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
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9 changed files with 295 additions and 53 deletions
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@ -9,11 +9,11 @@ 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 DEFAULT_NUMB = "1";
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private const string DEFAULT_TEXT = "Ryujinx";
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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 STANDARD_BUFFER_SIZE = 0x7D8;
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private const int INTERACTIVE_BUFFER_SIZE = 0x7D4;
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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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@ -22,7 +22,8 @@ namespace Ryujinx.HLE.HOS.Applets
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private SoftwareKeyboardConfig _keyboardConfig;
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private string _textValue = DEFAULT_TEXT;
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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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@ -42,6 +43,11 @@ namespace Ryujinx.HLE.HOS.Applets
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_keyboardConfig = 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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@ -58,9 +64,9 @@ namespace Ryujinx.HLE.HOS.Applets
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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.Type == SoftwareKeyboardType.NumbersOnly)
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if (_keyboardConfig.Mode == KeyboardMode.NumbersOnly)
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{
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_textValue = DEFAULT_NUMB;
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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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@ -70,6 +76,15 @@ namespace Ryujinx.HLE.HOS.Applets
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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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@ -77,7 +92,18 @@ namespace Ryujinx.HLE.HOS.Applets
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_textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
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}
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if (!_keyboardConfig.CheckText)
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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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@ -88,16 +114,6 @@ namespace Ryujinx.HLE.HOS.Applets
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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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// 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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}
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private void OnInteractiveData(object sender, EventArgs e)
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@ -136,12 +152,12 @@ namespace Ryujinx.HLE.HOS.Applets
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private byte[] BuildResponse(string text, bool interactive)
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{
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int bufferSize = !interactive ? STANDARD_BUFFER_SIZE : INTERACTIVE_BUFFER_SIZE;
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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.Unicode.GetBytes(text);
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byte[] output = _encoding.GetBytes(text);
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if (!interactive)
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{
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