added function to handle gamepad led while in settings; added rainbow color handling in the new function.
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@ -19,7 +19,6 @@ using Ryujinx.Common.Logging;
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using Ryujinx.Common.SystemInterop;
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using Ryujinx.Common.SystemInterop;
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using Ryujinx.Graphics.Vulkan.MoltenVK;
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using Ryujinx.Graphics.Vulkan.MoltenVK;
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using Ryujinx.Headless;
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using Ryujinx.Headless;
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using Ryujinx.Input.SDL2;
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using Ryujinx.SDL2.Common;
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using Ryujinx.SDL2.Common;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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@ -379,22 +379,31 @@ namespace Ryujinx.Ava.UI.ViewModels.Input
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LoadDevice();
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LoadDevice();
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_isLoaded = true;
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_isLoaded = true;
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if (ConfigViewModel is not ControllerInputViewModel controllerInputViewModel) return;
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UpdateGamepadLed();
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GamepadInputConfig inputConfig = controllerInputViewModel.Config;
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if (inputConfig is not { EnableLedChanging: true }) return;
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if (inputConfig.TurnOffLed)
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{
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SelectedGamepad.ClearLed();
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}
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else
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{
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SelectedGamepad.SetLed(inputConfig.LedColor.ToUInt32());
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}
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});
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});
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}
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}
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private void UpdateGamepadLed()
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{
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if (ConfigViewModel is not ControllerInputViewModel controllerInputViewModel) return;
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GamepadInputConfig inputConfig = controllerInputViewModel.Config;
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if (inputConfig is not { EnableLedChanging: true }) return;
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if (inputConfig.TurnOffLed)
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{
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SelectedGamepad.ClearLed();
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}
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else if(inputConfig.UseRainbowLed)
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{
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SelectedGamepad.SetLed((uint)Rainbow.Color.ToArgb());
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}
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else
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{
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SelectedGamepad.SetLed(inputConfig.LedColor.ToUInt32());
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}
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}
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private string GetCurrentGamepadId()
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private string GetCurrentGamepadId()
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{
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{
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if (_device < 0)
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if (_device < 0)
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