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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
TSRBerry 1 year ago
parent
commit
8f51938e2b

+ 5 - 0
src/Ryujinx.Gtk3/Input/GTK3/GTK3KeyboardDriver.cs

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

+ 3 - 0
src/Ryujinx.Gtk3/UI/Applet/GtkHostUIHandler.cs

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

+ 5 - 0
src/Ryujinx.Input/HLE/NpadManager.cs

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

+ 6 - 0
src/Ryujinx.Input/IGamepadDriver.cs

@@ -33,5 +33,11 @@ namespace Ryujinx.Input
         /// <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>
         IGamepad GetGamepad(string id);
+
+        /// <summary>
+        /// Clear the internal state of the driver.
+        /// </summary>
+        /// <remarks>Does nothing by default.</remarks>
+        void Clear() { }
     }
 }

+ 1 - 1
src/Ryujinx/Input/AvaloniaKeyboard.cs

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

+ 1 - 1
src/Ryujinx/Input/AvaloniaKeyboardDriver.cs

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

+ 2 - 0
src/Ryujinx/UI/Applet/AvaHostUIHandler.cs

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