#!/usr/bin/env python3 """ Bridge multiple SDL2 controllers to switch-pico over UART and mirror rumble back. The framing matches ``switch-pico.cpp``: - Host -> Pico : 0xAA, buttons (LE16), hat, lx, ly, rx, ry - Pico -> Host : 0xBB, 0x01, 8 rumble bytes, checksum (sum of first 10 bytes) Features inspired by ``host/controller_bridge.py``: - Multiple controllers paired to multiple UART ports - Rich-powered interactive pairing UI - Adjustable send frequency, deadzone, and trigger thresholds - Rumble feedback delivered to SDL2 controllers """ from __future__ import annotations import argparse import struct import threading import time from dataclasses import dataclass, field from typing import Dict, List, Optional, Tuple import serial from serial import SerialException from serial.tools import list_ports import sdl2 import sdl2.ext from rich.console import Console from rich.prompt import Prompt from rich.table import Table UART_HEADER = 0xAA RUMBLE_HEADER = 0xBB RUMBLE_TYPE_RUMBLE = 0x01 UART_BAUD = 900000 class SwitchButton: # Mirrors the masks defined in switch_pro_descriptors.h Y = 1 << 0 B = 1 << 1 A = 1 << 2 X = 1 << 3 L = 1 << 4 R = 1 << 5 ZL = 1 << 6 ZR = 1 << 7 MINUS = 1 << 8 PLUS = 1 << 9 LCLICK = 1 << 10 RCLICK = 1 << 11 HOME = 1 << 12 CAPTURE = 1 << 13 class SwitchHat: TOP = 0x00 TOP_RIGHT = 0x01 RIGHT = 0x02 BOTTOM_RIGHT = 0x03 BOTTOM = 0x04 BOTTOM_LEFT = 0x05 LEFT = 0x06 TOP_LEFT = 0x07 CENTER = 0x08 def parse_mapping(value: str) -> Tuple[int, str]: if ":" not in value: raise argparse.ArgumentTypeError("Mapping must look like 'index:serial_port'") idx_str, port = value.split(":", 1) try: idx = int(idx_str, 10) except ValueError as exc: raise argparse.ArgumentTypeError(f"Invalid controller index '{idx_str}'") from exc if not port: raise argparse.ArgumentTypeError("Serial port cannot be empty") return idx, port.strip() def axis_to_stick(value: int, deadzone: int) -> int: if abs(value) < deadzone: value = 0 scaled = int((value + 32768) * 255 / 65535) return max(0, min(255, scaled)) def trigger_to_button(value: int, threshold: int) -> bool: return value >= threshold BUTTON_MAP = { # Direct mapping to the Switch PRO mask definitions in switch_pro_descriptors.h sdl2.SDL_CONTROLLER_BUTTON_A: SwitchButton.A, sdl2.SDL_CONTROLLER_BUTTON_B: SwitchButton.B, sdl2.SDL_CONTROLLER_BUTTON_X: SwitchButton.X, sdl2.SDL_CONTROLLER_BUTTON_Y: SwitchButton.Y, sdl2.SDL_CONTROLLER_BUTTON_LEFTSHOULDER: SwitchButton.L, sdl2.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: SwitchButton.R, sdl2.SDL_CONTROLLER_BUTTON_BACK: SwitchButton.MINUS, sdl2.SDL_CONTROLLER_BUTTON_START: SwitchButton.PLUS, sdl2.SDL_CONTROLLER_BUTTON_GUIDE: SwitchButton.HOME, sdl2.SDL_CONTROLLER_BUTTON_MISC1: SwitchButton.CAPTURE, sdl2.SDL_CONTROLLER_BUTTON_LEFTSTICK: SwitchButton.LCLICK, sdl2.SDL_CONTROLLER_BUTTON_RIGHTSTICK: SwitchButton.RCLICK, } DPAD_BUTTONS = { sdl2.SDL_CONTROLLER_BUTTON_DPAD_UP: "up", sdl2.SDL_CONTROLLER_BUTTON_DPAD_DOWN: "down", sdl2.SDL_CONTROLLER_BUTTON_DPAD_LEFT: "left", sdl2.SDL_CONTROLLER_BUTTON_DPAD_RIGHT: "right", } def dpad_to_hat(flags: Dict[str, bool]) -> int: up = flags["up"] down = flags["down"] left = flags["left"] right = flags["right"] if up and right: return SwitchHat.TOP_RIGHT if up and left: return SwitchHat.TOP_LEFT if down and right: return SwitchHat.BOTTOM_RIGHT if down and left: return SwitchHat.BOTTOM_LEFT if up: return SwitchHat.TOP if down: return SwitchHat.BOTTOM if right: return SwitchHat.RIGHT if left: return SwitchHat.LEFT return SwitchHat.CENTER def