Add per-controller motion toggle

This commit is contained in:
Joey Yakimowich-Payne 2026-08-31 22:30:29 -06:00
commit 81f6ac1236
8 changed files with 247 additions and 45 deletions

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@ -91,6 +91,18 @@ Each connected AIO controller can toggle its own ABXY layout by pressing **L + R
Edit `controller_hotkey_config.h` to change the chord, default layout, or confirmation pulse.
### Per-controller motion toggle
Press **D-pad Up + R + Start** together to disable or re-enable motion for one controller. On DualSense, use **D-pad Up + R1 + Options**.
- A longer rumble confirms motion disabled.
- A shorter rumble confirms motion enabled.
- The chord is consumed locally and is not forwarded to the Switch.
- Other controller slots are unaffected.
- Motion returns to enabled after disconnect or reboot.
Edit `controller_hotkey_config.h` to change the chord, default state, or feedback patterns.
### Per-slot controller colors
Each AIO slot has one color shared by its emulated Switch Pro grips and its physical Bluetooth controller:

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@ -34,10 +34,35 @@ constexpr uint8_t kAbxyFeedbackWeakMagnitude =
SWITCH_ABXY_FEEDBACK_WEAK_MAGNITUDE;
constexpr uint8_t kAbxyFeedbackStrongMagnitude =
SWITCH_ABXY_FEEDBACK_STRONG_MAGNITUDE;
constexpr uint32_t kMotionHotkeyDpadMask =
SWITCH_MOTION_HOTKEY_DPAD_MASK;
constexpr uint32_t kMotionHotkeyButtonMask =
SWITCH_MOTION_HOTKEY_BUTTON_MASK;
constexpr uint32_t kMotionHotkeyMiscMask =
SWITCH_MOTION_HOTKEY_MISC_MASK;
constexpr bool kDefaultMotionEnabled =
SWITCH_MOTION_DEFAULT_ENABLED != 0;
constexpr uint16_t kMotionDisabledFeedbackDurationMs =
SWITCH_MOTION_DISABLED_FEEDBACK_DURATION_MS;
constexpr uint8_t kMotionDisabledFeedbackWeakMagnitude =
SWITCH_MOTION_DISABLED_FEEDBACK_WEAK_MAGNITUDE;
constexpr uint8_t kMotionDisabledFeedbackStrongMagnitude =
SWITCH_MOTION_DISABLED_FEEDBACK_STRONG_MAGNITUDE;
constexpr uint16_t kMotionEnabledFeedbackDurationMs =
SWITCH_MOTION_ENABLED_FEEDBACK_DURATION_MS;
constexpr uint8_t kMotionEnabledFeedbackWeakMagnitude =
SWITCH_MOTION_ENABLED_FEEDBACK_WEAK_MAGNITUDE;
constexpr uint8_t kMotionEnabledFeedbackStrongMagnitude =
SWITCH_MOTION_ENABLED_FEEDBACK_STRONG_MAGNITUDE;
static_assert(kAbxyHotkeyButtonMask != 0);
static_assert(kAbxyHotkeyMiscMask != 0);
static_assert(kAbxyFeedbackDurationMs > 0);
static_assert(kMotionHotkeyDpadMask != 0);
static_assert(kMotionHotkeyButtonMask != 0);
static_assert(kMotionHotkeyMiscMask != 0);
static_assert(kMotionDisabledFeedbackDurationMs > 0);
static_assert(kMotionEnabledFeedbackDurationMs > 0);
static_assert(kSlotCount == 4);
static_assert(SWITCH_PICO_HID_INSTANCE_COUNT == kSlotCount);
@ -62,6 +87,13 @@ struct RumbleEnvelope {
uint32_t connection_generation;
SwitchRumbleOutput rumble;
};
struct FeedbackEnvelope {
uint32_t connection_generation;
uint16_t duration_ms;
uint8_t weak_magnitude;
uint8_t strong_magnitude;
};
struct BackendSlot {
SwitchInputState state;
@ -72,11 +104,13 @@ struct BackendSlot {
bool active;
bool rumble_pending;
bool swap_abxy;
bool hotkey_latched;
bool abxy_hotkey_latched;
bool motion_enabled;
bool motion_hotkey_latched;
bool feedback_pending;
uint32_t feedback_generation;
uint32_t feedback_until_ms;
RumbleEnvelope pending_rumble;
FeedbackEnvelope pending_feedback;
};
critical_section_t g_state_lock;
@ -229,7 +263,8 @@ constexpr int16_t clamp_int16(int64_t value) {
return static_cast<int16_t>(value);
}
constexpr int64_t divide_round_nearest(int64_t numerator, int64_t denominator) {
constexpr int64_t divide_round_nearest(int64_t numerator,
int64_t denominator) {
if (numerator >= 0) {
return (numerator + denominator / 2) / denominator;
}
@ -264,7 +299,8 @@ bool has_motion(const uni_gamepad_t& gamepad) {
}
SwitchInputState map_gamepad(const uni_gamepad_t& gamepad,
bool swap_abxy) {
bool swap_abxy,
bool motion_enabled) {
SwitchInputState state = make_neutral_state();
state.dpad_up = (gamepad.dpad & DPAD_UP) != 0;
@ -302,7 +338,7 @@ SwitchInputState map_gamepad(const uni_gamepad_t& gamepad,
state.rx = scale_stick(gamepad.axis_rx);
state.ry = scale_stick(gamepad.axis_ry);
if (has_motion(gamepad)) {
if (motion_enabled && has_motion(gamepad)) {
// Dependency patches normalize both arrays to SDL3 PlayStation axes.
