Files
punktfunk/clients/linux/src/gamepad.rs
T
enricobuehler db63647337 fix(client-linux): Deck trackpad clicks — bind to the correct pad, stop riding the button plane
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>
2026-07-04 11:08:44 +00:00

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//! App-lifetime gamepad service over SDL3 (mirrors the Swift client's `GamepadManager` +
//! `GamepadCapture`/`GamepadFeedback`).
//!
//! One worker thread owns SDL for the process lifetime: it tracks connected pads for the
//! Settings UI (metadata only — see below), selects the ONE controller forwarded as pad 0
//! (the user pin — persisted in Settings by stable `vid:pid:name` key — else the most
//! recently connected real pad; Steam Input's virtual pad is skipped), and — while a
//! session is attached — forwards buttons/axes, DualSense touchpad contacts and motion
//! samples (0xCC), and renders feedback: rumble, lightbar via SDL, and on a real DualSense
//! the raw effects packet (adaptive-trigger blocks replayed verbatim, player LEDs). Held
//! state is zeroed on the wire when the active pad switches or the session detaches, so
//! nothing sticks down.
//!
//! **Idle means hands off the hardware.** Outside an attached session the worker never
//! opens a device and keeps SDL's Valve HIDAPI drivers disabled ([`set_valve_hidapi`]):
//! the Steam Deck driver clears the built-in controller's "lizard mode" (trackpad-mouse,
//! clicky pads) the moment the device *enumerates* and keeps feeding that watchdog — so an
//! idle host-list window would kill the Deck's system input. The pad list for Settings is
//! built from SDL's ID-based metadata getters, which need no open.
//!
//! **Menu mode is the one idle exception.** The gamepad library launcher (`--browse`)
//! flips [`GamepadService::set_menu_mode`] on for its lifetime: the worker then holds the
//! active pad open and translates its buttons/stick into [`MenuEvent`]s (polled off the
//! open handle each loop — Apple `GamepadMenuInput` parity: edge-triggered buttons,
//! snapshot-on-entry so a button still held from a previous screen or stream can't ghost-
//! fire, stick/dpad direction with initial-delay auto-repeat). The Valve HIDAPI drivers
//! stay OFF — a plain SDL open of the virtual X360 / evdev pad doesn't touch lizard mode —
//! and an attached session always supersedes menu translation (the stream path is
//! untouched); detach re-snapshots so the escape chord that ended the session fires
//! nothing in the menu.
//!
//! This thread is also the single consumer of the rumble and HID-output pull planes.
use punktfunk_core::client::NativeClient;
use punktfunk_core::config::GamepadPref;
use punktfunk_core::input::{gamepad as wire, InputEvent, InputKind};
use punktfunk_core::quic::{HidOutput, RichInput};
use std::sync::mpsc::{Receiver, Sender};
use std::sync::{Arc, Mutex};
use std::time::{Duration, Instant};
/// Motion scale constants, shared convention with the Swift client (`GamepadWire`):
/// derived from hid-playstation's math over the host's fixed calibration blob. SDL hands
/// us gyro in rad/s and accel in m/s²; the DualSense report wants raw LSBs.
const GYRO_LSB_PER_RAD_S: f32 = 20.0 * 180.0 / std::f32::consts::PI;
const ACCEL_LSB_PER_G: f32 = 10_000.0;
const G: f32 = 9.80665;
/// The controller "escape" chord (Moonlight convention): L1 + R1 + Start + Select held
/// together. Intercepted by the client to leave fullscreen + release input capture — the
/// Deck has no F11 key and fullscreen hides the window chrome, so with a controller this
/// is the only way out. Four simultaneous buttons that no game uses as a deliberate
/// combo, so it can't be triggered by normal play. Still forwarded to the host (the user
/// is leaving anyway); we only also raise the escape signal.
///
/// **Escalation:** a quick press leaves fullscreen / releases capture; *holding* the same
/// chord for [`DISCONNECT_HOLD`] ends the session. Deliberately NOT the Steam / QAM buttons —
/// those are the marquee pass-through controls that now reach the host's game-mode UI.
const ESCAPE_CHORD: [u32; 4] = [wire::BTN_LB, wire::BTN_RB, wire::BTN_START, wire::BTN_BACK];
/// Hold the [`ESCAPE_CHORD`] at least this long to disconnect (escalates the leave-fullscreen press).
const DISCONNECT_HOLD: Duration = Duration::from_millis(1500);
/// Stick deflection below this is ignored for menu navigation (0.5 of full scale — Apple
/// `GamepadMenuInput` parity; menus want deliberate flicks, not drift).
const MENU_DEADZONE: u16 = 16384;
/// A held direction starts auto-repeating after this initial delay…
const MENU_REPEAT_DELAY: Duration = Duration::from_millis(380);
/// …and then repeats at this cadence until released or changed.
const MENU_REPEAT_INTERVAL: Duration = Duration::from_millis(160);
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum MenuDir {
Up,
Down,
Left,
Right,
}
/// One controller action for the launcher UI, translated from the open pad while menu
/// mode is on and no session is attached. Buttons are edge-triggered; `Move` debounces
/// the stick/dpad and auto-repeats ([`MENU_REPEAT_DELAY`]/[`MENU_REPEAT_INTERVAL`]).
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum MenuEvent {
Move(MenuDir),
/// A — activate the focused item.
Confirm,
/// B — back / quit.
Back,
/// Y (Apple "secondary"; unused by the launcher today, kept for parity).
Secondary,
/// X (Apple "tertiary"; unused).
Tertiary,
/// L1 — jump back 5.
JumpBack,
/// R1 — jump forward 5.
JumpForward,
}
/// Menu haptic pulses — short rumble ticks on the menu pad (never during a stream).
#[derive(Clone, Copy, Debug)]
pub enum MenuPulse {
Move,
Confirm,
Boundary,
}
/// Raw pad state sampled once per worker iteration for menu translation.
