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@@ -5,6 +5,8 @@ using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using System.Text;
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+using System.Threading;
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+using System.Threading.Tasks;
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namespace Ryujinx.HLE.HOS.Applets
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{
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@@ -19,10 +21,19 @@ namespace Ryujinx.HLE.HOS.Applets
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private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
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+ private bool _isBackground = false;
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+
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private AppletSession _normalSession;
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private AppletSession _interactiveSession;
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- private SoftwareKeyboardConfig _keyboardConfig;
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+ // Configuration for foreground mode
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+ private SoftwareKeyboardConfig _keyboardFgConfig;
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+ private SoftwareKeyboardCalc _keyboardCalc;
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+ private SoftwareKeyboardDictSet _keyboardDict;
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+
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+ // Configuration for background mode
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+ private SoftwareKeyboardInitialize _keyboardBgInitialize;
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+
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private byte[] _transferMemory;
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private string _textValue = null;
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@@ -47,30 +58,46 @@ namespace Ryujinx.HLE.HOS.Applets
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var launchParams = _normalSession.Pop();
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var keyboardConfig = _normalSession.Pop();
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- if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
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+ // TODO: A better way would be handling the background creation properly
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+ // in LibraryAppleCreator / Acessor instead of guessing by size.
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+ if (keyboardConfig.Length == Marshal.SizeOf<SoftwareKeyboardInitialize>())
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{
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- Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
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+ _isBackground = true;
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+
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+ _keyboardBgInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
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+ _state = SoftwareKeyboardState.Uninitialized;
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+
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+ return ResultCode.Success;
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}
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else
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{
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- _keyboardConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
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- }
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+ _isBackground = false;
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- if (!_normalSession.TryPop(out _transferMemory))
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- {
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- Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
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- }
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+ if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
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+ {
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+ Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
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+ }
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+ else
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+ {
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+ _keyboardFgConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
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+ }
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- if (_keyboardConfig.UseUtf8)
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- {
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- _encoding = Encoding.UTF8;
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- }
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+ if (!_normalSession.TryPop(out _transferMemory))
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+ {
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+ Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
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+ }
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- _state = SoftwareKeyboardState.Ready;
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+ if (_keyboardFgConfig.UseUtf8)
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+ {
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+ _encoding = Encoding.UTF8;
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+ }
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- Execute();
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+ _state = SoftwareKeyboardState.Ready;
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- return ResultCode.Success;
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+ ExecuteForegroundKeyboard();
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+
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+ return ResultCode.Success;
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+ }
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}
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public ResultCode GetResult()
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@@ -78,39 +105,39 @@ namespace Ryujinx.HLE.HOS.Applets
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return ResultCode.Success;
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}
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- private void Execute()
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+ private void ExecuteForegroundKeyboard()
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{
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string initialText = null;
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// Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
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// InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
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- if (_transferMemory != null && _keyboardConfig.InitialStringLength > 0)
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+ if (_transferMemory != null && _keyboardFgConfig.InitialStringLength > 0)
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{
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- initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardConfig.InitialStringOffset, 2 * _keyboardConfig.InitialStringLength);
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+ initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardFgConfig.InitialStringOffset, 2 * _keyboardFgConfig.InitialStringLength);
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}
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// If the max string length is 0, we set it to a large default
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// length.
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- if (_keyboardConfig.StringLengthMax == 0)
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+ if (_keyboardFgConfig.StringLengthMax == 0)
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{
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- _keyboardConfig.StringLengthMax = 100;
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+ _keyboardFgConfig.StringLengthMax = 100;
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}
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var args = new SoftwareKeyboardUiArgs
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{
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- HeaderText = _keyboardConfig.HeaderText,
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- SubtitleText = _keyboardConfig.SubtitleText,
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- GuideText = _keyboardConfig.GuideText,
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- SubmitText = (!string.IsNullOrWhiteSpace(_keyboardConfig.SubmitText) ? _keyboardConfig.SubmitText : "OK"),
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- StringLengthMin = _keyboardConfig.StringLengthMin,
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- StringLengthMax = _keyboardConfig.StringLengthMax,
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+ HeaderText = _keyboardFgConfig.HeaderText,
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+ SubtitleText = _keyboardFgConfig.SubtitleText,
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+ GuideText = _keyboardFgConfig.GuideText,
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+ SubmitText = (!string.IsNullOrWhiteSpace(_keyboardFgConfig.SubmitText) ? _keyboardFgConfig.SubmitText : "OK"),
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+ StringLengthMin = _keyboardFgConfig.StringLengthMin,
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+ StringLengthMax = _keyboardFgConfig.StringLengthMax,
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InitialText = initialText
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};
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// Call the configured GUI handler to get user's input
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if (_device.UiHandler == null)
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{
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- Logger.Warning?.Print(LogClass.Application, $"GUI Handler is not set. Falling back to default");
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+ Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
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_okPressed = true;
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}
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else
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@@ -122,22 +149,22 @@ namespace Ryujinx.HLE.HOS.Applets
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// If the game requests a string with a minimum length less
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// than our default text, repeat our default text until we meet
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- // the minimum length requirement.
