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jinx/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs

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using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
using Ryujinx.HLE.HOS.Services.Am.AppletAE;
using System;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace Ryujinx.HLE.HOS.Applets
{
internal class SoftwareKeyboardApplet : IApplet
{
private const string DefaultText = "Ryujinx";
private readonly Switch _device;
private const int StandardBufferSize = 0x7D8;
private const int InteractiveBufferSize = 0x7D4;
private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
private bool _isBackground = false;
private AppletSession _normalSession;
private AppletSession _interactiveSession;
// Configuration for foreground mode
private SoftwareKeyboardConfig _keyboardFgConfig;
private SoftwareKeyboardCalc _keyboardCalc;
private SoftwareKeyboardDictSet _keyboardDict;
// Configuration for background mode
private SoftwareKeyboardInitialize _keyboardBgInitialize;
private byte[] _transferMemory;
private string _textValue = null;
private bool _okPressed = false;
private Encoding _encoding = Encoding.Unicode;
public event EventHandler AppletStateChanged;
public SoftwareKeyboardApplet(Horizon system)
{
_device = system.Device;
}
public ResultCode Start(AppletSession normalSession,
AppletSession interactiveSession)
{
_normalSession = normalSession;
_interactiveSession = interactiveSession;
_interactiveSession.DataAvailable += OnInteractiveData;
var launchParams = _normalSession.Pop();
var keyboardConfig = _normalSession.Pop();
// TODO: A better way would be handling the background creation properly
// in LibraryAppleCreator / Acessor instead of guessing by size.
if (keyboardConfig.Length == Marshal.SizeOf<SoftwareKeyboardInitialize>())
{
_isBackground = true;
_keyboardBgInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
_state = SoftwareKeyboardState.Uninitialized;
return ResultCode.Success;
}
else
{
_isBackground = false;
if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
{
Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
}
else
{
_keyboardFgConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
}
if (!_normalSession.TryPop(out _transferMemory))
{
Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
}
if (_keyboardFgConfig.UseUtf8)
{
_encoding = Encoding.UTF8;
}
_state = SoftwareKeyboardState.Ready;
ExecuteForegroundKeyboard();
return ResultCode.Success;
}
}
public ResultCode GetResult()
{
return ResultCode.Success;
}
private void ExecuteForegroundKeyboard()
{
string initialText = null;
// Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
// InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
if (_transferMemory != null && _keyboardFgConfig.InitialStringLength > 0)
{
initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardFgConfig.InitialStringOffset, 2 * _keyboardFgConfig.InitialStringLength);
}
// If the max string length is 0, we set it to a large default
// length.
if (_keyboardFgConfig.StringLengthMax == 0)
{
_keyboardFgConfig.StringLengthMax = 100;
}
var args = new SoftwareKeyboardUiArgs
{
HeaderText = _keyboardFgConfig.HeaderText,
SubtitleText = _keyboardFgConfig.SubtitleText,
GuideText = _keyboardFgConfig.GuideText,
SubmitText = (!string.IsNullOrWhiteSpace(_keyboardFgConfig.SubmitText) ? _keyboardFgConfig.SubmitText : "OK"),
StringLengthMin = _keyboardFgConfig.StringLengthMin,
StringLengthMax = _keyboardFgConfig.StringLengthMax,
InitialText = initialText
};
// Call the configured GUI handler to get user's input
if (_device.UiHandler == null)
{
Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
_okPressed = true;
}
else
{
_okPressed = _device.UiHandler.DisplayInputDialog(args, out _textValue);
}
_textValue ??= initialText ?? DefaultText;
// 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 < _keyboardFgConfig.StringLengthMin)
{
_textValue = String.Join(" ", _textValue, _textValue);
}
// If our default text is longer than the allowed length,
// we truncate it.
if (_textValue.Length > _keyboardFgConfig.StringLengthMax)
{
_textValue = _textValue.Substring(0, (int)_keyboardFgConfig.StringLengthMax);
}
// Does the application want to validate the text itself?
if (_keyboardFgConfig.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
// and poll it for completion.
_state = SoftwareKeyboardState.Complete;
_normalSession.Push(BuildResponse(_textValue, false));
AppletStateChanged?.Invoke(this, null);
}
}
private void OnInteractiveData(object sender, EventArgs e)
{
// Obtain the validation status response.
var data = _interactiveSession.Pop();
if (_isBackground)
{
OnBackgroundInteractiveData(data);
}
else
{
OnForegroundInteractiveData(data);
}
}
private void OnForegroundInteractiveData(byte[] data)
{
if (_state == SoftwareKeyboardState.ValidationPending)
{
// TODO(jduncantor):
// If application rejects our "attempt", submit another attempt,
// and put the applet back in PendingValidation state.
// For now we assume success, so we push the final result
// to the standard output buffer and carry on our merry way.
_normalSession.Push(BuildResponse(_textValue, false));
AppletStateChanged?.Invoke(this, null);
_state = SoftwareKeyboardState.Complete;
}
else if(_state == SoftwareKeyboardState.Complete)
{
// If we have already completed, we push the result text
// back on the output buffer and poll the application.
