@@ -410,7 +410,8 @@ static const char * const joycon_player_led_names[] = {
LED_FUNCTION_PLAYER4,
};
#define JC_NUM_LEDS ARRAY_SIZE(joycon_player_led_names)
-#define JC_NUM_LED_PATTERNS 8
+#define JC_NUM_LED_PATTERNS 9
+#define JC_LED_DEF_PATTERN 8
/* Taken from https://www.nintendo.com/my/support/qa/detail/33822 */
static const enum led_brightness joycon_player_led_patterns[JC_NUM_LED_PATTERNS][JC_NUM_LEDS] = {
{ 1, 0, 0, 0 },
@@ -421,8 +422,13 @@ static const enum led_brightness joycon_player_led_patterns[JC_NUM_LED_PATTERNS]
{ 1, 0, 1, 0 },
{ 1, 0, 1, 1 },
{ 0, 1, 1, 0 },
+ { 1, 1, 1, 1 }, /* >8 players */
};
+/* Used to set the number of leds on each controller */
+static DEFINE_SPINLOCK(joycon_input_bm_spinlock);
+static int jc_input_free_bm = GENMASK(7, 0);
+
/* Each physical controller is associated with a joycon_ctlr struct */
struct joycon_ctlr {
struct hid_device *hdev;
@@ -491,6 +497,9 @@ struct joycon_ctlr {
unsigned int imu_delta_samples_count;
unsigned int imu_delta_samples_sum;
unsigned int imu_avg_delta_ms;
+
+ /* led */
+ int player_led_pattern;
};
/* Helper macros for checking controller type */
@@ -1917,7 +1926,6 @@ static int joycon_home_led_brightness_set(struct led_classdev *led,
return ret;
}
-static DEFINE_SPINLOCK(joycon_input_num_spinlock);
static int joycon_leds_create(struct joycon_ctlr *ctlr)
{
struct hid_device *hdev = ctlr->hdev;
@@ -1929,17 +1937,24 @@ static int joycon_leds_create(struct joycon_ctlr *ctlr)
int ret;
int i;
unsigned long flags;
- int player_led_pattern;
- static int input_num;
/*
- * Set the player leds based on controller number
- * Because there is no standard concept of "player number", the pattern
- * number will simply increase by 1 every time a controller is connected.
+ * Set the player leds based on a free slot. If there
+ * are more than 8 controllers. Then load the default
+ * pattern.
*/
- spin_lock_irqsave(&joycon_input_num_spinlock, flags);
- player_led_pattern = input_num++ % JC_NUM_LED_PATTERNS;
- spin_unlock_irqrestore(&joycon_input_num_spinlock, flags);
+ spin_lock_irqsave(&joycon_input_bm_spinlock, flags);
+ if (!jc_input_free_bm) {
+ ctlr->player_led_pattern = JC_LED_DEF_PATTERN;
+ } else {
+ ctlr->player_led_pattern = ffs(jc_input_free_bm) - 1;
+ jc_input_free_bm &= ~(BIT(ctlr->player_led_pattern));
+ }
+ spin_unlock_irqrestore(&joycon_input_bm_spinlock, flags);
+ if (ctlr->player_led_pattern == JC_LED_DEF_PATTERN)
+ hid_info(ctlr->hdev, "more than 8 controllers connected, assigning default led pattern");
+ else
+ hid_info(ctlr->hdev, "assigned player %d led pattern", ctlr->player_led_pattern + 1);
/* configure the player LEDs */
for (i = 0; i < JC_NUM_LEDS; i++) {
@@ -1952,13 +1967,13 @@ static int joycon_leds_create(struct joycon_ctlr *ctlr)
led = &ctlr->leds[i];
led->name = name;
- led->brightness = joycon_player_led_patterns[player_led_pattern][i];
+ led->brightness = joycon_player_led_patterns[ctlr->player_led_pattern][i];
led->max_brightness = 1;
led->brightness_set_blocking =
joycon_player_led_brightness_set;
led->flags = LED_CORE_SUSPENDRESUME | LED_HW_PLUGGABLE;
- led_val |= joycon_player_led_patterns[player_led_pattern][i] << i;
+ led_val |= joycon_player_led_patterns[ctlr->player_led_pattern][i] << i;
}
mutex_lock(&ctlr->output_mutex);
ret = joycon_set_player_leds(ctlr, 0, led_val);
@@ -2409,6 +2424,12 @@ static void nintendo_hid_remove(struct hid_device *hdev)
ctlr->ctlr_state = JOYCON_CTLR_STATE_REMOVED;
spin_unlock_irqrestore(&ctlr->lock, flags);
+ /* Controller removed, so free the slot */
+ spin_lock_irqsave(&joycon_input_bm_spinlock, flags);
+ if (ctlr->player_led_pattern != JC_LED_DEF_PATTERN)
+ jc_input_free_bm |= BIT(ctlr->player_led_pattern);
+ spin_unlock_irqrestore(&joycon_input_bm_spinlock, flags);
+
destroy_workqueue(ctlr->rumble_queue);
hid_hw_close(hdev);
Previously, the leds pattern would just increment with every controller connected. This wouldn't take into consideration when controllers are disconnected. The same controller could be connected and disconnected with the pattern increasing player count each time. This changes it so now a bitmask is used defining the free controller slots for each "player". When a controller is connected, it searches for the first bit in the bitmask that is available and acquires that "slot" for it's led pattern. When a controller is disconnected, it sets the position back to 'free' allowing for a new controller that is to be connected to obtain that slot. Signed-off-by: Ryan McClelland <rymcclel@gmail.com> --- drivers/hid/hid-nintendo.c | 45 ++++++++++++++++++++++++++++---------- 1 file changed, 33 insertions(+), 12 deletions(-)