Update LED as its changed in the UI

This commit is contained in:
Evan Husted
2025-01-23 19:02:35 -06:00
parent cfe42563f2
commit 72d5af8b46
8 changed files with 47 additions and 12 deletions

View File

@@ -106,8 +106,6 @@ namespace Ryujinx.Input.SDL2
public void SetLed(uint packedRgb)
{
if (!Features.HasFlag(GamepadFeaturesFlag.Led)) return;
if (!HasConfiguration) return;
if (!_configuration.Led.EnableLed) return;
byte red = (byte)(packedRgb >> 16);
byte green = (byte)(packedRgb >> 8);
@@ -234,7 +232,7 @@ namespace Ryujinx.Input.SDL2
{
_configuration = (StandardControllerInputConfig)configuration;
if (Features.HasFlag(GamepadFeaturesFlag.Led))
if (Features.HasFlag(GamepadFeaturesFlag.Led) && _configuration.Led.EnableLed)
SetLed(_configuration.Led.LedColor);
_buttonsUserMapping.Clear();

View File

@@ -1,5 +1,6 @@
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Configuration.Hid.Keyboard;
using Ryujinx.Common.Logging;
using System;
using System.Collections.Generic;
using System.Numerics;
@@ -384,8 +385,11 @@ namespace Ryujinx.Input.SDL2
_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1, (Key)_configuration.RightJoycon.ButtonSl));
}
}
public void SetLed(uint packedRgb) {}
public void SetLed(uint packedRgb)
{
Logger.Info?.Print(LogClass.UI, "SetLed called on an SDL2Keyboard");
}
public void SetTriggerThreshold(float triggerThreshold)
{

View File

@@ -1,4 +1,5 @@
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Logging;
using System;
using System.Drawing;
using System.Numerics;
@@ -75,8 +76,11 @@ namespace Ryujinx.Input.SDL2
{
throw new NotImplementedException();
}
public void SetLed(uint packedRgb) {}
public void SetLed(uint packedRgb)
{
Logger.Info?.Print(LogClass.UI, "SetLed called on an SDL2Mouse");
}
public void SetTriggerThreshold(float triggerThreshold)
{