#[derive(Clone, Copy, Default)]
struct MenuSample {
/// a, b, x, y, l1, r1 — the order [`MenuNav::poll`] maps to events.
buttons: [bool; 6],
/// Left stick, SDL convention (+y = down).
lx: i16,
ly: i16,
/// up, down, left, right.
dpad: [bool; 4],
}
/// The pure menu-input state machine (no SDL types — unit-tested below). Port of the
/// Swift client's `GamepadMenuInput`: the poll after a [`reset`](Self::reset) adopts the
/// currently-held buttons and direction WITHOUT firing, so a press that crossed a screen
/// handoff (the B that closed a stream, a held A on mode entry) must be released before
/// it can act; buttons fire on the rising edge only.
struct MenuNav {
/// Adopt the next sample silently (set on mode entry / stream detach / pad change).
snapshot_pending: bool,
/// Previous button states, [`MenuSample::buttons`] order.
was: [bool; 6],
dir: Option<MenuDir>,
/// When `dir` engaged — start of the initial-repeat delay.
dir_since: Instant,
last_repeat: Instant,
}
impl MenuNav {
fn new() -> MenuNav {
MenuNav {
snapshot_pending: true,
was: [false; 6],
dir: None,
dir_since: Instant::now(),
last_repeat: Instant::now(),
}
}
/// Arm the snapshot: the next poll adopts held state without firing.
fn reset(&mut self) {
self.snapshot_pending = true;
self.dir = None;
}
/// Direction from the left stick (dominant axis wins past the deadzone), falling back
/// to the discrete dpad. SDL sticks are +y = down.
fn resolve_dir(s: &MenuSample) -> Option<MenuDir> {
let (ax, ay) = (s.lx.unsigned_abs(), s.ly.unsigned_abs());
if ax > MENU_DEADZONE || ay > MENU_DEADZONE {
return Some(if ax >= ay {
if s.lx > 0 {
MenuDir::Right
} else {
MenuDir::Left
}
} else if s.ly > 0 {
MenuDir::Down
} else {
MenuDir::Up
});
}
let [up, down, left, right] = s.dpad;
if left {
Some(MenuDir::Left)
} else if right {
Some(MenuDir::Right)
} else if up {
Some(MenuDir::Up)
} else if down {
Some(MenuDir::Down)
} else {
None
}
}
fn poll(&mut self, s: &MenuSample, now: Instant, out: &mut Vec<MenuEvent>) {
let dir = Self::resolve_dir(s);
if self.snapshot_pending {
self.snapshot_pending = false;
self.was = s.buttons;
self.dir = dir;
self.dir_since = now;
self.last_repeat = now;
return;
}
// buttons order a, b, x, y, l1, r1 → the matching event per index.
const EVENTS: [MenuEvent; 6] = [
MenuEvent::Confirm,
MenuEvent::Back,
MenuEvent::Tertiary,
MenuEvent::Secondary,
MenuEvent::JumpBack,
MenuEvent::JumpForward,
];
for (i, ev) in EVENTS.iter().enumerate() {
if s.buttons[i] && !self.was[i] {
out.push(*ev);
}
self.was[i] = s.buttons[i];
}
if dir != self.dir {
self.dir = dir;
self.dir_since = now;
self.last_repeat = now;
if let Some(d) = dir {
out.push(MenuEvent::Move(d));
}
} else if let Some(d) = dir {
if now.duration_since(self.dir_since) >= MENU_REPEAT_DELAY
&& now.duration_since(self.last_repeat) >= MENU_REPEAT_INTERVAL
{
self.last_repeat = now;
out.push(MenuEvent::Move(d));
}
}
}
}
#[derive(Clone, Debug)]
pub struct PadInfo {
pub name: String,
/// Stable identity (`vid:pid:name`) for pinning across restarts — SDL instance ids are
/// per-run, so [`Settings::forward_pad`](crate::trust::Settings) persists this instead.
pub key: String,
/// The virtual pad "Automatic" resolves to for this physical controller (so the host creates a
/// matching pad: DualSense → DualSense, DS4 → DualShock 4, Xbox One/Series → Xbox One, anything
/// else → Xbox 360). Drives [`GamepadService::auto_pref`] and the rich-feedback render path.
pub pref: GamepadPref,
/// Steam Input's emulated pad ("Steam Virtual Gamepad", Valve 28de:11ff). It shadows the
/// physical controller and has no sensors/touchpad, so auto-selection skips it while a real
/// pad is connected — otherwise gyro silently dies on Bazzite/Deck game mode.
pub steam_virtual: bool,
}
impl PadInfo {
/// True for a real DualSense — the only pad whose lightbar / player-LED / adaptive-trigger
/// feedback we replay as raw DS5 HID effect packets (a DS4 uses SDL's generic `set_led`).
fn is_dualsense(&self) -> bool {
self.pref == GamepadPref::DualSense
}
/// A short controller-kind label for the Settings list (`""` for a plain Xbox/standard pad).
pub fn kind_label(&self) -> &'static str {
match self.pref {
GamepadPref::DualSense => "DualSense",
GamepadPref::DualShock4 => "DualShock 4",
GamepadPref::XboxOne => "Xbox One",
GamepadPref::SteamDeck => "Steam Deck",
_ => "",
}
}
}
/// Enable/disable SDL's Valve HIDAPI drivers at runtime. The Steam Deck driver sends
/// `ID_CLEAR_DIGITAL_MAPPINGS` + `TRACKPAD_NONE` in `InitDevice` — at *enumeration*, before
/// any open — and its `UpdateDevice` keeps feeding the firmware's lizard-mode watchdog
/// (`SDL_hidapi_steamdeck.c`), so a Deck's built-in trackpad-mouse dies for the whole
/// system while the driver merely runs. These drivers therefore run ONLY while a session
/// is attached (input is captured then anyway, and streaming wants the paddles, both
/// trackpads, and gyro first-class). SDL3 applies the hint changes live: disabling detaches
/// the driver and the firmware watchdog restores lizard mode within seconds.
