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
This commit is contained in:
parent
e28a924501
commit
f16d7f91f1
11 changed files with 626 additions and 207 deletions
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@ -1,4 +1,5 @@
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using Ryujinx.Common.Logging;
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using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
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using Ryujinx.HLE.HOS.Services.Am.AppletAE;
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using System;
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@ -14,31 +15,41 @@ namespace Ryujinx.HLE.HOS.Applets
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{
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private const string DefaultText = "Ryujinx";
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private const long DebounceTimeMillis = 200;
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private const int ResetDelayMillis = 500;
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private readonly Switch _device;
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private const int StandardBufferSize = 0x7D8;
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private const int InteractiveBufferSize = 0x7D4;
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private const int MaxUserWords = 0x1388;
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private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
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private SoftwareKeyboardState _foregroundState = SoftwareKeyboardState.Uninitialized;
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private volatile InlineKeyboardState _backgroundState = InlineKeyboardState.Uninitialized;
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private bool _isBackground = false;
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private bool _alreadyShown = false;
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private volatile bool _useChangedStringV2 = false;
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private AppletSession _normalSession;
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private AppletSession _interactiveSession;
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// Configuration for foreground mode
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private SoftwareKeyboardConfig _keyboardFgConfig;
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private SoftwareKeyboardCalc _keyboardCalc;
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private SoftwareKeyboardDictSet _keyboardDict;
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// Configuration for foreground mode.
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private SoftwareKeyboardConfig _keyboardForegroundConfig;
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// Configuration for background mode
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private SoftwareKeyboardInitialize _keyboardBgInitialize;
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// Configuration for background (inline) mode.
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private SoftwareKeyboardInitialize _keyboardBackgroundInitialize;
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private SoftwareKeyboardCalc _keyboardBackgroundCalc;
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private SoftwareKeyboardCustomizeDic _keyboardBackgroundDic;
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private SoftwareKeyboardDictSet _keyboardBackgroundDictSet;
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private SoftwareKeyboardUserWord[] _keyboardBackgroundUserWords;
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private byte[] _transferMemory;
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private string _textValue = null;
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private string _textValue = "";
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private bool _okPressed = false;
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private Encoding _encoding = Encoding.Unicode;
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private long _lastTextSetMillis = 0;
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public event EventHandler AppletStateChanged;
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@ -55,22 +66,27 @@ namespace Ryujinx.HLE.HOS.Applets
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_interactiveSession.DataAvailable += OnInteractiveData;
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_alreadyShown = false;
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_useChangedStringV2 = false;
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var launchParams = _normalSession.Pop();
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var keyboardConfig = _normalSession.Pop();
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// TODO: A better way would be handling the background creation properly
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// in LibraryAppleCreator / Acessor instead of guessing by size.
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if (keyboardConfig.Length == Marshal.SizeOf<SoftwareKeyboardInitialize>())
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{
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// Initialize the keyboard applet in background mode.
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_isBackground = true;
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_keyboardBgInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
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_state = SoftwareKeyboardState.Uninitialized;
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_keyboardBackgroundInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
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_backgroundState = InlineKeyboardState.Uninitialized;
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return ResultCode.Success;
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}
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else
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{
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// Initialize the keyboard applet in foreground mode.
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_isBackground = false;
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if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
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@ -79,7 +95,7 @@ namespace Ryujinx.HLE.HOS.Applets
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}
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else
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{
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_keyboardFgConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
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_keyboardForegroundConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
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}
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if (!_normalSession.TryPop(out _transferMemory))
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@ -87,12 +103,12 @@ namespace Ryujinx.HLE.HOS.Applets
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Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
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}
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if (_keyboardFgConfig.UseUtf8)
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if (_keyboardForegroundConfig.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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_foregroundState = SoftwareKeyboardState.Ready;
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ExecuteForegroundKeyboard();
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@ -105,32 +121,44 @@ namespace Ryujinx.HLE.HOS.Applets
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return ResultCode.Success;
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}
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private InlineKeyboardState GetInlineState()
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{
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return _backgroundState;
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}
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private void SetInlineState(InlineKeyboardState state)
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{
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_backgroundState = state;
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}
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private void ExecuteForegroundKeyboard()
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{
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string initialText = null;
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// Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
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// InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
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if (_transferMemory != null && _keyboardFgConfig.InitialStringLength > 0)
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if (_transferMemory != null && _keyboardForegroundConfig.InitialStringLength > 0)
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{
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initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardFgConfig.InitialStringOffset, 2 * _keyboardFgConfig.InitialStringLength);
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initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardForegroundConfig.InitialStringOffset,
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2 * _keyboardForegroundConfig.InitialStringLength);
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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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// length.
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if (_keyboardFgConfig.StringLengthMax == 0)
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if (_keyboardForegroundConfig.StringLengthMax == 0)
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{
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_keyboardFgConfig.StringLengthMax = 100;
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_keyboardForegroundConfig.StringLengthMax = 100;
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}
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var args = new SoftwareKeyboardUiArgs
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{
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HeaderText = _keyboardFgConfig.HeaderText,
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SubtitleText = _keyboardFgConfig.SubtitleText,
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GuideText = _keyboardFgConfig.GuideText,
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SubmitText = (!string.IsNullOrWhiteSpace(_keyboardFgConfig.SubmitText) ? _keyboardFgConfig.SubmitText : "OK"),
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StringLengthMin = _keyboardFgConfig.StringLengthMin,
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StringLengthMax = _keyboardFgConfig.StringLengthMax,
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HeaderText = _keyboardForegroundConfig.HeaderText,
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SubtitleText = _keyboardForegroundConfig.SubtitleText,
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GuideText = _keyboardForegroundConfig.GuideText,
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SubmitText = (!string.IsNullOrWhiteSpace(_keyboardForegroundConfig.SubmitText) ?
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_keyboardForegroundConfig.SubmitText : "OK"),
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StringLengthMin = _keyboardForegroundConfig.StringLengthMin,
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StringLengthMax = _keyboardForegroundConfig.StringLengthMax,
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InitialText = initialText
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};
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@ -151,26 +179,26 @@ namespace Ryujinx.HLE.HOS.Applets
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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 < _keyboardFgConfig.StringLengthMin)
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while (_textValue.Length < _keyboardForegroundConfig.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 > _keyboardFgConfig.StringLengthMax)
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if (_textValue.Length > _keyboardForegroundConfig.StringLengthMax)
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{
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_textValue = _textValue.Substring(0, (int)_keyboardFgConfig.StringLengthMax);
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_textValue = _textValue.Substring(0, (int)_keyboardForegroundConfig.StringLengthMax);
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}
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// Does the application want to validate the text itself?
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if (_keyboardFgConfig.CheckText)
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if (_keyboardForegroundConfig.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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_foregroundState = SoftwareKeyboardState.ValidationPending;
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_interactiveSession.Push(BuildResponse(_textValue, true));
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}
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@ -179,7 +207,7 @@ namespace Ryujinx.HLE.HOS.Applets
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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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// and poll it for completion.
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_state = SoftwareKeyboardState.Complete;
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_foregroundState = SoftwareKeyboardState.Complete;
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_normalSession.Push(BuildResponse(_textValue, false));
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@ -204,7 +232,7 @@ namespace Ryujinx.HLE.HOS.Applets
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private void OnForegroundInteractiveData(byte[] data)
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{
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if (_state == SoftwareKeyboardState.ValidationPending)
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if (_foregroundState == SoftwareKeyboardState.ValidationPending)
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{
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// TODO(jduncantor):
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// If application rejects our "attempt", submit another attempt,
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@ -216,9 +244,9 @@ namespace Ryujinx.HLE.HOS.Applets
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AppletStateChanged?.Invoke(this, null);
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_state = SoftwareKeyboardState.Complete;
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_foregroundState = SoftwareKeyboardState.Complete;
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}
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else if(_state == SoftwareKeyboardState.Complete)
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else if(_foregroundState == SoftwareKeyboardState.Complete)
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{
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// If we have already completed, we push the result text
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// back on the output buffer and poll the application.
