mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-07-14 10:36:28 +02:00
Improved interaction with "Input" settings.
- paired devices have notifications that they are configured and require connection - paired devices load the configuration when connected - A notification appears when changing control configuration settings. - Now control settings will be saved only when they are changed - Added a button to roll back changes to the previously saved state - Fixed a bug: when switching the "player", if the "input device" and "controller type" settings were changed, the save dialog box did not appear. - "Motion", "Rumble" and "Led" also have events notifying about changes
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8 changed files with 314 additions and 40 deletions
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@ -68,18 +68,21 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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}
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public async void ShowMotionConfig()
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{
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{
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await MotionInputView.Show(this);
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ParentModel.IsModified = true;
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}
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public async void ShowRumbleConfig()
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{
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{
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await RumbleInputView.Show(this);
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ParentModel.IsModified = true;
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}
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public async void ShowLedConfig()
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{
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await LedInputView.Show(this);
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ParentModel.IsModified = true;
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}
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public void OnParentModelChanged()
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@ -91,7 +91,19 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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public bool HasLed => SelectedGamepad.Features.HasFlag(GamepadFeaturesFlag.Led);
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public bool CanClearLed => SelectedGamepad.Name.ContainsIgnoreCase("DualSense");
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public bool IsModified { get; set; }
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public bool _isChangeTrackingActive;
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public bool _isModified;
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public bool IsModified
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{
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get => _isModified;
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set
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{
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_isModified = value;
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OnPropertyChanged();
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}
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}
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public event Action NotifyChangesEvent;
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public PlayerIndex PlayerIdChoose
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@ -106,14 +118,14 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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set
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{
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if (IsModified)
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{
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{
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_playerIdChoose = value;
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return;
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}
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IsModified = false;
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_playerId = value;
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_isChangeTrackingActive = false;
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if (!Enum.IsDefined<PlayerIndex>(_playerId))
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{
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@ -121,13 +133,12 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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}
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_isLoaded = false;
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LoadConfiguration();
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LoadDevice();
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LoadProfiles();
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_isLoaded = true;
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_isChangeTrackingActive = true;
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OnPropertyChanged();
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}
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}
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@ -171,11 +182,12 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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IsLeft = false;
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break;
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}
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LoadInputDriver();
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LoadProfiles();
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SetChangeTrackingActive();
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}
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OnPropertyChanged();
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NotifyChanges();
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}
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@ -233,14 +245,28 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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LoadConfiguration(LoadDefaultConfiguration());
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}
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}
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FindPairedDevice();
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SetChangeTrackingActive();
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OnPropertyChanged();
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NotifyChanges();
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}
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}
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public InputConfig Config { get; set; }
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public bool _notificationView;
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public bool NotificationView
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{
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get => _notificationView;
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set
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{
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_notificationView = value;
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OnPropertyChanged();
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}
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}
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public InputViewModel(UserControl owner) : this()
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{
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if (Program.PreviewerDetached)
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@ -260,6 +286,8 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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PlayerId = PlayerIndex.Player1;
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}
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_isChangeTrackingActive = true;
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}
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public InputViewModel()
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@ -296,8 +324,54 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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{
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ConfigViewModel = new ControllerInputViewModel(this, new GamepadInputConfig(controllerInputConfig));
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}
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FindPairedDevice();
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}
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private void FindPairedDevice()
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{
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// This feature allows you to display a notification
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// if a configuration is found, but the gamepad is not connected.
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if (Config != null)
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{
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(DeviceType Type, string Id, string Name) activeDevice = Devices.FirstOrDefault(d => d.Id == Config.Id);
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if (activeDevice.Id != Config.Id)
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{
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// display notification when input device is turned off, and
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// if device and configuration do not match (different controllers)
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NotificationView = true;
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}
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else
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{
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NotificationView = false;
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}
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}
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else
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{
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NotificationView = false;
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}
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}
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private void SetChangeTrackingActive()
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{
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if (_isChangeTrackingActive)
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{
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IsModified = true;
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}
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}
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public void DisableDeviceForSaving()
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{
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// "Disabled" mode is available after unbinding the device
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// NOTE: the IsModified flag to be able to apply the settings.
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IsModified = true;
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NotificationView = false;
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}
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public void LoadDevice()
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{
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if (Config == null || Config.Backend == InputBackendType.Invalid)
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@ -363,14 +437,33 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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}
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}
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private void HandleOnGamepadDisconnected(string id)
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private async void HandleOnGamepadDisconnected(string id)
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{
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Dispatcher.UIThread.Post(LoadDevices);
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_isChangeTrackingActive = false;
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await Dispatcher.UIThread.InvokeAsync(() =>
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{
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LoadDevices();
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FindPairedDevice();
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_isChangeTrackingActive = true;
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return System.Threading.Tasks.Task.CompletedTask;
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});
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}
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private void HandleOnGamepadConnected(string id)
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private async void HandleOnGamepadConnected(string id)
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{
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Dispatcher.UIThread.Post(LoadDevices);
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_isChangeTrackingActive = false;
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await Dispatcher.UIThread.InvokeAsync(() =>
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{
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LoadDevices();
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if (Config != null)
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{
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LoadSavedConfiguration(); // Load configuration after connection if it is in the configuration file
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}
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_isChangeTrackingActive = true;
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});
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}
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private string GetCurrentGamepadId()
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@ -813,8 +906,23 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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}
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}
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public void LoadSavedConfiguration()
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{
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LoadConfiguration();
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LoadDevice();
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LoadProfiles();
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IsModified = false;
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OnPropertyChanged();
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}
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public void Save()
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{
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if (!IsModified)
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{
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return; //If the input settings were not touched, then do nothing
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}
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IsModified = false;
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List<InputConfig> newConfig = [];
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