refactor: enhance AutoAssignController to utilize ViewModel and improve controller refresh logic
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@@ -17,16 +17,20 @@ namespace Ryujinx.Ava
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public class AutoAssignController
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{
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private readonly InputManager _inputManager;
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private readonly MainWindowViewModel _viewModel;
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private readonly ConfigurationState _configurationState;
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private readonly IGamepad[] _controllers;
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public AutoAssignController(InputManager inputManager)
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public AutoAssignController(InputManager inputManager, MainWindowViewModel mainWindowViewModel)
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{
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_configurationState = ConfigurationState.Instance;
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_inputManager = inputManager;
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_viewModel = mainWindowViewModel;
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_configurationState = ConfigurationState.Instance;
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_inputManager.GamepadDriver.OnGamepadConnected += HandleOnGamepadConnected;
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_inputManager.GamepadDriver.OnGamepadDisconnected += HandleOnGamepadDisconnected;
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RefreshControllers();
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}
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public void RefreshControllers(List<InputConfig> inputConfig = null)
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@@ -34,32 +38,47 @@ namespace Ryujinx.Ava
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if (!_configurationState.Hid.EnableAutoAssign) return;
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List<IGamepad> controllers = _inputManager.GamepadDriver.GetGamepads().ToList();
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if (controllers.Count == 0) return;
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MainWindow _mainWindow = RyujinxApp.MainWindow;
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//if (controllers.Count == 0) return;
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// Get every controller config and update the configuration state
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List<InputConfig> newConfig = new();
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List<InputConfig> oldConfigs = (inputConfig != null) ? inputConfig : ConfigurationState.Instance.Hid.InputConfig.Value.Where(x => x != null).ToList();
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Logger.Warning?.Print(LogClass.Application, $"inputConfig: {inputConfig != null}");
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int index = 0;
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foreach (var controller in controllers)
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if (inputConfig != null)
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{
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InputConfig config = oldConfigs.FirstOrDefault(x => x.Id == controller.Id) ?? CreateConfigFromController(controller);
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config.PlayerIndex = (PlayerIndex)index;
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newConfig.Add(config);
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index++;
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newConfig = inputConfig;
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}
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_mainWindow.ViewModel.AppHost?.NpadManager.ReloadConfiguration(newConfig, ConfigurationState.Instance.Hid.EnableKeyboard, ConfigurationState.Instance.Hid.EnableMouse);
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else
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{
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if (!_configurationState.Hid.EnableAutoAssign) return;
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List<InputConfig> oldConfig = _configurationState.Hid.InputConfig.Value.Where(x => x != null).ToList();
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int index = 0;
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foreach (var controller in controllers)
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{
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if(controller == null) continue;
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InputConfig config = oldConfig.FirstOrDefault(x => x.Id == controller.Id) ?? CreateConfigFromController(controller);
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config.PlayerIndex = (PlayerIndex)index;
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newConfig.Add(config);
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index++;
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}
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}
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_viewModel.AppHost?.NpadManager.ReloadConfiguration(newConfig, _configurationState.Hid.EnableKeyboard, _configurationState.Hid.EnableMouse);
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Logger.Warning?.Print(LogClass.Application, $"(AAC) NpadManager: {_viewModel.AppHost?.NpadManager.GetHashCode()}");
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ConfigurationState.Instance.Hid.InputConfig.Value = newConfig;
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_configurationState.Hid.InputConfig.Value = newConfig;
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Logger.Warning?.Print(LogClass.Application, $"inputConfig: {newConfig.Count}");
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ConfigurationState.Instance.ToFileFormat().SaveConfig(Program.ConfigurationPath);
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}
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private void HandleOnGamepadConnected(string id)
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{
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Logger.Warning?.Print(LogClass.Application, $"Gamepad disconnected: {id}");
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Logger.Warning?.Print(LogClass.Application, $"Gamepad connected: {id}");
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RefreshControllers();
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}
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