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https://github.com/ryujinx-mirror/ryujinx.git
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Fully reverse swkbd configuration structure and follow-up to swkbd implementation (#839)
* am: Fully reverse swkbd configuration structure * Add documentation * Remove explicit access modifiers * Fix formatting * Fix further formatting issues
This commit is contained in:
parent
bb7600e215
commit
d562ba37a0
9 changed files with 295 additions and 53 deletions
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@ -0,0 +1,18 @@
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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/// <summary>
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/// Identifies the initial position of the cursor displayed in the area.
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/// </summary>
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enum InitialCursorPosition : uint
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{
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/// <summary>
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/// Position the cursor at the beginning of the text
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/// </summary>
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Start,
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/// <summary>
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/// Position the cursor at the end of the text
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/// </summary>
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End
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}
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}
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18
Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/InputFormMode.cs
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18
Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/InputFormMode.cs
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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/// <summary>
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/// Identifies the text entry mode.
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/// </summary>
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enum InputFormMode : uint
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{
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/// <summary>
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/// Displays the text entry area as a single-line field.
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/// </summary>
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SingleLine,
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/// <summary>
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/// Displays the text entry area as a multi-line field.
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/// </summary>
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MultiLine
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}
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}
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56
Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/InvalidCharFlags.cs
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56
Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/InvalidCharFlags.cs
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using System;
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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/// <summary>
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/// Identifies prohibited character sets.
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/// </summary>
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[Flags]
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enum InvalidCharFlags : uint
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{
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/// <summary>
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/// No characters are prohibited.
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/// </summary>
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None = 0 << 1,
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/// <summary>
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/// Prohibits spaces.
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/// </summary>
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Space = 1 << 1,
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/// <summary>
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/// Prohibits the at (@) symbol.
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/// </summary>
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AtSymbol = 1 << 2,
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/// <summary>
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/// Prohibits the percent (%) symbol.
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/// </summary>
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Percent = 1 << 3,
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/// <summary>
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/// Prohibits the forward slash (/) symbol.
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/// </summary>
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ForwardSlash = 1 << 4,
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/// <summary>
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/// Prohibits the backward slash (\) symbol.
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/// </summary>
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BackSlash = 1 << 5,
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/// <summary>
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/// Prohibits numbers.
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/// </summary>
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Numbers = 1 << 6,
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/// <summary>
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/// Prohibits characters outside of those allowed in download codes.
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/// </summary>
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DownloadCode = 1 << 7,
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/// <summary>
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/// Prohibits characters outside of those allowed in Mii Nicknames.
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/// </summary>
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Username = 1 << 8
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}
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}
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28
Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/KeyboardMode.cs
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28
Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/KeyboardMode.cs
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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/// <summary>
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/// Identifies the variant of keyboard displayed on screen.
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/// </summary>
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enum KeyboardMode : uint
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{
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/// <summary>
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/// A full alpha-numeric keyboard.
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/// </summary>
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Default,
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/// <summary>
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/// Number pad.
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/// </summary>
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NumbersOnly,
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/// <summary>
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/// QWERTY (and variants) keyboard only.
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/// </summary>
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LettersOnly,
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/// <summary>
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/// Unknown keyboard variant.
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/// </summary>
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Unknown
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}
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}
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18
Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/PasswordMode.cs
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Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/PasswordMode.cs
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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/// <summary>
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/// Identifies the display mode of text in a password field.
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/// </summary>
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enum PasswordMode : uint
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{
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/// <summary>
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/// Display input characters.
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/// </summary>
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Disabled,
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/// <summary>
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/// Hide input characters.
