Update LED as its changed in the UI
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@@ -106,8 +106,6 @@ namespace Ryujinx.Input.SDL2
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public void SetLed(uint packedRgb)
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{
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if (!Features.HasFlag(GamepadFeaturesFlag.Led)) return;
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if (!HasConfiguration) return;
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if (!_configuration.Led.EnableLed) return;
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byte red = (byte)(packedRgb >> 16);
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byte green = (byte)(packedRgb >> 8);
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@@ -234,7 +232,7 @@ namespace Ryujinx.Input.SDL2
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{
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_configuration = (StandardControllerInputConfig)configuration;
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if (Features.HasFlag(GamepadFeaturesFlag.Led))
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if (Features.HasFlag(GamepadFeaturesFlag.Led) && _configuration.Led.EnableLed)
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SetLed(_configuration.Led.LedColor);
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_buttonsUserMapping.Clear();
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@@ -1,5 +1,6 @@
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid.Keyboard;
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using Ryujinx.Common.Logging;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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@@ -384,8 +385,11 @@ namespace Ryujinx.Input.SDL2
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_buttonsUserMapping.Add(new ButtonMappingEntry(GamepadButtonInputId.SingleLeftTrigger1, (Key)_configuration.RightJoycon.ButtonSl));
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}
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}
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public void SetLed(uint packedRgb) {}
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public void SetLed(uint packedRgb)
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{
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Logger.Info?.Print(LogClass.UI, "SetLed called on an SDL2Keyboard");
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}
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public void SetTriggerThreshold(float triggerThreshold)
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{
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@@ -1,4 +1,5 @@
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Logging;
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using System;
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using System.Drawing;
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using System.Numerics;
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@@ -75,8 +76,11 @@ namespace Ryujinx.Input.SDL2
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{
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throw new NotImplementedException();
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}
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public void SetLed(uint packedRgb) {}
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public void SetLed(uint packedRgb)
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{
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Logger.Info?.Print(LogClass.UI, "SetLed called on an SDL2Mouse");
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}
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public void SetTriggerThreshold(float triggerThreshold)
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{
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