Fully reverse swkbd configuration structure and follow-up to swkbd implementation (#839)

* am: Fully reverse swkbd configuration structure

* Add documentation

* Remove explicit access modifiers

* Fix formatting

* Fix further formatting issues
This commit is contained in:
jduncanator 2019-12-03 15:00:56 +11:00 committed by Ac_K
parent bb7600e215
commit d562ba37a0
9 changed files with 295 additions and 53 deletions

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@ -0,0 +1,18 @@
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{
/// <summary>
/// Identifies the initial position of the cursor displayed in the area.
/// </summary>
enum InitialCursorPosition : uint
{
/// <summary>
/// Position the cursor at the beginning of the text
/// </summary>
Start,
/// <summary>
/// Position the cursor at the end of the text
/// </summary>
End
}
}

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@ -0,0 +1,18 @@
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{
/// <summary>
/// Identifies the text entry mode.
/// </summary>
enum InputFormMode : uint
{
/// <summary>
/// Displays the text entry area as a single-line field.
/// </summary>
SingleLine,
/// <summary>
/// Displays the text entry area as a multi-line field.
/// </summary>
MultiLine
}
}

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@ -0,0 +1,56 @@
using System;
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{
/// <summary>
/// Identifies prohibited character sets.
/// </summary>
[Flags]
enum InvalidCharFlags : uint
{
/// <summary>
/// No characters are prohibited.
/// </summary>
None = 0 << 1,
/// <summary>
/// Prohibits spaces.
/// </summary>
Space = 1 << 1,
/// <summary>
/// Prohibits the at (@) symbol.
/// </summary>
AtSymbol = 1 << 2,
/// <summary>
/// Prohibits the percent (%) symbol.
/// </summary>
Percent = 1 << 3,
/// <summary>
/// Prohibits the forward slash (/) symbol.
/// </summary>
ForwardSlash = 1 << 4,
/// <summary>
/// Prohibits the backward slash (\) symbol.
/// </summary>
BackSlash = 1 << 5,
/// <summary>
/// Prohibits numbers.
/// </summary>
Numbers = 1 << 6,
/// <summary>
/// Prohibits characters outside of those allowed in download codes.
/// </summary>
DownloadCode = 1 << 7,
/// <summary>
/// Prohibits characters outside of those allowed in Mii Nicknames.
/// </summary>
Username = 1 << 8
}
}

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@ -0,0 +1,28 @@
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{
/// <summary>
/// Identifies the variant of keyboard displayed on screen.
/// </summary>
enum KeyboardMode : uint
{
/// <summary>
/// A full alpha-numeric keyboard.
/// </summary>
Default,
/// <summary>
/// Number pad.
/// </summary>
NumbersOnly,
/// <summary>
/// QWERTY (and variants) keyboard only.
/// </summary>
LettersOnly,
/// <summary>
/// Unknown keyboard variant.
/// </summary>
Unknown
}
}

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@ -0,0 +1,18 @@
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{
/// <summary>
/// Identifies the display mode of text in a password field.
/// </summary>
enum PasswordMode : uint
{
/// <summary>
/// Display input characters.
/// </summary>
Disabled,
/// <summary>
/// Hide input characters.
/// </summary>
Enabled
}
}

