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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();
- }
- }
- }
- }
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