SwitchImuSample sample{};
sample.accel_x = convert_accel(-static_cast<int64_t>(gamepad.accel[2]));
@ -319,31 +355,87 @@ SwitchInputState map_gamepad(const uni_gamepad_t& gamepad,
return state;
}
struct LayoutDecision {
struct HotkeyDecision {
bool swap_abxy;
bool suppress_hotkey;
bool motion_enabled;
uint32_t suppress_dpad;
uint32_t suppress_buttons;
uint32_t suppress_misc_buttons;
};
LayoutDecision update_layout_hotkey(uint8_t slot_index,
uni_hid_device_t* device,
const uni_gamepad_t& gamepad) {
const bool chord_pressed =
void queue_local_feedback(BackendSlot& slot, uint16_t duration_ms,
uint8_t weak_magnitude,
uint8_t strong_magnitude) {
slot.feedback_pending = true;
slot.pending_feedback = {
slot.connection_generation, duration_ms, weak_magnitude,
strong_magnitude};
}
void reset_slot_hotkeys(BackendSlot& slot) {
slot.swap_abxy = kDefaultSwapAbxy;
slot.abxy_hotkey_latched = false;
slot.motion_enabled = kDefaultMotionEnabled;
slot.motion_hotkey_latched = false;
slot.feedback_pending = false;
slot.feedback_until_ms = 0;
slot.pending_feedback = {};
}
HotkeyDecision update_controller_hotkeys(
uint8_t slot_index, uni_hid_device_t* device,
const uni_gamepad_t& gamepad) {
const bool abxy_pressed =
(gamepad.buttons & kAbxyHotkeyButtonMask) ==
kAbxyHotkeyButtonMask &&
(gamepad.misc_buttons & kAbxyHotkeyMiscMask) ==
kAbxyHotkeyMiscMask;
LayoutDecision decision{kDefaultSwapAbxy, false};
const bool motion_pressed =
(gamepad.dpad & kMotionHotkeyDpadMask) ==
kMotionHotkeyDpadMask &&
(gamepad.buttons & kMotionHotkeyButtonMask) ==
kMotionHotkeyButtonMask &&
(gamepad.misc_buttons & kMotionHotkeyMiscMask) ==
kMotionHotkeyMiscMask;
HotkeyDecision decision{
kDefaultSwapAbxy, kDefaultMotionEnabled, 0, 0, 0};
critical_section_enter_blocking(&g_state_lock);
BackendSlot& slot = g_slots[slot_index];
if (slot.active && slot.device == device) {
if (chord_pressed && !slot.hotkey_latched) {
if (abxy_pressed && !slot.abxy_hotkey_latched) {
slot.swap_abxy = !slot.swap_abxy;
slot.feedback_pending = true;
slot.feedback_generation = slot.connection_generation;
queue_local_feedback(
slot, static_cast<uint16_t>(kAbxyFeedbackDurationMs),
kAbxyFeedbackWeakMagnitude,
kAbxyFeedbackStrongMagnitude);
} else if (motion_pressed && !slot.motion_hotkey_latched) {
slot.motion_enabled = !slot.motion_enabled;
if (slot.motion_enabled) {
queue_local_feedback(
slot, kMotionEnabledFeedbackDurationMs,
kMotionEnabledFeedbackWeakMagnitude,
kMotionEnabledFeedbackStrongMagnitude);
} else {
queue_local_feedback(
slot, kMotionDisabledFeedbackDurationMs,
kMotionDisabledFeedbackWeakMagnitude,
kMotionDisabledFeedbackStrongMagnitude);
}
}
slot.abxy_hotkey_latched = abxy_pressed;
slot.motion_hotkey_latched = motion_pressed;
decision.swap_abxy = slot.swap_abxy;
decision.motion_enabled = slot.motion_enabled;
if (abxy_pressed) {
decision.suppress_buttons |= kAbxyHotkeyButtonMask;
decision.suppress_misc_buttons |= kAbxyHotkeyMiscMask;
}
if (motion_pressed) {
decision.suppress_dpad |= kMotionHotkeyDpadMask;
decision.suppress_buttons |= kMotionHotkeyButtonMask;
decision.suppress_misc_buttons |= kMotionHotkeyMiscMask;
}
slot.hotkey_latched = chord_pressed;
decision = {slot.swap_abxy, chord_pressed};
}
critical_section_exit(&g_state_lock);
return decision;
@ -437,6 +529,7 @@ void process_rumble_timer(btstack_timer_source_t* timer) {
for (uint8_t slot_index = 0; slot_index < kSlotCount; ++slot_index) {
RumbleEnvelope envelope{};
FeedbackEnvelope feedback{};
uni_hid_device_t* device = nullptr;
bool feedback_dispatch = false;
bool host_dispatch = false;
