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Note: this setting is global, even though it appears in the settings for the individual gamepad. This is simply for consistency; you access all the rainbow stuff in one place.
72 lines
2 KiB
C#
72 lines
2 KiB
C#
using Avalonia.Media;
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using CommunityToolkit.Mvvm.ComponentModel;
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using CommunityToolkit.Mvvm.Input;
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using Gommon;
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using Humanizer;
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using Ryujinx.Ava.UI.Helpers;
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using Ryujinx.Ava.Utilities.Configuration;
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using System;
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using System.Globalization;
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using System.Linq;
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namespace Ryujinx.Ava.UI.ViewModels.Input
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{
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public partial class LedInputViewModel : BaseModel
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{
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public required InputViewModel ParentModel { get; init; }
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public RelayCommand LedDisabledChanged => Commands.Create(() =>
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{
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if (!EnableLedChanging) return;
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if (TurnOffLed)
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ParentModel.SelectedGamepad.ClearLed();
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else
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ParentModel.SelectedGamepad.SetLed(LedColor.ToUInt32());
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});
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[ObservableProperty] private bool _enableLedChanging;
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[ObservableProperty] private Color _ledColor;
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public string RainbowSpeedText => RainbowSpeed.ToString(CultureInfo.CurrentCulture);
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public float RainbowSpeed
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{
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get => ConfigurationState.Instance.Hid.RainbowSpeed;
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set
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{
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ConfigurationState.Instance.Hid.RainbowSpeed.Value = value;
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OnPropertyChanged();
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OnPropertyChanged(nameof(RainbowSpeedText));
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}
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}
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public bool ShowLedColorPicker => !TurnOffLed && !UseRainbowLed;
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private bool _turnOffLed;
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public bool TurnOffLed
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{
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get => _turnOffLed;
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set
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{
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_turnOffLed = value;
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OnPropertyChanged();
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OnPropertyChanged(nameof(ShowLedColorPicker));
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}
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}
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private bool _useRainbowLed;
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public bool UseRainbowLed
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{
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get => _useRainbowLed;
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set
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{
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_useRainbowLed = value;
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OnPropertyChanged();
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OnPropertyChanged(nameof(ShowLedColorPicker));
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}
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}
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}
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}
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