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authorCaian Benedicto <caianbene@gmail.com>2021-01-11 15:27:55 -0300
committerGitHub <noreply@github.com>2021-01-11 19:27:55 +0100
commite57b14042910eac2f876549b4a1e6fd5ba027368 (patch)
treedcfeabf03776310bb7095076d1a1e9300b069bfc /Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
parentb81f19613f306267ee0f448d2f23caef74afef79 (diff)
Add support for inline software keyboard (#1868)
* Add background mode configuration to SoftwareKeyboardApplet * Add placeholder text generator for Software Keyboard in background mode * Add stub for GetIndirectLayerImageMap * Fix default state of DecidedCancel response * Add GUI text input to Software Keyboard in background mode * Fix graphical glitch when Inline Software Keyboard appears * Improve readability of InlineResponses class * Improve code styling and fix compiler warnings * Replace ServiceDisplay log class by ServiceVi * Replace static readonly by const * Add proper finalization to the keyboard applet in inline mode * Rename constants to start with uppercase * Fix inline keyboard not working with some games * Improve code readability * Fix code styling
Diffstat (limited to 'Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs')
-rw-r--r--Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs258
1 files changed, 221 insertions, 37 deletions
diff --git a/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs b/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
index cec466ca..89ed5592 100644
--- a/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
+++ b/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
@@ -5,6 +5,8 @@ using System;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
+using System.Threading;
+using System.Threading.Tasks;
namespace Ryujinx.HLE.HOS.Applets
{
@@ -19,10 +21,19 @@ namespace Ryujinx.HLE.HOS.Applets
private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
+ private bool _isBackground = false;
+
private AppletSession _normalSession;
private AppletSession _interactiveSession;
- private SoftwareKeyboardConfig _keyboardConfig;
+ // Configuration for foreground mode
+ private SoftwareKeyboardConfig _keyboardFgConfig;
+ private SoftwareKeyboardCalc _keyboardCalc;
+ private SoftwareKeyboardDictSet _keyboardDict;
+
+ // Configuration for background mode
+ private SoftwareKeyboardInitialize _keyboardBgInitialize;
+
private byte[] _transferMemory;
private string _textValue = null;
@@ -47,30 +58,46 @@ namespace Ryujinx.HLE.HOS.Applets
var launchParams = _normalSession.Pop();
var keyboardConfig = _normalSession.Pop();
- if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
+ // TODO: A better way would be handling the background creation properly
+ // in LibraryAppleCreator / Acessor instead of guessing by size.
+ if (keyboardConfig.Length == Marshal.SizeOf<SoftwareKeyboardInitialize>())
{
- Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
+ _isBackground = true;
+
+ _keyboardBgInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
+ _state = SoftwareKeyboardState.Uninitialized;
+
+ return ResultCode.Success;
}
else
{
- _keyboardConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
- }
+ _isBackground = false;
- if (!_normalSession.TryPop(out _transferMemory))
- {
- Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
- }
+ if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
+ {
+ Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
+ }
+ else
+ {
+ _keyboardFgConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
+ }
- if (_keyboardConfig.UseUtf8)
- {
- _encoding = Encoding.UTF8;
- }
+ if (!_normalSession.TryPop(out _transferMemory))
+ {
+ Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
+ }
- _state = SoftwareKeyboardState.Ready;
+ if (_keyboardFgConfig.UseUtf8)
+ {
+ _encoding = Encoding.UTF8;
+ }
- Execute();
+ _state = SoftwareKeyboardState.Ready;
- return ResultCode.Success;
+ ExecuteForegroundKeyboard();
+
+ return ResultCode.Success;
+ }
}
public ResultCode GetResult()
@@ -78,39 +105,39 @@ namespace Ryujinx.HLE.HOS.Applets
return ResultCode.Success;
}
- private void Execute()
+ private void ExecuteForegroundKeyboard()
{
string initialText = null;
// Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
// InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
- if (_transferMemory != null && _keyboardConfig.InitialStringLength > 0)
+ if (_transferMemory != null && _keyboardFgConfig.InitialStringLength > 0)
{
- initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardConfig.InitialStringOffset, 2 * _keyboardConfig.InitialStringLength);
+ initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardFgConfig.InitialStringOffset, 2 * _keyboardFgConfig.InitialStringLength);
}
// If the max string length is 0, we set it to a large default
// length.
