Add per-controller motion toggle
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parent
94ccfc7220
commit
81f6ac1236
8 changed files with 247 additions and 45 deletions
12
README.md
12
README.md
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@ -91,6 +91,18 @@ Each connected AIO controller can toggle its own ABXY layout by pressing **L + R
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Edit `controller_hotkey_config.h` to change the chord, default layout, or confirmation pulse.
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### Per-controller motion toggle
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Press **D-pad Up + R + Start** together to disable or re-enable motion for one controller. On DualSense, use **D-pad Up + R1 + Options**.
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- A longer rumble confirms motion disabled.
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- A shorter rumble confirms motion enabled.
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- The chord is consumed locally and is not forwarded to the Switch.
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- Other controller slots are unaffected.
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- Motion returns to enabled after disconnect or reboot.
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Edit `controller_hotkey_config.h` to change the chord, default state, or feedback patterns.
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### Per-slot controller colors
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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 =
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SWITCH_ABXY_FEEDBACK_WEAK_MAGNITUDE;
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constexpr uint8_t kAbxyFeedbackStrongMagnitude =
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SWITCH_ABXY_FEEDBACK_STRONG_MAGNITUDE;
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constexpr uint32_t kMotionHotkeyDpadMask =
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SWITCH_MOTION_HOTKEY_DPAD_MASK;
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constexpr uint32_t kMotionHotkeyButtonMask =
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SWITCH_MOTION_HOTKEY_BUTTON_MASK;
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constexpr uint32_t kMotionHotkeyMiscMask =
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SWITCH_MOTION_HOTKEY_MISC_MASK;
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constexpr bool kDefaultMotionEnabled =
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SWITCH_MOTION_DEFAULT_ENABLED != 0;
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constexpr uint16_t kMotionDisabledFeedbackDurationMs =
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SWITCH_MOTION_DISABLED_FEEDBACK_DURATION_MS;
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constexpr uint8_t kMotionDisabledFeedbackWeakMagnitude =
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SWITCH_MOTION_DISABLED_FEEDBACK_WEAK_MAGNITUDE;
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constexpr uint8_t kMotionDisabledFeedbackStrongMagnitude =
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SWITCH_MOTION_DISABLED_FEEDBACK_STRONG_MAGNITUDE;
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constexpr uint16_t kMotionEnabledFeedbackDurationMs =
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SWITCH_MOTION_ENABLED_FEEDBACK_DURATION_MS;
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constexpr uint8_t kMotionEnabledFeedbackWeakMagnitude =
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SWITCH_MOTION_ENABLED_FEEDBACK_WEAK_MAGNITUDE;
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constexpr uint8_t kMotionEnabledFeedbackStrongMagnitude =
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SWITCH_MOTION_ENABLED_FEEDBACK_STRONG_MAGNITUDE;
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static_assert(kAbxyHotkeyButtonMask != 0);
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static_assert(kAbxyHotkeyMiscMask != 0);
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static_assert(kAbxyFeedbackDurationMs > 0);
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static_assert(kMotionHotkeyDpadMask != 0);
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static_assert(kMotionHotkeyButtonMask != 0);
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static_assert(kMotionHotkeyMiscMask != 0);
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static_assert(kMotionDisabledFeedbackDurationMs > 0);
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static_assert(kMotionEnabledFeedbackDurationMs > 0);
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static_assert(kSlotCount == 4);
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static_assert(SWITCH_PICO_HID_INSTANCE_COUNT == kSlotCount);
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@ -62,6 +87,13 @@ struct RumbleEnvelope {
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uint32_t connection_generation;
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SwitchRumbleOutput rumble;
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};
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struct FeedbackEnvelope {
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uint32_t connection_generation;
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uint16_t duration_ms;
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uint8_t weak_magnitude;
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uint8_t strong_magnitude;
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};
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struct BackendSlot {
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SwitchInputState state;
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@ -72,11 +104,13 @@ struct BackendSlot {
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bool active;
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bool rumble_pending;
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bool swap_abxy;
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bool hotkey_latched;
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bool abxy_hotkey_latched;
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bool motion_enabled;
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bool motion_hotkey_latched;
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bool feedback_pending;
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uint32_t feedback_generation;
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uint32_t feedback_until_ms;
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RumbleEnvelope pending_rumble;
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FeedbackEnvelope pending_feedback;
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};
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critical_section_t g_state_lock;
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@ -229,7 +263,8 @@ constexpr int16_t clamp_int16(int64_t value) {
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return static_cast<int16_t>(value);
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}
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constexpr int64_t divide_round_nearest(int64_t numerator, int64_t denominator) {
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constexpr int64_t divide_round_nearest(int64_t numerator,
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int64_t denominator) {
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if (numerator >= 0) {
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return (numerator + denominator / 2) / denominator;
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}
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@ -264,7 +299,8 @@ bool has_motion(const uni_gamepad_t& gamepad) {
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}
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SwitchInputState map_gamepad(const uni_gamepad_t& gamepad,
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bool swap_abxy) {
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bool swap_abxy,
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bool motion_enabled) {
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SwitchInputState state = make_neutral_state();
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state.dpad_up = (gamepad.dpad & DPAD_UP) != 0;
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@ -302,7 +338,7 @@ SwitchInputState map_gamepad(const uni_gamepad_t& gamepad,
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state.rx = scale_stick(gamepad.axis_rx);
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state.ry = scale_stick(gamepad.axis_ry);
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if (has_motion(gamepad)) {
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if (motion_enabled && has_motion(gamepad)) {
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// Dependency patches normalize both arrays to SDL3 PlayStation axes.
