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https://github.com/Ryujinx/Ryujinx.git
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edf7e628ca
* Use method overloads that support trimming. Mark some types to be trimming friendly * Use generic version of marshalling method
816 lines
33 KiB
C#
816 lines
33 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
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using Ryujinx.HLE.HOS.Services.Am.AppletAE;
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using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Npad;
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using Ryujinx.HLE.Ui;
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using Ryujinx.HLE.Ui.Input;
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using Ryujinx.Memory;
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using System;
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.IO;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace Ryujinx.HLE.HOS.Applets
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{
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internal class SoftwareKeyboardApplet : IApplet
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{
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private const string DefaultInputText = "Ryujinx";
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private const int StandardBufferSize = 0x7D8;
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private const int InteractiveBufferSize = 0x7D4;
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private const int MaxUserWords = 0x1388;
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private const int MaxUiTextSize = 100;
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private const Key CycleInputModesKey = Key.F6;
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private readonly Switch _device;
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private SoftwareKeyboardState _foregroundState = SoftwareKeyboardState.Uninitialized;
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private volatile InlineKeyboardState _backgroundState = InlineKeyboardState.Uninitialized;
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private bool _isBackground = false;
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private AppletSession _normalSession;
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private AppletSession _interactiveSession;
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// Configuration for foreground mode.
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private SoftwareKeyboardConfig _keyboardForegroundConfig;
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// Configuration for background (inline) mode.
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private SoftwareKeyboardInitialize _keyboardBackgroundInitialize;
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private SoftwareKeyboardCustomizeDic _keyboardBackgroundDic;
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private SoftwareKeyboardDictSet _keyboardBackgroundDictSet;
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private SoftwareKeyboardUserWord[] _keyboardBackgroundUserWords;
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private byte[] _transferMemory;
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private string _textValue = "";
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private int _cursorBegin = 0;
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private Encoding _encoding = Encoding.Unicode;
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private KeyboardResult _lastResult = KeyboardResult.NotSet;
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private IDynamicTextInputHandler _dynamicTextInputHandler = null;
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private SoftwareKeyboardRenderer _keyboardRenderer = null;
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private NpadReader _npads = null;
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private bool _canAcceptController = false;
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private KeyboardInputMode _inputMode = KeyboardInputMode.ControllerAndKeyboard;
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private object _lock = new object();
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public event EventHandler AppletStateChanged;
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public SoftwareKeyboardApplet(Horizon system)
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{
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_device = system.Device;
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}
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public ResultCode Start(AppletSession normalSession, AppletSession interactiveSession)
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{
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lock (_lock)
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{
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_normalSession = normalSession;
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_interactiveSession = interactiveSession;
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_interactiveSession.DataAvailable += OnInteractiveData;
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var launchParams = _normalSession.Pop();
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var keyboardConfig = _normalSession.Pop();
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_isBackground = keyboardConfig.Length == Unsafe.SizeOf<SoftwareKeyboardInitialize>();
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if (_isBackground)
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{
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// Initialize the keyboard applet in background mode.
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_keyboardBackgroundInitialize = MemoryMarshal.Read<SoftwareKeyboardInitialize>(keyboardConfig);
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_backgroundState = InlineKeyboardState.Uninitialized;
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if (_device.UiHandler == null)
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{
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Logger.Error?.Print(LogClass.ServiceAm, "GUI Handler is not set, software keyboard applet will not work properly");
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}
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else
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{
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// Create a text handler that converts keyboard strokes to strings.
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_dynamicTextInputHandler = _device.UiHandler.CreateDynamicTextInputHandler();
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_dynamicTextInputHandler.TextChangedEvent += HandleTextChangedEvent;
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_dynamicTextInputHandler.KeyPressedEvent += HandleKeyPressedEvent;
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_npads = new NpadReader(_device);
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_npads.NpadButtonDownEvent += HandleNpadButtonDownEvent;
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_npads.NpadButtonUpEvent += HandleNpadButtonUpEvent;
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_keyboardRenderer = new SoftwareKeyboardRenderer(_device.UiHandler.HostUiTheme);
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}
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return ResultCode.Success;
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}
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else
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{
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// Initialize the keyboard applet in foreground mode.
