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authorCaian Benedicto <caianbene@gmail.com>2021-02-10 21:28:44 -0300
committerGitHub <noreply@github.com>2021-02-11 01:28:44 +0100
commitf16d7f91f1e0483a55c23382171bb81a679e4d8c (patch)
treeb3c05d649c3cb2451a958931d26c4748a77dc1fa /Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
parente28a924501b7b94c8b5f42af5b5d44b47e6b82df (diff)
Improve inline keyboard compatibility (#1959)
* Improve compatibility of the inline keyboard with some games * Send an empty first text to avoid crashing some games * Implement SetCustomizedDictionaries and fix SetCustomizeDic * Expand Bg and Fg –abbreviations in the swkbd applet * Fix variable names and add comments to software keyboard
Diffstat (limited to 'Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs')
-rw-r--r--Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs406
1 files changed, 285 insertions, 121 deletions
diff --git a/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs b/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
index 89ed5592..4f43472d 100644
--- a/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
+++ b/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
@@ -1,4 +1,5 @@
-using Ryujinx.Common.Logging;
+using Ryujinx.Common;
+using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
using Ryujinx.HLE.HOS.Services.Am.AppletAE;
using System;
@@ -14,31 +15,41 @@ namespace Ryujinx.HLE.HOS.Applets
{
private const string DefaultText = "Ryujinx";
+ private const long DebounceTimeMillis = 200;
+ private const int ResetDelayMillis = 500;
+
private readonly Switch _device;
private const int StandardBufferSize = 0x7D8;
private const int InteractiveBufferSize = 0x7D4;
+ private const int MaxUserWords = 0x1388;
- private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
+ private SoftwareKeyboardState _foregroundState = SoftwareKeyboardState.Uninitialized;
+ private volatile InlineKeyboardState _backgroundState = InlineKeyboardState.Uninitialized;
private bool _isBackground = false;
+ private bool _alreadyShown = false;
+ private volatile bool _useChangedStringV2 = false;
private AppletSession _normalSession;
private AppletSession _interactiveSession;
- // Configuration for foreground mode
- private SoftwareKeyboardConfig _keyboardFgConfig;
- private SoftwareKeyboardCalc _keyboardCalc;
- private SoftwareKeyboardDictSet _keyboardDict;
+ // Configuration for foreground mode.
+ private SoftwareKeyboardConfig _keyboardForegroundConfig;
- // Configuration for background mode
- private SoftwareKeyboardInitialize _keyboardBgInitialize;
+ // Configuration for background (inline) mode.
+ private SoftwareKeyboardInitialize _keyboardBackgroundInitialize;
+ private SoftwareKeyboardCalc _keyboardBackgroundCalc;
+ private SoftwareKeyboardCustomizeDic _keyboardBackgroundDic;
+ private SoftwareKeyboardDictSet _keyboardBackgroundDictSet;
+ private SoftwareKeyboardUserWord[] _keyboardBackgroundUserWords;
private byte[] _transferMemory;
- private string _textValue = null;
+ private string _textValue = "";
private bool _okPressed = false;
private Encoding _encoding = Encoding.Unicode;
+ private long _lastTextSetMillis = 0;
public event EventHandler AppletStateChanged;
@@ -55,22 +66,27 @@ namespace Ryujinx.HLE.HOS.Applets
_interactiveSession.DataAvailable += OnInteractiveData;
+ _alreadyShown = false;
+ _useChangedStringV2 = false;
+
var launchParams = _normalSession.Pop();
var keyboardConfig = _normalSession.Pop();
- // 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>())
{
+ // Initialize the keyboard applet in background mode.
+
_isBackground = true;
- _keyboardBgInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
- _state = SoftwareKeyboardState.Uninitialized;
+ _keyboardBackgroundInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
+ _backgroundState = InlineKeyboardState.Uninitialized;
return ResultCode.Success;
}
else
{
+ // Initialize the keyboard applet in foreground mode.
+
_isBackground = false;
if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
@@ -79,7 +95,7 @@ namespace Ryujinx.HLE.HOS.Applets
}
else
{
- _keyboardFgConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
+ _keyboardForegroundConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
}
if (!_normalSession.TryPop(out _transferMemory))
@@ -87,12 +103,12 @@ namespace Ryujinx.HLE.HOS.Applets
Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
}
- if (_keyboardFgConfig.UseUtf8)
+ if (_keyboardForegroundConfig.UseUtf8)
{
_encoding = Encoding.UTF8;
}
- _state = SoftwareKeyboardState.Ready;
+ _foregroundState = SoftwareKeyboardState.Ready;
ExecuteForegroundKeyboard();
@@ -105,32 +121,44 @@ namespace Ryujinx.HLE.HOS.Applets
return ResultCode.Success;
}
+ private InlineKeyboardState GetInlineState()
+ {
+ return _backgroundState;
+ }
+
+ private void SetInlineState(InlineKeyboardState state)
+ {
+ _backgroundState = state;
+ }
+
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 && _keyboardFgConfig.InitialStringLength > 0)
+ if (_transferMemory != null && _keyboardForegroundConfig.InitialStringLength > 0)
{
- initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardFgConfig.InitialStringOffset, 2 * _keyboardFgConfig.InitialStringLength);
+ initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardForegroundConfig.InitialStringOffset,
+ 2 * _keyboardForegroundConfig.InitialStringLength);
}
// If the max string length is 0, we set it to a large default
// length.
