ryujinx-mirror/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardConfig.cs
jduncanator d562ba37a0 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
2019-12-03 05:00:56 +01:00

138 lines
4.9 KiB
C#

using System.Runtime.InteropServices;
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{
/// <summary>
/// A structure that defines the configuration options of the software keyboard.
/// </summary>
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
struct SoftwareKeyboardConfig
{
private const int SubmitTextLength = 8;
private const int HeaderTextLength = 64;
private const int SubtitleTextLength = 128;
private const int GuideTextLength = 256;
/// <summary>
/// Type of keyboard.
/// </summary>
public KeyboardMode Mode;
/// <summary>
/// The string displayed in the Submit button.
/// </summary>
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = SubmitTextLength + 1)]
public string SubmitText;
/// <summary>
/// The character displayed in the left button of the numeric keyboard.
/// This is ignored when Mode is not set to NumbersOnly.
/// </summary>
public char LeftOptionalSymbolKey;
/// <summary>
/// The character displayed in the right button of the numeric keyboard.
/// This is ignored when Mode is not set to NumbersOnly.
/// </summary>
public char RightOptionalSymbolKey;
/// <summary>
/// When set, predictive typing is enabled making use of the system dictionary,
/// and any custom user dictionary.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool PredictionEnabled;
/// <summary>
/// Specifies prohibited characters that cannot be input into the text entry area.
/// </summary>
public InvalidCharFlags InvalidCharFlag;
/// <summary>
/// The initial position of the text cursor displayed in the text entry area.
/// </summary>
public InitialCursorPosition InitialCursorPosition;
/// <summary>
/// The string displayed in the header area of the keyboard.
/// </summary>
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = HeaderTextLength + 1)]
public string HeaderText;
/// <summary>
/// The string displayed in the subtitle area of the keyboard.
/// </summary>
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = SubtitleTextLength + 1)]
public string SubtitleText;
/// <summary>
/// The placeholder string displayed in the text entry area when no text is entered.
/// </summary>
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = GuideTextLength + 1)]
public string GuideText;
/// <summary>
/// When non-zero, specifies the maximum allowed length of the string entered into the text entry area.
/// </summary>
public int StringLengthMax;
/// <summary>
/// When non-zero, specifies the minimum allowed length of the string entered into the text entry area.
/// </summary>
public int StringLengthMin;
/// <summary>
/// When enabled, hides input characters as dots in the text entry area.
/// </summary>
public PasswordMode PasswordMode;
/// <summary>
/// Specifies whether the text entry area is displayed as a single-line entry, or a multi-line entry field.
/// </summary>
public InputFormMode InputFormMode;
/// <summary>
/// When set, enables or disables the return key. This value is ignored when single-line entry is specified as the InputFormMode.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool UseNewLine;
/// <summary>
/// When set, the software keyboard will return a UTF-8 encoded string, rather than UTF-16.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool UseUtf8;
/// <summary>
/// When set, the software keyboard will blur the game application rendered behind the keyboard.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool UseBlurBackground;
/// <summary>
/// Offset into the work buffer of the initial text when the keyboard is first displayed.
/// </summary>
public int InitialStringOffset;
/// <summary>
/// Length of the initial text.
/// </summary>
public int InitialStringLength;
/// <summary>
/// Offset into the work buffer of the custom user dictionary.
/// </summary>
public int CustomDictionaryOffset;
/// <summary>
/// Number of entries in the custom user dictionary.
/// </summary>
public int CustomDictionaryCount;
/// <summary>
/// When set, the text entered will be validated on the application side after the keyboard has been submitted.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool CheckText;
}
}