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@ -9,11 +9,11 @@ namespace Ryujinx.HLE.HOS.Applets
{ {
internal class SoftwareKeyboardApplet : IApplet internal class SoftwareKeyboardApplet : IApplet
{ {
private const string DEFAULT_NUMB = "1"; private const string DefaultNumb = "1";
private const string DEFAULT_TEXT = "Ryujinx"; private const string DefaultText = "Ryujinx";
private const int STANDARD_BUFFER_SIZE = 0x7D8; private const int StandardBufferSize = 0x7D8;
private const int INTERACTIVE_BUFFER_SIZE = 0x7D4; private const int InteractiveBufferSize = 0x7D4;
private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized; private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized;
@ -22,7 +22,8 @@ namespace Ryujinx.HLE.HOS.Applets
private SoftwareKeyboardConfig _keyboardConfig; private SoftwareKeyboardConfig _keyboardConfig;
private string _textValue = DEFAULT_TEXT; private string _textValue = DefaultText;
private Encoding _encoding = Encoding.Unicode;
public event EventHandler AppletStateChanged; public event EventHandler AppletStateChanged;
@ -42,6 +43,11 @@ namespace Ryujinx.HLE.HOS.Applets
_keyboardConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig); _keyboardConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
if (_keyboardConfig.UseUtf8)
{
_encoding = Encoding.UTF8;
}
_state = SoftwareKeyboardState.Ready; _state = SoftwareKeyboardState.Ready;
Execute(); Execute();
@ -58,9 +64,9 @@ namespace Ryujinx.HLE.HOS.Applets
{ {
// If the keyboard type is numbers only, we swap to a default // If the keyboard type is numbers only, we swap to a default
// text that only contains numbers. // text that only contains numbers.
if (_keyboardConfig.Type == SoftwareKeyboardType.NumbersOnly) if (_keyboardConfig.Mode == KeyboardMode.NumbersOnly)
{ {
_textValue = DEFAULT_NUMB; _textValue = DefaultNumb;
} }
// If the max string length is 0, we set it to a large default // If the max string length is 0, we set it to a large default
@ -70,6 +76,15 @@ namespace Ryujinx.HLE.HOS.Applets
_keyboardConfig.StringLengthMax = 100; _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, // If our default text is longer than the allowed length,
// we truncate it. // we truncate it.
if (_textValue.Length > _keyboardConfig.StringLengthMax) if (_textValue.Length > _keyboardConfig.StringLengthMax)
@ -77,7 +92,18 @@ namespace Ryujinx.HLE.HOS.Applets
_textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax); _textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
} }
if (!_keyboardConfig.CheckText) // 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, // If the application doesn't need to validate the response,
// we push the data to the non-interactive output buffer // we push the data to the non-interactive output buffer
@ -88,16 +114,6 @@ namespace Ryujinx.HLE.HOS.Applets
AppletStateChanged?.Invoke(this, null); AppletStateChanged?.Invoke(this, null);
} }
else
{
// 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));
}
} }
private void OnInteractiveData(object sender, EventArgs e) private void OnInteractiveData(object sender, EventArgs e)
@ -136,12 +152,12 @@ namespace Ryujinx.HLE.HOS.Applets
private byte[] BuildResponse(string text, bool interactive) private byte[] BuildResponse(string text, bool interactive)
{ {
int bufferSize = !interactive ? STANDARD_BUFFER_SIZE : INTERACTIVE_BUFFER_SIZE; int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
using (MemoryStream stream = new MemoryStream(new byte[bufferSize])) using (MemoryStream stream = new MemoryStream(new byte[bufferSize]))
using (BinaryWriter writer = new BinaryWriter(stream)) using (BinaryWriter writer = new BinaryWriter(stream))
{ {
byte[] output = Encoding.Unicode.GetBytes(text); byte[] output = _encoding.GetBytes(text);
if (!interactive) if (!interactive)
{ {

