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
This commit is contained in:
jduncanator 2019-12-03 15:00:56 +11:00 committed by Ac_K
parent bb7600e215
commit d562ba37a0
9 changed files with 295 additions and 53 deletions

View file

@ -9,11 +9,11 @@ namespace Ryujinx.HLE.HOS.Applets
{
internal class SoftwareKeyboardApplet : IApplet
{
private const string DEFAULT_NUMB = "1";
private const string DEFAULT_TEXT = "Ryujinx";
private const string DefaultNumb = "1";
private const string DefaultText = "Ryujinx";
private const int STANDARD_BUFFER_SIZE = 0x7D8;
private const int INTERACTIVE_BUFFER_SIZE = 0x7D4;
private const int StandardBufferSize = 0x7D8;
private const int InteractiveBufferSize = 0x7D4;
private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
@ -22,7 +22,8 @@ namespace Ryujinx.HLE.HOS.Applets
private SoftwareKeyboardConfig _keyboardConfig;
private string _textValue = DEFAULT_TEXT;
private string _textValue = DefaultText;
private Encoding _encoding = Encoding.Unicode;
public event EventHandler AppletStateChanged;
@ -42,6 +43,11 @@ namespace Ryujinx.HLE.HOS.Applets
_keyboardConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
if (_keyboardConfig.UseUtf8)
{
_encoding = Encoding.UTF8;
}
_state = SoftwareKeyboardState.Ready;
Execute();
@ -58,9 +64,9 @@ namespace Ryujinx.HLE.HOS.Applets
{
// If the keyboard type is numbers only, we swap to a default
// text that only contains numbers.
if (_keyboardConfig.Type == SoftwareKeyboardType.NumbersOnly)
if (_keyboardConfig.Mode == KeyboardMode.NumbersOnly)
{
_textValue = DEFAULT_NUMB;
_textValue = DefaultNumb;
}
// If the max string length is 0, we set it to a large default
@ -70,6 +76,15 @@ namespace Ryujinx.HLE.HOS.Applets
_keyboardConfig.StringLengthMax = 100;
}
// 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.
// This should always be done before the text truncation step.
while (_textValue.Length < _keyboardConfig.StringLengthMin)
{
_textValue = String.Join(" ", _textValue, _textValue);
}
// If our default text is longer than the allowed length,
// we truncate it.
if (_textValue.Length > _keyboardConfig.StringLengthMax)
@ -77,7 +92,18 @@ namespace Ryujinx.HLE.HOS.Applets
_textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
}
if (!_keyboardConfig.CheckText)
// Does the application want to validate the text itself?
if (_keyboardConfig.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;
_interactiveSession.Push(BuildResponse(_textValue, true));
}
else
{
// If the application doesn't need to validate the response,
// we push the data to the non-interactive output buffer
@ -88,16 +114,6 @@ namespace Ryujinx.HLE.HOS.Applets
AppletStateChanged?.Invoke(this, null);
}
else
{
// 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;
_interactiveSession.Push(BuildResponse(_textValue, true));
}
}
private void OnInteractiveData(object sender, EventArgs e)
@ -136,12 +152,12 @@ namespace Ryujinx.HLE.HOS.Applets
private byte[] BuildResponse(string text, bool interactive)
{
int bufferSize = !interactive ? STANDARD_BUFFER_SIZE : INTERACTIVE_BUFFER_SIZE;
int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
using (MemoryStream stream = new MemoryStream(new byte[bufferSize]))
using (BinaryWriter writer = new BinaryWriter(stream))
{
byte[] output = Encoding.Unicode.GetBytes(text);
byte[] output = _encoding.GetBytes(text);
if (!interactive)
{