- if (_keyboardConfig.StringLengthMax == 0)
+ if (_keyboardFgConfig.StringLengthMax == 0)
{
- _keyboardConfig.StringLengthMax = 100;
+ _keyboardFgConfig.StringLengthMax = 100;
}
var args = new SoftwareKeyboardUiArgs
{
- HeaderText = _keyboardConfig.HeaderText,
- SubtitleText = _keyboardConfig.SubtitleText,
- GuideText = _keyboardConfig.GuideText,
- SubmitText = (!string.IsNullOrWhiteSpace(_keyboardConfig.SubmitText) ? _keyboardConfig.SubmitText : "OK"),
- StringLengthMin = _keyboardConfig.StringLengthMin,
- StringLengthMax = _keyboardConfig.StringLengthMax,
+ HeaderText = _keyboardFgConfig.HeaderText,
+ SubtitleText = _keyboardFgConfig.SubtitleText,
+ GuideText = _keyboardFgConfig.GuideText,
+ SubmitText = (!string.IsNullOrWhiteSpace(_keyboardFgConfig.SubmitText) ? _keyboardFgConfig.SubmitText : "OK"),
+ StringLengthMin = _keyboardFgConfig.StringLengthMin,
+ StringLengthMax = _keyboardFgConfig.StringLengthMax,
InitialText = initialText
};
// Call the configured GUI handler to get user's input
if (_device.UiHandler == null)
{
- Logger.Warning?.Print(LogClass.Application, $"GUI Handler is not set. Falling back to default");
+ Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
_okPressed = true;
}
else
@@ -122,22 +149,22 @@ namespace Ryujinx.HLE.HOS.Applets
// If the game requests a string with a minimum length less
// than our default text, repeat our default text until we meet
- // the minimum length requirement.
+ // the minimum length requirement.
// This should always be done before the text truncation step.
- while (_textValue.Length < _keyboardConfig.StringLengthMin)
+ while (_textValue.Length < _keyboardFgConfig.StringLengthMin)
{
_textValue = String.Join(" ", _textValue, _textValue);
}
// If our default text is longer than the allowed length,
// we truncate it.
- if (_textValue.Length > _keyboardConfig.StringLengthMax)
+ if (_textValue.Length > _keyboardFgConfig.StringLengthMax)
{
- _textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
+ _textValue = _textValue.Substring(0, (int)_keyboardFgConfig.StringLengthMax);
}
// Does the application want to validate the text itself?
- if (_keyboardConfig.CheckText)
+ if (_keyboardFgConfig.CheckText)
{
// The application needs to validate the response, so we
// submit it to the interactive output buffer, and poll it
@@ -151,7 +178,7 @@ namespace Ryujinx.HLE.HOS.Applets
{
// If the application doesn't need to validate the response,
// we push the data to the non-interactive output buffer
- // and poll it for completion.
+ // and poll it for completion.
_state = SoftwareKeyboardState.Complete;
_normalSession.Push(BuildResponse(_textValue, false));
@@ -162,16 +189,28 @@ namespace Ryujinx.HLE.HOS.Applets
private void OnInteractiveData(object sender, EventArgs e)
{
- // Obtain the validation status response,
+ // Obtain the validation status response.
var data = _interactiveSession.Pop();
+ if (_isBackground)
+ {
+ OnBackgroundInteractiveData(data);
+ }
+ else
+ {
+ OnForegroundInteractiveData(data);
+ }
+ }
+
+ private void OnForegroundInteractiveData(byte[] data)
+ {
if (_state == SoftwareKeyboardState.ValidationPending)
{
// TODO(jduncantor):
// If application rejects our "attempt", submit another attempt,
// and put the applet back in PendingValidation state.
- // For now we assume success, so we push the final result
+ // For now we assume success, so we push the final result
// to the standard output buffer and carry on our merry way.
_normalSession.Push(BuildResponse(_textValue, false));
@@ -194,6 +233,151 @@ namespace Ryujinx.HLE.HOS.Applets
}
}
+ private void OnBackgroundInteractiveData(byte[] data)
+ {
+ // WARNING: Only invoke applet state changes after an explicit finalization
+ // request from the game, this is because the inline keyboard is expected to
+ // keep running in the background sending data by itself.
+
+ using (MemoryStream stream = new MemoryStream(data))
+ using (BinaryReader reader = new BinaryReader(stream))
+ {
+ var request = (InlineKeyboardRequest)reader.ReadUInt32();
+
+ long remaining;
+
+ // Always show the keyboard if the state is 'Ready'.
+ bool showKeyboard = _state == SoftwareKeyboardState.Ready;
+
+ switch (request)
+ {
+ case InlineKeyboardRequest.Unknown0: // Unknown request sent by some games after calc
+ _interactiveSession.Push(InlineResponses.Default());
+ break;
+ case InlineKeyboardRequest.UseChangedStringV2:
+ // Not used because we only send the entire string after confirmation.