///
/// On a Deck in Game Mode, Steam Input still holds the device — the user must disable
/// Steam Input for this app (see the Decky UX); on a desktop client (or a Deck with Steam
/// Input off) the in-session enable just works.
fn set_valve_hidapi(enabled: bool) {
let v = if enabled { "1" } else { "0" };
sdl3::hint::set("SDL_JOYSTICK_HIDAPI_STEAMDECK", v);
sdl3::hint::set("SDL_JOYSTICK_HIDAPI_STEAM", v);
}
/// Map the SDL-reported controller type to the virtual pad we'd ask the host to create.
fn pref_for_type(t: sdl3::gamepad::GamepadType) -> GamepadPref {
use sdl3::gamepad::GamepadType as T;
match t {
T::PS5 => GamepadPref::DualSense,
T::PS4 => GamepadPref::DualShock4,
T::XboxOne => GamepadPref::XboxOne,
_ => GamepadPref::Xbox360,
}
}
/// Best-effort "this machine is a Steam Deck". The Gaming-Mode env short-circuits; desktop
/// mode falls back to DMI (Valve board, Jupiter = LCD / Galileo = OLED — readable inside the
/// flatpak sandbox). Cached: the answer can't change while we run.
pub fn is_steam_deck() -> bool {
static DECK: std::sync::OnceLock<bool> = std::sync::OnceLock::new();
*DECK.get_or_init(|| {
if std::env::var_os("SteamDeck").is_some() {
return true;
}
let dmi = |f: &str| std::fs::read_to_string(format!("/sys/class/dmi/id/{f}"));
dmi("board_vendor").is_ok_and(|v| v.trim() == "Valve")
&& dmi("product_name").is_ok_and(|p| matches!(p.trim(), "Jupiter" | "Galileo"))
})
}
enum Ctl {
Attach(Arc<NativeClient>),
Detach,
Pin(Option<String>),
MenuMode(bool),
MenuRumble(MenuPulse),
}
#[derive(Clone)]
pub struct GamepadService {
pads: Arc<Mutex<Vec<PadInfo>>>,
active: Arc<Mutex<Option<PadInfo>>>,
ctl: Sender<Ctl>,
/// Fires once per press of the [`ESCAPE_CHORD`]; the stream page consumes it to leave
/// fullscreen + release capture.
escape_rx: async_channel::Receiver<()>,
/// Fires once when the [`ESCAPE_CHORD`] is held past [`DISCONNECT_HOLD`]; the stream page
/// consumes it to end the session (the controller equivalent of Ctrl+Alt+Shift+D).
disconnect_rx: async_channel::Receiver<()>,
/// Menu-navigation events while menu mode is on and no session is attached; the
/// launcher page consumes them.
menu_rx: async_channel::Receiver<MenuEvent>,
}
impl GamepadService {
pub fn start() -> GamepadService {
let pads = Arc::new(Mutex::new(Vec::new()));
let active = Arc::new(Mutex::new(None));
let (ctl, ctl_rx) = std::sync::mpsc::channel();
let (escape_tx, escape_rx) = async_channel::unbounded();
let (disconnect_tx, disconnect_rx) = async_channel::unbounded();
let (menu_tx, menu_rx) = async_channel::unbounded();
let (p, a) = (pads.clone(), active.clone());
if let Err(e) = std::thread::Builder::new()
.name("punktfunk-gamepad".into())
.spawn(move || {
if let Err(e) = run(&p, &a, &ctl_rx, &escape_tx, &disconnect_tx, &menu_tx) {
tracing::warn!(error = %e, "gamepad service ended — pads disabled");
}
})
{
tracing::warn!(error = %e, "gamepad service failed to start");
}
GamepadService {
pads,
active,
ctl,
escape_rx,
disconnect_rx,
menu_rx,
}
}
/// A receiver that yields one `()` each time the controller escape chord is pressed.
/// A fresh clone per call (shared mpmc channel); the stream page spawns a future on it.
pub fn escape_events(&self) -> async_channel::Receiver<()> {
self.escape_rx.clone()
}
/// A receiver that yields one `()` when the escape chord is held past [`DISCONNECT_HOLD`]
/// (controller disconnect). A fresh clone per call; the stream page spawns a future on it.
pub fn disconnect_events(&self) -> async_channel::Receiver<()> {
self.disconnect_rx.clone()
}
/// Menu-navigation events ([`MenuEvent`]) — flowing only while menu mode is on and no
/// session is attached. A fresh clone per call; the launcher spawns a future on it.
pub fn menu_events(&self) -> async_channel::Receiver<MenuEvent> {
self.menu_rx.clone()
}
/// Turn menu mode on/off: while on (and no session attached) the worker holds the
/// active pad open and translates it into [`MenuEvent`]s. The launcher flips this on
/// once for its lifetime — an attached session supersedes translation automatically.
pub fn set_menu_mode(&self, on: bool) {
let _ = self.ctl.send(Ctl::MenuMode(on));
}
/// Play a short menu haptic tick on the menu pad (no-op while a session is attached
/// or no pad is open; best-effort on pads without rumble).
pub fn menu_rumble(&self, pulse: MenuPulse) {
let _ = self.ctl.send(Ctl::MenuRumble(pulse));
}
pub fn pads(&self) -> Vec<PadInfo> {
self.pads.lock().unwrap().clone()
}
pub fn active(&self) -> Option<PadInfo> {
self.active.lock().unwrap().clone()
}
/// Pin the forwarded controller by stable key (`PadInfo::key`) — `None` = automatic.
/// The pin persists as `Settings::forward_pad` (the UI's source of truth) and survives
/// the pad disconnecting: it re-applies the moment a matching controller shows up again.
pub fn set_pinned(&self, key: Option<String>) {
let _ = self.ctl.send(Ctl::Pin(key));
}
pub fn attach(&self, connector: Arc<NativeClient>) {
let _ = self.ctl.send(Ctl::Attach(connector));
}
pub fn detach(&self) {
let _ = self.ctl.send(Ctl::Detach);
}
/// What "Automatic" resolves to right now — the virtual pad matching the physical one
/// (Swift parity); no pad connected leaves the host's own default.
///
/// **Steam Deck special case:** this is read at session start, *before* attach — but the
/// Deck's built-in controller is only enumerable with its real 28DE:1205 identity while
/// the Valve HIDAPI drivers run, and those are enabled on attach only (see
/// [`set_valve_hidapi`]); with Steam Input on, SDL sees nothing but Steam's virtual
/// X360 pad anyway. Both cases used to fall through to Xbox 360. On a Deck, a virtual
/// pad (or no pad at all) means the physical controller behind it IS the built-in one —
/// resolve to the Steam Deck virtual pad so the paddles/trackpads/gyro have somewhere
/// to land. A real external controller still wins (it's the one that gets forwarded).
pub fn auto_pref(&self) -> GamepadPref {
match self.active() {
Some(p) if !p.steam_virtual => p.pref,
_ if is_steam_deck() => GamepadPref::SteamDeck,
Some(p) => p.pref,
None => GamepadPref::Auto,
}
}
}
fn send(connector: &NativeClient, kind: InputKind, code: u32, x: i32) {
let _ = connector.send_input(&InputEvent {
kind,
_pad: [0; 3],
code,
x,
y: 0,
flags: 0, // pad index 0 — single-pad model
});
}
fn button_bit(b: sdl3::gamepad::Button) -> Option<u32> {
use sdl3::gamepad::Button;
Some(match b {
Button::South => wire::BTN_A,
Button::East => wire::BTN_B,
Button::West => wire::BTN_X,
Button::North => wire::BTN_Y,
Button::Back => wire::BTN_BACK,
Button::Start => wire::BTN_START,
Button::Guide => wire::BTN_GUIDE,
Button::LeftStick => wire::BTN_LS_CLICK,
Button::RightStick => wire::BTN_RS_CLICK,
Button::LeftShoulder => wire::BTN_LB,
Button::RightShoulder => wire::BTN_RB,
Button::DPadUp => wire::BTN_DPAD_UP,
Button::DPadDown => wire::BTN_DPAD_DOWN,
Button::DPadLeft => wire::BTN_DPAD_LEFT,
Button::DPadRight => wire::BTN_DPAD_RIGHT,
Button::Touchpad => wire::BTN_TOUCHPAD,
// Back grips / paddles (Steam Deck L4/L5/R4/R5, Xbox Elite P1P4) + the misc/Share button.
// PADDLE1/2/3/4 = R4/L4/R5/L5 (see the host `input::gamepad`).
Button::RightPaddle1 => wire::BTN_PADDLE1,
Button::LeftPaddle1 => wire::BTN_PADDLE2,
Button::RightPaddle2 => wire::BTN_PADDLE3,
Button::LeftPaddle2 => wire::BTN_PADDLE4,
Button::Misc1 => wire::BTN_MISC1,
_ => return None,
})
}
/// SDL axis → (wire axis id, wire value). SDL sticks are +y = down; the wire (XInput
/// convention) is +y = up. SDL triggers span 0..32767; the wire wants 0..255.
fn axis_value(axis: sdl3::gamepad::Axis, v: i16) -> (u32, i32) {
use sdl3::gamepad::Axis;
match axis {
Axis::LeftX => (wire::AXIS_LS_X, v as i32),
Axis::LeftY => (wire::AXIS_LS_Y, -(v as i32).max(-32767)),
Axis::RightX => (wire::AXIS_RS_X, v as i32),
Axis::RightY => (wire::AXIS_RS_Y, -(v as i32).max(-32767)),
Axis::TriggerLeft => (wire::AXIS_LT, (v as i32).clamp(0, 32767) >> 7),
Axis::TriggerRight => (wire::AXIS_RT, (v as i32).clamp(0, 32767) >> 7),
}
}
/// The DualSense effects packet (SDL `DS5EffectsState_t`, 47 bytes) — the same layout the
/// host parses off its virtual pad; the wire's 11-byte trigger blocks drop in verbatim.
/// Enable bits select only the fields each update touches, so rumble (driven separately
/// through SDL) and untouched fields keep their state.
struct Ds5Feedback;
impl Ds5Feedback {
const RIGHT_TRIGGER: usize = 10;
const LEFT_TRIGGER: usize = 21;
const PAD_LIGHTS: usize = 43;
const LED_RGB: usize = 44;
fn trigger_packet(which: u8, effect: &[u8]) -> [u8; 47] {
let mut p = [0u8; 47];
let (flag, off) = if which == 1 {
(0x04, Self::RIGHT_TRIGGER)
} else {
(0x08, Self::LEFT_TRIGGER)
};
p[0] = flag;
let n = effect.len().min(11);
p[off..off + n].copy_from_slice(&effect[..n]);
p
}
fn lightbar_packet(r: u8, g: u8, b: u8) -> [u8; 47] {
let mut p = [0u8; 47];
p[1] = 0x04; // lightbar enable
p[Self::LED_RGB] = r;
p[Self::LED_RGB + 1] = g;
p[Self::LED_RGB + 2] = b;
p
}
fn player_packet(bits: u8) -> [u8; 47] {
let mut p = [0u8; 47];
p[1] = 0x10; // player-LED enable
p[Self::PAD_LIGHTS] = bits & 0x1F;
p
}
}
struct Worker<'a> {
subsystem: sdl3::GamepadSubsystem,
/// UI-facing state (the `GamepadService` accessors): pad list, active pad, pin.
pads_out: &'a Mutex<Vec<PadInfo>>,
active_out: &'a Mutex<Option<PadInfo>>,
/// The ONE device held open — the active pad while a session is attached, `None`
/// otherwise. Opening is what grabs the hardware (SDL's HIDAPI drivers take the
/// hidraw device away from the system), so idle keeps this empty; see the module doc.
open: Option<(u32, sdl3::gamepad::Gamepad)>,
/// Connected pad ids in connection order (metadata only, no device open); the most
/// recently connected is the auto selection.
order: Vec<u32>,
/// Stable key of the user-pinned controller (persisted in Settings) — matched against
/// connected pads, so it survives restarts and disconnects.
pinned: Option<String>,
attached: Option<Arc<NativeClient>>,
/// Wire state of the active pad — zeroed on the wire at switch/detach.
last_axis: [i32; 6],
held_buttons: Vec<u32>,
/// Touchpad contacts the host believes are down, keyed by `(surface, finger)` — lifted on pad
/// 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<()>,
/// Raises the UI disconnect signal when the escape chord is held past [`DISCONNECT_HOLD`].
disconnect_tx: async_channel::Sender<()>,
/// The escape chord is fully held — latched so it fires once, not every poll.
chord_armed: bool,
/// When the escape chord became fully held (drives the hold-to-disconnect escalation); `None`
/// when the chord is broken.
chord_since: Option<Instant>,
/// The disconnect signal already fired for the current hold — latched so it fires once.
disconnect_fired: bool,
/// Menu mode ([`GamepadService::set_menu_mode`]): hold the active pad open while idle
/// and translate it into [`MenuEvent`]s. An attached session pauses translation.