is_usb_serial(path: str) -> bool: if path.startswith("/dev/tty.") and not path.startswith("/dev/tty.usb"): return False if path.startswith("/dev/cu.") and not path.startswith("/dev/cu.usb"): return False return True def discover_ports(include_non_usb: bool = False) -> List[Dict[str, str]]: results: List[Dict[str, str]] = [] for port in list_ports.comports(): path = port.device or "" if not path: continue if not include_non_usb and not is_usb_serial(path): continue results.append( { "device": path, "description": port.description or "Unknown", } ) return results def interactive_pairing( console: Console, controller_info: Dict[int, str], ports: List[Dict[str, str]] ) -> List[Tuple[int, str]]: available = ports.copy() mappings: List[Tuple[int, str]] = [] for controller_idx in controller_info: if not available: console.print("[bold red]No more UART devices available for pairing.[/bold red]") break table = Table( title=f"Available UART Devices for Controller {controller_idx} ({controller_info[controller_idx]})" ) table.add_column("Choice", justify="center") table.add_column("Port") table.add_column("Description") for i, port in enumerate(available): table.add_row(str(i), port["device"], port["description"]) console.print(table) choices = [str(i) for i in range(len(available))] + ["q"] selection = Prompt.ask( "Select UART index (or 'q' to stop pairing)", choices=choices, default=choices[0] if choices else "q", ) if selection == "q": break idx = int(selection) port = available.pop(idx) mappings.append((controller_idx, port["device"])) console.print(f"[bold green]Paired controller {controller_idx} with {port['device']}[/bold green]") return mappings @dataclass class SwitchReport: buttons: int = 0 hat: int = SwitchHat.CENTER lx: int = 128 ly: int = 128 rx: int = 128 ry: int = 128 def to_bytes(self) -> bytes: return struct.pack( " None: self.serial = serial.Serial( port=port, baudrate=baudrate, bytesize=serial.EIGHTBITS, stopbits=serial.STOPBITS_ONE, parity=serial.PARITY_NONE, timeout=0.0, write_timeout=0.0, ) self._buffer = bytearray() def send_report(self, report: SwitchReport) -> None: self.serial.write(report.to_bytes()) self.serial.flush() def read_rumble_payload(self) -> Optional[bytes]: chunk = self.serial.read(64) # non-blocking (timeout=0) if chunk: self._buffer.extend(chunk) while True: if RUMBLE_HEADER not in self._buffer: self._buffer.clear() return None start = self._buffer.find(bytes([RUMBLE_HEADER])) if len(self._buffer) - start < 11: # Need more bytes. if start > 0: del self._buffer[:start] return None frame = self._buffer[start : start + 11] checksum = sum(frame[:10]) & 0xFF if frame[1] == RUMBLE_TYPE_RUMBLE and checksum == frame[10]: payload = bytes(frame[2:10]) del self._buffer[: start + 11] return payload # Bad frame, drop the header and continue. del self._buffer[: start + 1] def close(self) -> None: self.serial.close() def decode_rumble(payload: bytes) -> Tuple[float, float]: """Return normalized rumble amplitudes (0.0-1.0) for left/right.""" if len(payload) < 8: return 0.0, 0.0 # Neutral/idle pattern used by Switch: no rumble energy. if payload == b"\x00\x01\x40\x40\x00\x01\x40\x40": return 0.0, 0.0 # Rumble amp is 10 bits across bytes 0/1 and 4/5. left_raw = ((payload[1] & 0x03) << 8) | payload[0] right_raw = ((payload[5] & 0x03) << 8) | payload[4] if left_raw < 8 and right_raw < 8: return 0.0, 0.0 left = min(max(left_raw / 1023.0, 0.0), 1.0) right = min(max(right_raw / 1023.0, 0.0), 1.0) return left, right def apply_rumble(controller: sdl2.SDL_GameController, payload: bytes) -> None: left_norm, right_norm = decode_rumble(payload) max_norm = max(left_norm, right_norm) # Treat small rumble as "off" to avoid idle buzz. if max_norm < 0.40: sdl2.SDL_GameControllerRumble(controller, 0, 0, 0) return # Attenuate to feel closer to a real controller; cap at ~25% strength. scale = 0.40 left = int(min(1.0, left_norm * scale) * 0xFFFF) right = int(min(1.0, right_norm * scale) * 0xFFFF) duration = 10 sdl2.SDL_GameControllerRumble(controller, left, right, duration) @dataclass class ControllerContext: controller: sdl2.SDL_GameController instance_id: int controller_index: int port: str uart: Optional[PicoUART] report: SwitchReport = field(default_factory=SwitchReport) dpad: Dict[str, bool] = field(default_factory=lambda: {"up": False, "down": False, "left": False, "right": False}) last_trigger_state: Dict[str, bool] = field(default_factory=lambda: {"left": False, "right": False}) last_send: float = 0.0 last_reopen_attempt: float = 0.0 def open_controller(index: int) -> Tuple[sdl2.SDL_GameController, int]: controller = sdl2.SDL_GameControllerOpen(index) if not controller: raise RuntimeError(f"Failed to open controller {index}: {sdl2.SDL_GetError().decode()}") joystick = sdl2.SDL_GameControllerGetJoystick(controller) instance_id = sdl2.SDL_JoystickInstanceID(joystick) return controller, instance_id def try_open_uart(port: str, baud: int) -> Optional[PicoUART]: try: return PicoUART(port, baud) except Exception: return None def start_rumble_listener(ctx: ControllerContext) -> threading.Thread: # No-op placeholder (rumble is polled in the main loop for hotplug safety). return None def build_arg_parser() -> argparse.ArgumentParser: parser = argparse.ArgumentParser(description="Bridge SDL2 controllers to switch-pico UART (with rumble)") parser.add_argument( "--map", action="append", type=parse_mapping, default=[], help="Controller mapping 'index:serial_port'. Repeat per controller.", ) parser.add_argument( "--ports", nargs="+", help="Serial ports to auto-pair with controllers in ascending index order.", ) parser.add_argument("--interactive", action="store_true", help="Launch an interactive pairing UI using Rich.") parser.add_argument("--all-ports", action="store_true", help="Include non-USB serial ports when listing devices.") parser.add_argument( "--frequency", type=float, default=500.0, help="Report send frequency per controller (Hz, default 500)", ) parser.add_argument("--deadzone", type=float, default=0.08, help="Stick deadzone (0.0-1.0, default 0.08)") parser.add_argument( "--trigger-threshold", type=float, default=0.35, help="Trigger threshold treated as a digital press (0.0-1.0, default 0.35)", ) parser.add_argument( "--baud", type=int, default=UART_BAUD, help=f"UART baud rate (default {UART_BAUD}; must match switch-pico firmware)", ) return parser def main() -> None: parser = build_arg_parser() args = parser.parse_args() interval = 1.0 / max(args.frequency, 1.0) deadzone_raw = int(max(0.0, min(args.deadzone, 1.0)) * 32767) trigger_threshold = int(max(0.0, min(args.trigger_threshold, 1.0)) * 32767) sdl2.SDL_Init(sdl2.SDL_INIT_GAMECONTROLLER) contexts: Dict[int, ControllerContext] = {} uarts: List[PicoUART] = [] mapping_by_index: Dict[int, str] = {} console = Console() try: controller_indices: List[int] = [] controller_names: Dict[int, str] = {} controller_count = sdl2.SDL_NumJoysticks() if controller_count < 0: parser.error(f"SDL error: {sdl2.SDL_GetError().decode()}") for index in range(controller_count): if