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if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
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{
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Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
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}
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else
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{
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_keyboardForegroundConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
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}
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if (!_normalSession.TryPop(out _transferMemory))
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{
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Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
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}
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if (_keyboardForegroundConfig.UseUtf8)
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{
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_encoding = Encoding.UTF8;
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}
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_foregroundState = SoftwareKeyboardState.Ready;
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ExecuteForegroundKeyboard();
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return ResultCode.Success;
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}
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}
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}
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public ResultCode GetResult()
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{
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return ResultCode.Success;
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}
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private bool IsKeyboardActive()
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{
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return _backgroundState >= InlineKeyboardState.Appearing && _backgroundState < InlineKeyboardState.Disappearing;
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}
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private bool InputModeControllerEnabled()
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{
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return _inputMode == KeyboardInputMode.ControllerAndKeyboard ||
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_inputMode == KeyboardInputMode.ControllerOnly;
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}
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private bool InputModeTypingEnabled()
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{
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return _inputMode == KeyboardInputMode.ControllerAndKeyboard ||
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_inputMode == KeyboardInputMode.KeyboardOnly;
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}
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private void AdvanceInputMode()
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{
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_inputMode = (KeyboardInputMode)((int)(_inputMode + 1) % (int)KeyboardInputMode.Count);
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}
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public bool DrawTo(RenderingSurfaceInfo surfaceInfo, IVirtualMemoryManager destination, ulong position)
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{
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_npads?.Update();
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_keyboardRenderer?.SetSurfaceInfo(surfaceInfo);
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return _keyboardRenderer?.DrawTo(destination, position) ?? false;
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}
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private void ExecuteForegroundKeyboard()
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{
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string initialText = null;
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// Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
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// InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
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if (_transferMemory != null && _keyboardForegroundConfig.InitialStringLength > 0)
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{
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initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardForegroundConfig.InitialStringOffset,
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2 * _keyboardForegroundConfig.InitialStringLength);
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}
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// If the max string length is 0, we set it to a large default
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// length.
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if (_keyboardForegroundConfig.StringLengthMax == 0)
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{
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_keyboardForegroundConfig.StringLengthMax = 100;
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}
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if (_device.UiHandler == null)
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{
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Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
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_textValue = DefaultInputText;
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_lastResult = KeyboardResult.Accept;
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}
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else
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{
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// Call the configured GUI handler to get user's input.
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var args = new SoftwareKeyboardUiArgs
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{
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HeaderText = StripUnicodeControlCodes(_keyboardForegroundConfig.HeaderText),
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SubtitleText = StripUnicodeControlCodes(_keyboardForegroundConfig.SubtitleText),
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GuideText = StripUnicodeControlCodes(_keyboardForegroundConfig.GuideText),
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SubmitText = (!string.IsNullOrWhiteSpace(_keyboardForegroundConfig.SubmitText) ?
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_keyboardForegroundConfig.SubmitText : "OK"),
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StringLengthMin = _keyboardForegroundConfig.StringLengthMin,
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StringLengthMax = _keyboardForegroundConfig.StringLengthMax,
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InitialText = initialText
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};
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_lastResult = _device.UiHandler.DisplayInputDialog(args, out _textValue) ? KeyboardResult.Accept : KeyboardResult.Cancel;
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_textValue ??= initialText ?? DefaultInputText;
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}
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// If the game requests a string with a minimum length less
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// than our default text, repeat our default text until we meet
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// the minimum length requirement.
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// This should always be done before the text truncation step.
