switch-pico/controller_uart_bridge.py

997 lines
40 KiB
Python

#!/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 time
from dataclasses import dataclass, field
from ctypes import create_string_buffer
from pathlib import Path
from typing import Dict, List, Optional, Tuple
from serial import SerialException
from serial.tools import list_ports
from serial.tools import list_ports_common
import sdl2
import sdl2.ext
from rich.console import Console
from rich.prompt import Prompt
from rich.table import Table
from switch_pico_uart import (
UART_BAUD,
PicoUART,
SwitchButton,
SwitchHat,
SwitchReport,
axis_to_stick,
dpad_to_hat,
decode_rumble,
trigger_to_button,
)
RUMBLE_IDLE_TIMEOUT = 0.25 # seconds without packets before forcing rumble off
RUMBLE_STUCK_TIMEOUT = 0.60 # continuous same-energy rumble will be stopped after this
RUMBLE_MIN_ACTIVE = 0.50 # below this, rumble is treated as off/noise
RUMBLE_SCALE = 0.8
def parse_mapping(value: str) -> Tuple[int, str]:
"""Parse 'index:serial_port' CLI mapping argument."""
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 set_hint(name: str, value: str) -> None:
"""Set an SDL hint safely even if the constant is missing in PySDL2."""
try:
sdl2.SDL_SetHint(name.encode(), value.encode())
except Exception:
pass
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 is_usb_serial(path: str) -> bool:
"""Heuristic for USB serial path prefixes."""
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 is_usb_serial_port(port: list_ports_common.ListPortInfo) -> bool:
"""Heuristic: prefer ports with USB VID/PID; fall back to path hints."""
if getattr(port, "vid", None) is not None or getattr(port, "pid", None) is not None:
return True
path = port.device or ""
manufacturer = (getattr(port, "manufacturer", "") or "").upper()
if "USB" in manufacturer:
return True
return is_usb_serial(path)
def discover_ports(
include_non_usb: bool = False,
ignore_descriptions: Optional[List[str]] = None,
include_descriptions: Optional[List[str]] = None,
) -> List[Dict[str, str]]:
"""List serial ports, optionally filtering by description and USB-ness."""
ignored = [d.lower() for d in ignore_descriptions or []]
includes = [d.lower() for d in include_descriptions or []]
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_port(port):
continue
desc_lower = (port.description or "").lower()
if includes and not any(keep in desc_lower for keep in includes):
continue
if any(skip in desc_lower for skip in ignored):
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]]:
"""Prompt the user to pair controllers to UART ports via Rich UI."""
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
def apply_rumble(controller: sdl2.SDL_GameController, payload: bytes) -> float:
"""Apply rumble payload to SDL controller and return max normalized energy."""
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 < RUMBLE_MIN_ACTIVE:
sdl2.SDL_GameControllerRumble(controller, 0, 0, 0)
return 0.0
# Attenuate to feel closer to a real controller; cap at ~25% strength.
scale = RUMBLE_SCALE
low = int(min(1.0, left_norm * scale) * 0xFFFF) # SDL: low_frequency_rumble
high = int(min(1.0, right_norm * scale) * 0xFFFF) # SDL: high_frequency_rumble
duration = 10
sdl2.SDL_GameControllerRumble(controller, low, high, duration)
return max_norm
@dataclass
class ControllerContext:
controller: sdl2.SDL_GameController
instance_id: int
controller_index: int
stable_id: str
port: Optional[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})
button_state: Dict[int, bool] = field(default_factory=dict)
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
last_rumble: float = 0.0
last_rumble_change: float = 0.0
last_rumble_energy: float = 0.0
rumble_active: bool = False
def open_controller(index: int) -> Tuple[sdl2.SDL_GameController, int, str]:
"""Open an SDL GameController by index and return it with instance ID and GUID string."""
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)
guid_str = guid_string_from_joystick(joystick)
return controller, instance_id, guid_str
def try_open_uart(port: str, baud: int) -> Optional[PicoUART]:
"""Attempt to open a UART without logging; return None on failure."""
try:
return PicoUART(port, baud)
except Exception:
return None
def guid_string_from_joystick(joystick: sdl2.SDL_Joystick) -> str:
"""Return a GUID string for an already-open joystick."""
guid = sdl2.SDL_JoystickGetGUID(joystick)
buf = create_string_buffer(33)
sdl2.SDL_JoystickGetGUIDString(guid, buf, 33)
return buf.value.decode().lower() if buf.value else ""
def guid_string_for_device_index(index: int) -> str:
"""Return a GUID string for a joystick device index without opening it."""
guid = sdl2.SDL_JoystickGetDeviceGUID(index)
buf = create_string_buffer(33)
sdl2.SDL_JoystickGetGUIDString(guid, buf, 33)
return buf.value.decode().lower() if buf.value else ""
def open_uart_or_warn(port: str, baud: int, console: Console) -> Optional[PicoUART]:
"""Open a UART and warn on failure."""
try:
return PicoUART(port, baud)
except Exception as exc:
console.print(f"[yellow]Failed to open UART {port}: {exc}[/yellow]")
return None
def build_arg_parser() -> argparse.ArgumentParser:
"""Construct the CLI argument parser for the bridge."""
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)",
)
parser.add_argument(
"--ignore-port-desc",
action="append",
default=[],
help="Substring filter to exclude serial ports by description (case-insensitive). Repeatable.",
)
parser.add_argument(
"--include-port-desc",
action="append",
default=[],
help="Only include serial ports whose description contains this substring (case-insensitive). Repeatable.",
)
parser.add_argument(
"--include-controller-name",
action="append",
default=[],
help="Only open controllers whose name contains this substring (case-insensitive). Repeatable.",
)
parser.add_argument(
"--list-controllers",
action="store_true",
help="List detected controllers with GUIDs and exit.",
)
parser.add_argument(
"--swap-abxy",
action="store_true",
help="Swap AB/XY mapping (useful if Linux reports Switch controllers as Xbox layout).",
)
parser.add_argument(
"--swap-abxy-index",
action="append",
type=int,
default=[],
help="Swap AB/XY mapping for specific controller indices (repeatable).",
)
parser.add_argument(
"--swap-abxy-guid",
action="append",
default=[],
help="Swap AB/XY mapping for specific controller GUIDs (see --list-controllers). Repeatable.",
)
parser.add_argument(
"--sdl-mapping",
action="append",
default=[],
help="Path to an SDL2 controller mapping database (e.g. controllerdb.txt). Repeatable.",
)
return parser
def poll_controller_buttons(ctx: ControllerContext, button_map: Dict[int, SwitchButton]) -> None:
"""Update button/hat state based on current SDL controller readings."""
changed = False
for sdl_button, switch_bit in button_map.items():
pressed = bool(sdl2.SDL_GameControllerGetButton(ctx.controller, sdl_button))
previous = ctx.button_state.get(sdl_button)
if previous == pressed:
continue
ctx.button_state[sdl_button] = pressed
if pressed:
ctx.report.buttons |= switch_bit
else:
ctx.report.buttons &= ~switch_bit
changed = True
dpad_changed = False
for sdl_button, name in DPAD_BUTTONS.items():
pressed = bool(sdl2.SDL_GameControllerGetButton(ctx.controller, sdl_button))
if ctx.dpad[name] == pressed:
continue
ctx.dpad[name] = pressed
dpad_changed = True
if dpad_changed:
ctx.report.hat = dpad_to_hat(ctx.dpad)
@dataclass
class BridgeConfig:
interval: float
deadzone_raw: int
trigger_threshold: int
button_map_default: Dict[int, SwitchButton]
button_map_swapped: Dict[int, SwitchButton]
swap_abxy_indices: set[int]
swap_abxy_ids: set[str]
@dataclass
class PairingState:
mapping_by_index: Dict[int, str]
available_ports: List[str]
auto_assigned_indices: set[int] = field(default_factory=set)
auto_pairing_enabled: bool = False
auto_discover_ports: bool = False
include_non_usb: bool = False
ignore_port_desc: List[str] = field(default_factory=list)
include_port_desc: List[str] = field(default_factory=list)
def load_button_maps(console: Console, args: argparse.Namespace) -> Tuple[Dict[int, SwitchButton], Dict[int, SwitchButton], set[int]]:
"""Load SDL controller mappings and return button map variants."""
