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Add AYANEO Magic Modules plugin - #9

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matmartinez wants to merge 1 commit into
ShadowBlip:mainfrom
matmartinez:ayaneo-modules
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matmartinez wants to merge 1 commit into
ShadowBlip:mainfrom
matmartinez:ayaneo-modules

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@matmartinez

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Adds the AYANEO Magic Modules plugin: a Quick Bar card for the AYANEO 3 detachable controllers with module identification and Pop Left / Pop Right / Pop Both, replicating the UX Handheld Daemon offered.

Repo: https://github.com/matmartinez/OpenGamepadUI-ayaneo-modules (plugin API 2.0.0)

It builds on the pieces already merged with your help: the udev rule ships with OGUI since v0.46.1 (ShadowBlip/OpenGamepadUI#536), the LED name glob in ShadowBlip/InputPlumber#666, and the hid-ayaneo kernel driver (in review on LKML and OpenGamingCollective/linux#101; ayaneo-ec is mainline). Verified on an AYANEO 3 running Bazzite 44: the release zip loads and initializes in overlay mode, and full pop and reinsert cycles work from the card.

No store image yet. Happy to add an icon to the plugin repo and update the entry if you want one for the listing.

@pastaq

pastaq commented Sep 17, 2026

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@matmartinez

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@pastaq thanks, just verified on hardware, both directions:

  • Ran the v0.46.1 release build on my AYANEO 3 (Bazzite stable currently ships 0.46.0): across several session starts the plugin initializes through the normal path and the reparent workaround never triggers. Having 008ecca in place it's a no-op (it early-returns once it sees the node in the tree, and only ever reparents after actually observing the orphaned state).
  • Back on stock 0.46.0, the orphaned state still occurs and the workaround still fires (same signature as #535). The #536 udev rule isn't in Bazzite's image yet either, same signal.

What do you think on keeping the workaround until Bazzite ships >= 0.46.1? It's inert on fixed versions and keeps the plugin working for everyone on current stock. Happy to strip it in a follow-up release once the bump lands.

@pastaq

pastaq commented Sep 17, 2026

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Fine to ship as long as you want since it's a no-op, glad the fix worked.

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2 participants