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https://github.com/Ryubing/Ryujinx.git
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input: LED rainbow now updates the LED with the normal gamepad update loop instead of subscribing to an updated event for the rainbow color in SetConfiguration.
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parent
8bfcebebf1
commit
3f12727ef8
@ -1,6 +1,7 @@
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using Gommon;
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using Gommon;
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using System;
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using System;
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using System.Drawing;
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using System.Drawing;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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namespace Ryujinx.Common.Utilities
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namespace Ryujinx.Common.Utilities
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@ -18,7 +19,7 @@ namespace Ryujinx.Common.Utilities
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{
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{
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while (CyclingEnabled)
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while (CyclingEnabled)
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{
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{
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await Task.Delay(15);
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await Task.Delay(20);
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Tick();
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Tick();
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}
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}
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});
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});
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@ -33,28 +34,46 @@ namespace Ryujinx.Common.Utilities
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public static float Speed { get; set; } = 1;
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public static float Speed { get; set; } = 1;
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public static Color Color { get; private set; } = Color.Blue;
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private static readonly Lock _lock = new();
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private static Color _color = Color.Blue;
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public static ref Color Color
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{
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get
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{
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lock (_lock)
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{
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return ref _color;
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}
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}
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}
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public static void Tick()
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public static void Tick()
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{
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{
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Color = HsbToRgb((Color.GetHue() + Speed) / 360);
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lock (_lock)
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{
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_color = HsbToRgb((_color.GetHue() + Speed) / 360);
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UpdatedHandler.Call(Color.ToArgb());
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_updatedHandler.Call(_color.ToArgb());
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}
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}
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}
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public static void Reset()
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public static void Reset()
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{
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{
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Color = Color.Blue;
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_updatedHandler.Clear();
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UpdatedHandler.Clear();
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lock (_lock)
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_color = Color.Blue;
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}
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}
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public static event Action<int> Updated
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public static event Action<int> Updated
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{
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{
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add => UpdatedHandler.Add(value);
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add => _updatedHandler.Add(value);
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remove => UpdatedHandler.Remove(value);
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remove => _updatedHandler.Remove(value);
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}
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}
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internal static Event<int> UpdatedHandler = new();
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private static readonly Event<int> _updatedHandler = new();
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private static Color HsbToRgb(float hue, float saturation = 1, float brightness = 1)
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private static Color HsbToRgb(float hue, float saturation = 1, float brightness = 1)
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{
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{
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@ -148,8 +148,6 @@ namespace Ryujinx.Input.SDL2
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{
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{
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if (disposing && _gamepadHandle != nint.Zero)
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if (disposing && _gamepadHandle != nint.Zero)
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{
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{
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Rainbow.Updated -= RainbowColorChanged;
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SDL_GameControllerClose(_gamepadHandle);
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SDL_GameControllerClose(_gamepadHandle);
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_gamepadHandle = nint.Zero;
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_gamepadHandle = nint.Zero;
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@ -228,15 +226,6 @@ namespace Ryujinx.Input.SDL2
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private static Vector3 GsToMs2(Vector3 gs) => gs / SDL_STANDARD_GRAVITY;
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private static Vector3 GsToMs2(Vector3 gs) => gs / SDL_STANDARD_GRAVITY;
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private void RainbowColorChanged(int packedRgb)
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{
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if (!_configuration.Led.UseRainbow) return;
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SetLed((uint)packedRgb);
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}
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private bool _rainbowColorEnabled;
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public void SetConfiguration(InputConfig configuration)
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public void SetConfiguration(InputConfig configuration)
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{
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{
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lock (_userMappingLock)
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lock (_userMappingLock)
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@ -247,19 +236,10 @@ namespace Ryujinx.Input.SDL2
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{
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{
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if (_configuration.Led.TurnOffLed)
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if (_configuration.Led.TurnOffLed)
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(this as IGamepad).ClearLed();
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(this as IGamepad).ClearLed();
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else switch (_configuration.Led.UseRainbow)
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else if (_configuration.Led.UseRainbow)
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{
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SetLed((uint)Rainbow.Color.ToArgb());
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case true when !_rainbowColorEnabled:
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Rainbow.Updated += RainbowColorChanged;
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_rainbowColorEnabled = true;
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break;
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case false when _rainbowColorEnabled:
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Rainbow.Updated -= RainbowColorChanged;
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_rainbowColorEnabled = false;
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break;
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}
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if (!_configuration.Led.TurnOffLed && !_rainbowColorEnabled)
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if (!_configuration.Led.TurnOffLed && !_configuration.Led.UseRainbow)
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SetLed(_configuration.Led.LedColor);
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SetLed(_configuration.Led.LedColor);
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}
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}
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