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@ -242,142 +270,278 @@ namespace Ryujinx.HLE.HOS.Applets
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using (MemoryStream stream = new MemoryStream(data))
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using (BinaryReader reader = new BinaryReader(stream))
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{
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var request = (InlineKeyboardRequest)reader.ReadUInt32();
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InlineKeyboardRequest request = (InlineKeyboardRequest)reader.ReadUInt32();
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InlineKeyboardState state = GetInlineState();
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long remaining;
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// Always show the keyboard if the state is 'Ready'.
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bool showKeyboard = _state == SoftwareKeyboardState.Ready;
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Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {state}");
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switch (request)
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{
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case InlineKeyboardRequest.Unknown0: // Unknown request sent by some games after calc
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_interactiveSession.Push(InlineResponses.Default());
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break;
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case InlineKeyboardRequest.UseChangedStringV2:
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// Not used because we only send the entire string after confirmation.
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_interactiveSession.Push(InlineResponses.Default());
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_useChangedStringV2 = true;
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break;
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case InlineKeyboardRequest.UseMovedCursorV2:
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// Not used because we only send the entire string after confirmation.
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_interactiveSession.Push(InlineResponses.Default());
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// Not used because we only reply with the final string.
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break;
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case InlineKeyboardRequest.SetUserWordInfo:
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// Read the user word info data.
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remaining = stream.Length - stream.Position;
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if (remaining < sizeof(int))
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes");
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}
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else
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{
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int wordsCount = reader.ReadInt32();
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int wordSize = Marshal.SizeOf<SoftwareKeyboardUserWord>();
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remaining = stream.Length - stream.Position;
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if (wordsCount > MaxUserWords)
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}");
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}
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else if (wordsCount * wordSize != remaining)
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words");
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}
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else
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{
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_keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount];
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for (int word = 0; word < wordsCount; word++)
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{
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byte[] wordData = reader.ReadBytes(wordSize);
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_keyboardBackgroundUserWords[word] = ReadStruct<SoftwareKeyboardUserWord>(wordData);
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}
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}
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}
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_interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(state));
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break;
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case InlineKeyboardRequest.SetCustomizeDic:
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// Read the custom dic data.
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remaining = stream.Length - stream.Position;
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if (remaining != Marshal.SizeOf<SoftwareKeyboardCustomizeDic>())
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes");
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}
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else
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{
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var keyboardDicData = reader.ReadBytes((int)remaining);
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_keyboardBackgroundDic = ReadStruct<SoftwareKeyboardCustomizeDic>(keyboardDicData);
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}
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_interactiveSession.Push(InlineResponses.UnsetCustomizeDic(state));
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break;
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case InlineKeyboardRequest.SetCustomizedDictionaries:
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// Read the custom dictionaries data.
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remaining = stream.Length - stream.Position;
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if (remaining != Marshal.SizeOf<SoftwareKeyboardDictSet>())
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{
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Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!");
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes");
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}
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else
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{
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var keyboardDictData = reader.ReadBytes((int)remaining);
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_keyboardDict = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
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_keyboardBackgroundDictSet = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
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}
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_interactiveSession.Push(InlineResponses.Default());
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_interactiveSession.Push(InlineResponses.UnsetCustomizedDictionaries(state));
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break;
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case InlineKeyboardRequest.Calc:
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// Put the keyboard in a Ready state, this will force showing
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_state = SoftwareKeyboardState.Ready;
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// The Calc request tells the Applet to enter the main input handling loop, which will end
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// with either a text being submitted or a cancel request from the user.
