WIP add Steam Deck touchpad functionality and enable the device profile#493
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GloriousEggroll wants to merge 1 commit intoShadowBlip:mainfrom
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WIP add Steam Deck touchpad functionality and enable the device profile#493GloriousEggroll wants to merge 1 commit intoShadowBlip:mainfrom
GloriousEggroll wants to merge 1 commit intoShadowBlip:mainfrom
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pastaq
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Jan 9, 2026
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I'm not convinced this is the best approach, but I'm not really able to articulate why at this time. It feels like a lot of what is happening here is workarounds that should either be in the driver, target device, or exposed as configurable to OpenGamepadUI. I'd like @ShadowApex to review before we merge this, but I do have a couple nits in the meantime.
| for e in events { | ||
| match e { | ||
| // --- LEFT PAD PRESS: gate D-pad output --- | ||
| steam_deck::event::Event::Button(steam_deck::event::ButtonEvent::LPadPress(v)) => { |
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We can probably use crate steam_deck::event to clean these up a bit
this makes it so left and right touchpad mimic SteamOS functionality, with one minor improvement. SteamOS behavior: left pad = dpad, tactile bump when navigating menus. right pad = nothing Enhanced behavior provided: left pad = dpad, tactile bump when navigating menus. right pad = standard touchpad with cursor movement, left click select with tactile bump Note: all controls are fully re-mappable per-game within steam, this just provides functionality to match steamos when in a steamos session instead of doing nothing like they currently do.
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this makes it so left and right touchpad mimic SteamOS functionality, with one minor improvement.
SteamOS behavior:
left pad = dpad, tactile bump when navigating menus. right pad = nothing
Enhanced behavior provided:
left pad = dpad, tactile bump when navigating menus. right pad = standard touchpad with cursor movement, left click select with tactile bump
Note: all controls are fully re-mappable per-game within steam, this just provides functionality to match steamos when in a steamos session instead of doing nothing like they currently do.
this also enables the device profile and changes its target to deck so that the driver is used.
requires ShadowBlip/OpenGamepadUI#500 for OGUI to be able to apply profiles with leftpad/rightpad support