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@ -2,32 +2,137 @@
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{ {
// TODO(jduncanator): Define all fields /// <summary>
[StructLayout(LayoutKind.Explicit)] /// A structure that defines the configuration options of the software keyboard.
/// </summary>
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
struct SoftwareKeyboardConfig struct SoftwareKeyboardConfig
{ {
private const int SubmitTextLength = 8;
private const int HeaderTextLength = 64;
private const int SubtitleTextLength = 128;
private const int GuideTextLength = 256;
/// <summary> /// <summary>
/// Type of keyboard. /// Type of keyboard.
/// </summary> /// </summary>
[FieldOffset(0x0)] public KeyboardMode Mode;
public SoftwareKeyboardType Type;
/// <summary> /// <summary>
/// When non-zero, specifies the max string length. When the input is too long, swkbd will stop accepting more input until text is deleted via the B button (Backspace). /// The string displayed in the Submit button.
/// </summary> /// </summary>
[FieldOffset(0x3AC)] [MarshalAs(UnmanagedType.ByValTStr, SizeConst = SubmitTextLength + 1)]
public uint StringLengthMax; public string SubmitText;
/// <summary> /// <summary>
/// When non-zero, specifies the max string length. When the input is too long, swkbd will display an icon and disable the ok-button. /// The character displayed in the left button of the numeric keyboard.
/// This is ignored when Mode is not set to NumbersOnly.
/// </summary> /// </summary>
[FieldOffset(0x3B0)] public char LeftOptionalSymbolKey;
public uint StringLengthMaxExtended;
/// <summary> /// <summary>
/// When set, the application will validate the entered text whilst the swkbd is still on screen. /// The character displayed in the right button of the numeric keyboard.
/// This is ignored when Mode is not set to NumbersOnly.
/// </summary> /// </summary>
[FieldOffset(0x3D0), MarshalAs(UnmanagedType.I1)] public char RightOptionalSymbolKey;
/// <summary>
/// When set, predictive typing is enabled making use of the system dictionary,
/// and any custom user dictionary.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool PredictionEnabled;
/// <summary>
/// Specifies prohibited characters that cannot be input into the text entry area.
/// </summary>
public InvalidCharFlags InvalidCharFlag;
/// <summary>
/// The initial position of the text cursor displayed in the text entry area.
/// </summary>
public InitialCursorPosition InitialCursorPosition;
/// <summary>
/// The string displayed in the header area of the keyboard.
/// </summary>
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = HeaderTextLength + 1)]
public string HeaderText;
/// <summary>
/// The string displayed in the subtitle area of the keyboard.
/// </summary>
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = SubtitleTextLength + 1)]
public string SubtitleText;
/// <summary>
/// The placeholder string displayed in the text entry area when no text is entered.
/// </summary>
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = GuideTextLength + 1)]
public string GuideText;
/// <summary>
/// When non-zero, specifies the maximum allowed length of the string entered into the text entry area.
/// </summary>
public int StringLengthMax;
/// <summary>
/// When non-zero, specifies the minimum allowed length of the string entered into the text entry area.
/// </summary>
public int StringLengthMin;
/// <summary>
/// When enabled, hides input characters as dots in the text entry area.
/// </summary>
public PasswordMode PasswordMode;
/// <summary>
/// Specifies whether the text entry area is displayed as a single-line entry, or a multi-line entry field.
/// </summary>
public InputFormMode InputFormMode;
/// <summary>
/// When set, enables or disables the return key. This value is ignored when single-line entry is specified as the InputFormMode.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool UseNewLine;
/// <summary>
/// When set, the software keyboard will return a UTF-8 encoded string, rather than UTF-16.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool UseUtf8;
/// <summary>
/// When set, the software keyboard will blur the game application rendered behind the keyboard.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool UseBlurBackground;
/// <summary>
/// Offset into the work buffer of the initial text when the keyboard is first displayed.
/// </summary>
public int InitialStringOffset;
/// <summary>
/// Length of the initial text.
/// </summary>
public int InitialStringLength;
/// <summary>
/// Offset into the work buffer of the custom user dictionary.
/// </summary>
public int CustomDictionaryOffset;
/// <summary>
/// Number of entries in the custom user dictionary.
/// </summary>
public int CustomDictionaryCount;
/// <summary>
/// When set, the text entered will be validated on the application side after the keyboard has been submitted.
/// </summary>
[MarshalAs(UnmanagedType.I1)]
public bool CheckText; public bool CheckText;
} }
} }

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@ -1,6 +1,9 @@
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{ {
internal enum SoftwareKeyboardState /// <summary>
/// Identifies the software keyboard state.
/// </summary>
enum SoftwareKeyboardState
{ {
/// <summary> /// <summary>
/// swkbd is uninitialized. /// swkbd is uninitialized.

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@ -1,20 +0,0 @@
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{
internal enum SoftwareKeyboardType : uint
{
/// <summary>
/// Normal keyboard.
/// </summary>
Default = 0,
/// <summary>
/// Number pad. The buttons at the bottom left/right are only available when they're set in the config by leftButtonText / rightButtonText.
/// </summary>
NumbersOnly = 1,
/// <summary>
/// QWERTY (and variants) keyboard only.
/// </summary>
LettersOnly = 2
}
}