[PATCH v3 6/6] HID: steam: Zero out inputs when disabling gamepad mode
Vicki Pfau <[email protected]> Thu, 6 Aug 2026 18:33:30 -0700
| Newsgroups | org.kernel.vger.linux-input |
|---|---|
| Message-ID | <[email protected]> |
When gamepad mode is disabled the gamepad input devices will stop receiving updates. However, in the case where there are buttons still pressed this will appear as an indefinitely-held button. Instead we should zero out the inputs to make it look like things are all released. We do the same thing for gyroscope inputs to make sure it doesn't look like it's endlessly rotating, but we freeze the accelerometer input since zero isn't a neutral input on the surface of the Earth. Signed-off-by: Vicki Pfau <[email protected]> --- drivers/hid/hid-steam.c | 78 ++++++++++++++++++++++++++++++++++++++--- 1 file changed, 74 insertions(+), 4 deletions(-) diff --git a/drivers/hid/hid-steam.c b/drivers/hid/hid-steam.c index 0e0ccf263416..0b0fb698dcc8 100644 --- a/drivers/hid/hid-steam.c +++ b/drivers/hid/hid-steam.c @@ -1498,13 +1498,83 @@ static void steam_mode_switch_cb(struct work_struct *work) client_opened = steam->client_opened; spin_unlock_irqrestore(&steam->lock, flags); - guard(mutex)(&steam->report_mutex); hid_dbg(steam->hdev, "%s: switching gamepad mode to %i\n", __func__, steam->gamepad_mode); - if (gamepad_mode) + if (gamepad_mode) { + guard(mutex)(&steam->report_mutex); steam_set_lizard_mode(steam, false); - else if (!client_opened) - steam_set_lizard_mode(steam, lizard_mode); + } else { + struct input_dev *input; + struct input_dev *sensors; + if (!client_opened) { + guard(mutex)(&steam->report_mutex); + steam_set_lizard_mode(steam, lizard_mode); + } + + /* + * Zero out inputs so it doesn't look like we're holding + * anything indefinitely. + */ + guard(spinlock_irqsave)(&steam->lock); + rcu_read_lock(); + input = rcu_dereference(steam->input); + if (likely(input)) { + input_report_key(input, BTN_TR2, 0); + input_report_key(input, BTN_TL2, 0); + input_report_key(input, BTN_TR, 0); + input_report_key(input, BTN_TL, 0); + input_report_key(input, BTN_Y, 0); + input_report_key(input, BTN_B, 0); + input_report_key(input, BTN_X, 0); + input_report_key(input, BTN_A, 0); + input_report_key(input, BTN_DPAD_UP, 0); + input_report_key(input, BTN_DPAD_RIGHT, 0); + input_report_key(input, BTN_DPAD_LEFT, 0); + input_report_key(input, BTN_DPAD_DOWN, 0); + input_report_key(input, BTN_SELECT, 0); + input_report_key(input, BTN_MODE, 0); + input_report_key(input, BTN_START, 0); + input_report_key(input, BTN_THUMBR, 0); + input_report_key(input, BTN_THUMBL, 0); + input_report_key(input, BTN_THUMB, 0); + input_report_key(input, BTN_THUMB2, 0); + input_report_key(input, BTN_GRIPL, 0); + input_report_key(input, BTN_GRIPR, 0); + + input_report_abs(input, ABS_X, 0); + input_report_abs(input, ABS_Y, 0); + input_report_abs(input, ABS_RX, 0); + input_report_abs(input, ABS_RY, 0); + input_report_abs(input, ABS_HAT0X, 0); + input_report_abs(input, ABS_HAT0Y, 0); + input_report_abs(input, ABS_HAT2Y, 0); + input_report_abs(input, ABS_HAT2X, 0); + + if (steam->quirks & (STEAM_QUIRK_DECK | STEAM_QUIRK_IBEX)) { + input_report_key(input, BTN_BASE, 0); + input_report_key(input, BTN_GRIPL2, 0); + input_report_key(input, BTN_GRIPR2, 0); + + input_report_abs(input, ABS_HAT1X, 0); + input_report_abs(input, ABS_HAT1Y, 0); + } + + input_sync(input); + } + sensors = rcu_dereference(steam->sensors); + if (likely(sensors)) { + /* Skip accelerometers since 0 isn't a neutral input */ + + input_report_abs(sensors, ABS_RX, 0); + input_report_abs(sensors, ABS_RY, 0); + input_report_abs(sensors, ABS_RZ, 0); + + input_sync(sensors); + } + rcu_read_unlock(); + } + + guard(mutex)(&steam->report_mutex); steam_haptic_pulse(steam, STEAM_PAD_RIGHT, 0x190, 0, 1, 0); if (gamepad_mode) { steam_haptic_pulse(steam, STEAM_PAD_LEFT, 0x14D, 0x14D, 0x2D, 0); -- 2.54.0