input: LED rainbow now updates the LED with the normal gamepad update loop instead of subscribing to an updated event for the rainbow color in SetConfiguration.
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This commit is contained in:
Evan Husted 2025-01-25 23:13:51 -06:00
parent 8bfcebebf1
commit 3f12727ef8
2 changed files with 31 additions and 32 deletions

View file

@ -1,6 +1,7 @@
using Gommon;
using System;
using System.Drawing;
using System.Threading;
using System.Threading.Tasks;
namespace Ryujinx.Common.Utilities
@ -18,7 +19,7 @@ namespace Ryujinx.Common.Utilities
{
while (CyclingEnabled)
{
await Task.Delay(15);
await Task.Delay(20);
Tick();
}
});
@ -32,29 +33,47 @@ namespace Ryujinx.Common.Utilities
public static float Speed { get; set; } = 1;
private static readonly Lock _lock = new();
public static Color Color { get; private set; } = Color.Blue;
private static Color _color = Color.Blue;
public static ref Color Color
{
get
{
lock (_lock)
{
return ref _color;
}
}
}
public static void Tick()
{
Color = HsbToRgb((Color.GetHue() + Speed) / 360);
lock (_lock)
{
_color = HsbToRgb((_color.GetHue() + Speed) / 360);
UpdatedHandler.Call(Color.ToArgb());
_updatedHandler.Call(_color.ToArgb());
}
}
public static void Reset()
{
Color = Color.Blue;
UpdatedHandler.Clear();
_updatedHandler.Clear();
lock (_lock)
_color = Color.Blue;
}
public static event Action<int> Updated
{
add => UpdatedHandler.Add(value);
remove => UpdatedHandler.Remove(value);
add => _updatedHandler.Add(value);
remove => _updatedHandler.Remove(value);
}
internal static Event<int> UpdatedHandler = new();
private static readonly Event<int> _updatedHandler = new();
private static Color HsbToRgb(float hue, float saturation = 1, float brightness = 1)
{

View file

@ -148,8 +148,6 @@ namespace Ryujinx.Input.SDL2
{
if (disposing && _gamepadHandle != nint.Zero)
{
Rainbow.Updated -= RainbowColorChanged;
SDL_GameControllerClose(_gamepadHandle);
_gamepadHandle = nint.Zero;
@ -227,15 +225,6 @@ namespace Ryujinx.Input.SDL2
private static Vector3 RadToDegree(Vector3 rad) => rad * (180 / MathF.PI);
private static Vector3 GsToMs2(Vector3 gs) => gs / SDL_STANDARD_GRAVITY;
private void RainbowColorChanged(int packedRgb)
{
if (!_configuration.Led.UseRainbow) return;
SetLed((uint)packedRgb);
}
private bool _rainbowColorEnabled;
public void SetConfiguration(InputConfig configuration)
{
@ -247,19 +236,10 @@ namespace Ryujinx.Input.SDL2
{
if (_configuration.Led.TurnOffLed)
(this as IGamepad).ClearLed();
else switch (_configuration.Led.UseRainbow)
{
case true when !_rainbowColorEnabled:
Rainbow.Updated += RainbowColorChanged;
_rainbowColorEnabled = true;
break;
case false when _rainbowColorEnabled:
Rainbow.Updated -= RainbowColorChanged;
_rainbowColorEnabled = false;
break;
}
else if (_configuration.Led.UseRainbow)
SetLed((uint)Rainbow.Color.ToArgb());
if (!_configuration.Led.TurnOffLed && !_rainbowColorEnabled)
if (!_configuration.Led.TurnOffLed && !_configuration.Led.UseRainbow)
SetLed(_configuration.Led.LedColor);
}