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/// </summary>
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Enabled
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}
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}
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@ -9,11 +9,11 @@ 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 DEFAULT_NUMB = "1";
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private const string DEFAULT_TEXT = "Ryujinx";
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private const string DefaultNumb = "1";
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private const string DefaultText = "Ryujinx";
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private const int STANDARD_BUFFER_SIZE = 0x7D8;
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private const int INTERACTIVE_BUFFER_SIZE = 0x7D4;
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private const int StandardBufferSize = 0x7D8;
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private const int InteractiveBufferSize = 0x7D4;
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private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
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@ -22,7 +22,8 @@ namespace Ryujinx.HLE.HOS.Applets
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private SoftwareKeyboardConfig _keyboardConfig;
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private string _textValue = DEFAULT_TEXT;
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private string _textValue = DefaultText;
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private Encoding _encoding = Encoding.Unicode;
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public event EventHandler AppletStateChanged;
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_keyboardConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
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if (_keyboardConfig.UseUtf8)
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{
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_encoding = Encoding.UTF8;
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}
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_state = SoftwareKeyboardState.Ready;
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Execute();
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@ -58,9 +64,9 @@ namespace Ryujinx.HLE.HOS.Applets
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{
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// If the keyboard type is numbers only, we swap to a default
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// text that only contains numbers.
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if (_keyboardConfig.Type == SoftwareKeyboardType.NumbersOnly)
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if (_keyboardConfig.Mode == KeyboardMode.NumbersOnly)
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{
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_textValue = DEFAULT_NUMB;
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_textValue = DefaultNumb;
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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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@ -70,6 +76,15 @@ namespace Ryujinx.HLE.HOS.Applets
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_keyboardConfig.StringLengthMax = 100;
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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 < _keyboardConfig.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 > _keyboardConfig.StringLengthMax)
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_textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
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}
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if (!_keyboardConfig.CheckText)
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// Does the application want to validate the text itself?
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if (_keyboardConfig.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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_state = SoftwareKeyboardState.ValidationPending;
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_interactiveSession.Push(BuildResponse(_textValue, 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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AppletStateChanged?.Invoke(this, null);
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}
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else
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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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_state = SoftwareKeyboardState.ValidationPending;
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_interactiveSession.Push(BuildResponse(_textValue, true));
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}
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}
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private void OnInteractiveData(object sender, EventArgs e)
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private byte[] BuildResponse(string text, bool interactive)
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{
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int bufferSize = !interactive ? STANDARD_BUFFER_SIZE : INTERACTIVE_BUFFER_SIZE;
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int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
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using (MemoryStream stream = new MemoryStream(new byte[bufferSize]))
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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byte[] output = Encoding.Unicode.GetBytes(text);
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byte[] output = _encoding.GetBytes(text);
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if (!interactive)
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{
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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// TODO(jduncanator): Define all fields
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[StructLayout(LayoutKind.Explicit)]
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/// <summary>
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/// A structure that defines the configuration options of the software keyboard.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
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struct SoftwareKeyboardConfig
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{
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private const int SubmitTextLength = 8;
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private const int HeaderTextLength = 64;
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private const int SubtitleTextLength = 128;
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private const int GuideTextLength = 256;
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/// <summary>
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/// Type of keyboard.
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/// </summary>
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[FieldOffset(0x0)]
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public SoftwareKeyboardType Type;
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public KeyboardMode Mode;
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/// <summary>
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/// When non-zero, specifies the max string length. When the input is too long, swkbd will stop accepting more input until text is deleted via the B button (Backspace).
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/// The string displayed in the Submit button.
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/// </summary>
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[FieldOffset(0x3AC)]
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public uint StringLengthMax;
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[MarshalAs(UnmanagedType.ByValTStr, SizeConst = SubmitTextLength + 1)]
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public string SubmitText;
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/// <summary>
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/// When non-zero, specifies the max string length. When the input is too long, swkbd will display an icon and disable the ok-button.
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/// The character displayed in the left button of the numeric keyboard.
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/// This is ignored when Mode is not set to NumbersOnly.
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/// </summary>
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[FieldOffset(0x3B0)]
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public uint StringLengthMaxExtended;
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public char LeftOptionalSymbolKey;
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/// <summary>
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/// When set, the application will validate the entered text whilst the swkbd is still on screen.
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/// The character displayed in the right button of the numeric keyboard.
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/// This is ignored when Mode is not set to NumbersOnly.
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/// </summary>
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[FieldOffset(0x3D0), MarshalAs(UnmanagedType.I1)]
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public char RightOptionalSymbolKey;
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/// <summary>
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/// When set, predictive typing is enabled making use of the system dictionary,
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/// and any custom user dictionary.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool PredictionEnabled;
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/// <summary>
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/// Specifies prohibited characters that cannot be input into the text entry area.
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/// </summary>
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public InvalidCharFlags InvalidCharFlag;
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/// <summary>
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/// The initial position of the text cursor displayed in the text entry area.
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/// </summary>
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public InitialCursorPosition InitialCursorPosition;
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/// <summary>
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/// The string displayed in the header area of the keyboard.
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/// </summary>
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[MarshalAs(UnmanagedType.ByValTStr, SizeConst = HeaderTextLength + 1)]
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public string HeaderText;
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/// <summary>
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/// The string displayed in the subtitle area of the keyboard.
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/// </summary>
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[MarshalAs(UnmanagedType.ByValTStr, SizeConst = SubtitleTextLength + 1)]
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public string SubtitleText;
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/// <summary>
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/// The placeholder string displayed in the text entry area when no text is entered.
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/// </summary>
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[MarshalAs(UnmanagedType.ByValTStr, SizeConst = GuideTextLength + 1)]
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public string GuideText;
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/// <summary>
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/// When non-zero, specifies the maximum allowed length of the string entered into the text entry area.
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/// </summary>
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public int StringLengthMax;
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/// <summary>
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/// When non-zero, specifies the minimum allowed length of the string entered into the text entry area.
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/// </summary>
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public int StringLengthMin;
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/// <summary>
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/// When enabled, hides input characters as dots in the text entry area.
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/// </summary>
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public PasswordMode PasswordMode;
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/// <summary>
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/// Specifies whether the text entry area is displayed as a single-line entry, or a multi-line entry field.
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/// </summary>
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public InputFormMode InputFormMode;
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/// <summary>
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/// When set, enables or disables the return key. This value is ignored when single-line entry is specified as the InputFormMode.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool UseNewLine;
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/// <summary>
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/// When set, the software keyboard will return a UTF-8 encoded string, rather than UTF-16.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool UseUtf8;
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/// <summary>
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/// When set, the software keyboard will blur the game application rendered behind the keyboard.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool UseBlurBackground;
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/// <summary>
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/// Offset into the work buffer of the initial text when the keyboard is first displayed.
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/// </summary>
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public int InitialStringOffset;
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/// <summary>
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/// Length of the initial text.
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/// </summary>
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public int InitialStringLength;
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/// <summary>
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/// Offset into the work buffer of the custom user dictionary.
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/// </summary>
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public int CustomDictionaryOffset;
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/// <summary>
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/// Number of entries in the custom user dictionary.
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/// </summary>
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public int CustomDictionaryCount;
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/// <summary>
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/// When set, the text entered will be validated on the application side after the keyboard has been submitted.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool CheckText;
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}
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}
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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internal enum SoftwareKeyboardState
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/// <summary>
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/// Identifies the software keyboard state.
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/// </summary>
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enum SoftwareKeyboardState
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{
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/// <summary>
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/// swkbd is uninitialized.
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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internal enum SoftwareKeyboardType : uint
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{
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/// <summary>
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/// Normal keyboard.
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/// </summary>
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Default = 0,
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/// <summary>
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/// Number pad. The buttons at the bottom left/right are only available when they're set in the config by leftButtonText / rightButtonText.
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/// </summary>
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NumbersOnly = 1,
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/// <summary>
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/// QWERTY (and variants) keyboard only.
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/// </summary>
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LettersOnly = 2
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}
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}
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