInput::TouchpadEx {
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pad: 0,
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surface,
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finger,
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touch: active,
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click: false,
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x: (cx * 65535.0 - 32768.0) as i16,
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y: (cy * 65535.0 - 32768.0) as i16,
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// The pad's physical click is a separate BUTTON event (see forward_click) —
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// carry the held state so a motion frame can't clear a click mid-press.
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click: self.held_clicks[i],
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x: wx,
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y: wy,
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pressure: 0,
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}
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} else {
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@@ -828,6 +859,57 @@ impl Worker<'_> {
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}
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}
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/// The open pad has two touchpads (Steam Deck / Steam Controller) — the gate for the
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/// `TouchpadEx` surface encoding and the pad-click button re-route.
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fn is_multi_touchpad(&self, which: u32) -> bool {
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self.open
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.as_ref()
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.filter(|(id, _)| *id == which)
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.map(|(_, p)| p.touchpads_count() >= 2)
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.unwrap_or(false)
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}
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/// SDL's Steam Deck mapping delivers the pad CLICKS as gamepad buttons — the generic
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/// `touchpad` button is the LEFT pad's click and `misc2` the RIGHT's (SDL_gamepad_db.h
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/// `touchpad:b17,misc2:b16`). They must NOT ride the button plane: it has no surface
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/// identity, and the host maps `BTN_TOUCHPAD` to the RIGHT pad (DualSense convention) —
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/// which is exactly "a left-pad click registers on the right pad". Only for the open
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/// multi-touchpad pad; a DualSense's single `touchpad` button stays a wire button.
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fn steam_click_surface(&self, which: u32, button: sdl3::gamepad::Button) -> Option<u8> {
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use sdl3::gamepad::Button;
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if !self.is_multi_touchpad(which) {
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return None;
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}
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match button {
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Button::Touchpad => Some(1),
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Button::Misc2 => Some(2),
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_ => None,
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}
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}
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/// Forward a Steam-pad click on the rich plane, bound to its surface. Click events carry
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/// no position, so reuse the surface's live contact point; a physical click implies
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/// contact, so `touch` stays asserted while the click is down even if the touch event
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/// hasn't arrived yet (event-order safety).
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fn forward_click(&mut self, surface: u8, down: bool) {
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let Some(c) = self.attached.clone() else {
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return;
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};
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let i = (surface - 1).min(1) as usize;
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self.held_clicks[i] = down;
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let (x, y, touching) = self.surface_last[i];
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let _ = c.send_rich_input(RichInput::TouchpadEx {
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pad: 0,
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surface,
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finger: 0,
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touch: touching || down,
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click: down,
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x,
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y,
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pressure: 0,
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});
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}
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/// Publish the pad list, active pad, and pin to the UI-facing mutexes.
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fn publish(&self) {
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let mut list: Vec<PadInfo> = self
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@@ -935,6 +1017,10 @@ impl Worker<'_> {
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}
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}
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Event::ControllerButtonDown { which, button, .. } if active == Some(which) => {
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if let Some(surface) = self.steam_click_surface(which, button) {
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self.forward_click(surface, true);
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return;
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}
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let Some(c) = self.attached.clone() else {
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return;
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};
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@@ -945,6 +1031,10 @@ impl Worker<'_> {
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}
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}
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Event::ControllerButtonUp { which, button, .. } if active == Some(which) => {
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if let Some(surface) = self.steam_click_surface(which, button) {
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self.forward_click(surface, false);
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return;
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}
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let Some(c) = self.attached.clone() else {
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return;
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};
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@@ -1158,6 +1248,8 @@ fn run(
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last_axis: [i32::MIN; 6],
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held_buttons: Vec::new(),
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held_touches: std::collections::HashSet::new(),
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surface_last: [(0, 0, false); 2],
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held_clicks: [false; 2],
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last_accel: [0; 3],
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escape_tx: escape_tx.clone(),
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disconnect_tx: disconnect_tx.clone(),
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