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
137
Ryujinx.HLE/Ui/Input/NpadReader.cs
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137
Ryujinx.HLE/Ui/Input/NpadReader.cs
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using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Common;
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using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Npad;
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using System;
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namespace Ryujinx.HLE.Ui.Input
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{
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/// <summary>
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/// Class that converts Hid entries for the Npad into pressed / released events.
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/// </summary>
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class NpadReader
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{
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private readonly Switch _device;
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private NpadCommonState[] _lastStates;
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public event NpadButtonHandler NpadButtonUpEvent;
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public event NpadButtonHandler NpadButtonDownEvent;
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public NpadReader(Switch device)
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{
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_device = device;
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_lastStates = new NpadCommonState[_device.Hid.SharedMemory.Npads.Length];
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}
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public NpadButton GetCurrentButtonsOfNpad(int npadIndex)
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{
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return _lastStates[npadIndex].Buttons;
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}
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public NpadButton GetCurrentButtonsOfAllNpads()
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{
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NpadButton buttons = 0;
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foreach (var state in _lastStates)
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{
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buttons |= state.Buttons;
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}
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return buttons;
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}
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private ref RingLifo<NpadCommonState> GetCommonStateLifo(ref NpadInternalState npad)
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{
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switch (npad.StyleSet)
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{
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case NpadStyleTag.FullKey:
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return ref npad.FullKey;
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case NpadStyleTag.Handheld:
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return ref npad.Handheld;
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case NpadStyleTag.JoyDual:
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return ref npad.JoyDual;
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case NpadStyleTag.JoyLeft:
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return ref npad.JoyLeft;
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case NpadStyleTag.JoyRight:
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return ref npad.JoyRight;
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case NpadStyleTag.Palma:
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return ref npad.Palma;
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default:
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return ref npad.SystemExt;
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}
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}
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public void Update(bool supressEvents=false)
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{
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ref var npads = ref _device.Hid.SharedMemory.Npads;
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// Process each input individually.
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for (int npadIndex = 0; npadIndex < npads.Length; npadIndex++)
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{
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UpdateNpad(npadIndex, supressEvents);
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}
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}
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private void UpdateNpad(int npadIndex, bool supressEvents)
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{
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const int MaxEntries = 1024;
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ref var npadState = ref _device.Hid.SharedMemory.Npads[npadIndex];
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ref var lastEntry = ref _lastStates[npadIndex];
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var fullKeyEntries = GetCommonStateLifo(ref npadState.InternalState).ReadEntries(MaxEntries);
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int firstEntryNum;
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// Scan the LIFO for the first entry that is newer that what's already processed.
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for (firstEntryNum = fullKeyEntries.Length - 1; firstEntryNum >= 0 && fullKeyEntries[firstEntryNum].Object.SamplingNumber <= lastEntry.SamplingNumber; firstEntryNum--) ;
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if (firstEntryNum == -1)
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{
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return;
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}
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for (; firstEntryNum >= 0; firstEntryNum--)
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{
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var entry = fullKeyEntries[firstEntryNum];
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// The interval of valid entries should be contiguous.
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if (entry.SamplingNumber < lastEntry.SamplingNumber)
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{
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break;
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}
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if (!supressEvents)
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{
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ProcessNpadButtons(npadIndex, entry.Object.Buttons);
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}
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lastEntry = entry.Object;
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}
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}
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private void ProcessNpadButtons(int npadIndex, NpadButton buttons)
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{
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NpadButton lastButtons = _lastStates[npadIndex].Buttons;
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for (ulong buttonMask = 1; buttonMask != 0; buttonMask <<= 1)
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{
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NpadButton currentButton = (NpadButton)buttonMask & buttons;
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NpadButton lastButton = (NpadButton)buttonMask & lastButtons;
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if (lastButton != 0)
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{
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if (currentButton == 0)
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{
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NpadButtonUpEvent?.Invoke(npadIndex, lastButton);
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}
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}
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else
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{
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if (currentButton != 0)
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{
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NpadButtonDownEvent?.Invoke(npadIndex, currentButton);
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}
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}
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}
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}
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}
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}
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