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while (_textValue.Length < _keyboardForegroundConfig.StringLengthMin)
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{
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_textValue = String.Join(" ", _textValue, _textValue);
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}
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// If our default text is longer than the allowed length,
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// we truncate it.
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if (_textValue.Length > _keyboardForegroundConfig.StringLengthMax)
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{
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_textValue = _textValue.Substring(0, _keyboardForegroundConfig.StringLengthMax);
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}
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// Does the application want to validate the text itself?
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if (_keyboardForegroundConfig.CheckText)
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{
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// The application needs to validate the response, so we
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// submit it to the interactive output buffer, and poll it
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// for validation. Once validated, the application will submit
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// back a validation status, which is handled in OnInteractiveDataPushIn.
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_foregroundState = SoftwareKeyboardState.ValidationPending;
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PushForegroundResponse(true);
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}
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else
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{
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// If the application doesn't need to validate the response,
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// we push the data to the non-interactive output buffer
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// and poll it for completion.
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_foregroundState = SoftwareKeyboardState.Complete;
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PushForegroundResponse(false);
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AppletStateChanged?.Invoke(this, null);
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}
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}
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private void OnInteractiveData(object sender, EventArgs e)
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{
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// Obtain the validation status response.
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var data = _interactiveSession.Pop();
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if (_isBackground)
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{
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lock (_lock)
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{
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OnBackgroundInteractiveData(data);
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}
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}
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else
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{
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OnForegroundInteractiveData(data);
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}
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}
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private void OnForegroundInteractiveData(byte[] data)
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{
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if (_foregroundState == SoftwareKeyboardState.ValidationPending)
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{
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// TODO(jduncantor):
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// If application rejects our "attempt", submit another attempt,
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// and put the applet back in PendingValidation state.
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// For now we assume success, so we push the final result
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// to the standard output buffer and carry on our merry way.
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PushForegroundResponse(false);
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AppletStateChanged?.Invoke(this, null);
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_foregroundState = SoftwareKeyboardState.Complete;
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}
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else if(_foregroundState == SoftwareKeyboardState.Complete)
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{
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// If we have already completed, we push the result text
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// back on the output buffer and poll the application.
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PushForegroundResponse(false);
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AppletStateChanged?.Invoke(this, null);
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}
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else
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{
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// We shouldn't be able to get here through standard swkbd execution.
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throw new InvalidOperationException("Software Keyboard is in an invalid state.");
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}
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}
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private void OnBackgroundInteractiveData(byte[] data)
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{
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// WARNING: Only invoke applet state changes after an explicit finalization
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// request from the game, this is because the inline keyboard is expected to
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// keep running in the background sending data by itself.
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using (MemoryStream stream = new MemoryStream(data))
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using (BinaryReader reader = new BinaryReader(stream))
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{
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var request = (InlineKeyboardRequest)reader.ReadUInt32();
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long remaining;
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Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {_backgroundState}");
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switch (request)
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{
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case InlineKeyboardRequest.UseChangedStringV2:
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Logger.Stub?.Print(LogClass.ServiceAm, "Inline keyboard request UseChangedStringV2");
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break;
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case InlineKeyboardRequest.UseMovedCursorV2:
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Logger.Stub?.Print(LogClass.ServiceAm, "Inline keyboard request UseMovedCursorV2");
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break;
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case InlineKeyboardRequest.SetUserWordInfo:
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// Read the user word info data.
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remaining = stream.Length - stream.Position;
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if (remaining < sizeof(int))
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes");
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}
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else
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{
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int wordsCount = reader.ReadInt32();
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int wordSize = Unsafe.SizeOf<SoftwareKeyboardUserWord>();
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remaining = stream.Length - stream.Position;
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if (wordsCount > MaxUserWords)
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}");
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}
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else if (wordsCount * wordSize != remaining)
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words");
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}
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else
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{
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_keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount];
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for (int word = 0; word < wordsCount; word++)
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{
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_keyboardBackgroundUserWords[word] = reader.ReadStruct<SoftwareKeyboardUserWord>();
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}
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}
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}
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_interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(_backgroundState));
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break;
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case InlineKeyboardRequest.SetCustomizeDic:
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// Read the custom dic data.
