Fix Switch and Switch 2 player LED patterns

The patterns we were using don't match the official patterns, which fill up as
many lights as players instead of just using the nth player LED. Above 4,
there are some special patterns, as documented on Nintendo's Singaporean site:
https://www.nintendo.com/sg/support/qa/detail/33822

(cherry picked from commit 017d950b6b)
This commit is contained in:
Vicki Pfau
2026-02-07 02:40:54 -08:00
committed by Sam Lantinga
parent 9ee86e7e79
commit 2b72332b81
2 changed files with 7 additions and 5 deletions

View File

@@ -778,9 +778,10 @@ static void UpdateSlotLED(SDL_DriverSwitch_Context *ctx)
{
if (!ctx->m_bInputOnly) {
Uint8 led_data = 0;
const Uint8 player_pattern[] = { 0x1, 0x3, 0x7, 0xf, 0x9, 0x5, 0xd, 0x6 };
if (ctx->m_bPlayerLights && ctx->m_nPlayerIndex >= 0) {
led_data = (1 << (ctx->m_nPlayerIndex % 4));
led_data = player_pattern[ctx->m_nPlayerIndex % 8];
}
WriteSubcommand(ctx, k_eSwitchSubcommandIDs_SetPlayerLights, &led_data, sizeof(led_data), NULL);
}

View File

@@ -232,16 +232,17 @@ static void MapTriggerAxis(Uint64 timestamp, SDL_Joystick *joystick, Uint8 axis,
static bool UpdateSlotLED(SDL_DriverSwitch2_Context *ctx)
{
unsigned char SET_LED_DATA[] = {
Uint8 set_led_data[] = {
0x09, 0x91, 0x00, 0x07, 0x00, 0x08, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
};
unsigned char reply[8] = {0};
Uint8 reply[8] = {0};
const Uint8 player_pattern[] = { 0x1, 0x3, 0x7, 0xf, 0x9, 0x5, 0xd, 0x6 };
if (ctx->player_lights && ctx->player_index >= 0) {
SET_LED_DATA[8] = (1 << (ctx->player_index % 4));
set_led_data[8] = player_pattern[ctx->player_index % 8];
}
int res = SendBulkData(ctx, SET_LED_DATA, sizeof(SET_LED_DATA));
int res = SendBulkData(ctx, set_led_data, sizeof(set_led_data));
if (res < 0) {
return SDL_SetError("Couldn't set LED data: %d\n", res);
}