ryujinx/src/Ryujinx/UI/ViewModels/Input/ControllerInputViewModel.cs
Vova a0594e8169 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
2025-02-23 10:20:42 +10:00

95 lines
2.8 KiB
C#

using Avalonia.Svg.Skia;
using CommunityToolkit.Mvvm.ComponentModel;
using Ryujinx.Ava.UI.Models.Input;
using Ryujinx.Ava.UI.Views.Input;
using Ryujinx.Common.Utilities;
using Ryujinx.UI.Views.Input;
using System.Drawing;
namespace Ryujinx.Ava.UI.ViewModels.Input
{
public partial class ControllerInputViewModel : BaseModel
{
[ObservableProperty] private GamepadInputConfig _config;
private bool _isLeft;
public bool IsLeft
{
get => _isLeft;
set
{
_isLeft = value;
OnPropertyChanged();
OnPropertyChanged(nameof(HasSides));
}
}
private bool _isRight;
public bool IsRight
{
get => _isRight;
set
{
_isRight = value;
OnPropertyChanged();
OnPropertyChanged(nameof(HasSides));
}
}
public bool HasSides => IsLeft ^ IsRight;
[ObservableProperty] private SvgImage _image;
public InputViewModel ParentModel { get; }
public ControllerInputViewModel(InputViewModel model, GamepadInputConfig config)
{
ParentModel = model;
model.NotifyChangesEvent += OnParentModelChanged;
OnParentModelChanged();
config.PropertyChanged += (_, args) =>
{
if (args.PropertyName is nameof(Config.UseRainbowLed))
{
if (Config is { UseRainbowLed: true, TurnOffLed: false, EnableLedChanging: true })
Rainbow.Updated += (ref Color color) => ParentModel.SelectedGamepad.SetLed((uint)color.ToArgb());
else
{
Rainbow.Reset();
if (Config.TurnOffLed)
ParentModel.SelectedGamepad.ClearLed();
else
ParentModel.SelectedGamepad.SetLed(Config.LedColor.ToUInt32());
}
}
};
Config = config;
}
public async void ShowMotionConfig()
{
await MotionInputView.Show(this);
ParentModel.IsModified = true;
}
public async void ShowRumbleConfig()
{
await RumbleInputView.Show(this);
ParentModel.IsModified = true;
}
public async void ShowLedConfig()
{
await LedInputView.Show(this);
ParentModel.IsModified = true;
}
public void OnParentModelChanged()
{
IsLeft = ParentModel.IsLeft;
IsRight = ParentModel.IsRight;
Image = ParentModel.Image;
}
}
}