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remaining = stream.Length - stream.Position;
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if (remaining != Unsafe.SizeOf<SoftwareKeyboardCustomizeDic>())
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes");
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}
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else
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{
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_keyboardBackgroundDic = reader.ReadStruct<SoftwareKeyboardCustomizeDic>();
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}
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break;
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case InlineKeyboardRequest.SetCustomizedDictionaries:
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// Read the custom dictionaries data.
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remaining = stream.Length - stream.Position;
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if (remaining != Unsafe.SizeOf<SoftwareKeyboardDictSet>())
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes");
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}
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else
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{
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_keyboardBackgroundDictSet = reader.ReadStruct<SoftwareKeyboardDictSet>();
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}
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break;
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case InlineKeyboardRequest.Calc:
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// The Calc request is used to communicate configuration changes and commands to the keyboard.
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// Fields in the Calc struct and operations are masked by the Flags field.
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// Read the Calc data.
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SoftwareKeyboardCalcEx newCalc;
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remaining = stream.Length - stream.Position;
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if (remaining == Marshal.SizeOf<SoftwareKeyboardCalc>())
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{
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var keyboardCalcData = reader.ReadBytes((int)remaining);
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var keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
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newCalc = keyboardCalc.ToExtended();
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}
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else if (remaining == Marshal.SizeOf<SoftwareKeyboardCalcEx>() || remaining == SoftwareKeyboardCalcEx.AlternativeSize)
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{
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var keyboardCalcData = reader.ReadBytes((int)remaining);
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newCalc = ReadStruct<SoftwareKeyboardCalcEx>(keyboardCalcData);
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}
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else
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{
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Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes");
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newCalc = new SoftwareKeyboardCalcEx();
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}
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// Process each individual operation specified in the flags.
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bool updateText = false;
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if ((newCalc.Flags & KeyboardCalcFlags.Initialize) != 0)
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{
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_interactiveSession.Push(InlineResponses.FinishedInitialize(_backgroundState));
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_backgroundState = InlineKeyboardState.Initialized;
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}
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if ((newCalc.Flags & KeyboardCalcFlags.SetCursorPos) != 0)
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{
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_cursorBegin = newCalc.CursorPos;
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updateText = true;
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Logger.Debug?.Print(LogClass.ServiceAm, $"Cursor position set to {_cursorBegin}");
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}
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if ((newCalc.Flags & KeyboardCalcFlags.SetInputText) != 0)
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{
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_textValue = newCalc.InputText;
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updateText = true;
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Logger.Debug?.Print(LogClass.ServiceAm, $"Input text set to {_textValue}");
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}
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if ((newCalc.Flags & KeyboardCalcFlags.SetUtf8Mode) != 0)
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{
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_encoding = newCalc.UseUtf8 ? Encoding.UTF8 : Encoding.Default;
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Logger.Debug?.Print(LogClass.ServiceAm, $"Encoding set to {_encoding}");
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}
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if (updateText)
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{
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_dynamicTextInputHandler.SetText(_textValue, _cursorBegin);
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_keyboardRenderer.UpdateTextState(_textValue, _cursorBegin, _cursorBegin, null, null);
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}
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if ((newCalc.Flags & KeyboardCalcFlags.MustShow) != 0)
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{
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ActivateFrontend();
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_backgroundState = InlineKeyboardState.Shown;
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PushChangedString(_textValue, (uint)_cursorBegin, _backgroundState);
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}
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// Send the response to the Calc
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_interactiveSession.Push(InlineResponses.Default(_backgroundState));
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break;
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case InlineKeyboardRequest.Finalize:
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// Destroy the frontend.
