private void PushUpdatedState(string text, int cursorBegin, KeyboardResult result) { _lastResult = result; _textValue = text; bool cancel = result == KeyboardResult.Cancel; bool accept = result == KeyboardResult.Accept; if (!IsKeyboardActive()) { // Keyboard is not active. return; } if (accept == false && cancel == false) { Logger.Debug?.Print(LogClass.ServiceAm, $"Updating keyboard text to {text} and cursor position to {cursorBegin}"); PushChangedString(text, (uint)cursorBegin, _backgroundState); } else { // Disable the frontend. DeactivateFrontend(); // The 'Complete' state indicates the Calc request has been fulfilled by the applet. _backgroundState = InlineKeyboardState.Disappearing; if (accept) { Logger.Debug?.Print(LogClass.ServiceAm, $"Sending keyboard OK with text {text}"); DecidedEnter(text, _backgroundState); } else if (cancel) { Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel"); DecidedCancel(_backgroundState); } _interactiveSession.Push(InlineResponses.Default(_backgroundState)); Logger.Debug?.Print(LogClass.ServiceAm, $"Resetting state of the keyboard to {_backgroundState}"); // Set the state of the applet to 'Initialized' as it is the only known state so far // that does not soft-lock the keyboard after use. _backgroundState = InlineKeyboardState.Initialized; _interactiveSession.Push(InlineResponses.Default(_backgroundState)); } }
private void DynamicTextChanged(string text, int cursorBegin, int cursorEnd, bool isAccept, bool isCancel, bool force) { // Launch as a task to avoid blocking the UI Task.Run(() => { if (force) { Logger.Warning?.Print(LogClass.ServiceAm, "Forcing keyboard out of soft-lock..."); // Repeat the response sequence from a Calc to try to exit a soft-lock. text = DefaultText; PushChangedString(text, 0, InlineKeyboardState.Ready); _interactiveSession.Push(InlineResponses.Default(InlineKeyboardState.Ready)); Thread.Sleep(SoftUnlockerDelayMilliseconds); } InlineKeyboardState state = GetInlineState(); if (!force && (state < InlineKeyboardState.Ready || state == InlineKeyboardState.Complete)) { return; } if (isAccept == false && isCancel == false) { Logger.Debug?.Print(LogClass.ServiceAm, $"Updating keyboard text to {text} and cursor position to {cursorBegin}"); state = InlineKeyboardState.Complete; PushChangedString(text, (uint)cursorBegin, state); } else { // The 'Complete' state indicates the Calc request has been fulfilled by the applet, // but do not change the state of the entire applet, only the responses. state = InlineKeyboardState.Complete; if (isAccept) { Logger.Debug?.Print(LogClass.ServiceAm, $"Sending keyboard OK with text {text}"); DecidedEnter(text, state); } else if (isCancel) { Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel"); DecidedCancel(state); } _interactiveSession.Push(InlineResponses.Default(state)); Logger.Debug?.Print(LogClass.ServiceAm, $"Resetting state of the keyboard to {state}"); // Set the state of the applet to 'Initialized' as it is the only known state so far // that does not soft-lock the keyboard after use. state = InlineKeyboardState.Initialized; _interactiveSession.Push(InlineResponses.Default(state)); SetInlineState(state); } }); }
private void OnBackgroundInteractiveData(byte[] data) { // WARNING: Only invoke applet state changes after an explicit finalization // request from the game, this is because the inline keyboard is expected to // keep running in the background sending data by itself. using (MemoryStream stream = new MemoryStream(data)) using (BinaryReader reader = new BinaryReader(stream)) { InlineKeyboardRequest request = (InlineKeyboardRequest)reader.ReadUInt32(); InlineKeyboardState state = GetInlineState(); long remaining; Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {state}"); switch (request) { case InlineKeyboardRequest.UseChangedStringV2: Logger.Stub?.Print(LogClass.ServiceAm, "Keyboard response ChangedStringV2"); break; case InlineKeyboardRequest.UseMovedCursorV2: Logger.Stub?.Print(LogClass.ServiceAm, "Keyboard response MovedCursorV2"); break; case InlineKeyboardRequest.SetUserWordInfo: // Read the user word info data. remaining = stream.Length - stream.Position; if (remaining < sizeof(int)) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes"); } else { int wordsCount = reader.ReadInt32(); int wordSize = Marshal.SizeOf <SoftwareKeyboardUserWord>(); remaining = stream.Length - stream.Position; if (wordsCount > MaxUserWords) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}"); } else if (wordsCount * wordSize != remaining) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words"); } else { _keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount]; for (int word = 0; word < wordsCount; word++) { byte[] wordData = reader.ReadBytes(wordSize); _keyboardBackgroundUserWords[word] = ReadStruct <SoftwareKeyboardUserWord>(wordData); } } } _interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(state)); break; case InlineKeyboardRequest.SetCustomizeDic: // Read the custom dic data. remaining = stream.Length - stream.Position; if (remaining != Marshal.SizeOf <SoftwareKeyboardCustomizeDic>()) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes"); } else { var keyboardDicData = reader.ReadBytes((int)remaining); _keyboardBackgroundDic = ReadStruct <SoftwareKeyboardCustomizeDic>(keyboardDicData); } break; case InlineKeyboardRequest.SetCustomizedDictionaries: // Read the custom dictionaries data. remaining = stream.Length - stream.Position; if (remaining != Marshal.SizeOf <SoftwareKeyboardDictSet>()) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes"); } else { var keyboardDictData = reader.ReadBytes((int)remaining); _keyboardBackgroundDictSet = ReadStruct <SoftwareKeyboardDictSet>(keyboardDictData); } break; case InlineKeyboardRequest.Calc: // The Calc request tells the Applet to enter the main input handling loop, which will end // with either a text being submitted or a cancel request from the user. // Read the Calc data. SoftwareKeyboardCalc newCalc; remaining = stream.Length - stream.Position; if (remaining != Marshal.SizeOf <SoftwareKeyboardCalc>()) { Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes"); newCalc = new SoftwareKeyboardCalc(); } else { var keyboardCalcData = reader.ReadBytes((int)remaining); newCalc = ReadStruct <SoftwareKeyboardCalc>(keyboardCalcData); } // Make the state transition. if (state < InlineKeyboardState.Ready) { // This field consistently is -1 when the calc is not meant to be shown. if (newCalc.Appear.Padding1 == -1) { state = InlineKeyboardState.Initialized; Logger.Debug?.Print(LogClass.ServiceAm, $"Calc during state {state} is probably a dummy"); } else { // Set the new calc _keyboardBackgroundCalc = newCalc; // Check if the application expects UTF8 encoding instead of UTF16. if (_keyboardBackgroundCalc.UseUtf8) { _encoding = Encoding.UTF8; } string newText = _keyboardBackgroundCalc.InputText; uint cursorPosition = (uint)_keyboardBackgroundCalc.CursorPos; _dynamicTextInputHandler?.SetText(newText); state = InlineKeyboardState.Ready; PushChangedString(newText, cursorPosition, state); } SetInlineState(state); } else if (state == InlineKeyboardState.Complete) { state = InlineKeyboardState.Initialized; } // Send the response to the Calc _interactiveSession.Push(InlineResponses.Default(state)); break; case InlineKeyboardRequest.Finalize: // Destroy the dynamic text input handler if (_dynamicTextInputHandler != null) { _dynamicTextInputHandler.TextChanged -= DynamicTextChanged; _dynamicTextInputHandler.Dispose(); } // The calling application wants to close the keyboard applet and will wait for a state change. SetInlineState(InlineKeyboardState.Uninitialized); AppletStateChanged?.Invoke(this, null); break; default: // We shouldn't be able to get here through standard swkbd execution. Logger.Warning?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {state}"); _interactiveSession.Push(InlineResponses.Default(state)); break; } } }
private void OnBackgroundInteractiveData(byte[] data) { // WARNING: Only invoke applet state changes after an explicit finalization // request from the game, this is because the inline keyboard is expected to // keep running in the background sending data by itself. using (MemoryStream stream = new MemoryStream(data)) using (BinaryReader reader = new BinaryReader(stream)) { var request = (InlineKeyboardRequest)reader.ReadUInt32(); long remaining; // Always show the keyboard if the state is 'Ready'. bool showKeyboard = _state == SoftwareKeyboardState.Ready; switch (request) { case InlineKeyboardRequest.Unknown0: // Unknown request sent by some games after calc _interactiveSession.Push(InlineResponses.Default()); break; case InlineKeyboardRequest.UseChangedStringV2: // Not used because we only send the entire string after confirmation. _interactiveSession.Push(InlineResponses.Default()); break; case InlineKeyboardRequest.UseMovedCursorV2: // Not used because we only send the entire string after confirmation. _interactiveSession.Push(InlineResponses.Default()); break; case InlineKeyboardRequest.SetCustomizeDic: remaining = stream.Length - stream.Position; if (remaining != Marshal.SizeOf <SoftwareKeyboardDictSet>()) { Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!"); } else { var keyboardDictData = reader.ReadBytes((int)remaining); _keyboardDict = ReadStruct <SoftwareKeyboardDictSet>(keyboardDictData); } _interactiveSession.Push(InlineResponses.Default()); break; case InlineKeyboardRequest.Calc: // Put the keyboard in a Ready state, this will force showing _state = SoftwareKeyboardState.Ready; remaining = stream.Length - stream.Position; if (remaining != Marshal.SizeOf <SoftwareKeyboardCalc>()) { Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes!"); } else { var keyboardCalcData = reader.ReadBytes((int)remaining); _keyboardCalc = ReadStruct <SoftwareKeyboardCalc>(keyboardCalcData); if (_keyboardCalc.Utf8Mode == 0x1) { _encoding = Encoding.UTF8; } // Force showing the keyboard regardless of the state, an unwanted // input dialog may show, but it is better than a soft lock. if (_keyboardCalc.Appear.ShouldBeHidden == 0) { showKeyboard = true; } } // Send an initialization finished signal. _interactiveSession.Push(InlineResponses.FinishedInitialize()); // Start a task with the GUI handler to get user's input. new Task(() => { bool submit = true; string inputText = (!string.IsNullOrWhiteSpace(_keyboardCalc.InputText) ? _keyboardCalc.InputText : DefaultText); // Call the configured GUI handler to get user's input. if (!showKeyboard) { // Submit the default text to avoid soft locking if the keyboard was ignored by // accident. It's better to change the name than being locked out of the game. submit = true; inputText = DefaultText; Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown"); } else if (_device.UiHandler == null) { Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default"); } else { var args = new SoftwareKeyboardUiArgs { HeaderText = "", // The inline keyboard lacks these texts SubtitleText = "", GuideText = "", SubmitText = (!string.IsNullOrWhiteSpace(_keyboardCalc.Appear.OkText) ? _keyboardCalc.Appear.OkText : "OK"), StringLengthMin = 0, StringLengthMax = 100, InitialText = inputText }; submit = _device.UiHandler.DisplayInputDialog(args, out inputText); } if (submit) { Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK..."); if (_encoding == Encoding.UTF8) { _interactiveSession.Push(InlineResponses.DecidedEnterUtf8(inputText)); } else { _interactiveSession.Push(InlineResponses.DecidedEnter(inputText)); } } else { Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel..."); _interactiveSession.Push(InlineResponses.DecidedCancel()); } // TODO: Why is this necessary? Does the software expect a constant stream of responses? Thread.Sleep(500); Logger.Debug?.Print(LogClass.ServiceAm, "Resetting state of the keyboard..."); _interactiveSession.Push(InlineResponses.Default()); }).Start(); break; case InlineKeyboardRequest.Finalize: // The game wants to close the keyboard applet and will wait for a state change. _state = SoftwareKeyboardState.Uninitialized; AppletStateChanged?.Invoke(this, null); break; default: // We shouldn't be able to get here through standard swkbd execution. Logger.Error?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_state}!"); _interactiveSession.Push(InlineResponses.Default()); break; } } }
private void OnBackgroundInteractiveData(byte[] data) { // WARNING: Only invoke applet state changes after an explicit finalization // request from the game, this is because the inline keyboard is expected to // keep running in the background sending data by itself. using (MemoryStream stream = new MemoryStream(data)) using (BinaryReader reader = new BinaryReader(stream)) { var request = (InlineKeyboardRequest)reader.ReadUInt32(); long remaining; Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {_backgroundState}"); switch (request) { case InlineKeyboardRequest.UseChangedStringV2: Logger.Stub?.Print(LogClass.ServiceAm, "Inline keyboard request UseChangedStringV2"); break; case InlineKeyboardRequest.UseMovedCursorV2: Logger.Stub?.Print(LogClass.ServiceAm, "Inline keyboard request UseMovedCursorV2"); break; case InlineKeyboardRequest.SetUserWordInfo: // Read the user word info data. remaining = stream.Length - stream.Position; if (remaining < sizeof(int)) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes"); } else { int wordsCount = reader.ReadInt32(); int wordSize = Marshal.SizeOf <SoftwareKeyboardUserWord>(); remaining = stream.Length - stream.Position; if (wordsCount > MaxUserWords) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}"); } else if (wordsCount * wordSize != remaining) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words"); } else { _keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount]; for (int word = 0; word < wordsCount; word++) { byte[] wordData = reader.ReadBytes(wordSize); _keyboardBackgroundUserWords[word] = ReadStruct <SoftwareKeyboardUserWord>(wordData); } } } _interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(_backgroundState)); break; case InlineKeyboardRequest.SetCustomizeDic: // Read the custom dic data. remaining = stream.Length - stream.Position; if (remaining != Marshal.SizeOf <SoftwareKeyboardCustomizeDic>()) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes"); } else { var keyboardDicData = reader.ReadBytes((int)remaining); _keyboardBackgroundDic = ReadStruct <SoftwareKeyboardCustomizeDic>(keyboardDicData); } break; case InlineKeyboardRequest.SetCustomizedDictionaries: // Read the custom dictionaries data. remaining = stream.Length - stream.Position; if (remaining != Marshal.SizeOf <SoftwareKeyboardDictSet>()) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes"); } else { var keyboardDictData = reader.ReadBytes((int)remaining); _keyboardBackgroundDictSet = ReadStruct <SoftwareKeyboardDictSet>(keyboardDictData); } break; case InlineKeyboardRequest.Calc: // The Calc request is used to communicate configuration changes and commands to the keyboard. // Fields in the Calc struct and operations are masked by the Flags field. // Read the Calc data. SoftwareKeyboardCalcEx newCalc; remaining = stream.Length - stream.Position; if (remaining == Marshal.SizeOf <SoftwareKeyboardCalc>()) { var keyboardCalcData = reader.ReadBytes((int)remaining); var keyboardCalc = ReadStruct <SoftwareKeyboardCalc>(keyboardCalcData); newCalc = keyboardCalc.ToExtended(); } else if (remaining == Marshal.SizeOf <SoftwareKeyboardCalcEx>() || remaining == SoftwareKeyboardCalcEx.AlternativeSize) { var keyboardCalcData = reader.ReadBytes((int)remaining); newCalc = ReadStruct <SoftwareKeyboardCalcEx>(keyboardCalcData); } else { Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes"); newCalc = new SoftwareKeyboardCalcEx(); } // Process each individual operation specified in the flags. bool updateText = false; if ((newCalc.Flags & KeyboardCalcFlags.Initialize) != 0) { _interactiveSession.Push(InlineResponses.FinishedInitialize(_backgroundState)); _backgroundState = InlineKeyboardState.Initialized; } if ((newCalc.Flags & KeyboardCalcFlags.SetCursorPos) != 0) { _cursorBegin = newCalc.CursorPos; updateText = true; Logger.Debug?.Print(LogClass.ServiceAm, $"Cursor position set to {_cursorBegin}"); } if ((newCalc.Flags & KeyboardCalcFlags.SetInputText) != 0) { _textValue = newCalc.InputText; updateText = true; Logger.Debug?.Print(LogClass.ServiceAm, $"Input text set to {_textValue}"); } if ((newCalc.Flags & KeyboardCalcFlags.SetUtf8Mode) != 0) { _encoding = newCalc.UseUtf8 ? Encoding.UTF8 : Encoding.Default; Logger.Debug?.Print(LogClass.ServiceAm, $"Encoding set to {_encoding}"); } if (updateText) { _dynamicTextInputHandler.SetText(_textValue, _cursorBegin); _keyboardRenderer.UpdateTextState(_textValue, _cursorBegin, _cursorBegin, null, null); } if ((newCalc.Flags & KeyboardCalcFlags.MustShow) != 0) { ActivateFrontend(); _backgroundState = InlineKeyboardState.Shown; PushChangedString(_textValue, (uint)_cursorBegin, _backgroundState); } // Send the response to the Calc _interactiveSession.Push(InlineResponses.Default(_backgroundState)); break; case InlineKeyboardRequest.Finalize: // Destroy the frontend. DestroyFrontend(); // The calling application wants to close the keyboard applet and will wait for a state change. _backgroundState = InlineKeyboardState.Uninitialized; AppletStateChanged?.Invoke(this, null); break; default: // We shouldn't be able to get here through standard swkbd execution. Logger.Warning?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_backgroundState}"); _interactiveSession.Push(InlineResponses.Default(_backgroundState)); break; } } }
private void GetInputTextAndSend(bool shouldShowKeyboard, InlineKeyboardState oldState) { bool submit = true; // Use the text specified by the Calc if it is available, otherwise use the default one. string inputText = (!string.IsNullOrWhiteSpace(_keyboardBackgroundCalc.InputText) ? _keyboardBackgroundCalc.InputText : DefaultText); // Compute the elapsed time for the debouncing algorithm. long currentMillis = PerformanceCounter.ElapsedMilliseconds; long inputElapsedMillis = currentMillis - _lastTextSetMillis; // Reset the input text before submitting the final result, that's because some games do not expect // consecutive submissions to abruptly shrink and they will crash if it happens. