e57b140429
* Add background mode configuration to SoftwareKeyboardApplet * Add placeholder text generator for Software Keyboard in background mode * Add stub for GetIndirectLayerImageMap * Fix default state of DecidedCancel response * Add GUI text input to Software Keyboard in background mode * Fix graphical glitch when Inline Software Keyboard appears * Improve readability of InlineResponses class * Improve code styling and fix compiler warnings * Replace ServiceDisplay log class by ServiceVi * Replace static readonly by const * Add proper finalization to the keyboard applet in inline mode * Rename constants to start with uppercase * Fix inline keyboard not working with some games * Improve code readability * Fix code styling
424 lines
18 KiB
C#
424 lines
18 KiB
C#
using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
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using Ryujinx.HLE.HOS.Services.Am.AppletAE;
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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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internal class SoftwareKeyboardApplet : IApplet
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{
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private const string DefaultText = "Ryujinx";
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private readonly Switch _device;
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private const int StandardBufferSize = 0x7D8;
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private const int InteractiveBufferSize = 0x7D4;
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private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
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private bool _isBackground = false;
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private AppletSession _normalSession;
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private AppletSession _interactiveSession;
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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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// Configuration for background mode
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private SoftwareKeyboardInitialize _keyboardBgInitialize;
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private byte[] _transferMemory;
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private string _textValue = null;
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private bool _okPressed = false;
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private Encoding _encoding = Encoding.Unicode;
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public event EventHandler AppletStateChanged;
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public SoftwareKeyboardApplet(Horizon system)
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{
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_device = system.Device;
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}
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public ResultCode Start(AppletSession normalSession,
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AppletSession interactiveSession)
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{
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_normalSession = normalSession;
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_interactiveSession = interactiveSession;
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_interactiveSession.DataAvailable += OnInteractiveData;
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var launchParams = _normalSession.Pop();
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var keyboardConfig = _normalSession.Pop();
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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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_isBackground = true;
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_keyboardBgInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
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_state = SoftwareKeyboardState.Uninitialized;
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return ResultCode.Success;
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}
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else
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{
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_isBackground = false;
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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 (!_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 (_keyboardFgConfig.UseUtf8)
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{
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_encoding = Encoding.UTF8;
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}
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_state = SoftwareKeyboardState.Ready;
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ExecuteForegroundKeyboard();
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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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{
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return ResultCode.Success;
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}
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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 && _keyboardFgConfig.InitialStringLength > 0)
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{
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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 (_keyboardFgConfig.StringLengthMax == 0)
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{
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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 = _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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_okPressed = true;
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}
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else
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{
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_okPressed = _device.UiHandler.DisplayInputDialog(args, out _textValue);
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}
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_textValue ??= initialText ?? DefaultText;
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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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// This should always be done before the text truncation step.
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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 > _keyboardFgConfig.StringLengthMax)
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{
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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 (_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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// for validation. Once validated, the application will submit
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// back a validation status, which is handled in OnInteractiveDataPushIn.
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_state = SoftwareKeyboardState.ValidationPending;
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_interactiveSession.Push(BuildResponse(_textValue, true));
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}
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else
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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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_state = SoftwareKeyboardState.Complete;
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_normalSession.Push(BuildResponse(_textValue, false));
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AppletStateChanged?.Invoke(this, null);
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}
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}
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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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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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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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// to the standard output buffer and carry on our merry way.
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_normalSession.Push(BuildResponse(_textValue, false));
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AppletStateChanged?.Invoke(this, null);
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_state = SoftwareKeyboardState.Complete;
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}
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else if(_state == SoftwareKeyboardState.Complete)
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{
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// If we have already completed, we push the result text
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// back on the output buffer and poll the application.
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_normalSession.Push(BuildResponse(_textValue, false));
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AppletStateChanged?.Invoke(this, null);
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}
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else
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{
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// We shouldn't be able to get here through standard swkbd execution.
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throw new InvalidOperationException("Software Keyboard is in an invalid state.");
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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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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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long remaining;
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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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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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if (_keyboardCalc.Utf8Mode == 0x1)
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{
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_encoding = Encoding.UTF8;
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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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// 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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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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submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
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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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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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// 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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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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private byte[] BuildResponse(string text, bool interactive)
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{
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int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
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using (MemoryStream stream = new MemoryStream(new byte[bufferSize]))
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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byte[] output = _encoding.GetBytes(text);
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if (!interactive)
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{
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// Result Code
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writer.Write(_okPressed ? 0U : 1U);
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}
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else
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{
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// In interactive mode, we write the length of the text as a long, rather than
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// a result code. This field is inclusive of the 64-bit size.
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writer.Write((long)output.Length + 8);
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}
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writer.Write(output);
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return stream.ToArray();
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}
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}
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private static T ReadStruct<T>(byte[] data)
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where T : struct
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{
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GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
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try
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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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{
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handle.Free();
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}
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}
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}
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}
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