sdl2.SDL_IsGameController(index): name = sdl2.SDL_GameControllerNameForIndex(index) name_str = name.decode() if isinstance(name, bytes) else str(name) console.print(f"[cyan]Detected controller {index}: {name_str}[/cyan]") controller_indices.append(index) controller_names[index] = name_str mappings = list(args.map) if args.interactive: if not controller_indices: parser.error("No controllers detected for interactive pairing.") discovered = discover_ports(include_non_usb=args.all_ports or False) if not discovered: parser.error("No UART devices found for interactive pairing.") mappings = interactive_pairing(console, controller_names, discovered) if not mappings: parser.error("No controller-to-UART mappings were selected.") elif not mappings: if args.ports: validated = list(args.ports) if not controller_indices: parser.error("No controllers available to pair.") pair_count = min(len(controller_indices), len(validated)) if pair_count == 0: parser.error("No UART ports specified.") if len(validated) < len(controller_indices): console.print( f"[yellow]Warning: only {len(validated)} UART(s) provided; pairing first {pair_count} controllers.[/yellow]" ) mappings = list((controller_indices[i], validated[i]) for i in range(pair_count)) console.print("[green]Paired controllers to specified UART ports:[/green]") for idx, port in mappings: console.print(f" Controller {idx} -> {port}") else: discovered = discover_ports(include_non_usb=args.all_ports or False) if not discovered: parser.error("No UART devices detected automatically.") pair_count = min(len(controller_indices), len(discovered)) if pair_count == 0: parser.error("No controllers detected to pair.") if len(discovered) < len(controller_indices): console.print( f"[yellow]Warning: detected {len(discovered)} UART(s) but {len(controller_indices)} controller(s); pairing first {pair_count}.[/yellow]" ) mappings = list((controller_indices[i], discovered[i]["device"]) for i in range(pair_count)) console.print("[green]Auto-detected UARTs:[/green]") for info in discovered: console.print(f" {info['device']} ({info['description']})") console.print("[green]Paired controllers to detected UARTs:[/green]") for idx, port in mappings: console.print(f" Controller {idx} -> {port}") for index, port in mappings: mapping_by_index[index] = port # Open currently connected controllers that match the mapping. for index, port in mappings: if index >= sdl2.SDL_NumJoysticks() or not sdl2.SDL_IsGameController(index): continue try: controller, instance_id = open_controller(index) except Exception as exc: console.print(f"[red]Failed to open controller {index}: {exc}[/red]") continue uart = try_open_uart(port, args.baud) if uart: uarts.append(uart) console.print(f"[green]Controller {index} ({instance_id}) paired to {port}[/green]") else: console.print(f"[yellow]Controller {index} ({instance_id}) waiting for UART {port}[/yellow]") ctx = ControllerContext( controller=controller, instance_id=instance_id, controller_index=index, port=port, uart=uart, ) contexts[instance_id] = ctx if not contexts and not mapping_by_index: parser.error("No controllers opened. Check --map/--ports/--interactive values.") event = sdl2.SDL_Event() running = True while running: while sdl2.SDL_PollEvent(event): if event.type == sdl2.SDL_QUIT: running = False break if event.type == sdl2.SDL_CONTROLLERAXISMOTION: ctx = contexts.get(event.caxis.which) if not ctx: continue axis = event.caxis.axis value = event.caxis.value if axis == sdl2.SDL_CONTROLLER_AXIS_LEFTX: ctx.report.lx = axis_to_stick(value, deadzone_raw) elif axis == sdl2.SDL_CONTROLLER_AXIS_LEFTY: ctx.report.ly = axis_to_stick(value, deadzone_raw) elif axis == sdl2.SDL_CONTROLLER_AXIS_RIGHTX: ctx.report.rx = axis_to_stick(value, deadzone_raw) elif axis == sdl2.SDL_CONTROLLER_AXIS_RIGHTY: ctx.report.ry = axis_to_stick(value, deadzone_raw) elif axis == sdl2.SDL_CONTROLLER_AXIS_TRIGGERLEFT: pressed = trigger_to_button(value, trigger_threshold) if pressed != ctx.last_trigger_state["left"]: if pressed: ctx.report.buttons |= SwitchButton.ZL else: ctx.report.buttons &= ~SwitchButton.ZL ctx.last_trigger_state["left"] = pressed elif axis == sdl2.SDL_CONTROLLER_AXIS_TRIGGERRIGHT: pressed = trigger_to_button(value, trigger_threshold) if pressed != ctx.last_trigger_state["right"]: if pressed: ctx.report.buttons |= SwitchButton.ZR else: ctx.report.buttons &= ~SwitchButton.ZR ctx.last_trigger_state["right"] = pressed elif event.type in (sdl2.SDL_CONTROLLERBUTTONDOWN, sdl2.SDL_CONTROLLERBUTTONUP): ctx = contexts.get(event.cbutton.which) if not ctx: continue button = event.cbutton.button pressed = event.type == sdl2.SDL_CONTROLLERBUTTONDOWN if button in BUTTON_MAP: bit = BUTTON_MAP[button] if pressed: ctx.report.buttons |= bit else: ctx.report.buttons &= ~bit elif button in DPAD_BUTTONS: ctx.dpad[DPAD_BUTTONS[button]] = pressed ctx.report.hat = dpad_to_hat(ctx.dpad) elif event.type == sdl2.SDL_CONTROLLERDEVICEADDED: idx = event.cdevice.which port = mapping_by_index.get(idx) if port is None: continue # Avoid duplicate opens for already connected instance IDs. already = any(c.controller_index == idx for c in contexts.values()) if already: continue try: controller, instance_id = open_controller(idx) except Exception as exc: console.print(f"[red]Hotplug open failed for controller {idx}: {exc}[/red]") continue uart = try_open_uart(port, args.baud) if uart: uarts.append(uart) console.print(f"[green]Controller {idx} ({instance_id}) paired to {port}[/green]") else: console.print(f"[yellow]Controller {idx} ({instance_id}) waiting for UART {port}[/yellow]") ctx = ControllerContext( controller=controller, instance_id=instance_id, controller_index=idx, port=port, uart=uart, ) contexts[instance_id] = ctx elif event.type == sdl2.SDL_CONTROLLERDEVICEREMOVED: instance_id = event.cdevice.which ctx = contexts.pop(instance_id, None) if ctx: console.print(f"[yellow]Controller {instance_id} removed[/yellow]") sdl2.SDL_GameControllerClose(ctx.controller) now = time.monotonic() for ctx in list(contexts.values()): # Reconnect UART if needed. if ctx.uart is None and (now - ctx.last_reopen_attempt) > 1.0: ctx.last_reopen_attempt = now uart = try_open_uart(ctx.port, args.baud) if uart: uarts.append(uart) console.print(f"[green]Reconnected UART {ctx.port} for controller {ctx.controller_index}[/green]") ctx.uart = uart if ctx.uart is None: continue try: if now - ctx.last_send >= interval: ctx.uart.send_report(ctx.report) ctx.last_send = now # Poll rumble quickly while we have the port. payload = ctx.uart.read_rumble_payload() if payload: apply_rumble(ctx.controller, payload) except SerialException as exc: console.print(f"[yellow]UART {ctx.port} disconnected: {exc}[/yellow]") try: ctx.uart.close() except Exception: pass ctx.uart = None ctx.last_reopen_attempt = now except Exception as exc: console.print(f"[red]UART error on {ctx.port}: {exc}[/red]") sdl2.SDL_Delay(1) finally: for ctx in contexts.values(): sdl2.SDL_GameControllerClose(ctx.controller) for uart in uarts: uart.close() sdl2.SDL_Quit() if __name__ == "__main__": main()