mirror of
https://github.com/ryujinx-mirror/ryujinx.git
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2365ddfc36
* Delete old HLE.Input * Add new HLE Input. git shows Hid.cs as modified because of the same name. It is new. * Change HID Service * Change Ryujinx UI to reflect new Input * Add basic ControllerApplet * Add DebugPad Should fix Kirby Star Allies * Address Ac_K's comments * Moved all of HLE.Input to Services.Hid * Separated all structs and enums each to a file * Removed vars * Made some naming changes to align with switchbrew * Added official joycon colors As an aside, fixed a mistake in touchscreen headers and added checks to important SharedMem structs at init time. * Further address Ac_K's comments * Addressed gdkchan's and some more Ac_K's comments * Address AcK's review comments * Address AcK's second review comments * Replace missed Marshal.SizeOf and address gdkchan's comments
180 lines
6.4 KiB
C#
180 lines
6.4 KiB
C#
using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
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using Ryujinx.HLE.HOS.Services.Am.AppletAE;
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using System;
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using System.IO;
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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 DefaultNumb = "1";
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private const string DefaultText = "Ryujinx";
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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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private AppletSession _normalSession;
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private AppletSession _interactiveSession;
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private SoftwareKeyboardConfig _keyboardConfig;
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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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public SoftwareKeyboardApplet(Horizon system) { }
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public ResultCode Start(AppletSession normalSession,
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AppletSession interactiveSession)
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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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var transferMemory = _normalSession.Pop();
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_keyboardConfig = IApplet.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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return ResultCode.Success;
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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 void Execute()
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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.Mode == KeyboardMode.NumbersOnly)
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{
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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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// length.
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if (_keyboardConfig.StringLengthMax == 0)
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{
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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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{
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_textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
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}
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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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// and poll it for completion.
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_state = SoftwareKeyboardState.Complete;
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_normalSession.Push(BuildResponse(_textValue, 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 (_state == 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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_normalSession.Push(BuildResponse(_textValue, false));
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AppletStateChanged?.Invoke(this, null);
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_state = SoftwareKeyboardState.Complete;
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}
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else if(_state == 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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_normalSession.Push(BuildResponse(_textValue, 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 byte[] BuildResponse(string text, bool interactive)
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{
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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.GetBytes(text);
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if (!interactive)
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{
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// Result Code
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writer.Write((uint)0);
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}
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else
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{
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// In interactive mode, we write the length of the text as a long, rather than
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// a result code. This field is inclusive of the 64-bit size.
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writer.Write((long)output.Length + 8);
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}
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writer.Write(output);
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return stream.ToArray();
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}
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}
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}
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}
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