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feat(ds5): adaptive-trigger status and trigger haptics - #19
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DualSense mode now reports a game's adaptive-trigger effect the way a real pad does, so games that act on it work with their trigger effects on: Stellar Blade's gun only fires on the weapon effect's "snapped" status. The layout was measured on a real DualSense: input bytes 41/42 carry each trigger's status and motor zone, 43-46 echo the host timestamp, and 47 names the active effect. Weapon, feedback and vibration effects (official and simple forms) are parsed from output report 0x02. The Steam Controller has no trigger motors, so the effect is also played on the haptic actuators: a tick every 12 counts of travel into a resistance zone, a click plus a short tone when a weapon snaps, and trigger vibration as a tone. A new per-type DualSense setting, Trigger haptics (off, trackpads, grips, both; trackpads by default), picks where; it sits in its own Adaptive triggers card under Rumble. Status blob grows to p[243]. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Lights joins the Rumble column so it no longer pokes out alone at the bottom of the grid, and the Switch Pro mode only card follows the Trackpads card it relates to. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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What
DualSense mode now handles adaptive triggers:
How the status was matched
Measured on a real DualSense over USB, with byte offsets after the report ID:
0x090x02Details are in
docs/DUALSENSE_HAPTICS.md§10. The setting is grid row 6 indocs/PROTOCOL.md: fields 144–147 and status blobp[240..243].Tests
tests/trigger_fx:make check, all host tests and the UI tests pass. The firmware was flashed and felt on hardware.🤖 Generated with Claude Code