_normalSession.Push(BuildResponse(_textValue, false));
AppletStateChanged?.Invoke(this, null);
}
else
{
// We shouldn't be able to get here through standard swkbd execution.
throw new InvalidOperationException("Software Keyboard is in an invalid state.");
}
}
private void OnBackgroundInteractiveData(byte[] data)
{
// WARNING: Only invoke applet state changes after an explicit finalization
// request from the game, this is because the inline keyboard is expected to
// keep running in the background sending data by itself.
using (MemoryStream stream = new MemoryStream(data))
using (BinaryReader reader = new BinaryReader(stream))
{
var request = (InlineKeyboardRequest)reader.ReadUInt32();
long remaining;
// Always show the keyboard if the state is 'Ready'.
bool showKeyboard = _state == SoftwareKeyboardState.Ready;
switch (request)
{
case InlineKeyboardRequest.Unknown0: // Unknown request sent by some games after calc
_interactiveSession.Push(InlineResponses.Default());
break;
case InlineKeyboardRequest.UseChangedStringV2:
// Not used because we only send the entire string after confirmation.
_interactiveSession.Push(InlineResponses.Default());
break;
case InlineKeyboardRequest.UseMovedCursorV2:
// Not used because we only send the entire string after confirmation.
_interactiveSession.Push(InlineResponses.Default());
break;
case InlineKeyboardRequest.SetCustomizeDic:
remaining = stream.Length - stream.Position;
if (remaining != Marshal.SizeOf<SoftwareKeyboardDictSet>())
{
Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!");
}
else
{
var keyboardDictData = reader.ReadBytes((int)remaining);
_keyboardDict = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
}
_interactiveSession.Push(InlineResponses.Default());
break;
case InlineKeyboardRequest.Calc:
// Put the keyboard in a Ready state, this will force showing
_state = SoftwareKeyboardState.Ready;
remaining = stream.Length - stream.Position;
if (remaining != Marshal.SizeOf<SoftwareKeyboardCalc>())
{
Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes!");
}
else
{
var keyboardCalcData = reader.ReadBytes((int)remaining);
_keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
if (_keyboardCalc.Utf8Mode == 0x1)
{
_encoding = Encoding.UTF8;
}
// Force showing the keyboard regardless of the state, an unwanted
// input dialog may show, but it is better than a soft lock.
if (_keyboardCalc.Appear.ShouldBeHidden == 0)
{
showKeyboard = true;
}
}
// Send an initialization finished signal.
_interactiveSession.Push(InlineResponses.FinishedInitialize());
// Start a task with the GUI handler to get user's input.
new Task(() =>
{
bool submit = true;
string inputText = (!string.IsNullOrWhiteSpace(_keyboardCalc.InputText) ? _keyboardCalc.InputText : DefaultText);
// Call the configured GUI handler to get user's input.
if (!showKeyboard)
{
// 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.
submit = true;
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
{
var args = new SoftwareKeyboardUiArgs
{
HeaderText = "", // The inline keyboard lacks these texts
SubtitleText = "",
GuideText = "",
SubmitText = (!string.IsNullOrWhiteSpace(_keyboardCalc.Appear.OkText) ? _keyboardCalc.Appear.OkText : "OK"),
StringLengthMin = 0,
StringLengthMax = 100,
InitialText = inputText
};
submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
}
if (submit)
{
Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK...");
if (_encoding == Encoding.UTF8)
{
_interactiveSession.Push(InlineResponses.DecidedEnterUtf8(inputText));
}
else
{
_interactiveSession.Push(InlineResponses.DecidedEnter(inputText));
}
}
else
{
Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel...");
_interactiveSession.Push(InlineResponses.DecidedCancel());
}
// TODO: Why is this necessary? Does the software expect a constant stream of responses?
Thread.Sleep(500);
Logger.Debug?.Print(LogClass.ServiceAm, "Resetting state of the keyboard...");
_interactiveSession.Push(InlineResponses.Default());
}).Start();
break;
case InlineKeyboardRequest.Finalize:
// The game wants to close the keyboard applet and will wait for a state change.
_state = SoftwareKeyboardState.Uninitialized;
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());
break;
}
}
}
private byte[] BuildResponse(string text, bool interactive)
{
int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
using (MemoryStream stream = new MemoryStream(new byte[bufferSize]))
using (BinaryWriter writer = new BinaryWriter(stream))
{
byte[] output = _encoding.GetBytes(text);
if (!interactive)
{
// Result Code
writer.Write(_okPressed ? 0U : 1U);
}
else
{
// In interactive mode, we write the length of the text as a long, rather than
// a result code. This field is inclusive of the 64-bit size.
writer.Write((long)output.Length + 8);
}
writer.Write(output);
return stream.ToArray();
}
}
private static T ReadStruct<T>(byte[] data)
where T : struct
{
GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
try
{
return Marshal.PtrToStructure<T>(handle.AddrOfPinnedObject());
}
finally
{
handle.Free();
}
}
}
}