c11855565e
* Implement SwKbd GUI * Relocate UI handler to Emu Context from Config Also create a common interface for UI handlers in the context and specialize for Gtk Add basic input length validation in InputDialog * Add Transfer Memory support to AppletCreator Read Initial Text for SwKbd using Transfer Memory * Improve InputDialog widget Improve length validation Has extra label to show validition info Handle potential errors and log them * Misc improvements * Improve string validation * Improve error handling * Remove tuple in struct * Address formatting nits * Add proper Cancel functionality Also handle GUI errors in UI handler * Address jD's comments * Fix _uiHandler init * Address AcK's comments
240 lines
8.6 KiB
C#
240 lines
8.6 KiB
C#
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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using System.IO;
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using System.Runtime.InteropServices;
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using System.Text;
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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 DefaultText = "Ryujinx";
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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 SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
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private AppletSession _normalSession;
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private AppletSession _interactiveSession;
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private SoftwareKeyboardConfig _keyboardConfig;
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private byte[] _transferMemory;
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private string _textValue = null;
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private bool _okPressed = false;
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private Encoding _encoding = Encoding.Unicode;
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public event EventHandler AppletStateChanged;
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public SoftwareKeyboardApplet(Horizon system)
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{
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_device = system.Device;
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}
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public ResultCode Start(AppletSession normalSession,
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AppletSession interactiveSession)
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{
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_normalSession = normalSession;
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_interactiveSession = interactiveSession;
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_interactiveSession.DataAvailable += OnInteractiveData;
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var launchParams = _normalSession.Pop();
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var keyboardConfig = _normalSession.Pop();
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if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
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{
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Logger.PrintError(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
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}
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else
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{
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_keyboardConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
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}
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if (!_normalSession.TryPop(out _transferMemory))
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{
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Logger.PrintError(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
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}
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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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return ResultCode.Success;
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}
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public ResultCode GetResult()
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{
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return ResultCode.Success;
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}
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private void Execute()
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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 && _keyboardConfig.InitialStringLength > 0)
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{
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initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardConfig.InitialStringOffset, 2 * _keyboardConfig.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 (_keyboardConfig.StringLengthMax == 0)
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{
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_keyboardConfig.StringLengthMax = 100;
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}
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var args = new SoftwareKeyboardUiArgs
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{
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HeaderText = _keyboardConfig.HeaderText,
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SubtitleText = _keyboardConfig.SubtitleText,
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GuideText = _keyboardConfig.GuideText,
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SubmitText = (!string.IsNullOrWhiteSpace(_keyboardConfig.SubmitText) ? _keyboardConfig.SubmitText : "OK"),
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StringLengthMin = _keyboardConfig.StringLengthMin,
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StringLengthMax = _keyboardConfig.StringLengthMax,
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InitialText = initialText
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};
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// Call the configured GUI handler to get user's input
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if (_device.UiHandler == null)
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{
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Logger.PrintWarning(LogClass.Application, $"GUI Handler is not set. Falling back to default");
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_okPressed = true;
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}
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else
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{
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_okPressed = _device.UiHandler.DisplayInputDialog(args, out _textValue);
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}
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_textValue ??= initialText ?? DefaultText;
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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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{
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_textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
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}
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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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// and poll it for completion.
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_state = SoftwareKeyboardState.Complete;
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_normalSession.Push(BuildResponse(_textValue, false));
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AppletStateChanged?.Invoke(this, null);
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}
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}
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private void OnInteractiveData(object sender, EventArgs e)
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{
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// Obtain the validation status response,
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var data = _interactiveSession.Pop();
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if (_state == 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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// and put the applet back in PendingValidation state.
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// For now we assume success, so we push the final result
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// to the standard output buffer and carry on our merry way.
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_normalSession.Push(BuildResponse(_textValue, false));
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AppletStateChanged?.Invoke(this, null);
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_state = SoftwareKeyboardState.Complete;
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}
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else if(_state == 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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_normalSession.Push(BuildResponse(_textValue, false));
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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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// We shouldn't be able to get here through standard swkbd execution.
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throw new InvalidOperationException("Software Keyboard is in an invalid state.");
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}
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}
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private byte[] BuildResponse(string text, bool interactive)
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{
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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.GetBytes(text);
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if (!interactive)
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{
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// Result Code
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writer.Write(_okPressed ? 0U : 1U);
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}
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else
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{
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// In interactive mode, we write the length of the text as a long, rather than
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// a result code. This field is inclusive of the 64-bit size.
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writer.Write((long)output.Length + 8);
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}
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writer.Write(output);
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return stream.ToArray();
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}
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}
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private static T ReadStruct<T>(byte[] data)
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where T : struct
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{
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GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
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try
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{
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return Marshal.PtrToStructure<T>(handle.AddrOfPinnedObject());
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}
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finally
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{
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handle.Free();
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}
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}
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}
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}
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