Ryujinx/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
mageven 2365ddfc36
HID SharedMem Rework (#1003)
* Delete old HLE.Input

* Add new HLE Input.

git shows Hid.cs as modified because of the same name. It is new.

* Change HID Service

* Change Ryujinx UI to reflect new Input

* Add basic ControllerApplet

* Add DebugPad

Should fix Kirby Star Allies

* Address Ac_K's comments

* Moved all of HLE.Input to Services.Hid
* Separated all structs and enums each to a file
* Removed vars
* Made some naming changes to align with switchbrew
* Added official joycon colors

As an aside, fixed a mistake in touchscreen headers and added checks to
important SharedMem structs at init time.

* Further address Ac_K's comments

* Addressed gdkchan's and some more Ac_K's comments

* Address AcK's review comments

* Address AcK's second review comments

* Replace missed Marshal.SizeOf and address gdkchan's comments
2020-04-03 11:10:02 +11:00

180 lines
6.4 KiB
C#

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;
namespace Ryujinx.HLE.HOS.Applets
{
internal class SoftwareKeyboardApplet : IApplet
{
private const string DefaultNumb = "1";
private const string DefaultText = "Ryujinx";
private const int StandardBufferSize = 0x7D8;
private const int InteractiveBufferSize = 0x7D4;
private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
private AppletSession _normalSession;
private AppletSession _interactiveSession;
private SoftwareKeyboardConfig _keyboardConfig;
private string _textValue = DefaultText;
private Encoding _encoding = Encoding.Unicode;
public event EventHandler AppletStateChanged;
public SoftwareKeyboardApplet(Horizon system) { }
public ResultCode Start(AppletSession normalSession,
AppletSession interactiveSession)
{
_normalSession = normalSession;
_interactiveSession = interactiveSession;
_interactiveSession.DataAvailable += OnInteractiveData;
var launchParams = _normalSession.Pop();
var keyboardConfig = _normalSession.Pop();
var transferMemory = _normalSession.Pop();
_keyboardConfig = IApplet.ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
if (_keyboardConfig.UseUtf8)
{
_encoding = Encoding.UTF8;
}
_state = SoftwareKeyboardState.Ready;
Execute();
return ResultCode.Success;
}
public ResultCode GetResult()
{
return ResultCode.Success;
}
private void Execute()
{
// If the keyboard type is numbers only, we swap to a default
// text that only contains numbers.
if (_keyboardConfig.Mode == KeyboardMode.NumbersOnly)
{
_textValue = DefaultNumb;
}
// If the max string length is 0, we set it to a large default
// length.
if (_keyboardConfig.StringLengthMax == 0)
{
_keyboardConfig.StringLengthMax = 100;
}
// 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 < _keyboardConfig.StringLengthMin)
{
_textValue = String.Join(" ", _textValue, _textValue);
}
// If our default text is longer than the allowed length,
// we truncate it.
if (_textValue.Length > _keyboardConfig.StringLengthMax)
{
_textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
}
// Does the application want to validate the text itself?
if (_keyboardConfig.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 (_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 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((uint)0);
}
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();
}
}
}
}