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DestroyFrontend();
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// The calling application wants to close the keyboard applet and will wait for a state change.
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_backgroundState = InlineKeyboardState.Uninitialized;
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AppletStateChanged?.Invoke(this, null);
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break;
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default:
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// We shouldn't be able to get here through standard swkbd execution.
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Logger.Warning?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_backgroundState}");
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_interactiveSession.Push(InlineResponses.Default(_backgroundState));
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break;
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}
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}
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}
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private void ActivateFrontend()
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{
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Logger.Debug?.Print(LogClass.ServiceAm, $"Activating software keyboard frontend");
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_inputMode = KeyboardInputMode.ControllerAndKeyboard;
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_npads.Update(true);
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NpadButton buttons = _npads.GetCurrentButtonsOfAllNpads();
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// Block the input if the current accept key is pressed so the applet won't be instantly closed.
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_canAcceptController = (buttons & NpadButton.A) == 0;
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_dynamicTextInputHandler.TextProcessingEnabled = true;
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_keyboardRenderer.UpdateCommandState(null, null, true);
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_keyboardRenderer.UpdateTextState(null, null, null, null, true);
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}
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private void DeactivateFrontend()
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{
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Logger.Debug?.Print(LogClass.ServiceAm, $"Deactivating software keyboard frontend");
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_inputMode = KeyboardInputMode.ControllerAndKeyboard;
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_canAcceptController = false;
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_dynamicTextInputHandler.TextProcessingEnabled = false;
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_dynamicTextInputHandler.SetText(_textValue, _cursorBegin);
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}
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private void DestroyFrontend()
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{
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Logger.Debug?.Print(LogClass.ServiceAm, $"Destroying software keyboard frontend");
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_keyboardRenderer?.Dispose();
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_keyboardRenderer = null;
|
|
|
|
if (_dynamicTextInputHandler != null)
|
|
{
|
|
_dynamicTextInputHandler.TextChangedEvent -= HandleTextChangedEvent;
|
|
_dynamicTextInputHandler.KeyPressedEvent -= HandleKeyPressedEvent;
|
|
_dynamicTextInputHandler.Dispose();
|
|
_dynamicTextInputHandler = null;
|
|
}
|
|
|
|
if (_npads != null)
|
|
{
|
|
_npads.NpadButtonDownEvent -= HandleNpadButtonDownEvent;
|
|
_npads.NpadButtonUpEvent -= HandleNpadButtonUpEvent;
|
|
_npads = null;
|
|
}
|
|
}
|
|
|
|
private bool HandleKeyPressedEvent(Key key)
|
|
{
|
|
if (key == CycleInputModesKey)
|
|
{
|
|
lock (_lock)
|
|
{
|
|
if (IsKeyboardActive())
|
|
{
|
|
AdvanceInputMode();
|
|
|
|
bool typingEnabled = InputModeTypingEnabled();
|
|
bool controllerEnabled = InputModeControllerEnabled();
|
|
|
|
_dynamicTextInputHandler.TextProcessingEnabled = typingEnabled;
|
|
|
|
_keyboardRenderer.UpdateTextState(null, null, null, null, typingEnabled);
|
|
_keyboardRenderer.UpdateCommandState(null, null, controllerEnabled);
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void HandleTextChangedEvent(string text, int cursorBegin, int cursorEnd, bool overwriteMode)
|
|
{
|
|
lock (_lock)
|
|
{
|
|
// Text processing should not run with typing disabled.
|
|
Debug.Assert(InputModeTypingEnabled());
|
|
|
|
if (text.Length > MaxUiTextSize)
|
|
{
|
|
// Limit the text size and change it back.