+ _interactiveSession.Push(InlineResponses.Default());
+ break;
+ case InlineKeyboardRequest.UseMovedCursorV2:
+ // Not used because we only send the entire string after confirmation.
+ _interactiveSession.Push(InlineResponses.Default());
+ break;
+ case InlineKeyboardRequest.SetCustomizeDic:
+ remaining = stream.Length - stream.Position;
+ if (remaining != Marshal.SizeOf<SoftwareKeyboardDictSet>())
+ {
+ Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!");
+ }
+ else
+ {
+ var keyboardDictData = reader.ReadBytes((int)remaining);
+ _keyboardDict = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
+ }
+ _interactiveSession.Push(InlineResponses.Default());
+ break;
+ case InlineKeyboardRequest.Calc:
+ // Put the keyboard in a Ready state, this will force showing
+ _state = SoftwareKeyboardState.Ready;
+ remaining = stream.Length - stream.Position;
+ if (remaining != Marshal.SizeOf<SoftwareKeyboardCalc>())
+ {
+ Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes!");
+ }
+ else
+ {
+ var keyboardCalcData = reader.ReadBytes((int)remaining);
+ _keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
+
+ if (_keyboardCalc.Utf8Mode == 0x1)
+ {
+ _encoding = Encoding.UTF8;
+ }
+
+ // Force showing the keyboard regardless of the state, an unwanted
+ // input dialog may show, but it is better than a soft lock.
+ if (_keyboardCalc.Appear.ShouldBeHidden == 0)
+ {
+ showKeyboard = true;
+ }
+ }
+ // Send an initialization finished signal.
+ _interactiveSession.Push(InlineResponses.FinishedInitialize());
+ // Start a task with the GUI handler to get user's input.
+ new Task(() =>
+ {
+ bool submit = true;
+ string inputText = (!string.IsNullOrWhiteSpace(_keyboardCalc.InputText) ? _keyboardCalc.InputText : DefaultText);
+
+ // Call the configured GUI handler to get user's input.
+ if (!showKeyboard)
+ {
+ // Submit the default text to avoid soft locking if the keyboard was ignored by
+ // accident. It's better to change the name than being locked out of the game.
+ submit = true;
+ inputText = DefaultText;
+
+ Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown");
+ }
+ else if (_device.UiHandler == null)
+ {
+ Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
+ }
+ else
+ {
+ var args = new SoftwareKeyboardUiArgs
+ {
+ HeaderText = "", // The inline keyboard lacks these texts
+ SubtitleText = "",
+ GuideText = "",
+ SubmitText = (!string.IsNullOrWhiteSpace(_keyboardCalc.Appear.OkText) ? _keyboardCalc.Appear.OkText : "OK"),
+ StringLengthMin = 0,
+ StringLengthMax = 100,
+ InitialText = inputText
+ };
+
+ submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
+ }
+
+ if (submit)
+ {
+ Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK...");
+
+ if (_encoding == Encoding.UTF8)
+ {
+ _interactiveSession.Push(InlineResponses.DecidedEnterUtf8(inputText));
+ }
+ else
+ {
+ _interactiveSession.Push(InlineResponses.DecidedEnter(inputText));
+ }
+ }
+ else
+ {
+ Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel...");
+ _interactiveSession.Push(InlineResponses.DecidedCancel());
+ }
+
+ // TODO: Why is this necessary? Does the software expect a constant stream of responses?
+ Thread.Sleep(500);
+
+ Logger.Debug?.Print(LogClass.ServiceAm, "Resetting state of the keyboard...");
+ _interactiveSession.Push(InlineResponses.Default());
+ }).Start();
+ break;
+ case InlineKeyboardRequest.Finalize:
+ // The game wants to close the keyboard applet and will wait for a state change.
+ _state = SoftwareKeyboardState.Uninitialized;
+ AppletStateChanged?.Invoke(this, null);
+ break;
+ default:
+ // We shouldn't be able to get here through standard swkbd execution.
+ Logger.Error?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_state}!");
+ _interactiveSession.Push(InlineResponses.Default());
+ break;
+ }
+ }
+ }
+
private byte[] BuildResponse(string text, bool interactive)
{
int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
@@ -227,7 +411,7 @@ namespace Ryujinx.HLE.HOS.Applets
GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
try
- {
+ {
return Marshal.PtrToStructure<T>(handle.AddrOfPinnedObject());
}
finally