RyuKen/Ryujinx/Ui/Applet/GtkDynamicTextInputHandler.cs
Caian Benedicto 380b95bc59
Inline software keyboard without input pop up dialog (#2180)
* Initial implementation

* Refactor dynamic text input keys out to facilitate configuration via UI

* Fix code styling

* Add per applet indirect layer handles

* Remove static functions from SoftwareKeyboardRenderer

* Remove inline keyboard reset delay

* Remove inline keyboard V2 responses

* Add inline keyboard soft-lock recovering

* Add comments

* Forward accept and cancel key names to the keyboard and add soft-lock prevention line

* Add dummy window to handle paste events

* Rework inline keyboard state machine and graphics

* Implement IHostUiHandler interfaces on headless WindowBase class

* Add inline keyboard assets

* Fix coding style

* Fix coding style

* Change mode cycling shortcut to F6

* Fix invalid calc size error in games using extended calc

* Remove unnecessary namespaces
2021-10-12 21:54:21 +02:00

108 lines
No EOL
3.7 KiB
C#

using Gtk;
using Ryujinx.HLE.Ui;
using Ryujinx.Input.GTK3;
using Ryujinx.Ui.Widgets;
using System.Threading;
namespace Ryujinx.Ui.Applet
{
/// <summary>
/// Class that forwards key events to a GTK Entry so they can be processed into text.
/// </summary>
internal class GtkDynamicTextInputHandler : IDynamicTextInputHandler
{
private readonly Window _parent;
private readonly OffscreenWindow _inputToTextWindow = new OffscreenWindow();
private readonly RawInputToTextEntry _inputToTextEntry = new RawInputToTextEntry();
private bool _canProcessInput;
public event DynamicTextChangedHandler TextChangedEvent;
public event KeyPressedHandler KeyPressedEvent;
public event KeyReleasedHandler KeyReleasedEvent;
public bool TextProcessingEnabled
{
get
{
return Volatile.Read(ref _canProcessInput);
}
set
{
Volatile.Write(ref _canProcessInput, value);
}
}
public GtkDynamicTextInputHandler(Window parent)
{
_parent = parent;
_parent.KeyPressEvent += HandleKeyPressEvent;
_parent.KeyReleaseEvent += HandleKeyReleaseEvent;
_inputToTextWindow.Add(_inputToTextEntry);
_inputToTextEntry.TruncateMultiline = true;
// Start with input processing turned off so the text box won't accumulate text
// if the user is playing on the keyboard.
_canProcessInput = false;
}
[GLib.ConnectBefore()]
private void HandleKeyPressEvent(object o, KeyPressEventArgs args)
{
var key = (Common.Configuration.Hid.Key)GTK3MappingHelper.ToInputKey(args.Event.Key);
if (!(KeyPressedEvent?.Invoke(key)).GetValueOrDefault(true))
{
return;
}
if (_canProcessInput)
{
_inputToTextEntry.SendKeyPressEvent(o, args);
_inputToTextEntry.GetSelectionBounds(out int selectionStart, out int selectionEnd);
TextChangedEvent?.Invoke(_inputToTextEntry.Text, selectionStart, selectionEnd, _inputToTextEntry.OverwriteMode);
}
}
[GLib.ConnectBefore()]
private void HandleKeyReleaseEvent(object o, KeyReleaseEventArgs args)
{
var key = (Common.Configuration.Hid.Key)GTK3MappingHelper.ToInputKey(args.Event.Key);
if (!(KeyReleasedEvent?.Invoke(key)).GetValueOrDefault(true))
{
return;
}
if (_canProcessInput)
{
// TODO (caian): This solution may have problems if the pause is sent after a key press
// and before a key release. But for now GTK Entry does not seem to use release events.
_inputToTextEntry.SendKeyReleaseEvent(o, args);
_inputToTextEntry.GetSelectionBounds(out int selectionStart, out int selectionEnd);
TextChangedEvent?.Invoke(_inputToTextEntry.Text, selectionStart, selectionEnd, _inputToTextEntry.OverwriteMode);
}
}
public void SetText(string text, int cursorBegin)
{
_inputToTextEntry.Text = text;
_inputToTextEntry.Position = cursorBegin;
}
public void SetText(string text, int cursorBegin, int cursorEnd)
{
_inputToTextEntry.Text = text;
_inputToTextEntry.SelectRegion(cursorBegin, cursorEnd);
}
public void Dispose()
{
_parent.KeyPressEvent -= HandleKeyPressEvent;
_parent.KeyReleaseEvent -= HandleKeyReleaseEvent;
}
}
}