- if (_keyboardFgConfig.StringLengthMax == 0)
+ if (_keyboardForegroundConfig.StringLengthMax == 0)
{
- _keyboardFgConfig.StringLengthMax = 100;
+ _keyboardForegroundConfig.StringLengthMax = 100;
}
var args = new SoftwareKeyboardUiArgs
{
- HeaderText = _keyboardFgConfig.HeaderText,
- SubtitleText = _keyboardFgConfig.SubtitleText,
- GuideText = _keyboardFgConfig.GuideText,
- SubmitText = (!string.IsNullOrWhiteSpace(_keyboardFgConfig.SubmitText) ? _keyboardFgConfig.SubmitText : "OK"),
- StringLengthMin = _keyboardFgConfig.StringLengthMin,
- StringLengthMax = _keyboardFgConfig.StringLengthMax,
+ HeaderText = _keyboardForegroundConfig.HeaderText,
+ SubtitleText = _keyboardForegroundConfig.SubtitleText,
+ GuideText = _keyboardForegroundConfig.GuideText,
+ SubmitText = (!string.IsNullOrWhiteSpace(_keyboardForegroundConfig.SubmitText) ?
+ _keyboardForegroundConfig.SubmitText : "OK"),
+ StringLengthMin = _keyboardForegroundConfig.StringLengthMin,
+ StringLengthMax = _keyboardForegroundConfig.StringLengthMax,
InitialText = initialText
};
@@ -151,26 +179,26 @@ namespace Ryujinx.HLE.HOS.Applets
// than our default text, repeat our default text until we meet
// the minimum length requirement.
// This should always be done before the text truncation step.
- while (_textValue.Length < _keyboardFgConfig.StringLengthMin)
+ while (_textValue.Length < _keyboardForegroundConfig.StringLengthMin)
{
_textValue = String.Join(" ", _textValue, _textValue);
}
// If our default text is longer than the allowed length,
// we truncate it.
- if (_textValue.Length > _keyboardFgConfig.StringLengthMax)
+ if (_textValue.Length > _keyboardForegroundConfig.StringLengthMax)
{
- _textValue = _textValue.Substring(0, (int)_keyboardFgConfig.StringLengthMax);
+ _textValue = _textValue.Substring(0, (int)_keyboardForegroundConfig.StringLengthMax);
}
// Does the application want to validate the text itself?
- if (_keyboardFgConfig.CheckText)
+ if (_keyboardForegroundConfig.CheckText)
{
// The application needs to validate the response, so we
// submit it to the interactive output buffer, and poll it
// for validation. Once validated, the application will submit
// back a validation status, which is handled in OnInteractiveDataPushIn.
- _state = SoftwareKeyboardState.ValidationPending;
+ _foregroundState = SoftwareKeyboardState.ValidationPending;
_interactiveSession.Push(BuildResponse(_textValue, true));
}
@@ -179,7 +207,7 @@ 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.
- _state = SoftwareKeyboardState.Complete;
+ _foregroundState = SoftwareKeyboardState.Complete;
_normalSession.Push(BuildResponse(_textValue, false));
@@ -204,7 +232,7 @@ namespace Ryujinx.HLE.HOS.Applets
private void OnForegroundInteractiveData(byte[] data)
{
- if (_state == SoftwareKeyboardState.ValidationPending)
+ if (_foregroundState == SoftwareKeyboardState.ValidationPending)
{
// TODO(jduncantor):
// If application rejects our "attempt", submit another attempt,
@@ -216,9 +244,9 @@ namespace Ryujinx.HLE.HOS.Applets
AppletStateChanged?.Invoke(this, null);
- _state = SoftwareKeyboardState.Complete;
+ _foregroundState = SoftwareKeyboardState.Complete;
}
- else if(_state == SoftwareKeyboardState.Complete)
+ else if(_foregroundState == SoftwareKeyboardState.Complete)
{
// If we have already completed, we push the result text
// back on the output buffer and poll the application.
