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Disable keyboard controller input while swkbd is open (foreground) (second attempt) (#6808)

* Block input updates while swkbd is open in foreground mode

* Flush internal driver state before unblocking input updates

* Rename Flush to Clear and remove unnecessary attribute

* Clear the driver state only if the GamepadDriver isn't null
This commit is contained in:
TSRBerry 2024-05-17 21:58:03 +02:00 committed by GitHub
parent 4d84df9487
commit 8f51938e2b
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GPG key ID: B5690EEEBB952194
7 changed files with 23 additions and 2 deletions

View file

@ -81,6 +81,11 @@ namespace Ryujinx.Input.GTK3
return _pressedKeys.Contains(nativeKey); return _pressedKeys.Contains(nativeKey);
} }
public void Clear()
{
_pressedKeys.Clear();
}
public IGamepad GetGamepad(string id) public IGamepad GetGamepad(string id)
{ {
if (!_keyboardIdentifers[0].Equals(id)) if (!_keyboardIdentifers[0].Equals(id))

View file

@ -107,6 +107,8 @@ namespace Ryujinx.UI.Applet
swkbdDialog.SetInputLengthValidation(args.StringLengthMin, args.StringLengthMax); swkbdDialog.SetInputLengthValidation(args.StringLengthMin, args.StringLengthMax);
swkbdDialog.SetInputValidation(args.KeyboardMode); swkbdDialog.SetInputValidation(args.KeyboardMode);
((MainWindow)_parent).RendererWidget.NpadManager.BlockInputUpdates();
if (swkbdDialog.Run() == (int)ResponseType.Ok) if (swkbdDialog.Run() == (int)ResponseType.Ok)
{ {
inputText = swkbdDialog.InputEntry.Text; inputText = swkbdDialog.InputEntry.Text;
@ -128,6 +130,7 @@ namespace Ryujinx.UI.Applet
}); });
dialogCloseEvent.WaitOne(); dialogCloseEvent.WaitOne();
((MainWindow)_parent).RendererWidget.NpadManager.UnblockInputUpdates();
userText = error ? null : inputText; userText = error ? null : inputText;

View file

@ -174,6 +174,11 @@ namespace Ryujinx.Input.HLE
{ {
lock (_lock) lock (_lock)
{ {
foreach (InputConfig inputConfig in _inputConfig)
{
_controllers[(int)inputConfig.PlayerIndex].GamepadDriver?.Clear();
}
_blockInputUpdates = false; _blockInputUpdates = false;
} }
} }

View file

@ -33,5 +33,11 @@ namespace Ryujinx.Input
/// <param name="id">The unique id of the gamepad</param> /// <param name="id">The unique id of the gamepad</param>
/// <returns>An instance of <see cref="IGamepad"/> associated to the gamepad id given or null if not found</returns> /// <returns>An instance of <see cref="IGamepad"/> associated to the gamepad id given or null if not found</returns>
IGamepad GetGamepad(string id); IGamepad GetGamepad(string id);
/// <summary>
/// Clear the internal state of the driver.
/// </summary>
/// <remarks>Does nothing by default.</remarks>
void Clear() { }
} }
} }

View file

@ -195,7 +195,7 @@ namespace Ryujinx.Ava.Input
public void Clear() public void Clear()
{ {
_driver?.ResetKeys(); _driver?.Clear();
} }
public void Dispose() { } public void Dispose() { }

View file

@ -94,7 +94,7 @@ namespace Ryujinx.Ava.Input
return _pressedKeys.Contains(nativeKey); return _pressedKeys.Contains(nativeKey);
} }
public void ResetKeys() public void Clear()
{ {
_pressedKeys.Clear(); _pressedKeys.Clear();
} }

View file

@ -122,6 +122,7 @@ namespace Ryujinx.Ava.UI.Applet
{ {
try try
{ {
_parent.ViewModel.AppHost.NpadManager.BlockInputUpdates();
var response = await SwkbdAppletDialog.ShowInputDialog(LocaleManager.Instance[LocaleKeys.SoftwareKeyboard], args); var response = await SwkbdAppletDialog.ShowInputDialog(LocaleManager.Instance[LocaleKeys.SoftwareKeyboard], args);
if (response.Result == UserResult.Ok) if (response.Result == UserResult.Ok)
@ -143,6 +144,7 @@ namespace Ryujinx.Ava.UI.Applet
}); });
dialogCloseEvent.WaitOne(); dialogCloseEvent.WaitOne();
_parent.ViewModel.AppHost.NpadManager.UnblockInputUpdates();
userText = error ? null : inputText; userText = error ? null : inputText;