mirror of
https://git.ryujinx.app/ryubing/ryujinx.git
synced 2025-09-10 11:55:16 +00:00
Add option to change controller LED color (#572)
This allows the user to change the controller LED while using Ryujinx. Useful for PS4 and PS5 controllers as an example. You can also use a spectrum-cycling Rainbow color option, or turn the LED off for DualSense controllers. --------- Co-authored-by: Evan Husted <greem@greemdev.net>
This commit is contained in:
@@ -1,6 +1,8 @@
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid.Controller;
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using Ryujinx.Common.Logging;
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using Ryujinx.Common.Utilities;
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using Ryujinx.HLE.HOS.Services.Hid;
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using SDL2;
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using System;
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using System.Collections.Generic;
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@@ -86,7 +88,7 @@ namespace Ryujinx.Input.SDL2
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Id = driverId;
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Features = GetFeaturesFlag();
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_triggerThreshold = 0.0f;
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// Enable motion tracking
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if (Features.HasFlag(GamepadFeaturesFlag.Motion))
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{
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@@ -102,6 +104,18 @@ namespace Ryujinx.Input.SDL2
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}
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}
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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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byte red = packedRgb > 0 ? (byte)(packedRgb >> 16) : (byte)0;
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byte green = packedRgb > 0 ? (byte)(packedRgb >> 8) : (byte)0;
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byte blue = packedRgb > 0 ? (byte)(packedRgb % 256) : (byte)0;
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if (SDL_GameControllerSetLED(_gamepadHandle, red, green, blue) != 0)
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Logger.Error?.Print(LogClass.Hid, "LED is not supported on this game controller.");
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}
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private GamepadFeaturesFlag GetFeaturesFlag()
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{
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GamepadFeaturesFlag result = GamepadFeaturesFlag.None;
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@@ -112,9 +126,7 @@ namespace Ryujinx.Input.SDL2
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result |= GamepadFeaturesFlag.Motion;
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}
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int error = SDL_GameControllerRumble(_gamepadHandle, 0, 0, 100);
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if (error == 0)
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if (SDL_GameControllerHasRumble(_gamepadHandle) == SDL_bool.SDL_TRUE)
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{
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result |= GamepadFeaturesFlag.Rumble;
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}
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@@ -220,6 +232,17 @@ namespace Ryujinx.Input.SDL2
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{
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_configuration = (StandardControllerInputConfig)configuration;
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if (Features.HasFlag(GamepadFeaturesFlag.Led) && _configuration.Led.EnableLed)
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{
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if (_configuration.Led.TurnOffLed)
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(this as IGamepad).ClearLed();
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else if (_configuration.Led.UseRainbow)
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Rainbow.RainbowColorUpdated += clr => SetLed((uint)clr);
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else
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SetLed(_configuration.Led.LedColor);
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}
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_buttonsUserMapping.Clear();
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// First update sticks
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@@ -173,5 +173,16 @@ namespace Ryujinx.Input.SDL2
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return new SDL2Gamepad(gamepadHandle, id);
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}
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public IEnumerable<IGamepad> GetGamepads()
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{
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lock (_gamepadsIds)
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{
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foreach (string gamepadId in _gamepadsIds)
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{
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yield return GetGamepad(gamepadId);
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}
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}
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}
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}
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}
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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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@@ -385,6 +386,11 @@ namespace Ryujinx.Input.SDL2
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}
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}
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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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// No operations
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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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@@ -76,6 +77,11 @@ namespace Ryujinx.Input.SDL2
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throw new NotImplementedException();
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}
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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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throw new NotImplementedException();
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@@ -1,6 +1,7 @@
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using Ryujinx.Common.Configuration;
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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.Diagnostics;
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using System.Drawing;
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using System.Numerics;
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@@ -164,6 +165,8 @@ namespace Ryujinx.Input.SDL2
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return new SDL2Mouse(this);
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}
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public IEnumerable<IGamepad> GetGamepads() => [GetGamepad("0")];
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public void Dispose()
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{
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if (_isDisposed)
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@@ -1,5 +1,6 @@
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using Ryujinx.SDL2.Common;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Input.SDL2
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{
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@@ -51,5 +52,13 @@ namespace Ryujinx.Input.SDL2
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return new SDL2Keyboard(this, _keyboardIdentifers[0], "All keyboards");
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}
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public IEnumerable<IGamepad> GetGamepads()
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{
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foreach (var keyboardId in _keyboardIdentifers)
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{
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yield return GetGamepad(keyboardId);
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}
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}
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}
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}
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