menu_mode: bool,
menu_nav: MenuNav,
menu_tx: async_channel::Sender<MenuEvent>,
}
impl Worker<'_> {
fn active_id(&self) -> Option<u32> {
// The pin matches by stable key (most recently connected wins if two identical pads
// share one); an unmatched pin falls through to automatic without being cleared.
if let Some(key) = &self.pinned {
if let Some(id) = self
.order
.iter()
.rev()
.copied()
.find(|&id| self.pad_info(id).is_some_and(|p| &p.key == key))
{
return Some(id);
}
}
// Automatic: the most recently connected pad — but never Steam Input's virtual pad
// while a real controller is present (see `PadInfo::steam_virtual`).
self.order
.iter()
.rev()
.copied()
.find(|&id| self.pad_info(id).is_some_and(|p| !p.steam_virtual))
.or_else(|| self.order.last().copied())
}
/// Pad metadata from SDL's ID-based getters — deliberately NO device open (see the
/// module doc; an open would grab the hardware).
fn pad_info(&self, id: u32) -> Option<PadInfo> {
if !self.order.contains(&id) {
return None;
}
let jid = sdl3::sys::joystick::SDL_JoystickID(id);
let mut pref = pref_for_type(self.subsystem.type_for_id(jid));
let (vid, pid) = (
self.subsystem.vendor_for_id(jid).unwrap_or(0),
self.subsystem.product_for_id(jid).unwrap_or(0),
);
// There is no SDL gamepad type for the Steam Deck / Steam Controller, so detect Valve by
// VID/PID (Deck 0x1205, SC wired 0x1102, SC dongle 0x1142) — the host then builds the virtual
// hid-steam pad with the back grips + dual trackpads and the right glyph identity.
if vid == 0x28DE && matches!(pid, 0x1205 | 0x1102 | 0x1142) {
pref = GamepadPref::SteamDeck;
}
let name = self
.subsystem
.name_for_id(jid)
.unwrap_or_else(|_| "Controller".into());
Some(PadInfo {
key: format!("{vid:04x}:{pid:04x}:{name}"),
steam_virtual: (vid == 0x28DE && pid == 0x11FF)
|| name.starts_with("Steam Virtual Gamepad"),
name,
pref,
})
}
/// Hold exactly the right device: the active pad while a session is attached or menu
/// mode owns navigation, nothing otherwise. The single place that decides to open
/// (= grab) hardware; dropping the old handle closes it (`SDL_CloseGamepad`) — on a
/// Deck the firmware watchdog then restores lizard mode.
fn sync_open(&mut self) {
let want = if self.attached.is_some() || self.menu_mode {
self.active_id()
} else {
None
};
if self.open.as_ref().map(|(id, _)| *id) == want {
return;
}
self.open = None;
let Some(id) = want else { return };
match self.subsystem.open(sdl3::sys::joystick::SDL_JoystickID(id)) {
Ok(pad) => {
self.open = Some((id, pad));
// Sensors stream only for an attached session (USB/BT bandwidth); the
// menu needs buttons + stick only.
if self.attached.is_some() {
self.set_sensors(true);
} else {
// The menu pad changed under us (hot-plug while the launcher is
// open): adopt the new pad's held state instead of firing it.
self.menu_nav.reset();
}
}
Err(e) => tracing::warn!(id, error = %e, "gamepad open failed"),
}
}
/// React to anything that may have moved the active-pad selection (hotplug, pin
/// change): flush held wire state if it did, then re-sync the opened device and the
/// UI-facing snapshot.
fn refresh_active(&mut self, before: Option<u32>) {
if self.active_id() != before {
self.flush_held();
}
self.sync_open();
self.publish();
}
/// Zero everything the host believes is held — on pad switch and detach.
fn flush_held(&mut self) {
if let Some(c) = &self.attached {
for b in self.held_buttons.drain(..) {
send(c, InputKind::GamepadButton, b, 0);
}
for (id, v) in self.last_axis.iter_mut().enumerate() {
if *v != 0 && *v != i32::MIN {
send(c, InputKind::GamepadAxis, id as u32, 0);
}
*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 {
RichInput::Touchpad {
pad: 0,
finger,
active: false,
x: 0,
y: 0,
}
} else {
RichInput::TouchpadEx {
pad: 0,
surface,
finger,
touch: false,
click: false,
x: 0,
y: 0,
pressure: 0,
}
};
let _ = c.send_rich_input(rich);
}
} else {
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();
}
/// Raise the UI escape signal when the [`ESCAPE_CHORD`] just completed (latched so it
/// fires once per press) and start the hold-to-disconnect timer. Called after each
/// button-down updates `held_buttons`.
fn maybe_fire_escape(&mut self) {
if self.chord_armed {
return;
}
if ESCAPE_CHORD.iter().all(|b| self.held_buttons.contains(b)) {
self.chord_armed = true;
self.chord_since = Some(Instant::now());
let _ = self.escape_tx.try_send(());
tracing::info!(
"gamepad escape chord (L1+R1+Start+Select) — leaving fullscreen (hold to disconnect)"
);
}
}
/// Fire the disconnect signal once the escape chord has been continuously held past
/// [`DISCONNECT_HOLD`]. Polled from the main loop so the hold completes without new events.
fn maybe_fire_disconnect(&mut self) {
if self.disconnect_fired {
return;
}
if let Some(since) = self.chord_since {
if since.elapsed() >= DISCONNECT_HOLD {
self.disconnect_fired = true;
let _ = self.disconnect_tx.try_send(());
tracing::info!("gamepad escape chord held — disconnecting");
}
}
}
/// Re-arm once the chord is broken (any of its buttons released).
fn rearm_escape(&mut self) {
if self.chord_armed && !ESCAPE_CHORD.iter().all(|b| self.held_buttons.contains(b)) {
self.reset_chord();
}
}
/// Clear the escape/disconnect chord latches. Called at every session boundary
/// ([`flush_held`](Self::flush_held) on detach/pad-switch + on attach): the hold-to-disconnect
/// path *always* ends the session while the chord is still physically held, so the matching
/// button-up events arrive after detach (dropped by the `attached` guard) and `rearm_escape`
/// never runs — without this the latched state would leak into the next session and either
/// swallow its first chord press or fire a stale disconnect on connect.
fn reset_chord(&mut self) {
self.chord_armed = false;
self.chord_since = None;
self.disconnect_fired = false;
}
/// Sensors stream only while a session wants them (they cost USB/BT bandwidth).
fn set_sensors(&mut self, enabled: bool) {
if let Some((_, pad)) = self.open.as_mut() {
use sdl3::sensor::SensorType;
for s in [SensorType::Gyroscope, SensorType::Accelerometer] {
if unsafe { pad.has_sensor(s) } {
let _ = pad.sensor_set_enabled(s, enabled);
}
}
}
}
/// Forward one touchpad contact on the rich-input plane. A multi-touchpad pad (Steam Deck / Steam
/// Controller) sends `TouchpadEx` with the surface (SDL touchpad 0 = left → 1, 1 = right → 2) and
/// signed coordinates; a single-touchpad pad (DualSense) keeps the legacy `Touchpad` (unsigned).
fn forward_touch(
&mut self,
which: u32,
touchpad: u32,
finger: u8,
x: f32,
y: f32,
active: bool,
) {
let Some(c) = self.attached.clone() else {
return;
};
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,
// 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 {
RichInput::Touchpad {
pad: 0,
finger,
active,
x: (cx * 65535.0) as u16,
y: (cy * 65535.0) as u16,
}
};
let _ = c.send_rich_input(rich);
if active {
self.held_touches.insert((surface, finger));
} else {
self.held_touches.remove(&(surface, finger));
}
}
/// 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
.order
.iter()
.filter_map(|&id| self.pad_info(id))
.collect();
list.reverse(); // most recent first — the Settings list order
*self.pads_out.lock().unwrap() = list;
*self.active_out.lock().unwrap() = self.active_id().and_then(|id| self.pad_info(id));
}
/// Apply queued control-plane messages from the UI thread. Returns false when the
/// app side is gone and the worker should exit.
fn drain_ctl(&mut self, ctl: &Receiver<Ctl>) -> bool {
loop {
match ctl.try_recv() {
Ok(Ctl::Attach(c)) => {
self.attached = Some(c);
self.last_axis = [i32::MIN; 6];
self.reset_chord(); // every session starts un-latched (Attach doesn't flush)
// The Valve HIDAPI drivers run only in-session (see set_valve_hidapi);
// enabling them re-enumerates a Deck's built-in pad with paddles/
// trackpads/gyro first-class — sync_open follows the churn events.
set_valve_hidapi(true);
self.sync_open();
}
Ok(Ctl::Detach) => {
self.flush_held();
self.attached = None;
self.sync_open(); // closes the held device (menu mode keeps it)
set_valve_hidapi(false);
if self.menu_mode {
// Back to the launcher: adopt whatever is still physically held
// (the escape chord that ended the session, a lingering B) so it
// can't ghost-fire menu actions.
self.menu_nav.reset();
}
}
Ok(Ctl::Pin(key)) => {
let before = self.active_id();
self.pinned = key;
self.refresh_active(before);
}
Ok(Ctl::MenuMode(on)) => {
self.menu_mode = on;
if on {
self.menu_nav.reset();
}
self.sync_open();
}
Ok(Ctl::MenuRumble(pulse)) => {
if self.attached.is_none() {
if let Some((_, pad)) = self.open.as_mut() {
let (low, high, ms) = match pulse {
// Light high-freq detent — won't jackhammer at repeat rate.
MenuPulse::Move => (0, 0x3000, 25),
// Fuller both-motor thunk.
MenuPulse::Confirm => (0x5000, 0x5000, 60),
// Dull low-freq wall.
MenuPulse::Boundary => (0x6000, 0, 60),
};
let _ = pad.set_rumble(low, high, ms);
}
}
}
Err(std::sync::mpsc::TryRecvError::Empty) => return true,
Err(std::sync::mpsc::TryRecvError::Disconnected) => return false, // app gone
}
}
}
/// Route one SDL event: pad hotplug bookkeeping, and — while a session is attached —
/// buttons/axes/touchpads/motion of the active pad onto the wire.
fn handle_event(&mut self, event: sdl3::event::Event) {
use sdl3::event::Event;
let active = self.active_id();
match event {
Event::ControllerDeviceAdded { which, .. } => {
if !self.order.contains(&which) {
self.order.push(which);
if let Some(p) = self.pad_info(which) {
// Full identity: on a Steam Deck this is the one lever for diagnosing an
// empty controller list — it tells you whether SDL sees the physical pad
// (28DE:1205), Steam Input's virtual pad (28DE:11FF), both, or nothing.
tracing::info!(
name = p.name,
key = p.key,
pref = ?p.pref,
steam_virtual = p.steam_virtual,
"gamepad attached"
);
}
self.refresh_active(active);
}
}
Event::ControllerDeviceRemoved { which, .. } => {
if self.order.contains(&which) {
self.order.retain(|&id| id != which);
if self.open.as_ref().map(|(id, _)| *id) == Some(which) {
self.open = None; // the device is gone; drop our handle
}
tracing::info!("gamepad detached");
self.refresh_active(active);
}
}
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;
};
if let Some(bit) = button_bit(button) {
self.held_buttons.push(bit);
send(&c, InputKind::GamepadButton, bit, 1);
self.maybe_fire_escape();
}
}
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;
};
if let Some(bit) = button_bit(button) {
self.held_buttons.retain(|&b| b != bit);
send(&c, InputKind::GamepadButton, bit, 0);
self.rearm_escape();
}
}
Event::ControllerAxisMotion {
which, axis, value, ..
} if active == Some(which) => {
let Some(c) = self.attached.clone() else {
return;
};
let (id, v) = axis_value(axis, value);
if self.last_axis[id as usize] != v {
self.last_axis[id as usize] = v;
send(&c, InputKind::GamepadAxis, id, v);
}
}
// Touchpad contacts → the rich-input plane. One pad (DualSense) keeps the legacy
// `Touchpad`; two pads (Steam Deck / Steam Controller) send `TouchpadEx` per surface.
Event::ControllerTouchpadDown {
which,
touchpad,
finger,
x,
y,
..
}
| Event::ControllerTouchpadMotion {
which,
touchpad,
finger,
x,
y,
..
} if active == Some(which) && self.attached.is_some() => {
self.forward_touch(which, touchpad as u32, finger as u8, x, y, true);
}
Event::ControllerTouchpadUp {
which,
touchpad,
finger,
x,
y,
..
} if active == Some(which) && self.attached.is_some() => {
self.forward_touch(which, touchpad as u32, finger as u8, x, y, false);
}
// Motion: accel events update the cache; each gyro event ships a sample
// (the DualSense reports both at ~250 Hz). Scale convention shared with
// the Swift client — sign/scale derived, not yet live-verified.
Event::ControllerSensorUpdated {
which,
sensor,
data,
..
} if active == Some(which) => {
let Some(c) = self.attached.clone() else {
return;
};
use sdl3::sensor::SensorType;
match sensor {
SensorType::Accelerometer => {
for (i, v) in data.iter().enumerate() {
self.last_accel[i] =
(v / G * ACCEL_LSB_PER_G).clamp(-32768.0, 32767.0) as i16;
}
}
SensorType::Gyroscope => {
let mut gyro = [0i16; 3];
for (i, v) in data.iter().enumerate() {
gyro[i] = (v * GYRO_LSB_PER_RAD_S).clamp(-32768.0, 32767.0) as i16;
}
let _ = c.send_rich_input(RichInput::Motion {
pad: 0,
gyro,
accel: self.last_accel,
});
}
_ => {}
}
}
_ => {}
}
}
/// Sample the open pad and translate it into [`MenuEvent`]s — only while menu mode is
/// on and no session is attached (attach supersedes; SDL events merely wake the loop,
/// so a press is translated the iteration it arrives).
fn menu_poll(&mut self) {
if !self.menu_mode || self.attached.is_some() {
return;
}
let Some((_, pad)) = self.open.as_ref() else {
return;
};
use sdl3::gamepad::{Axis, Button};
let s = MenuSample {
buttons: [
pad.button(Button::South),
pad.button(Button::East),
pad.button(Button::West),
pad.button(Button::North),
pad.button(Button::LeftShoulder),
pad.button(Button::RightShoulder),
],
lx: pad.axis(Axis::LeftX),
ly: pad.axis(Axis::LeftY),
dpad: [
pad.button(Button::DPadUp),
pad.button(Button::DPadDown),
pad.button(Button::DPadLeft),
pad.button(Button::DPadRight),
],
};
let mut out = Vec::new();
self.menu_nav.poll(&s, Instant::now(), &mut out);
for e in out {
let _ = self.menu_tx.try_send(e);
}
}
/// Drain and render the feedback planes — rumble plus HID output (lightbar /
/// player LEDs / adaptive triggers) — on the active pad; this thread is their single
/// consumer. The host re-sends rumble state periodically, so a generous duration with
/// refresh-on-update is safe — a dropped stop heals within ~500 ms.
fn render_feedback(&mut self) {
let Some(connector) = self.attached.clone() else {
return;
};
while let Ok((pad, low, high)) = connector.next_rumble(Duration::ZERO) {
if pad == 0 {
if let Some((_, p)) = self.open.as_mut() {
// Surface a failed SDL rumble write: a swallowed error here (DualSense not in
// the right HIDAPI mode, etc.) reads exactly like "rumble doesn't work". The
// host logs the send side on 0xCA, so the two together pinpoint host-game vs
// client-render.
if let Err(e) = p.set_rumble(low, high, 5_000) {
tracing::warn!(low, high, error = %e, "rumble: SDL set_rumble failed");
} else {
tracing::debug!(low, high, "rumble: rendered");
}
} else {
tracing::debug!(low, high, "rumble: received but no active pad to render");
}
}
}
while let Ok(hid) = connector.next_hidout(Duration::ZERO) {
let is_ds = self
.open
.as_ref()
.and_then(|(id, _)| self.pad_info(*id))
.is_some_and(|p| p.is_dualsense());
let Some((_, pad)) = self.open.as_mut() else {
continue;
};
match hid {
HidOutput::Led { pad: 0, r, g, b } if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::lightbar_packet(r, g, b));
}
HidOutput::Led { pad: 0, r, g, b } => {
let _ = pad.set_led(r, g, b);
}
HidOutput::PlayerLeds { pad: 0, bits } if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::player_packet(bits));
}
HidOutput::Trigger {
pad: 0,
which,
ref effect,
} if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::trigger_packet(which, effect));
}
_ => {}
}
}
}
}
fn run(
pads_out: &Mutex<Vec<PadInfo>>,
active_out: &Mutex<Option<PadInfo>>,
ctl: &Receiver<Ctl>,
escape_tx: &async_channel::Sender<()>,
disconnect_tx: &async_channel::Sender<()>,
menu_tx: &async_channel::Sender<MenuEvent>,
) -> Result<(), String> {
// Off-main-thread + no video subsystem: keep SDL away from signals, poll pads on its
// own thread.
sdl3::hint::set("SDL_NO_SIGNAL_HANDLERS", "1");
sdl3::hint::set("SDL_JOYSTICK_THREAD", "1");
// The Valve HIDAPI drivers start DISABLED (SDL defaults the Deck one ON, and its mere
// enumeration kills the Deck's trackpad-mouse system-wide — see set_valve_hidapi);
// they are enabled for the duration of an attached session only.
set_valve_hidapi(false);
let sdl = sdl3::init().map_err(|e| e.to_string())?;
let subsystem = sdl.gamepad().map_err(|e| e.to_string())?;
let mut pump = sdl.event_pump().map_err(|e| e.to_string())?;
let mut w = Worker {
subsystem,
pads_out,
active_out,
open: None,
order: Vec::new(),
pinned: None,
attached: None,
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(),
chord_armed: false,
chord_since: None,
disconnect_fired: false,
menu_mode: false,
menu_nav: MenuNav::new(),
menu_tx: menu_tx.clone(),
};
loop {
// Control plane from the UI thread.
if !w.drain_ctl(ctl) {
return Ok(());
}
// Block in SDL's own event wait instead of a fixed-interval sleep+poll: input
// events are handled the moment they arrive (the old 2 ms sleep added up to 2 ms
// per event), while the timeout bounds the polled work below — ctl messages,
// rumble/HID feedback, and the escape-chord hold check all run once per wakeup,
// so their worst case is one timeout (~10 ms attached, imperceptible for
// haptics; DISCONNECT_HOLD is 1500 ms, so 10 ms hold-check granularity is far
// inside tolerance; menu mode needs the same cadence for its repeat timing).
// Idle (no session, no menu) wakes lazily at 30 ms for hotplug + ctl.
let timeout = Duration::from_millis(if w.attached.is_some() || w.menu_mode {
10
} else {
30
});
if let Some(event) = pump.wait_event_timeout(timeout) {
w.handle_event(event);
// Drain whatever else queued while we were waiting or handling.
while let Some(event) = pump.poll_event() {
w.handle_event(event);
}
}
// Escalate a held escape chord to a disconnect (polled — the hold completes with no
// new button events; the chord itself is only detected while a session is attached).
w.maybe_fire_disconnect();
w.menu_poll();
w.render_feedback();
}
}
#[cfg(test)]
mod menu_nav_tests {
use super::*;
fn sample() -> MenuSample {
MenuSample::default()
}
fn events(nav: &mut MenuNav, s: &MenuSample, at: Instant) -> Vec<MenuEvent> {
let mut out = Vec::new();
nav.poll(s, at, &mut out);
out
}
#[test]
fn snapshot_adopts_held_state_without_firing() {
let mut nav = MenuNav::new();
let t = Instant::now();
let mut held = sample();
held.buttons[0] = true; // A held on entry
held.lx = 30000; // stick already deflected right
assert!(events(&mut nav, &held, t).is_empty(), "snapshot poll fired");
// Still held: nothing (no rising edge, direction unchanged since snapshot).
assert!(events(&mut nav, &held, t + Duration::from_millis(10)).is_empty());
// Release, then press again → now it fires.
assert!(events(&mut nav, &sample(), t + Duration::from_millis(20)).is_empty());
assert_eq!(
events(&mut nav, &held, t + Duration::from_millis(30)),
vec![MenuEvent::Confirm, MenuEvent::Move(MenuDir::Right)]
);
}
#[test]
fn buttons_fire_on_rising_edge_only() {
let mut nav = MenuNav::new();
let t = Instant::now();
events(&mut nav, &sample(), t); // consume the snapshot
let mut s = sample();
s.buttons[1] = true; // B down
assert_eq!(
events(&mut nav, &s, t + Duration::from_millis(10)),
vec![MenuEvent::Back]
);
for i in 2..20 {
assert!(
events(&mut nav, &s, t + Duration::from_millis(10 * i)).is_empty(),
"held button re-fired"
);
}
}
#[test]
fn reset_rearms_the_snapshot() {
let mut nav = MenuNav::new();
let t = Instant::now();
events(&mut nav, &sample(), t);
nav.reset();
let mut s = sample();
s.buttons[1] = true;
assert!(
events(&mut nav, &s, t + Duration::from_millis(10)).is_empty(),
"post-reset poll fired a held button"
);
}
#[test]
fn direction_repeats_after_delay_at_interval() {
let mut nav = MenuNav::new();
let t = Instant::now();
events(&mut nav, &sample(), t);
let mut s = sample();
s.dpad[3] = true; // dpad right
// Engage: fires immediately.
assert_eq!(
events(&mut nav, &s, t + Duration::from_millis(10)),
vec![MenuEvent::Move(MenuDir::Right)]
);
// Inside the initial delay: silent.
assert!(events(&mut nav, &s, t + Duration::from_millis(300)).is_empty());
// Past the delay: repeats…
assert_eq!(
events(&mut nav, &s, t + Duration::from_millis(400)),
vec![MenuEvent::Move(MenuDir::Right)]
);
// …but not faster than the interval…
assert!(events(&mut nav, &s, t + Duration::from_millis(500)).is_empty());
// …and again once it elapses.
assert_eq!(
events(&mut nav, &s, t + Duration::from_millis(570)),
vec![MenuEvent::Move(MenuDir::Right)]
);
// Release cancels; re-engage fires immediately again.
assert!(events(&mut nav, &sample(), t + Duration::from_millis(580)).is_empty());
assert_eq!(
events(&mut nav, &s, t + Duration::from_millis(590)),
vec![MenuEvent::Move(MenuDir::Right)]
);
}
#[test]
fn direction_change_fires_immediately() {
let mut nav = MenuNav::new();
let t = Instant::now();
events(&mut nav, &sample(), t);
let mut right = sample();
right.lx = 30000;
let mut left = sample();
left.lx = -30000;
assert_eq!(
events(&mut nav, &right, t + Duration::from_millis(10)),
vec![MenuEvent::Move(MenuDir::Right)]
);
assert_eq!(
events(&mut nav, &left, t + Duration::from_millis(20)),
vec![MenuEvent::Move(MenuDir::Left)]
);
}
#[test]
fn direction_resolution() {
// Below the deadzone: nothing.
let mut s = sample();
s.lx = MENU_DEADZONE as i16;
assert_eq!(MenuNav::resolve_dir(&s), None);
// Dominant axis wins; SDL +y = down.
s.lx = 20000;
s.ly = 25000;
assert_eq!(MenuNav::resolve_dir(&s), Some(MenuDir::Down));
s.ly = -25000;
assert_eq!(MenuNav::resolve_dir(&s), Some(MenuDir::Up));
s.lx = 26000;
assert_eq!(MenuNav::resolve_dir(&s), Some(MenuDir::Right));
s.lx = -26000;
assert_eq!(MenuNav::resolve_dir(&s), Some(MenuDir::Left));
// Dpad fallback…
let mut d = sample();
d.dpad[1] = true;
assert_eq!(MenuNav::resolve_dir(&d), Some(MenuDir::Down));
// …but the stick overrides it.
d.lx = 30000;
assert_eq!(MenuNav::resolve_dir(&d), Some(MenuDir::Right));
}
#[test]
fn shoulder_and_face_button_mapping() {
let mut nav = MenuNav::new();
let t = Instant::now();
events(&mut nav, &sample(), t);
let mut s = sample();
s.buttons = [false, false, true, true, true, true]; // x, y, l1, r1
assert_eq!(
events(&mut nav, &s, t + Duration::from_millis(10)),
vec![
MenuEvent::Tertiary,
MenuEvent::Secondary,
MenuEvent::JumpBack,
MenuEvent::JumpForward,
]
);
}
}