@ -444,15 +537,17 @@ void process_rumble_timer(btstack_timer_source_t* timer) {
critical_section_enter_blocking(&g_state_lock);
BackendSlot& slot = g_slots[slot_index];
if (slot.feedback_pending) {
feedback = slot.pending_feedback;
feedback_dispatch =
slot.active && slot.device != nullptr &&
slot.feedback_generation == slot.connection_generation &&
feedback.connection_generation ==
slot.connection_generation &&
slot.device->report_parser.play_dual_rumble != nullptr;
slot.feedback_pending = false;
if (feedback_dispatch) {
device = slot.device;
slot.feedback_until_ms =
now_ms + kAbxyFeedbackDurationMs;
now_ms + feedback.duration_ms;
}
}
@ -475,9 +570,8 @@ void process_rumble_timer(btstack_timer_source_t* timer) {
if (feedback_dispatch) {
device->report_parser.play_dual_rumble(
device, 0, kAbxyFeedbackDurationMs,
kAbxyFeedbackWeakMagnitude,
kAbxyFeedbackStrongMagnitude);
device, 0, feedback.duration_ms,
feedback.weak_magnitude, feedback.strong_magnitude);
} else if (host_dispatch &&
device->report_parser.play_dual_rumble != nullptr) {
device->report_parser.play_dual_rumble(
@ -546,10 +640,7 @@ void platform_on_device_connected(uni_hid_device_t* device) {
if (!slot.active && slot.device == nullptr) {
slot.device = device;
slot.rumble_pending = false;
slot.swap_abxy = kDefaultSwapAbxy;
slot.hotkey_latched = false;
slot.feedback_pending = false;
slot.feedback_until_ms = 0;
reset_slot_hotkeys(slot);
tracked_connection = true;
} else {
tracked_connection = slot.device == device;
@ -578,10 +669,7 @@ void platform_on_device_disconnected(uni_hid_device_t* device) {
slot.device = nullptr;
slot.active = false;
slot.rumble_pending = false;
slot.swap_abxy = kDefaultSwapAbxy;
slot.hotkey_latched = false;
slot.feedback_pending = false;
slot.feedback_until_ms = 0;
reset_slot_hotkeys(slot);
++slot.connection_generation;
disconnected_tracked_device = true;
}
@ -613,10 +701,7 @@ uni_error_t platform_on_device_ready(uni_hid_device_t* device) {
slot.state = make_neutral_state();
slot.active = true;
slot.rumble_pending = false;
slot.swap_abxy = kDefaultSwapAbxy;
slot.hotkey_latched = false;
slot.feedback_pending = false;
slot.feedback_until_ms = 0;
reset_slot_hotkeys(slot);
++slot.state_generation;
became_active = true;
}
@ -644,14 +729,15 @@ void platform_on_controller_data(uni_hid_device_t* device,
}
uni_gamepad_t gamepad = controller->gamepad;
const LayoutDecision layout = update_layout_hotkey(
const HotkeyDecision hotkeys = update_controller_hotkeys(
static_cast<uint8_t>(slot_index), device, gamepad);
if (layout.suppress_hotkey) {
gamepad.buttons &= ~kAbxyHotkeyButtonMask;
gamepad.misc_buttons &= ~kAbxyHotkeyMiscMask;
}
publish_device_state(static_cast<uint8_t>(slot_index), device,
map_gamepad(gamepad, layout.swap_abxy));
gamepad.dpad &= ~hotkeys.suppress_dpad;
gamepad.buttons &= ~hotkeys.suppress_buttons;
gamepad.misc_buttons &= ~hotkeys.suppress_misc_buttons;
publish_device_state(
static_cast<uint8_t>(slot_index), device,
map_gamepad(gamepad, hotkeys.swap_abxy,
hotkeys.motion_enabled));
}
const uni_property_t* platform_get_property(uni_property_idx_t index) {
@ -724,7 +810,7 @@ void bluepad32_input_backend_init() {
slot = {};
slot.state = make_neutral_state();
slot.pending_rumble.slot = slot_index;
slot.swap_abxy = kDefaultSwapAbxy;
reset_slot_hotkeys(slot);
g_consumed_generation[slot_index] = 0;
g_last_snapshot_generation[slot_index] = 0;
}

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@ -8,6 +8,12 @@
#define SWITCH_ABXY_HOTKEY_MISC_MASK \
(MISC_BUTTON_SELECT | MISC_BUTTON_START)
// Motion toggle chord: D-pad Up + R + START / Options.
#define SWITCH_MOTION_HOTKEY_DPAD_MASK DPAD_UP
#define SWITCH_MOTION_HOTKEY_BUTTON_MASK BUTTON_SHOULDER_R
#define SWITCH_MOTION_HOTKEY_MISC_MASK MISC_BUTTON_START
#define SWITCH_MOTION_DEFAULT_ENABLED 1
// 0 starts each new connection in Nintendo positional layout; 1 starts swapped.
#define SWITCH_ABXY_DEFAULT_SWAPPED 0
@ -15,3 +21,11 @@
#define SWITCH_ABXY_FEEDBACK_DURATION_MS 120
#define SWITCH_ABXY_FEEDBACK_WEAK_MAGNITUDE 0x80
#define SWITCH_ABXY_FEEDBACK_STRONG_MAGNITUDE 0x80
// A longer pulse confirms disabled; a shorter pulse confirms enabled.
#define SWITCH_MOTION_DISABLED_FEEDBACK_DURATION_MS 180
#define SWITCH_MOTION_DISABLED_FEEDBACK_WEAK_MAGNITUDE 0xA0
#define SWITCH_MOTION_DISABLED_FEEDBACK_STRONG_MAGNITUDE 0xA0
#define SWITCH_MOTION_ENABLED_FEEDBACK_DURATION_MS 80
#define SWITCH_MOTION_ENABLED_FEEDBACK_WEAK_MAGNITUDE 0x60
#define SWITCH_MOTION_ENABLED_FEEDBACK_STRONG_MAGNITUDE 0x60

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@ -39,11 +39,12 @@ void require(bool condition, const char* message) {
}
}
void play_rumble(uni_hid_device_t* device, uint16_t, uint16_t,
uint8_t high, uint8_t low) {
void play_rumble(uni_hid_device_t* device, uint16_t,
uint16_t duration_ms, uint8_t high, uint8_t low) {
++device->rumble_calls;
device->last_high = high;
device->last_low = low;
device->last_rumble_duration_ms = duration_ms;
}
void set_lightbar(uni_hid_device_t* device, uint8_t red, uint8_t green,
uint8_t blue) {
@ -793,11 +794,96 @@ void test_abxy_hotkey() {
uni_hid_device_t replacement = device(0);
require(platform_on_device_ready(&replacement) == UNI_ERROR_SUCCESS &&
g_slots[0].swap_abxy == kDefaultSwapAbxy &&
!g_slots[0].hotkey_latched &&
!g_slots[0].abxy_hotkey_latched &&
!g_slots[0].feedback_pending,
"disconnect did not reset slot 0 hotkey state");
}
void test_motion_hotkey() {
start_pairing_backend();
uni_hid_device_t slot_zero = device(0);
uni_hid_device_t slot_one = device(1);
require(platform_on_device_ready(&slot_zero) == UNI_ERROR_SUCCESS &&
platform_on_device_ready(&slot_one) == UNI_ERROR_SUCCESS,
"motion hotkey test controllers did not become ready");
uni_controller_t input{};
input.klass = UNI_CONTROLLER_CLASS_GAMEPAD;
input.gamepad.accel[0] = 8192;
platform_on_controller_data(&slot_zero, &input);
SwitchInputState snapshot{};
require(bluepad32_input_backend_snapshot(0, &snapshot) &&
snapshot.imu_sample_count ==
(kDefaultMotionEnabled ? 3 : 0),
"slot 0 did not start with configured motion state");
input.gamepad.dpad = kMotionHotkeyDpadMask;
input.gamepad.buttons = kMotionHotkeyButtonMask;
input.gamepad.misc_buttons = kMotionHotkeyMiscMask;
platform_on_controller_data(&slot_zero, &input);
require(bluepad32_input_backend_snapshot(0, &snapshot) &&
snapshot.imu_sample_count ==
(kDefaultMotionEnabled ? 0 : 3) &&
!snapshot.dpad_up && !snapshot.button_r &&
!snapshot.button_plus,
"motion chord did not toggle motion or suppress its inputs");
process_rumble_timer(&g_rumble_timer);
require(slot_zero.rumble_calls == 1 &&
slot_zero.last_rumble_duration_ms ==
(kDefaultMotionEnabled
? kMotionDisabledFeedbackDurationMs
: kMotionEnabledFeedbackDurationMs) &&
slot_zero.last_high ==
(kDefaultMotionEnabled
? kMotionDisabledFeedbackWeakMagnitude
: kMotionEnabledFeedbackWeakMagnitude) &&
slot_zero.last_low ==
(kDefaultMotionEnabled
? kMotionDisabledFeedbackStrongMagnitude
: kMotionEnabledFeedbackStrongMagnitude),
"motion toggle did not send distinct state feedback");
platform_on_controller_data(&slot_zero, &input);
process_rumble_timer(&g_rumble_timer);
require(g_slots[0].motion_enabled == !kDefaultMotionEnabled &&
slot_zero.rumble_calls == 1,
"held motion chord toggled or rumbled more than once");
uni_controller_t peer_input{};
peer_input.klass = UNI_CONTROLLER_CLASS_GAMEPAD;
peer_input.gamepad.accel[0] = 8192;
platform_on_controller_data(&slot_one, &peer_input);
require(bluepad32_input_backend_snapshot(1, &snapshot) &&
snapshot.imu_sample_count ==
(kDefaultMotionEnabled ? 3 : 0),
"slot 0 motion chord changed slot 1 motion state");
input.gamepad = {};
platform_on_controller_data(&slot_zero, &input);
input.gamepad.accel[0] = 8192;
input.gamepad.dpad = kMotionHotkeyDpadMask;
input.gamepad.buttons = kMotionHotkeyButtonMask;
input.gamepad.misc_buttons = kMotionHotkeyMiscMask;
platform_on_controller_data(&slot_zero, &input);
require(bluepad32_input_backend_snapshot(0, &snapshot) &&
snapshot.imu_sample_count ==
(kDefaultMotionEnabled ? 3 : 0),
"released motion chord did not re-arm or restore motion");
process_rumble_timer(&g_rumble_timer);
require(g_slots[0].motion_enabled == kDefaultMotionEnabled &&
slot_zero.rumble_calls == 2,
"second motion chord did not restore configured state");
platform_on_device_disconnected(&slot_zero);
uni_hid_device_t replacement = device(0);
require(platform_on_device_ready(&replacement) == UNI_ERROR_SUCCESS &&
g_slots[0].motion_enabled == kDefaultMotionEnabled &&
!g_slots[0].motion_hotkey_latched &&
!g_slots[0].feedback_pending,
"disconnect did not reset slot 0 motion hotkey state");
}
void test_flash_core_start_contract() {
bluepad32_input_backend_init();
flash_core_init_result = false;
@ -851,6 +937,8 @@ int main(int argc, char** argv) {
test_slot_lighting();
} else if (scenario == "abxy-hotkey") {
test_abxy_hotkey();
} else if (scenario == "motion-hotkey") {
test_motion_hotkey();
} else if (scenario == "flash-core-start") {
test_flash_core_start_contract();
} else if (scenario == "flash-core-failure") {

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@ -112,6 +112,7 @@ struct uni_hid_device_t {
int rumble_calls;
uint8_t last_high;
uint8_t last_low;
uint16_t last_rumble_duration_ms;
int lightbar_calls;
uint8_t lightbar_red;
uint8_t lightbar_green;

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@ -38,6 +38,7 @@ def test_bluepad32_backend_lifecycle_native(tmp_path: Path) -> None:
"pairing-policy",
"slot-lighting",
"abxy-hotkey",
"motion-hotkey",
"flash-core-start",
"flash-core-failure",
):