default_mapping = Path(__file__).parent / "controller_db" / "gamecontrollerdb.txt"
mappings_to_load: List[str] = []
if default_mapping.exists():
mappings_to_load.append(str(default_mapping))
mappings_to_load.extend(args.sdl_mapping)
button_map_default = dict(BUTTON_MAP)
button_map_swapped = dict(BUTTON_MAP)
button_map_swapped[sdl2.SDL_CONTROLLER_BUTTON_A] = SwitchButton.B
button_map_swapped[sdl2.SDL_CONTROLLER_BUTTON_B] = SwitchButton.A
button_map_swapped[sdl2.SDL_CONTROLLER_BUTTON_X] = SwitchButton.Y
button_map_swapped[sdl2.SDL_CONTROLLER_BUTTON_Y] = SwitchButton.X
swap_abxy_indices = {idx for idx in args.swap_abxy_index if idx is not None and idx >= 0}
for mapping_path in mappings_to_load:
try:
loaded = sdl2.SDL_GameControllerAddMappingsFromFile(mapping_path.encode())
console.print(f"[green]Loaded {loaded} SDL mapping(s) from {mapping_path}[/green]")
except Exception as exc:
console.print(f"[red]Failed to load SDL mapping {mapping_path}: {exc}[/red]")
return button_map_default, button_map_swapped, swap_abxy_indices
def build_bridge_config(console: Console, args: argparse.Namespace) -> BridgeConfig:
"""Derive bridge runtime configuration from CLI arguments."""
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)
button_map_default, button_map_swapped, swap_abxy_indices = load_button_maps(console, args)
swap_abxy_guids = {g.lower() for g in args.swap_abxy_guid}
return BridgeConfig(
interval=interval,
deadzone_raw=deadzone_raw,
trigger_threshold=trigger_threshold,
button_map_default=button_map_default,
button_map_swapped=button_map_swapped,
swap_abxy_indices=swap_abxy_indices,
swap_abxy_ids=set(swap_abxy_guids), # filled later once stable IDs are known
)
def initialize_sdl(parser: argparse.ArgumentParser) -> None:
"""Set SDL hints and initialize subsystems needed for controllers."""
sdl2.SDL_SetHint(sdl2.SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, b"1")
set_hint("SDL_JOYSTICK_HIDAPI", "1")
set_hint("SDL_JOYSTICK_HIDAPI_SWITCH", "1")
# Use controller button labels so Nintendo layouts (ABXY) map correctly on Linux.
set_hint("SDL_GAMECONTROLLER_USE_BUTTON_LABELS", "1")
if sdl2.SDL_Init(sdl2.SDL_INIT_GAMECONTROLLER | sdl2.SDL_INIT_JOYSTICK | sdl2.SDL_INIT_EVERYTHING) != 0:
parser.error(f"SDL init failed: {sdl2.SDL_GetError().decode(errors='ignore')}")
def detect_controllers(
console: Console, args: argparse.Namespace, parser: argparse.ArgumentParser
) -> Tuple[List[int], Dict[int, str]]:
"""Detect available controllers and return usable indices and names."""
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()}")
include_controller_name = [n.lower() for n in args.include_controller_name]
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)
if include_controller_name and all(substr not in name_str.lower() for substr in include_controller_name):
console.print(f"[yellow]Skipping controller {index} ({name_str}) due to name filter[/yellow]")
continue
console.print(f"[cyan]Detected controller {index}: {name_str}[/cyan]")
controller_indices.append(index)
controller_names[index] = name_str
else:
name = sdl2.SDL_JoystickNameForIndex(index)
name_str = name.decode() if isinstance(name, bytes) else str(name)
if include_controller_name and all(substr not in name_str.lower() for substr in include_controller_name):
console.print(f"[yellow]Skipping joystick {index} ({name_str}) due to name filter[/yellow]")
continue
console.print(f"[yellow]Found joystick {index} (not a GameController): {name_str}[/yellow]")
return controller_indices, controller_names
def list_controllers_with_guids(console: Console, parser: argparse.ArgumentParser) -> None:
"""Print detected controllers with their GUID strings and exit."""
count = sdl2.SDL_NumJoysticks()
if count < 0:
parser.error(f"SDL error: {sdl2.SDL_GetError().decode()}")
if count == 0:
console.print("[yellow]No controllers detected.[/yellow]")
return
table = Table(title="Detected Controllers (GUIDs)")
table.add_column("Index", justify="center")
table.add_column("Type")
table.add_column("Name")
table.add_column("GUID")
for idx in range(count):
is_gc = sdl2.SDL_IsGameController(idx)
name = sdl2.SDL_GameControllerNameForIndex(idx) if is_gc else sdl2.SDL_JoystickNameForIndex(idx)
name_str = name.decode() if isinstance(name, bytes) else str(name)
guid_str = guid_string_for_device_index(idx)
table.add_row(str(idx), "GameController" if is_gc else "Joystick", name_str, guid_str)
console.print(table)
def prepare_pairing_state(
args: argparse.Namespace,
console: Console,
parser: argparse.ArgumentParser,
controller_indices: List[int],
controller_names: Dict[int, str],
) -> PairingState:
"""Prepare pairing preferences and pre-seeded mappings from CLI options."""
auto_pairing_enabled = not args.map and not args.interactive
auto_discover_ports = auto_pairing_enabled and not args.ports
include_non_usb = args.all_ports or False
ignore_port_desc = [d.lower() for d in args.ignore_port_desc]
include_port_desc = [d.lower() for d in args.include_port_desc]
available_ports: List[str] = []
mappings = list(args.map)
if args.interactive:
if not controller_indices:
parser.error("No controllers detected for interactive pairing.")
# Interactive pairing shows the discovered ports and lets the user bind explicitly.
discovered = discover_ports(
include_non_usb=include_non_usb,
ignore_descriptions=ignore_port_desc,
include_descriptions=include_port_desc,
)
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 auto_pairing_enabled:
if args.ports:
available_ports.extend(list(args.ports))
console.print(f"[green]Prepared {len(available_ports)} specified UART port(s) for auto-pairing.[/green]")
else:
# Passive mode: grab whatever UARTs exist now, and keep looking later.
discovered = discover_ports(
include_non_usb=include_non_usb,
ignore_descriptions=ignore_port_desc,
include_descriptions=include_port_desc,
)
if discovered:
available_ports.extend(info["device"] for info in discovered)
console.print("[green]Auto-detected UARTs:[/green]")
for info in discovered:
console.print(f" {info['device']} ({info['description']})")
else:
console.print("[yellow]No UART devices detected yet; waiting for hotplug...[/yellow]")
mapping_by_index = {index: port for index, port in mappings}
return PairingState(
mapping_by_index=mapping_by_index,
available_ports=available_ports,
auto_pairing_enabled=auto_pairing_enabled,
auto_discover_ports=auto_discover_ports,
include_non_usb=include_non_usb,
ignore_port_desc=ignore_port_desc,
include_port_desc=include_port_desc,
)
def assign_port_for_index(pairing: PairingState, idx: int, console: Console) -> Optional[str]:
"""Return the UART assigned to a controller index, auto-pairing if allowed."""