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SwitchImuSample sample{};
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sample.accel_x = convert_accel(-static_cast<int64_t>(gamepad.accel[2]));
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@ -319,31 +355,87 @@ SwitchInputState map_gamepad(const uni_gamepad_t& gamepad,
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return state;
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}
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struct LayoutDecision {
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struct HotkeyDecision {
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bool swap_abxy;
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bool suppress_hotkey;
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bool motion_enabled;
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uint32_t suppress_dpad;
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uint32_t suppress_buttons;
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uint32_t suppress_misc_buttons;
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};
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LayoutDecision update_layout_hotkey(uint8_t slot_index,
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uni_hid_device_t* device,
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const uni_gamepad_t& gamepad) {
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const bool chord_pressed =
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void queue_local_feedback(BackendSlot& slot, uint16_t duration_ms,
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uint8_t weak_magnitude,
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uint8_t strong_magnitude) {
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slot.feedback_pending = true;
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slot.pending_feedback = {
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slot.connection_generation, duration_ms, weak_magnitude,
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strong_magnitude};
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}
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void reset_slot_hotkeys(BackendSlot& slot) {
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slot.swap_abxy = kDefaultSwapAbxy;
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slot.abxy_hotkey_latched = false;
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slot.motion_enabled = kDefaultMotionEnabled;
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slot.motion_hotkey_latched = false;
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slot.feedback_pending = false;
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slot.feedback_until_ms = 0;
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slot.pending_feedback = {};
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}
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HotkeyDecision update_controller_hotkeys(
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uint8_t slot_index, uni_hid_device_t* device,
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const uni_gamepad_t& gamepad) {
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const bool abxy_pressed =
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(gamepad.buttons & kAbxyHotkeyButtonMask) ==
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kAbxyHotkeyButtonMask &&
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(gamepad.misc_buttons & kAbxyHotkeyMiscMask) ==
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kAbxyHotkeyMiscMask;
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LayoutDecision decision{kDefaultSwapAbxy, false};
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const bool motion_pressed =
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(gamepad.dpad & kMotionHotkeyDpadMask) ==
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kMotionHotkeyDpadMask &&
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(gamepad.buttons & kMotionHotkeyButtonMask) ==
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kMotionHotkeyButtonMask &&
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(gamepad.misc_buttons & kMotionHotkeyMiscMask) ==
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kMotionHotkeyMiscMask;
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HotkeyDecision decision{
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kDefaultSwapAbxy, kDefaultMotionEnabled, 0, 0, 0};
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critical_section_enter_blocking(&g_state_lock);
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BackendSlot& slot = g_slots[slot_index];
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if (slot.active && slot.device == device) {
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if (chord_pressed && !slot.hotkey_latched) {
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if (abxy_pressed && !slot.abxy_hotkey_latched) {
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slot.swap_abxy = !slot.swap_abxy;
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slot.feedback_pending = true;
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slot.feedback_generation = slot.connection_generation;
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queue_local_feedback(
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slot, static_cast<uint16_t>(kAbxyFeedbackDurationMs),
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kAbxyFeedbackWeakMagnitude,
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kAbxyFeedbackStrongMagnitude);
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} else if (motion_pressed && !slot.motion_hotkey_latched) {
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slot.motion_enabled = !slot.motion_enabled;
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if (slot.motion_enabled) {
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queue_local_feedback(
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slot, kMotionEnabledFeedbackDurationMs,
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kMotionEnabledFeedbackWeakMagnitude,
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kMotionEnabledFeedbackStrongMagnitude);
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} else {
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queue_local_feedback(
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slot, kMotionDisabledFeedbackDurationMs,
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kMotionDisabledFeedbackWeakMagnitude,
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kMotionDisabledFeedbackStrongMagnitude);
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}
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}
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slot.abxy_hotkey_latched = abxy_pressed;
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slot.motion_hotkey_latched = motion_pressed;
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decision.swap_abxy = slot.swap_abxy;
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decision.motion_enabled = slot.motion_enabled;
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if (abxy_pressed) {
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decision.suppress_buttons |= kAbxyHotkeyButtonMask;
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decision.suppress_misc_buttons |= kAbxyHotkeyMiscMask;
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}
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if (motion_pressed) {
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decision.suppress_dpad |= kMotionHotkeyDpadMask;
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decision.suppress_buttons |= kMotionHotkeyButtonMask;
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decision.suppress_misc_buttons |= kMotionHotkeyMiscMask;
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}
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slot.hotkey_latched = chord_pressed;
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decision = {slot.swap_abxy, chord_pressed};
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}
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critical_section_exit(&g_state_lock);
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return decision;
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@ -437,6 +529,7 @@ void process_rumble_timer(btstack_timer_source_t* timer) {
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for (uint8_t slot_index = 0; slot_index < kSlotCount; ++slot_index) {
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RumbleEnvelope envelope{};
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FeedbackEnvelope feedback{};
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uni_hid_device_t* device = nullptr;
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bool feedback_dispatch = false;