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// NOTE: Some Calc requests happen early in the process and are not meant to be shown. This possibly
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// happens because the game has complete control over when the inline keyboard is drawn, but here it
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// would cause a dialog to pop in the emulator, which is inconvenient. An algorithm is applied to
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// decide whether it is a dummy Calc or not, but regardless of the result, the dummy Calc appears to
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// never happen twice, so the keyboard will always show if it has already been shown before.
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bool forceShowKeyboard = _alreadyShown;
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_alreadyShown = true;
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// Read the Calc data.
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remaining = stream.Length - stream.Position;
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if (remaining != Marshal.SizeOf<SoftwareKeyboardCalc>())
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{
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Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes!");
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Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes");
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}
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else
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{
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var keyboardCalcData = reader.ReadBytes((int)remaining);
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_keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
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_keyboardBackgroundCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
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if (_keyboardCalc.Utf8Mode == 0x1)
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// Check if the application expects UTF8 encoding instead of UTF16.
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if (_keyboardBackgroundCalc.UseUtf8)
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{
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_encoding = Encoding.UTF8;
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}
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// Force showing the keyboard regardless of the state, an unwanted
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// input dialog may show, but it is better than a soft lock.
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if (_keyboardCalc.Appear.ShouldBeHidden == 0)
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if (_keyboardBackgroundCalc.Appear.ShouldBeHidden == 0)
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{
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showKeyboard = true;
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forceShowKeyboard = true;
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}
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}
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// Send an initialization finished signal.
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_interactiveSession.Push(InlineResponses.FinishedInitialize());
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state = InlineKeyboardState.Ready;
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SetInlineState(state);
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_interactiveSession.Push(InlineResponses.FinishedInitialize(state));
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// Start a task with the GUI handler to get user's input.
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new Task(() =>
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{
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bool submit = true;
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string inputText = (!string.IsNullOrWhiteSpace(_keyboardCalc.InputText) ? _keyboardCalc.InputText : DefaultText);
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// Call the configured GUI handler to get user's input.
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if (!showKeyboard)
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{
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// Submit the default text to avoid soft locking if the keyboard was ignored by
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// accident. It's better to change the name than being locked out of the game.
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submit = true;
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inputText = DefaultText;
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Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown");
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}
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else if (_device.UiHandler == null)
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{
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Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
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}
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else
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{
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var args = new SoftwareKeyboardUiArgs
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{
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HeaderText = "", // The inline keyboard lacks these texts
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SubtitleText = "",
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GuideText = "",
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SubmitText = (!string.IsNullOrWhiteSpace(_keyboardCalc.Appear.OkText) ? _keyboardCalc.Appear.OkText : "OK"),
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StringLengthMin = 0,
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StringLengthMax = 100,
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InitialText = inputText
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};
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submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
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}
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if (submit)
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{
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Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK...");
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if (_encoding == Encoding.UTF8)
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{
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_interactiveSession.Push(InlineResponses.DecidedEnterUtf8(inputText));
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}
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else
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{
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_interactiveSession.Push(InlineResponses.DecidedEnter(inputText));
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}
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}
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else
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{
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Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel...");
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_interactiveSession.Push(InlineResponses.DecidedCancel());
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}
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// TODO: Why is this necessary? Does the software expect a constant stream of responses?
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Thread.Sleep(500);
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Logger.Debug?.Print(LogClass.ServiceAm, "Resetting state of the keyboard...");
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_interactiveSession.Push(InlineResponses.Default());
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}).Start();
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new Task(() => { GetInputTextAndSend(forceShowKeyboard, state); }).Start();
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break;
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case InlineKeyboardRequest.Finalize:
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// The game wants to close the keyboard applet and will wait for a state change.
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_state = SoftwareKeyboardState.Uninitialized;
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// The calling process wants to close the keyboard applet and will wait for a state change.
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_backgroundState = InlineKeyboardState.Uninitialized;
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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;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue