simplify RefreshControllers logic and introduce GetOrderedConfig for better controller management
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@ -16,6 +16,8 @@ namespace Ryujinx.Ava
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{
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public class AutoAssignController
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{
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private const int MaxControllers = 9;
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private readonly InputManager _inputManager;
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private readonly MainWindowViewModel _viewModel;
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private readonly ConfigurationState _configurationState;
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@ -33,46 +35,21 @@ namespace Ryujinx.Ava
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RefreshControllers();
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}
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public void RefreshControllers(List<InputConfig> inputConfig = null)
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public void RefreshControllers()
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{
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if (!_configurationState.Hid.EnableAutoAssign) return;
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List<IGamepad> controllers = _inputManager.GamepadDriver.GetGamepads().ToList();
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//if (controllers.Count == 0) return;
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// Get every controller config and update the configuration state
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List<InputConfig> newConfig = new();
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Logger.Warning?.Print(LogClass.Application, $"inputConfig: {inputConfig != null}");
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if (inputConfig != null)
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{
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newConfig = inputConfig;
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}
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else
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{
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if (!_configurationState.Hid.EnableAutoAssign) return;
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List<InputConfig> oldConfig = _configurationState.Hid.InputConfig.Value.Where(x => x != null).ToList();
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int index = 0;
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foreach (var controller in controllers)
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{
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if(controller == null) continue;
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InputConfig config = oldConfig.FirstOrDefault(x => x.Id == controller.Id) ?? CreateConfigFromController(controller);
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config.PlayerIndex = (PlayerIndex)index;
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newConfig.Add(config);
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index++;
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}
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}
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List<IGamepad> controllers = _inputManager.GamepadDriver.GetGamepads().ToList();
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List<InputConfig> oldConfig = _configurationState.Hid.InputConfig.Value.Where(x => x != null).ToList();
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List<InputConfig> newConfig = GetOrderedConfig(controllers, oldConfig);
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_viewModel.AppHost?.NpadManager.ReloadConfiguration(newConfig, _configurationState.Hid.EnableKeyboard, _configurationState.Hid.EnableMouse);
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Logger.Warning?.Print(LogClass.Application, $"(AAC) NpadManager: {_viewModel.AppHost?.NpadManager.GetHashCode()}");
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_configurationState.Hid.InputConfig.Value = newConfig;
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Logger.Warning?.Print(LogClass.Application, $"inputConfig: {newConfig.Count}");
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ConfigurationState.Instance.ToFileFormat().SaveConfig(Program.ConfigurationPath);
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}
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@ -87,6 +64,47 @@ namespace Ryujinx.Ava
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Logger.Warning?.Print(LogClass.Application, $"Gamepad disconnected: {id}");
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RefreshControllers();
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}
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private List<InputConfig> GetOrderedConfig(List<IGamepad> controllers, List<InputConfig> oldConfig)
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{
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// Dictionary to store assigned PlayerIndexes
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Dictionary<int, InputConfig> playerIndexMap = new();
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// Convert oldConfig into a dictionary for quick lookup by controller Id
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Dictionary<string, InputConfig> oldConfigMap = oldConfig.ToDictionary(x => x.Id, x => x);
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foreach (var controller in controllers)
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{
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if (controller == null) continue;
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// If the controller already has a config in oldConfig, use it
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if (oldConfigMap.TryGetValue(controller.Id, out InputConfig existingConfig))
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{
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// Use the existing PlayerIndex from oldConfig and add it to the map
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playerIndexMap[(int)existingConfig.PlayerIndex] = existingConfig;
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}
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else
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{
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// Find the first available PlayerIndex (0 to MaxControllers)
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for (int i = 0; i < MaxControllers-1; i++)
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{
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if (!playerIndexMap.ContainsKey(i)) // Check if the PlayerIndex is available
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{
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// Create a new InputConfig and assign PlayerIndex
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InputConfig newConfig = CreateConfigFromController(controller);
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newConfig.PlayerIndex = (PlayerIndex)i;
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// Add the new config to the map with the available PlayerIndex
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playerIndexMap[i] = newConfig;
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break;
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}
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}
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}
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}
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// Return the sorted list of InputConfigs, ordered by PlayerIndex
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return playerIndexMap.OrderBy(x => x.Key).Select(x => x.Value).ToList();
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}
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private InputConfig CreateConfigFromController(IGamepad controller)
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{
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