Inline software keyboard without input pop up dialog (#2180)
* Initial implementation * Refactor dynamic text input keys out to facilitate configuration via UI * Fix code styling * Add per applet indirect layer handles * Remove static functions from SoftwareKeyboardRenderer * Remove inline keyboard reset delay * Remove inline keyboard V2 responses * Add inline keyboard soft-lock recovering * Add comments * Forward accept and cancel key names to the keyboard and add soft-lock prevention line * Add dummy window to handle paste events * Rework inline keyboard state machine and graphics * Implement IHostUiHandler interfaces on headless WindowBase class * Add inline keyboard assets * Fix coding style * Fix coding style * Change mode cycling shortcut to F6 * Fix invalid calc size error in games using extended calc * Remove unnecessary namespaces
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47 changed files with 2853 additions and 344 deletions
108
Ryujinx/Ui/Applet/GtkDynamicTextInputHandler.cs
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108
Ryujinx/Ui/Applet/GtkDynamicTextInputHandler.cs
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using Gtk;
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using Ryujinx.HLE.Ui;
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using Ryujinx.Input.GTK3;
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using Ryujinx.Ui.Widgets;
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using System.Threading;
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namespace Ryujinx.Ui.Applet
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{
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/// <summary>
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/// Class that forwards key events to a GTK Entry so they can be processed into text.
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/// </summary>
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internal class GtkDynamicTextInputHandler : IDynamicTextInputHandler
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{
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private readonly Window _parent;
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private readonly OffscreenWindow _inputToTextWindow = new OffscreenWindow();
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private readonly RawInputToTextEntry _inputToTextEntry = new RawInputToTextEntry();
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private bool _canProcessInput;
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public event DynamicTextChangedHandler TextChangedEvent;
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public event KeyPressedHandler KeyPressedEvent;
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public event KeyReleasedHandler KeyReleasedEvent;
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public bool TextProcessingEnabled
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{
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get
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{
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return Volatile.Read(ref _canProcessInput);
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}
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set
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{
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Volatile.Write(ref _canProcessInput, value);
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}
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}
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public GtkDynamicTextInputHandler(Window parent)
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{
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_parent = parent;
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_parent.KeyPressEvent += HandleKeyPressEvent;
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_parent.KeyReleaseEvent += HandleKeyReleaseEvent;
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_inputToTextWindow.Add(_inputToTextEntry);
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_inputToTextEntry.TruncateMultiline = true;
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// Start with input processing turned off so the text box won't accumulate text
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// if the user is playing on the keyboard.
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_canProcessInput = false;
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}
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[GLib.ConnectBefore()]
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private void HandleKeyPressEvent(object o, KeyPressEventArgs args)
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{
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var key = (Common.Configuration.Hid.Key)GTK3MappingHelper.ToInputKey(args.Event.Key);
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if (!(KeyPressedEvent?.Invoke(key)).GetValueOrDefault(true))
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{
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return;
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}
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if (_canProcessInput)
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{
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_inputToTextEntry.SendKeyPressEvent(o, args);
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_inputToTextEntry.GetSelectionBounds(out int selectionStart, out int selectionEnd);
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TextChangedEvent?.Invoke(_inputToTextEntry.Text, selectionStart, selectionEnd, _inputToTextEntry.OverwriteMode);
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}
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}
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[GLib.ConnectBefore()]
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private void HandleKeyReleaseEvent(object o, KeyReleaseEventArgs args)
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{
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var key = (Common.Configuration.Hid.Key)GTK3MappingHelper.ToInputKey(args.Event.Key);
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if (!(KeyReleasedEvent?.Invoke(key)).GetValueOrDefault(true))
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{
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return;
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}
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if (_canProcessInput)
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{
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// TODO (caian): This solution may have problems if the pause is sent after a key press
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// and before a key release. But for now GTK Entry does not seem to use release events.
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_inputToTextEntry.SendKeyReleaseEvent(o, args);
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_inputToTextEntry.GetSelectionBounds(out int selectionStart, out int selectionEnd);
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TextChangedEvent?.Invoke(_inputToTextEntry.Text, selectionStart, selectionEnd, _inputToTextEntry.OverwriteMode);
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}
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}
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public void SetText(string text, int cursorBegin)
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{
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_inputToTextEntry.Text = text;
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_inputToTextEntry.Position = cursorBegin;
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}
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public void SetText(string text, int cursorBegin, int cursorEnd)
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{
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_inputToTextEntry.Text = text;
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_inputToTextEntry.SelectRegion(cursorBegin, cursorEnd);
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}
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public void Dispose()
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{
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_parent.KeyPressEvent -= HandleKeyPressEvent;
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_parent.KeyReleaseEvent -= HandleKeyReleaseEvent;
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}
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}
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}
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