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- 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 = 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();
- }
- }
- 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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