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:
2026-07-04 11:08:44 +00:00
parent df496776b0
commit 853e7fe92f
+102 -10
View File
@@ -551,6 +551,14 @@ struct Worker<'a> {
/// switch / detach so a contact held at that moment doesn't stick. surface 0 = the legacy single
/// touchpad, 1/2 = a Steam left/right pad.
held_touches: std::collections::HashSet<(u8, u8)>,
/// Per Steam-pad surface (index 0 = left/surface 1, 1 = right/surface 2): the last wire
/// coordinates + whether a finger is on it. Pad CLICKS arrive as buttons with no position,
/// so the click forward reuses the surface's live contact point.
surface_last: [(i16, i16, bool); 2],
/// Steam-pad clicks currently held (surface1 indexed): keeps the click bit asserted
/// through touch-motion frames (which would otherwise clear it host-side) and lets the
/// flush lift a click held across detach/pad-switch.
held_clicks: [bool; 2],
last_accel: [i16; 3],
/// Raises the UI escape signal; the escape chord fires it once per press.
escape_tx: async_channel::Sender<()>,
@@ -681,6 +689,24 @@ impl Worker<'_> {
}
*v = i32::MIN;
}
// Lift any Steam-pad click held at this moment — a click that survives a
// detach/pad-switch would leave the host's pad pressed forever.
for i in 0..2usize {
if std::mem::take(&mut self.held_clicks[i]) {
let (x, y, _) = self.surface_last[i];
let _ = c.send_rich_input(RichInput::TouchpadEx {
pad: 0,
surface: (i as u8) + 1,
finger: 0,
touch: false,
click: false,
x,
y,
pressure: 0,
});
}
}
self.surface_last = [(0, 0, false); 2];
// Lift any touchpad contact the host still believes is down (surface 0 = legacy pad).
for (surface, finger) in self.held_touches.drain() {
let rich = if surface == 0 {
@@ -709,6 +735,8 @@ impl Worker<'_> {
self.held_buttons.clear();
self.last_axis = [i32::MIN; 6];
self.held_touches.clear();
self.held_clicks = [false; 2];
self.surface_last = [(0, 0, false); 2];
}
// A held chord doesn't survive a flush (detach / pad-switch) — clear its latches too.
self.reset_chord();
@@ -789,26 +817,29 @@ impl Worker<'_> {
y: f32,
active: bool,
) {
let Some(c) = self.attached.as_ref() else {
let Some(c) = self.attached.clone() else {
return;
};
let multi = self
.open
.as_ref()
.filter(|(id, _)| *id == which)
.map(|(_, p)| p.touchpads_count() >= 2)
.unwrap_or(false);
let multi = self.is_multi_touchpad(which);
let (cx, cy) = (x.clamp(0.0, 1.0), y.clamp(0.0, 1.0));
let surface = if multi { (touchpad as u8) + 1 } else { 0 };
let rich = if multi {
let (wx, wy) = (
(cx * 65535.0 - 32768.0) as i16,
(cy * 65535.0 - 32768.0) as i16,
);
let i = (surface - 1).min(1) as usize;
self.surface_last[i] = (wx, wy, active);
RichInput::TouchpadEx {
pad: 0,
surface,
finger,
touch: active,
click: false,
x: (cx * 65535.0 - 32768.0) as i16,
y: (cy * 65535.0 - 32768.0) as i16,
// The pad's physical click is a separate BUTTON event (see forward_click) —
// carry the held state so a motion frame can't clear a click mid-press.
click: self.held_clicks[i],
x: wx,
y: wy,
pressure: 0,
}
} else {
@@ -828,6 +859,57 @@ impl Worker<'_> {
}
}
/// The open pad has two touchpads (Steam Deck / Steam Controller) — the gate for the
/// `TouchpadEx` surface encoding and the pad-click button re-route.
fn is_multi_touchpad(&self, which: u32) -> bool {
self.open
.as_ref()
.filter(|(id, _)| *id == which)
.map(|(_, p)| p.touchpads_count() >= 2)
.unwrap_or(false)
}
/// SDL's Steam Deck mapping delivers the pad CLICKS as gamepad buttons — the generic
/// `touchpad` button is the LEFT pad's click and `misc2` the RIGHT's (SDL_gamepad_db.h
/// `touchpad:b17,misc2:b16`). They must NOT ride the button plane: it has no surface
/// identity, and the host maps `BTN_TOUCHPAD` to the RIGHT pad (DualSense convention) —
/// which is exactly "a left-pad click registers on the right pad". Only for the open
/// multi-touchpad pad; a DualSense's single `touchpad` button stays a wire button.
fn steam_click_surface(&self, which: u32, button: sdl3::gamepad::Button) -> Option<u8> {
use sdl3::gamepad::Button;
if !self.is_multi_touchpad(which) {
return None;
}
match button {
Button::Touchpad => Some(1),
Button::Misc2 => Some(2),
_ => None,
}
}
/// Forward a Steam-pad click on the rich plane, bound to its surface. Click events carry
/// no position, so reuse the surface's live contact point; a physical click implies
/// contact, so `touch` stays asserted while the click is down even if the touch event
/// hasn't arrived yet (event-order safety).
fn forward_click(&mut self, surface: u8, down: bool) {
let Some(c) = self.attached.clone() else {
return;
};
let i = (surface - 1).min(1) as usize;
self.held_clicks[i] = down;
let (x, y, touching) = self.surface_last[i];
let _ = c.send_rich_input(RichInput::TouchpadEx {
pad: 0,
surface,
finger: 0,
touch: touching || down,
click: down,
x,
y,
pressure: 0,
});
}
/// Publish the pad list, active pad, and pin to the UI-facing mutexes.
fn publish(&self) {
let mut list: Vec<PadInfo> = self
@@ -935,6 +1017,10 @@ impl Worker<'_> {
}
}
Event::ControllerButtonDown { which, button, .. } if active == Some(which) => {
if let Some(surface) = self.steam_click_surface(which, button) {
self.forward_click(surface, true);
return;
}
let Some(c) = self.attached.clone() else {
return;
};
@@ -945,6 +1031,10 @@ impl Worker<'_> {
}
}
Event::ControllerButtonUp { which, button, .. } if active == Some(which) => {
if let Some(surface) = self.steam_click_surface(which, button) {
self.forward_click(surface, false);
return;
}
let Some(c) = self.attached.clone() else {
return;
};
@@ -1158,6 +1248,8 @@ fn run(
last_axis: [i32::MIN; 6],
held_buttons: Vec::new(),
held_touches: std::collections::HashSet::new(),
surface_last: [(0, 0, false); 2],
held_clicks: [false; 2],
last_accel: [0; 3],
escape_tx: escape_tx.clone(),
disconnect_tx: disconnect_tx.clone(),