|
|
text = text.Substring(0, MaxUiTextSize);
|
|
cursorBegin = Math.Min(cursorBegin, MaxUiTextSize);
|
|
cursorEnd = Math.Min(cursorEnd, MaxUiTextSize);
|
|
|
|
_dynamicTextInputHandler.SetText(text, cursorBegin, cursorEnd);
|
|
}
|
|
|
|
_textValue = text;
|
|
_cursorBegin = cursorBegin;
|
|
_keyboardRenderer.UpdateTextState(text, cursorBegin, cursorEnd, overwriteMode, null);
|
|
|
|
PushUpdatedState(text, cursorBegin, KeyboardResult.NotSet);
|
|
}
|
|
}
|
|
|
|
private void HandleNpadButtonDownEvent(int npadIndex, NpadButton button)
|
|
{
|
|
lock (_lock)
|
|
{
|
|
if (!IsKeyboardActive())
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch (button)
|
|
{
|
|
case NpadButton.A:
|
|
_keyboardRenderer.UpdateCommandState(_canAcceptController, null, null);
|
|
break;
|
|
case NpadButton.B:
|
|
_keyboardRenderer.UpdateCommandState(null, _canAcceptController, null);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void HandleNpadButtonUpEvent(int npadIndex, NpadButton button)
|
|
{
|
|
lock (_lock)
|
|
{
|
|
KeyboardResult result = KeyboardResult.NotSet;
|
|
|
|
switch (button)
|
|
{
|
|
case NpadButton.A:
|
|
result = KeyboardResult.Accept;
|
|
_keyboardRenderer.UpdateCommandState(false, null, null);
|
|
break;
|
|
case NpadButton.B:
|
|
result = KeyboardResult.Cancel;
|
|
_keyboardRenderer.UpdateCommandState(null, false, null);
|
|
break;
|
|
}
|
|
|
|
if (IsKeyboardActive())
|
|
{
|
|
if (!_canAcceptController)
|
|
{
|
|
_canAcceptController = true;
|
|
}
|
|
else if (InputModeControllerEnabled())
|
|
{
|
|
PushUpdatedState(_textValue, _cursorBegin, result);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private void PushUpdatedState(string text, int cursorBegin, KeyboardResult result)
|
|
{
|
|
_lastResult = result;
|
|
_textValue = text;
|
|
|
|
bool cancel = result == KeyboardResult.Cancel;
|
|
bool accept = result == KeyboardResult.Accept;
|
|
|
|
if (!IsKeyboardActive())
|
|
{
|
|
// Keyboard is not active.
|
|
|
|
return;
|
|
}
|
|
|
|
if (accept == false && cancel == false)
|
|
{
|
|
Logger.Debug?.Print(LogClass.ServiceAm, $"Updating keyboard text to {text} and cursor position to {cursorBegin}");
|
|
|
|
PushChangedString(text, (uint)cursorBegin, _backgroundState);
|
|
}
|
|
else
|
|
{
|
|
// Disable the frontend.
|
|
DeactivateFrontend();
|
|
|
|
// The 'Complete' state indicates the Calc request has been fulfilled by the applet.
|
|
_backgroundState = InlineKeyboardState.Disappearing;
|
|
|
|
if (accept)
|
|
{
|
|
Logger.Debug?.Print(LogClass.ServiceAm, $"Sending keyboard OK with text {text}");
|
|
|
|
DecidedEnter(text, _backgroundState);
|
|
}
|
|
else if (cancel)
|
|
{
|
|
Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel");
|
|
|
|
DecidedCancel(_backgroundState);
|
|
}
|
|
|
|
_interactiveSession.Push(InlineResponses.Default(_backgroundState));
|
|
|
|
Logger.Debug?.Print(LogClass.ServiceAm, $"Resetting state of the keyboard to {_backgroundState}");
|
|
|
|
// Set the state of the applet to 'Initialized' as it is the only known state so far
|
|
// that does not soft-lock the keyboard after use.
|
|
|
|
_backgroundState = InlineKeyboardState.Initialized;
|
|
|
|
_interactiveSession.Push(InlineResponses.Default(_backgroundState));
|
|
}
|
|
}
|
|
|
|
private void PushChangedString(string text, uint cursor, InlineKeyboardState state)
|
|
{
|
|
// TODO (Caian): The *V2 methods are not supported because the applications that request
|
|
// them do not seem to accept them. The regular methods seem to work just fine in all cases.
|
|
|
|
if (_encoding == Encoding.UTF8)
|
|
{
|
|
_interactiveSession.Push(InlineResponses.ChangedStringUtf8(text, cursor, state));
|
|
}
|
|
else
|
|
{
|
|
_interactiveSession.Push(InlineResponses.ChangedString(text, cursor, state));
|
|
}
|
|
}
|
|
|
|
private void DecidedEnter(string text, InlineKeyboardState state)
|
|
{
|
|
if (_encoding == Encoding.UTF8)
|
|
{
|
|
_interactiveSession.Push(InlineResponses.DecidedEnterUtf8(text, state));
|
|
}
|
|
else
|
|
{
|
|
_interactiveSession.Push(InlineResponses.DecidedEnter(text, state));
|
|
}
|
|
}
|
|
|
|
private void DecidedCancel(InlineKeyboardState state)
|
|
{
|
|
_interactiveSession.Push(InlineResponses.DecidedCancel(state));
|
|
}
|
|
|
|
private void PushForegroundResponse(bool interactive)
|
|
{
|
|
int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
|
|
|
|
using (MemoryStream stream = new MemoryStream(new byte[bufferSize]))
|
|
using (BinaryWriter writer = new BinaryWriter(stream))
|
|
{
|
|
byte[] output = _encoding.GetBytes(_textValue);
|
|
|
|
if (!interactive)
|
|
{
|
|
// Result Code.
|
|
writer.Write(_lastResult == KeyboardResult.Accept ? 0U : 1U);
|
|
}
|
|
else
|
|
{
|
|
// In interactive mode, we write the length of the text as a long, rather than
|
|
// a result code. This field is inclusive of the 64-bit size.
|
|
writer.Write((long)output.Length + 8);
|
|
}
|
|
|
|
writer.Write(output);
|
|
|
|
if (!interactive)
|
|
{
|
|
_normalSession.Push(stream.ToArray());
|
|
}
|
|
else
|
|
{
|
|
_interactiveSession.Push(stream.ToArray());
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Removes all Unicode control code characters from the input string.
|
|
/// This includes CR/LF, tabs, null characters, escape characters,
|
|
/// and special control codes which are used for formatting by the real keyboard applet.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Some games send special control codes (such as 0x13 "Device Control 3") as part of the string.
|
|
/// Future implementations of the emulated keyboard applet will need to handle these as well.
|
|
/// </remarks>
|
|
/// <param name="input">The input string to sanitize (may be null).</param>
|
|
/// <returns>The sanitized string.</returns>
|
|
internal static string StripUnicodeControlCodes(string input)
|
|
{
|
|
if (input is null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
if (input.Length == 0)
|
|
{
|
|
return string.Empty;
|
|
}
|
|
|
|
StringBuilder sb = new StringBuilder(capacity: input.Length);
|
|
foreach (char c in input)
|
|
{
|
|
if (!char.IsControl(c))
|
|
{
|
|
sb.Append(c);
|
|
}
|
|
}
|
|
|
|
return sb.ToString();
|
|
}
|
|
|
|
private static T ReadStruct<[DynamicallyAccessedMembers(DynamicallyAccessedMemberTypes.PublicConstructors | DynamicallyAccessedMemberTypes.NonPublicConstructors)] T>(byte[] data)
|
|
where T : struct
|
|
{
|
|
GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
|
|
|
|
try
|
|
{
|
|
return Marshal.PtrToStructure<T>(handle.AddrOfPinnedObject());
|
|
}
|
|
finally
|
|
{
|
|
handle.Free();
|
|
}
|
|
}
|
|
}
|
|
}
|