Add documentation

This commit is contained in:
jduncanator 2019-12-01 15:45:44 +11:00
parent 4e38cadcad
commit d970e17209
8 changed files with 187 additions and 146 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>
internal 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>
internal 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]
internal 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>
internal 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>
internal enum PasswordMode : uint
{
/// <summary>
/// Display input characters.
/// </summary>
Disabled,
/// <summary>
/// Hide input characters.
/// </summary>
Enabled
}
}

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@ -1,5 +1,4 @@
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
using Ryujinx.HLE.HOS.Services.Am.AppletAE;
using System;
using System.IO;
@ -43,7 +42,11 @@ namespace Ryujinx.HLE.HOS.Applets
var transferMemory = _normalSession.Pop();
_keyboardConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
_encoding = _keyboardConfig.UseUtf8 ? Encoding.UTF8 : Encoding.Unicode;
if (_keyboardConfig.UseUtf8)
{
_encoding = Encoding.UTF8;
}
_state = SoftwareKeyboardState.Ready;
@ -90,7 +93,17 @@ namespace Ryujinx.HLE.HOS.Applets
}
// Does the application want to validate the text itself?
if (!_keyboardConfig.CheckText)
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
@ -101,16 +114,6 @@ namespace Ryujinx.HLE.HOS.Applets
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)

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@ -3,121 +3,15 @@
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{
/// <summary>
///
/// A structure that defines the configuration options of the software keyboard.
/// </summary>
internal enum KeyboardMode : uint
{
/// <summary>
/// Normal keyboard.
/// </summary>
Default,
/// <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,
/// <summary>
/// QWERTY (and variants) keyboard only.
/// </summary>
LettersOnly
}
/// <summary>
///
/// </summary>
internal enum InvalidCharFlags : uint
{
None = 0 << 1,
Space = 1 << 1,
AtSymbol = 1 << 2,
Percent = 1 << 3,
ForwardSlash = 1 << 4,
BackSlash = 1 << 5,
Numbers = 1 << 6,
DownloadCode = 1 << 7,
Username = 1 << 8
}
/// <summary>
///
/// </summary>
internal enum PasswordMode : uint
{
/// <summary>
///
/// </summary>
Disabled,
/// <summary>
///
/// </summary>
Enabled
}
/// <summary>
///
/// </summary>
internal enum InputFormMode : uint
{
/// <summary>
///
/// </summary>
SingleLine,
/// <summary>
///
/// </summary>
MultiLine
}
/// <summary>
///
/// </summary>
internal enum InitialCursorPosition : uint
{
/// <summary>
///
/// </summary>
Start,
/// <summary>
///
/// </summary>
End
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
struct SoftwareKeyboardConfig
{
/// <summary>
///
/// </summary>
const int SubmitTextLength = 8;
/// <summary>
///
/// </summary>
const int HeaderTextLength = 64;
/// <summary>
///
/// </summary>
const int SubtitleTextLength = 128;
/// <summary>
///
/// </summary>
const int GuideTextLength = 256;
private const int SubmitTextLength = 8;
private const int HeaderTextLength = 64;
private const int SubtitleTextLength = 128;
private const int GuideTextLength = 256;
/// <summary>
/// Type of keyboard.
@ -125,115 +19,118 @@ namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
public KeyboardMode Mode;
/// <summary>
///
/// The string displayed in the Submit button.
/// </summary>
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = SubmitTextLength + 1)]
public string SubmitText;
/// <summary>
///
/// The character displayed in the left button of the numeric keyboard.
/// This is ignored when Mode is not set to NumbersOnly.
/// </summary>
public char LeftOptionalSymbolKey;
/// <summary>
///
/// The character displayed in the right button of the numeric keyboard.
/// This is ignored when Mode is not set to NumbersOnly.
/// </summary>
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 max string length. When the input is too long, swkbd will stop accepting more input until text is deleted via the B button (Backspace).
/// 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 string length.
/// 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 string UTF-8 encoded, rather than UTF-16.
/// 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 application will validate the entered text whilst the swkbd is still on screen.
/// 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;

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@ -1,5 +1,8 @@
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{
/// <summary>
/// Identifies the software keyboard state.
/// </summary>
internal enum SoftwareKeyboardState
{
/// <summary>