Inline software keyboard without input pop up dialog (#2180)
* Initial implementation * Refactor dynamic text input keys out to facilitate configuration via UI * Fix code styling * Add per applet indirect layer handles * Remove static functions from SoftwareKeyboardRenderer * Remove inline keyboard reset delay * Remove inline keyboard V2 responses * Add inline keyboard soft-lock recovering * Add comments * Forward accept and cancel key names to the keyboard and add soft-lock prevention line * Add dummy window to handle paste events * Rework inline keyboard state machine and graphics * Implement IHostUiHandler interfaces on headless WindowBase class * Add inline keyboard assets * Fix coding style * Fix coding style * Change mode cycling shortcut to F6 * Fix invalid calc size error in games using extended calc * Remove unnecessary namespaces
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47 changed files with 2853 additions and 344 deletions
172
Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/TimedAction.cs
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172
Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/TimedAction.cs
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using System;
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using System.Threading;
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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/// <summary>
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/// A threaded executor of periodic actions that can be cancelled. The total execution time is optional
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/// and, in this case, a progress is reported back to the action.
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/// </summary>
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class TimedAction
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{
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public const int MaxThreadSleep = 100;
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private class SleepSubstepData
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{
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public readonly int SleepMilliseconds;
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public readonly int SleepCount;
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public readonly int SleepRemainderMilliseconds;
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public SleepSubstepData(int sleepMilliseconds)
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{
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SleepMilliseconds = Math.Min(sleepMilliseconds, MaxThreadSleep);
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SleepCount = sleepMilliseconds / SleepMilliseconds;
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SleepRemainderMilliseconds = sleepMilliseconds - SleepCount * SleepMilliseconds;
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}
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}
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private TRef<bool> _cancelled = null;
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private Thread _thread = null;
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private object _lock = new object();
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public bool IsRunning
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{
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get
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{
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lock (_lock)
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{
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if (_thread == null)
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{
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return false;
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}
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return _thread.IsAlive;
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}
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}
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}
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public void RequestCancel()
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{
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lock (_lock)
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{
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if (_cancelled != null)
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{
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Volatile.Write(ref _cancelled.Value, true);
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}
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}
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}
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public TimedAction() { }
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private void Reset(Thread thread, TRef<bool> cancelled)
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{
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lock (_lock)
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{
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// Cancel the current task.
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if (_cancelled != null)
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{
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Volatile.Write(ref _cancelled.Value, true);
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}
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_cancelled = cancelled;
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_thread = thread;
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_thread.IsBackground = true;
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_thread.Start();
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}
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}
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public void Reset(Action<float> action, int totalMilliseconds, int sleepMilliseconds)
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{
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// Create a dedicated cancel token for each task.
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var cancelled = new TRef<bool>(false);
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Reset(new Thread(() =>
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{
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var substepData = new SleepSubstepData(sleepMilliseconds);
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int totalCount = totalMilliseconds / sleepMilliseconds;
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int totalRemainder = totalMilliseconds - totalCount * sleepMilliseconds;
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if (Volatile.Read(ref cancelled.Value))
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{
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action(-1);
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return;
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}
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action(0);
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for (int i = 1; i <= totalCount; i++)
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{
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if (SleepWithSubstep(substepData, cancelled))
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{
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action(-1);
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return;
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}
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action((float)(i * sleepMilliseconds) / totalMilliseconds);
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}
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if (totalRemainder > 0)
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{
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if (SleepWithSubstep(substepData, cancelled))
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{
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action(-1);
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return;
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}
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action(1);
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}
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}), cancelled);
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}
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public void Reset(Action action, int sleepMilliseconds)
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{
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// Create a dedicated cancel token for each task.
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var cancelled = new TRef<bool>(false);
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Reset(new Thread(() =>
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{
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var substepData = new SleepSubstepData(sleepMilliseconds);
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while (!Volatile.Read(ref cancelled.Value))
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{
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action();
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if (SleepWithSubstep(substepData, cancelled))
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{
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return;
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}
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}
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}), cancelled);
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}
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private static bool SleepWithSubstep(SleepSubstepData substepData, TRef<bool> cancelled)
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{
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for (int i = 0; i < substepData.SleepCount; i++)
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{
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if (Volatile.Read(ref cancelled.Value))
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{
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return true;
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}
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Thread.Sleep(substepData.SleepMilliseconds);
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}
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if (substepData.SleepRemainderMilliseconds > 0)
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{
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if (Volatile.Read(ref cancelled.Value))
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{
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return true;
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}
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Thread.Sleep(substepData.SleepRemainderMilliseconds);
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}
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return Volatile.Read(ref cancelled.Value);
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}
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}
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}
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