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+ // the minimum length requirement.
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// This should always be done before the text truncation step.
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- while (_textValue.Length < _keyboardConfig.StringLengthMin)
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+ while (_textValue.Length < _keyboardFgConfig.StringLengthMin)
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{
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_textValue = String.Join(" ", _textValue, _textValue);
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}
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// If our default text is longer than the allowed length,
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// we truncate it.
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- if (_textValue.Length > _keyboardConfig.StringLengthMax)
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+ if (_textValue.Length > _keyboardFgConfig.StringLengthMax)
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{
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- _textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
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+ _textValue = _textValue.Substring(0, (int)_keyboardFgConfig.StringLengthMax);
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}
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// Does the application want to validate the text itself?
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- if (_keyboardConfig.CheckText)
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+ if (_keyboardFgConfig.CheckText)
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{
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// The application needs to validate the response, so we
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// submit it to the interactive output buffer, and poll it
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@@ -151,7 +178,7 @@ namespace Ryujinx.HLE.HOS.Applets
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{
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// If the application doesn't need to validate the response,
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// we push the data to the non-interactive output buffer
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- // and poll it for completion.
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+ // and poll it for completion.
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_state = SoftwareKeyboardState.Complete;
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_normalSession.Push(BuildResponse(_textValue, false));
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@@ -162,16 +189,28 @@ namespace Ryujinx.HLE.HOS.Applets
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private void OnInteractiveData(object sender, EventArgs e)
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{
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- // Obtain the validation status response,
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+ // Obtain the validation status response.
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var data = _interactiveSession.Pop();
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+ if (_isBackground)
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+ {
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+ OnBackgroundInteractiveData(data);
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+ }
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+ else
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+ {
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+ OnForegroundInteractiveData(data);
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+ }
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+ }
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+
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+ private void OnForegroundInteractiveData(byte[] data)
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+ {
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if (_state == SoftwareKeyboardState.ValidationPending)
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{
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// TODO(jduncantor):
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// If application rejects our "attempt", submit another attempt,
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// and put the applet back in PendingValidation state.
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- // For now we assume success, so we push the final result
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+ // For now we assume success, so we push the final result
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// to the standard output buffer and carry on our merry way.
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_normalSession.Push(BuildResponse(_textValue, false));
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@@ -194,6 +233,151 @@ namespace Ryujinx.HLE.HOS.Applets
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}
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}
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+ private void OnBackgroundInteractiveData(byte[] data)
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+ {
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+ // WARNING: Only invoke applet state changes after an explicit finalization
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+ // request from the game, this is because the inline keyboard is expected to
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+ // keep running in the background sending data by itself.
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+
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+ using (MemoryStream stream = new MemoryStream(data))
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+ using (BinaryReader reader = new BinaryReader(stream))
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+ {
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+ var request = (InlineKeyboardRequest)reader.ReadUInt32();
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+
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+ long remaining;
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+
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+ // Always show the keyboard if the state is 'Ready'.
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+ bool showKeyboard = _state == SoftwareKeyboardState.Ready;
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+
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+ switch (request)
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+ {
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+ case InlineKeyboardRequest.Unknown0: // Unknown request sent by some games after calc
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+ _interactiveSession.Push(InlineResponses.Default());
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+ break;
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+ case InlineKeyboardRequest.UseChangedStringV2:
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+ // Not used because we only send the entire string after confirmation.
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+ _interactiveSession.Push(InlineResponses.Default());
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+ break;
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+ case InlineKeyboardRequest.UseMovedCursorV2:
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+ // Not used because we only send the entire string after confirmation.
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+ _interactiveSession.Push(InlineResponses.Default());
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+ break;
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+ case InlineKeyboardRequest.SetCustomizeDic:
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+ remaining = stream.Length - stream.Position;
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+ if (remaining != Marshal.SizeOf<SoftwareKeyboardDictSet>())
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+ {
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+ Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!");
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+ }
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+ else
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+ {
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+ var keyboardDictData = reader.ReadBytes((int)remaining);
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+ _keyboardDict = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
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+ }
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+ _interactiveSession.Push(InlineResponses.Default());
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+ break;
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+ case InlineKeyboardRequest.Calc:
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+ // Put the keyboard in a Ready state, this will force showing
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+ _state = SoftwareKeyboardState.Ready;
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+ remaining = stream.Length - stream.Position;
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+ if (remaining != Marshal.SizeOf<SoftwareKeyboardCalc>())
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+ {
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+ Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes!");
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+ }
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+ else
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+ {
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+ var keyboardCalcData = reader.ReadBytes((int)remaining);
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+ _keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
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+
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+ if (_keyboardCalc.Utf8Mode == 0x1)
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+ {
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+ _encoding = Encoding.UTF8;
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+ }
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+
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+ // Force showing the keyboard regardless of the state, an unwanted
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+ // input dialog may show, but it is better than a soft lock.
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+ if (_keyboardCalc.Appear.ShouldBeHidden == 0)
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+ {
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+ showKeyboard = true;
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+ }
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+ }
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+ // Send an initialization finished signal.
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+ _interactiveSession.Push(InlineResponses.FinishedInitialize());
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+ // Start a task with the GUI handler to get user's input.
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+ new Task(() =>
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+ {
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+ bool submit = true;
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+ string inputText = (!string.IsNullOrWhiteSpace(_keyboardCalc.InputText) ? _keyboardCalc.InputText : DefaultText);
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+
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+ // Call the configured GUI handler to get user's input.
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+ if (!showKeyboard)
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+ {
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+ // Submit the default text to avoid soft locking if the keyboard was ignored by
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+ // accident. It's better to change the name than being locked out of the game.
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+ submit = true;
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+ inputText = DefaultText;
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+
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+ Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown");
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+ }
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+ else if (_device.UiHandler == null)
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+ {
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+ Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
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+ }
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+ else
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+ {
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+ var args = new SoftwareKeyboardUiArgs
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+ {
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+ HeaderText = "", // The inline keyboard lacks these texts
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+ SubtitleText = "",
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+ GuideText = "",
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+ SubmitText = (!string.IsNullOrWhiteSpace(_keyboardCalc.Appear.OkText) ? _keyboardCalc.Appear.OkText : "OK"),
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+ StringLengthMin = 0,
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+ StringLengthMax = 100,
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+ InitialText = inputText
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+ };
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+
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+ submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
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+ }
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+
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+ if (submit)
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+ {
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+ Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK...");
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+
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+ if (_encoding == Encoding.UTF8)
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+ {
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+ _interactiveSession.Push(InlineResponses.DecidedEnterUtf8(inputText));
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+ }
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+ else
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+ {
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+ _interactiveSession.Push(InlineResponses.DecidedEnter(inputText));
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+ }
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+ }
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+ else
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+ {
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+ Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel...");
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+ _interactiveSession.Push(InlineResponses.DecidedCancel());
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+ }
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+
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+ // TODO: Why is this necessary? Does the software expect a constant stream of responses?
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+ Thread.Sleep(500);
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+
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+ Logger.Debug?.Print(LogClass.ServiceAm, "Resetting state of the keyboard...");
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+ _interactiveSession.Push(InlineResponses.Default());
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+ }).Start();
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+ break;
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+ case InlineKeyboardRequest.Finalize:
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+ // The game wants to close the keyboard applet and will wait for a state change.
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+ _state = SoftwareKeyboardState.Uninitialized;
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+ AppletStateChanged?.Invoke(this, null);
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+ break;
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+ default:
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+ // We shouldn't be able to get here through standard swkbd execution.
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+ Logger.Error?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_state}!");
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+ _interactiveSession.Push(InlineResponses.Default());
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+ break;
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+ }
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+ }
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+ }
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+
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private byte[] BuildResponse(string text, bool interactive)
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{
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int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
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@@ -227,7 +411,7 @@ namespace Ryujinx.HLE.HOS.Applets
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GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
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try
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- {
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+ {
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return Marshal.PtrToStructure<T>(handle.AddrOfPinnedObject());
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}
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finally
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