if idx in pairing.mapping_by_index:
return pairing.mapping_by_index[idx]
if not pairing.auto_pairing_enabled:
return None
if not pairing.available_ports:
return None
port_choice = pairing.available_ports.pop(0)
pairing.mapping_by_index[idx] = port_choice
pairing.auto_assigned_indices.add(idx)
console.print(f"[green]Auto-paired controller {idx} to {port_choice}[/green]")
return port_choice
def ports_in_use(pairing: PairingState, contexts: Dict[int, ControllerContext]) -> set:
"""Return a set of UART paths currently reserved or mapped."""
used = set(pairing.mapping_by_index.values())
used.update(ctx.port for ctx in contexts.values() if ctx.port)
return used
def handle_removed_port(path: str, pairing: PairingState, contexts: Dict[int, ControllerContext], console: Console) -> None:
"""Clear mappings/contexts for a UART path that disappeared."""
if path in pairing.available_ports:
pairing.available_ports.remove(path)
console.print(f"[yellow]UART {path} removed; dropping from available pool[/yellow]")
indices_to_clear = [idx for idx, mapped in pairing.mapping_by_index.items() if mapped == path]
for idx in indices_to_clear:
pairing.mapping_by_index.pop(idx, None)
pairing.auto_assigned_indices.discard(idx)
for ctx in list(contexts.values()):
if ctx.port != path:
continue
if ctx.uart:
try:
ctx.uart.close()
except Exception:
pass
sdl2.SDL_GameControllerRumble(ctx.controller, 0, 0, 0)
ctx.uart = None
ctx.port = None
ctx.rumble_active = False
ctx.last_rumble_energy = 0.0
ctx.last_reopen_attempt = time.monotonic()
console.print(f"[yellow]UART {path} removed; controller {ctx.controller_index} waiting for reassignment[/yellow]")
def discover_new_ports(pairing: PairingState, contexts: Dict[int, ControllerContext], console: Console) -> None:
"""Scan for new serial ports and add unused ones to the available pool."""
if not pairing.auto_discover_ports:
return
discovered = discover_ports(
include_non_usb=pairing.include_non_usb,
ignore_descriptions=pairing.ignore_port_desc,
include_descriptions=pairing.include_port_desc,
)
current_paths = {info["device"] for info in discovered}
known_paths = set(pairing.available_ports)
known_paths.update(pairing.mapping_by_index.values())
known_paths.update(ctx.port for ctx in contexts.values() if ctx.port)
# Drop any paths we previously knew about that are no longer present.
removed_paths = [path for path in known_paths if path not in current_paths]
for path in removed_paths:
handle_removed_port(path, pairing, contexts, console)
in_use = ports_in_use(pairing, contexts)
for info in discovered:
path = info["device"]
if path in in_use or path in pairing.available_ports:
continue
pairing.available_ports.append(path)
console.print(f"[green]Discovered UART {path} ({info['description']}); available for pairing.[/green]")
def pair_waiting_contexts(
args: argparse.Namespace,
pairing: PairingState,
contexts: Dict[int, ControllerContext],
uarts: List[PicoUART],
console: Console,
) -> None:
"""Attach UARTs to contexts that are waiting for a port assignment/open."""
for ctx in list(contexts.values()):
if ctx.port is not None:
continue
# Try to grab a port for this controller; if none are available, leave it waiting.
port_choice = assign_port_for_index(pairing, ctx.controller_index, console)
if port_choice is None:
continue
ctx.port = port_choice
uart = open_uart_or_warn(port_choice, args.baud, console)
ctx.last_reopen_attempt = time.monotonic()
if uart:
uarts.append(uart)
ctx.uart = uart
console.print(
f"[green]Controller {ctx.controller_index} (id {ctx.stable_id}, inst {ctx.instance_id}) paired to {port_choice}[/green]"
)
else:
ctx.uart = None
console.print(
f"[yellow]Controller {ctx.controller_index} (id {ctx.stable_id}, inst {ctx.instance_id}) waiting for UART {port_choice}[/yellow]"
)
def open_initial_contexts(
args: argparse.Namespace,
pairing: PairingState,
controller_indices: List[int],
console: Console,
config: BridgeConfig,
) -> Tuple[Dict[int, ControllerContext], List[PicoUART]]:
"""Open initial controllers and UARTs for detected indices."""