@@ -242,142 +270,278 @@ namespace Ryujinx.HLE.HOS.Applets
using (MemoryStream stream = new MemoryStream(data))
using (BinaryReader reader = new BinaryReader(stream))
{
- var request = (InlineKeyboardRequest)reader.ReadUInt32();
-
+ InlineKeyboardRequest request = (InlineKeyboardRequest)reader.ReadUInt32();
+ InlineKeyboardState state = GetInlineState();
long remaining;
- // Always show the keyboard if the state is 'Ready'.
- bool showKeyboard = _state == SoftwareKeyboardState.Ready;
+ Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {state}");
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());
+ _useChangedStringV2 = true;
break;
case InlineKeyboardRequest.UseMovedCursorV2:
- // Not used because we only send the entire string after confirmation.
- _interactiveSession.Push(InlineResponses.Default());
+ // Not used because we only reply with the final string.
+ break;
+ case InlineKeyboardRequest.SetUserWordInfo:
+ // Read the user word info data.
+ remaining = stream.Length - stream.Position;
+ if (remaining < sizeof(int))
+ {
+ Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes");
+ }
+ else
+ {
+ int wordsCount = reader.ReadInt32();
+ int wordSize = Marshal.SizeOf<SoftwareKeyboardUserWord>();
+ remaining = stream.Length - stream.Position;
+
+ if (wordsCount > MaxUserWords)
+ {
+ Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}");
+ }
+ else if (wordsCount * wordSize != remaining)
+ {
+ Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words");
+ }
+ else
+ {
+ _keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount];
+
+ for (int word = 0; word < wordsCount; word++)
+ {
+ byte[] wordData = reader.ReadBytes(wordSize);
+ _keyboardBackgroundUserWords[word] = ReadStruct<SoftwareKeyboardUserWord>(wordData);
+ }
+ }
+ }
+ _interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(state));
break;
case InlineKeyboardRequest.SetCustomizeDic:
+ // Read the custom dic data.
+ remaining = stream.Length - stream.Position;
+ if (remaining != Marshal.SizeOf<SoftwareKeyboardCustomizeDic>())
+ {
+ Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes");
+ }
+ else
+ {
+ var keyboardDicData = reader.ReadBytes((int)remaining);
+ _keyboardBackgroundDic = ReadStruct<SoftwareKeyboardCustomizeDic>(keyboardDicData);
+ }
+ _interactiveSession.Push(InlineResponses.UnsetCustomizeDic(state));
+ break;
+ case InlineKeyboardRequest.SetCustomizedDictionaries:
+ // Read the custom dictionaries data.
remaining = stream.Length - stream.Position;
if (remaining != Marshal.SizeOf<SoftwareKeyboardDictSet>())
{
- Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!");
+ Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes");
}
else
{
var keyboardDictData = reader.ReadBytes((int)remaining);
- _keyboardDict = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
+ _keyboardBackgroundDictSet = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
}
- _interactiveSession.Push(InlineResponses.Default());
+ _interactiveSession.Push(InlineResponses.UnsetCustomizedDictionaries(state));
break;
case InlineKeyboardRequest.Calc:
- // Put the keyboard in a Ready state, this will force showing
- _state = SoftwareKeyboardState.Ready;
+ // The Calc request tells the Applet to enter the main input handling loop, which will end
+ // with either a text being submitted or a cancel request from the user.
+
+ // NOTE: Some Calc requests happen early in the process and are not meant to be shown. This possibly
+ // happens because the game has complete control over when the inline keyboard is drawn, but here it
+ // would cause a dialog to pop in the emulator, which is inconvenient. An algorithm is applied to
+ // decide whether it is a dummy Calc or not, but regardless of the result, the dummy Calc appears to
+ // never happen twice, so the keyboard will always show if it has already been shown before.
+ bool forceShowKeyboard = _alreadyShown;
+ _alreadyShown = true;
+
+ // Read the Calc data.
remaining = stream.Length - stream.Position;
if (remaining != Marshal.SizeOf<SoftwareKeyboardCalc>())
{
- Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes!");
+ Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes");
}
else
{
var keyboardCalcData = reader.ReadBytes((int)remaining);
- _keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
+ _keyboardBackgroundCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
- if (_keyboardCalc.Utf8Mode == 0x1)
+ // Check if the application expects UTF8 encoding instead of UTF16.
+ if (_keyboardBackgroundCalc.UseUtf8)
{
_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)
+ if (_keyboardBackgroundCalc.Appear.ShouldBeHidden == 0)
{
- showKeyboard = true;
+ forceShowKeyboard = true;
}
}
// Send an initialization finished signal.
- _interactiveSession.Push(InlineResponses.FinishedInitialize());
+ state = InlineKeyboardState.Ready;
+ SetInlineState(state);
+ _interactiveSession.Push(InlineResponses.FinishedInitialize(state));
// 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();
+ new Task(() => { GetInputTextAndSend(forceShowKeyboard, state); }).Start();
break;
case InlineKeyboardRequest.Finalize:
- // The game wants to close the keyboard applet and will wait for a state change.
- _state = SoftwareKeyboardState.Uninitialized;
+ // The calling process wants to close the keyboard applet and will wait for a state change.
+ _backgroundState = InlineKeyboardState.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());
+ Logger.Warning?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_backgroundState}");
+ _interactiveSession.Push(InlineResponses.Default(state));
break;
}
}
}
+ private void GetInputTextAndSend(bool forceShowKeyboard, InlineKeyboardState oldState)
+ {
+ bool submit = true;
+
+ // Use the text specified by the Calc if it is available, otherwise use the default one.
+ string inputText = (!string.IsNullOrWhiteSpace(_keyboardBackgroundCalc.InputText) ?
+ _keyboardBackgroundCalc.InputText : DefaultText);
+
+ // Compute the elapsed time for the debouncing algorithm.
+ long currentMillis = PerformanceCounter.ElapsedMilliseconds;
+ long inputElapsedMillis = currentMillis - _lastTextSetMillis;
+
+ // Reset the input text before submitting the final result, that's because some games do not expect
+ // consecutive submissions to abruptly shrink and they will crash if it happens. Changing the string
+ // before the final submission prevents that.
+ InlineKeyboardState newState = InlineKeyboardState.DataAvailable;
+ SetInlineState(newState);
+ ChangedString("", newState);
+
+ if (inputElapsedMillis < DebounceTimeMillis)
+ {
+ // A repeated Calc request has been received without player interaction, after the input has been
+ // sent. This behavior happens in some games, so instead of showing another dialog, just apply a
+ // time-based debouncing algorithm and repeat the last submission, either a value or a cancel.
+ inputText = _textValue;
+ submit = _textValue != null;
+
+ Logger.Warning?.Print(LogClass.Application, "Debouncing repeated keyboard request");
+ }
+ else if (!forceShowKeyboard)
+ {
+ // 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.
+ 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
+ {
+ // Call the configured GUI handler to get user's input.
+ var args = new SoftwareKeyboardUiArgs
+ {
+ HeaderText = "", // The inline keyboard lacks these texts
+ SubtitleText = "",
+ GuideText = "",
+ SubmitText = (!string.IsNullOrWhiteSpace(_keyboardBackgroundCalc.Appear.OkText) ?
+ _keyboardBackgroundCalc.Appear.OkText : "OK"),
+ StringLengthMin = 0,
+ StringLengthMax = 100,
+ InitialText = inputText
+ };
+
+ submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
+ inputText = submit ? inputText : null;
+ }
+
+ // The 'Complete' state indicates the Calc request has been fulfilled by the applet.
+ newState = InlineKeyboardState.Complete;
+
+ if (submit)
+ {
+ Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK");
+ DecidedEnter(inputText, newState);
+ }
+ else
+ {
+ Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel");
+ DecidedCancel(newState);
+ }
+
+ _interactiveSession.Push(InlineResponses.Default(newState));
+
+ // The constant calls to PopInteractiveData suggest that the keyboard applet continuously reports
+ // data back to the application and this can also be time-sensitive. Pushing a state reset right
+ // after the data has been sent does not work properly and the application will soft-lock. This
+ // delay gives time for the application to catch up with the data and properly process the state
+ // reset.
+ Thread.Sleep(ResetDelayMillis);
+
+ // 'Initialized' is the only known state so far that does not soft-lock the keyboard after use.
+ newState = InlineKeyboardState.Initialized;
+
+ Logger.Debug?.Print(LogClass.ServiceAm, $"Resetting state of the keyboard to {newState}");
+
+ SetInlineState(newState);
+ _interactiveSession.Push(InlineResponses.Default(newState));
+
+ // Keep the text and the timestamp of the input for the debouncing algorithm.
+ _textValue = inputText;
+ _lastTextSetMillis = PerformanceCounter.ElapsedMilliseconds;
+ }
+
+ private void ChangedString(string text, InlineKeyboardState state)
+ {
+ if (_encoding == Encoding.UTF8)
+ {
+ if (_useChangedStringV2)
+ {
+ _interactiveSession.Push(InlineResponses.ChangedStringUtf8V2(text, state));
+ }
+ else
+ {
+ _interactiveSession.Push(InlineResponses.ChangedStringUtf8(text, state));
+ }
+ }
+ else
+ {
+ if (_useChangedStringV2)
+ {
+ _interactiveSession.Push(InlineResponses.ChangedStringV2(text, state));
+ }
+ else
+ {
+ _interactiveSession.Push(InlineResponses.ChangedString(text, 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 byte[] BuildResponse(string text, bool interactive)
{
int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;