diff --git a/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs b/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs index 4f43472de4..af01bbc075 100644 --- a/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs +++ b/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs @@ -50,6 +50,7 @@ namespace Ryujinx.HLE.HOS.Applets private bool _okPressed = false; private Encoding _encoding = Encoding.Unicode; private long _lastTextSetMillis = 0; + private bool _lastWasHidden = false; public event EventHandler AppletStateChanged; @@ -350,12 +351,12 @@ namespace Ryujinx.HLE.HOS.Applets // The Calc request tells the Applet to enter the main input handling loop, which will end // with either a text being submitted or a cancel request from the user. - // NOTE: Some Calc requests happen early in the process and are not meant to be shown. This possibly + // NOTE: Some Calc requests happen early in the application and are not meant to be shown. This possibly // happens because the game has complete control over when the inline keyboard is drawn, but here it // would cause a dialog to pop in the emulator, which is inconvenient. An algorithm is applied to // decide whether it is a dummy Calc or not, but regardless of the result, the dummy Calc appears to // never happen twice, so the keyboard will always show if it has already been shown before. - bool forceShowKeyboard = _alreadyShown; + bool shouldShowKeyboard = _alreadyShown; _alreadyShown = true; // Read the Calc data. @@ -379,7 +380,7 @@ namespace Ryujinx.HLE.HOS.Applets // input dialog may show, but it is better than a soft lock. if (_keyboardBackgroundCalc.Appear.ShouldBeHidden == 0) { - forceShowKeyboard = true; + shouldShowKeyboard = true; } } // Send an initialization finished signal. @@ -387,10 +388,10 @@ namespace Ryujinx.HLE.HOS.Applets SetInlineState(state); _interactiveSession.Push(InlineResponses.FinishedInitialize(state)); // Start a task with the GUI handler to get user's input. - new Task(() => { GetInputTextAndSend(forceShowKeyboard, state); }).Start(); + new Task(() => { GetInputTextAndSend(shouldShowKeyboard, state); }).Start(); break; case InlineKeyboardRequest.Finalize: - // The calling process wants to close the keyboard applet and will wait for a state change. + // The calling application wants to close the keyboard applet and will wait for a state change. _backgroundState = InlineKeyboardState.Uninitialized; AppletStateChanged?.Invoke(this, null); break; @@ -403,7 +404,7 @@ namespace Ryujinx.HLE.HOS.Applets } } - private void GetInputTextAndSend(bool forceShowKeyboard, InlineKeyboardState oldState) + private void GetInputTextAndSend(bool shouldShowKeyboard, InlineKeyboardState oldState) { bool submit = true; @@ -422,27 +423,32 @@ namespace Ryujinx.HLE.HOS.Applets SetInlineState(newState); ChangedString("", newState); - if (inputElapsedMillis < DebounceTimeMillis) + if (!_lastWasHidden && (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. + // It is also possible that the first Calc request was hidden by accident, in this case use the + // debouncing as an oportunity to properly ask for input. inputText = _textValue; submit = _textValue != null; + _lastWasHidden = false; Logger.Warning?.Print(LogClass.Application, "Debouncing repeated keyboard request"); } - else if (!forceShowKeyboard) + else if (!shouldShowKeyboard) { // 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; + _lastWasHidden = true; 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"); + _lastWasHidden = false; } else { @@ -461,6 +467,7 @@ namespace Ryujinx.HLE.HOS.Applets submit = _device.UiHandler.DisplayInputDialog(args, out inputText); inputText = submit ? inputText : null; + _lastWasHidden = false; } // The 'Complete' state indicates the Calc request has been fulfilled by the applet.