contexts: Dict[int, ControllerContext] = {}
uarts: List[PicoUART] = []
for index in controller_indices:
if index >= sdl2.SDL_NumJoysticks() or not sdl2.SDL_IsGameController(index):
name = sdl2.SDL_JoystickNameForIndex(index)
name_str = name.decode() if isinstance(name, bytes) else str(name)
console.print(f"[yellow]Index {index} is not a GameController ({name_str}). Trying raw open failed.[/yellow]")
continue
port = assign_port_for_index(pairing, index, console)
if port is None and not pairing.auto_pairing_enabled:
continue
try:
controller, instance_id, guid = open_controller(index)
except Exception as exc:
console.print(f"[red]Failed to open controller {index}: {exc}[/red]")
continue
stable_id = guid
if index in config.swap_abxy_indices:
config.swap_abxy_ids.add(stable_id)
uart = open_uart_or_warn(port, args.baud, console) if port else None
if uart:
uarts.append(uart)
console.print(f"[green]Controller {index} (id {stable_id}, inst {instance_id}) paired to {port}[/green]")
elif port:
console.print(f"[yellow]Controller {index} (id {stable_id}, inst {instance_id}) waiting for UART {port}[/yellow]")
else:
console.print(
f"[yellow]Controller {index} (id {stable_id}, inst {instance_id}) connected; waiting for an available UART[/yellow]"
)
ctx = ControllerContext(
controller=controller,
instance_id=instance_id,
controller_index=index,
stable_id=stable_id,
port=port,
uart=uart,
)
contexts[instance_id] = ctx
return contexts, uarts
def handle_axis_motion(event: sdl2.SDL_Event, contexts: Dict[int, ControllerContext], config: BridgeConfig) -> None:
"""Process axis motion event into stick/trigger state."""
ctx = contexts.get(event.caxis.which)
if not ctx:
return
axis = event.caxis.axis
value = event.caxis.value
if axis == sdl2.SDL_CONTROLLER_AXIS_LEFTX:
ctx.report.lx = axis_to_stick(value, config.deadzone_raw)
elif axis == sdl2.SDL_CONTROLLER_AXIS_LEFTY:
ctx.report.ly = axis_to_stick(value, config.deadzone_raw)
elif axis == sdl2.SDL_CONTROLLER_AXIS_RIGHTX:
ctx.report.rx = axis_to_stick(value, config.deadzone_raw)
elif axis == sdl2.SDL_CONTROLLER_AXIS_RIGHTY:
ctx.report.ry = axis_to_stick(value, config.deadzone_raw)
elif axis == sdl2.SDL_CONTROLLER_AXIS_TRIGGERLEFT:
pressed = trigger_to_button(value, config.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, config.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
def handle_button_event(
event: sdl2.SDL_Event,
args: argparse.Namespace,
config: BridgeConfig,
contexts: Dict[int, ControllerContext],
) -> None:
"""Process button events into report/dpad state."""
ctx = contexts.get(event.cbutton.which)
if not ctx:
return
current_button_map = (
config.button_map_swapped
if (args.swap_abxy or ctx.stable_id in config.swap_abxy_ids)
else config.button_map_default
)
button = event.cbutton.button
pressed = event.type == sdl2.SDL_CONTROLLERBUTTONDOWN
if button in current_button_map:
bit = current_button_map[button]
if pressed:
ctx.report.buttons |= bit
else:
ctx.report.buttons &= ~bit
ctx.button_state[button] = pressed
elif button in DPAD_BUTTONS:
ctx.dpad[DPAD_BUTTONS[button]] = pressed
ctx.report.hat = dpad_to_hat(ctx.dpad)
def handle_device_added(
event: sdl2.SDL_Event,
args: argparse.Namespace,
pairing: PairingState,
contexts: Dict[int, ControllerContext],
uarts: List[PicoUART],
console: Console,
config: BridgeConfig,
) -> None:
"""Handle controller hotplug by opening and pairing UART if possible."""
idx = event.cdevice.which
# If we already have a context for this logical index, ignore the duplicate event.
if any(c.controller_index == idx for c in contexts.values()):
return
port = assign_port_for_index(pairing, idx, console)
if port is None and not pairing.auto_pairing_enabled:
return
if idx >= sdl2.SDL_NumJoysticks() or not sdl2.SDL_IsGameController(idx):
name = sdl2.SDL_JoystickNameForIndex(idx)
name_str = name.decode() if isinstance(name, bytes) else str(name)
console.print(f"[yellow]Index {idx} is not a GameController ({name_str}). Trying raw open failed.[/yellow]")
return
try:
controller, instance_id, guid = open_controller(idx)
except Exception as exc:
console.print(f"[red]Hotplug open failed for controller {idx}: {exc}[/red]")
return
stable_id = guid
# Promote any index-based swap flags to stable IDs on first sight.
if idx in config.swap_abxy_indices:
config.swap_abxy_ids.add(stable_id)
uart = open_uart_or_warn(port, args.baud, console) if port else None
if uart:
uarts.append(uart)
console.print(f"[green]Controller {idx} (id {stable_id}, inst {instance_id}) paired to {port}[/green]")
elif port:
console.print(f"[yellow]Controller {idx} (id {stable_id}, inst {instance_id}) waiting for UART {port}[/yellow]")
else:
console.print(
f"[yellow]Controller {idx} (id {stable_id}, inst {instance_id}) connected; waiting for an available UART[/yellow]"
)
ctx = ControllerContext(
controller=controller,
instance_id=instance_id,
controller_index=idx,
stable_id=stable_id,
port=port,
uart=uart,
)
contexts[instance_id] = ctx
def handle_device_removed(
event: sdl2.SDL_Event,
pairing: PairingState,
contexts: Dict[int, ControllerContext],
console: Console,
) -> None:
"""Handle controller removal and release any auto-assigned UART."""
instance_id = event.cdevice.which
ctx = contexts.pop(instance_id, None)
if not ctx:
return
console.print(f"[yellow]Controller {instance_id} (id {ctx.stable_id}) removed[/yellow]")
if ctx.controller_index in pairing.auto_assigned_indices:
# Return auto-paired UART back to the pool so a future device can use it.
freed = pairing.mapping_by_index.pop(ctx.controller_index, None)
pairing.auto_assigned_indices.discard(ctx.controller_index)
if freed and freed not in pairing.available_ports:
pairing.available_ports.append(freed)
console.print(f"[cyan]Released UART {freed} back to pool[/cyan]")
sdl2.SDL_GameControllerClose(ctx.controller)
def service_contexts(
now: float,
args: argparse.Namespace,
config: BridgeConfig,
contexts: Dict[int, ControllerContext],
uarts: List[PicoUART],
console: Console,
) -> None:
"""Poll controllers, reconnect UARTs, send reports, and apply rumble."""
for ctx in list(contexts.values()):
current_button_map = (
config.button_map_swapped
if (args.swap_abxy or ctx.stable_id in config.swap_abxy_ids)
else config.button_map_default
)
poll_controller_buttons(ctx, current_button_map)
# Reconnect UART if needed.
if ctx.port and ctx.uart is None and (now - ctx.last_reopen_attempt) > 1.0:
ctx.last_reopen_attempt = now
uart = open_uart_or_warn(ctx.port, args.baud, console)
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 >= config.interval:
ctx.uart.send_report(ctx.report)
ctx.last_send = now
last_payload = None
while True:
p = ctx.uart.read_rumble_payload()
if not p:
break
last_payload = p
if last_payload is not None:
# Apply only the freshest rumble payload seen during this tick.
energy = apply_rumble(ctx.controller, last_payload)
ctx.rumble_active = energy >= RUMBLE_MIN_ACTIVE
if ctx.rumble_active and energy != ctx.last_rumble_energy:
ctx.last_rumble_change = now
ctx.last_rumble_energy = energy
ctx.last_rumble = now
elif ctx.rumble_active and (now - ctx.last_rumble) > RUMBLE_IDLE_TIMEOUT:
sdl2.SDL_GameControllerRumble(ctx.controller, 0, 0, 0)
ctx.rumble_active = False
ctx.last_rumble_energy = 0.0
elif ctx.rumble_active and (now - ctx.last_rumble_change) > RUMBLE_STUCK_TIMEOUT:
sdl2.SDL_GameControllerRumble(ctx.controller, 0, 0, 0)
ctx.rumble_active = False
ctx.last_rumble_energy = 0.0
except SerialException as exc:
console.print(f"[yellow]UART {ctx.port} disconnected: {exc}[/yellow]")
try:
ctx.uart.close()
except Exception:
pass
sdl2.SDL_GameControllerRumble(ctx.controller, 0, 0, 0)
ctx.uart = None
ctx.rumble_active = False
ctx.last_rumble_energy = 0.0
ctx.last_reopen_attempt = now
except Exception as exc:
console.print(f"[red]UART error on {ctx.port}: {exc}[/red]")
def run_bridge_loop(
args: argparse.Namespace,
console: Console,
config: BridgeConfig,
pairing: PairingState,
contexts: Dict[int, ControllerContext],
uarts: List[PicoUART],
) -> None:
"""Main event loop for bridging controllers to UART and handling rumble."""
event = sdl2.SDL_Event()
port_scan_interval = 2.0
last_port_scan = time.monotonic()
running = True
while running:
while sdl2.SDL_PollEvent(event):
if event.type == sdl2.SDL_QUIT:
running = False
break
if event.type == sdl2.SDL_CONTROLLERAXISMOTION:
handle_axis_motion(event, contexts, config)
elif event.type in (sdl2.SDL_CONTROLLERBUTTONDOWN, sdl2.SDL_CONTROLLERBUTTONUP):
handle_button_event(event, args, config, contexts)
elif event.type == sdl2.SDL_CONTROLLERDEVICEADDED:
handle_device_added(event, args, pairing, contexts, uarts, console, config)
elif event.type == sdl2.SDL_CONTROLLERDEVICEREMOVED:
handle_device_removed(event, pairing, contexts, console)
now = time.monotonic()
if now - last_port_scan > port_scan_interval:
# Periodically rescan for new UARTs to auto-pair hotplugged devices.
discover_new_ports(pairing, contexts, console)
last_port_scan = now
pair_waiting_contexts(args, pairing, contexts, uarts, console)
else:
pair_waiting_contexts(args, pairing, contexts, uarts, console)
service_contexts(now, args, config, contexts, uarts, console)
sdl2.SDL_Delay(1)
def cleanup(contexts: Dict[int, ControllerContext], uarts: List[PicoUART]) -> None:
"""Gracefully close controllers, UARTs, and SDL subsystems."""
for ctx in contexts.values():
sdl2.SDL_GameControllerClose(ctx.controller)
for uart in uarts:
uart.close()
sdl2.SDL_Quit()
def main() -> None:
"""Entry point: parse args, set up SDL, and run the bridge loop."""
parser = build_arg_parser()
args = parser.parse_args()
console = Console()
config = build_bridge_config(console, args)
initialize_sdl(parser)
contexts: Dict[int, ControllerContext] = {}
uarts: List[PicoUART] = []
try:
if args.list_controllers:
list_controllers_with_guids(console, parser)
return
controller_indices, controller_names = detect_controllers(console, args, parser)
pairing = prepare_pairing_state(args, console, parser, controller_indices, controller_names)
contexts, uarts = open_initial_contexts(args, pairing, controller_indices, console, config)
if not contexts:
console.print("[yellow]No controllers opened; waiting for hotplug events...[/yellow]")
run_bridge_loop(args, console, config, pairing, contexts, uarts)
finally:
cleanup(contexts, uarts)
if __name__ == "__main__":
main()