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bool host_dispatch = false;
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@ -444,15 +537,17 @@ void process_rumble_timer(btstack_timer_source_t* timer) {
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critical_section_enter_blocking(&g_state_lock);
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BackendSlot& slot = g_slots[slot_index];
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if (slot.feedback_pending) {
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feedback = slot.pending_feedback;
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feedback_dispatch =
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slot.active && slot.device != nullptr &&
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slot.feedback_generation == slot.connection_generation &&
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feedback.connection_generation ==
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slot.connection_generation &&
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slot.device->report_parser.play_dual_rumble != nullptr;
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slot.feedback_pending = false;
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if (feedback_dispatch) {
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device = slot.device;
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slot.feedback_until_ms =
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now_ms + kAbxyFeedbackDurationMs;
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now_ms + feedback.duration_ms;
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}
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}
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@ -475,9 +570,8 @@ void process_rumble_timer(btstack_timer_source_t* timer) {
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if (feedback_dispatch) {
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device->report_parser.play_dual_rumble(
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device, 0, kAbxyFeedbackDurationMs,
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kAbxyFeedbackWeakMagnitude,
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kAbxyFeedbackStrongMagnitude);
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device, 0, feedback.duration_ms,
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feedback.weak_magnitude, feedback.strong_magnitude);
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} else if (host_dispatch &&
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device->report_parser.play_dual_rumble != nullptr) {
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device->report_parser.play_dual_rumble(
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@ -546,10 +640,7 @@ void platform_on_device_connected(uni_hid_device_t* device) {
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if (!slot.active && slot.device == nullptr) {
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slot.device = device;
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slot.rumble_pending = false;
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slot.swap_abxy = kDefaultSwapAbxy;
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slot.hotkey_latched = false;
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slot.feedback_pending = false;
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slot.feedback_until_ms = 0;
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reset_slot_hotkeys(slot);
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tracked_connection = true;
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} else {
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tracked_connection = slot.device == device;
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@ -578,10 +669,7 @@ void platform_on_device_disconnected(uni_hid_device_t* device) {
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slot.device = nullptr;
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slot.active = false;
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slot.rumble_pending = false;
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slot.swap_abxy = kDefaultSwapAbxy;
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slot.hotkey_latched = false;
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slot.feedback_pending = false;
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slot.feedback_until_ms = 0;
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reset_slot_hotkeys(slot);
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++slot.connection_generation;
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disconnected_tracked_device = true;
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}
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@ -613,10 +701,7 @@ uni_error_t platform_on_device_ready(uni_hid_device_t* device) {
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slot.state = make_neutral_state();
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slot.active = true;
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slot.rumble_pending = false;
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slot.swap_abxy = kDefaultSwapAbxy;
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slot.hotkey_latched = false;
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slot.feedback_pending = false;
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slot.feedback_until_ms = 0;
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reset_slot_hotkeys(slot);
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++slot.state_generation;
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became_active = true;
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}
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@ -644,14 +729,15 @@ void platform_on_controller_data(uni_hid_device_t* device,
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}
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uni_gamepad_t gamepad = controller->gamepad;
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const LayoutDecision layout = update_layout_hotkey(
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const HotkeyDecision hotkeys = update_controller_hotkeys(
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static_cast<uint8_t>(slot_index), device, gamepad);
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if (layout.suppress_hotkey) {
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gamepad.buttons &= ~kAbxyHotkeyButtonMask;
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gamepad.misc_buttons &= ~kAbxyHotkeyMiscMask;
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}
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publish_device_state(static_cast<uint8_t>(slot_index), device,
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map_gamepad(gamepad, layout.swap_abxy));
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gamepad.dpad &= ~hotkeys.suppress_dpad;
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gamepad.buttons &= ~hotkeys.suppress_buttons;
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gamepad.misc_buttons &= ~hotkeys.suppress_misc_buttons;
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publish_device_state(
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static_cast<uint8_t>(slot_index), device,
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map_gamepad(gamepad, hotkeys.swap_abxy,
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hotkeys.motion_enabled));
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}
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const uni_property_t* platform_get_property(uni_property_idx_t index) {
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@ -724,7 +810,7 @@ void bluepad32_input_backend_init() {
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slot = {};
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slot.state = make_neutral_state();
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slot.pending_rumble.slot = slot_index;
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slot.swap_abxy = kDefaultSwapAbxy;
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reset_slot_hotkeys(slot);
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g_consumed_generation[slot_index] = 0;
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g_last_snapshot_generation[slot_index] = 0;
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}
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@ -8,6 +8,12 @@
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#define SWITCH_ABXY_HOTKEY_MISC_MASK \
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(MISC_BUTTON_SELECT | MISC_BUTTON_START)
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// Motion toggle chord: D-pad Up + R + START / Options.
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#define SWITCH_MOTION_HOTKEY_DPAD_MASK DPAD_UP
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#define SWITCH_MOTION_HOTKEY_BUTTON_MASK BUTTON_SHOULDER_R
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#define SWITCH_MOTION_HOTKEY_MISC_MASK MISC_BUTTON_START
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#define SWITCH_MOTION_DEFAULT_ENABLED 1
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// 0 starts each new connection in Nintendo positional layout; 1 starts swapped.
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#define SWITCH_ABXY_DEFAULT_SWAPPED 0
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@ -15,3 +21,11 @@
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#define SWITCH_ABXY_FEEDBACK_DURATION_MS 120
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#define SWITCH_ABXY_FEEDBACK_WEAK_MAGNITUDE 0x80
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#define SWITCH_ABXY_FEEDBACK_STRONG_MAGNITUDE 0x80
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// A longer pulse confirms disabled; a shorter pulse confirms enabled.
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#define SWITCH_MOTION_DISABLED_FEEDBACK_DURATION_MS 180
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#define SWITCH_MOTION_DISABLED_FEEDBACK_WEAK_MAGNITUDE 0xA0
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#define SWITCH_MOTION_DISABLED_FEEDBACK_STRONG_MAGNITUDE 0xA0
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#define SWITCH_MOTION_ENABLED_FEEDBACK_DURATION_MS 80
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#define SWITCH_MOTION_ENABLED_FEEDBACK_WEAK_MAGNITUDE 0x60
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#define SWITCH_MOTION_ENABLED_FEEDBACK_STRONG_MAGNITUDE 0x60
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Binary file not shown.
Binary file not shown.
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@ -39,11 +39,12 @@ void require(bool condition, const char* message) {
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}
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}
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void play_rumble(uni_hid_device_t* device, uint16_t, uint16_t,
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uint8_t high, uint8_t low) {
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void play_rumble(uni_hid_device_t* device, uint16_t,
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uint16_t duration_ms, uint8_t high, uint8_t low) {
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++device->rumble_calls;
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device->last_high = high;
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device->last_low = low;
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device->last_rumble_duration_ms = duration_ms;
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}
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void set_lightbar(uni_hid_device_t* device, uint8_t red, uint8_t green,
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uint8_t blue) {
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@ -793,11 +794,96 @@ void test_abxy_hotkey() {
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uni_hid_device_t replacement = device(0);
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require(platform_on_device_ready(&replacement) == UNI_ERROR_SUCCESS &&
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g_slots[0].swap_abxy == kDefaultSwapAbxy &&
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!g_slots[0].hotkey_latched &&
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!g_slots[0].abxy_hotkey_latched &&
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!g_slots[0].feedback_pending,
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"disconnect did not reset slot 0 hotkey state");
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}
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void test_motion_hotkey() {
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start_pairing_backend();
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uni_hid_device_t slot_zero = device(0);
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uni_hid_device_t slot_one = device(1);
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require(platform_on_device_ready(&slot_zero) == UNI_ERROR_SUCCESS &&
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platform_on_device_ready(&slot_one) == UNI_ERROR_SUCCESS,
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"motion hotkey test controllers did not become ready");
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uni_controller_t input{};
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input.klass = UNI_CONTROLLER_CLASS_GAMEPAD;
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input.gamepad.accel[0] = 8192;
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platform_on_controller_data(&slot_zero, &input);
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SwitchInputState snapshot{};
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require(bluepad32_input_backend_snapshot(0, &snapshot) &&
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snapshot.imu_sample_count ==
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(kDefaultMotionEnabled ? 3 : 0),
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"slot 0 did not start with configured motion state");
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input.gamepad.dpad = kMotionHotkeyDpadMask;
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input.gamepad.buttons = kMotionHotkeyButtonMask;
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input.gamepad.misc_buttons = kMotionHotkeyMiscMask;
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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") {
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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",
|
||||
):
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue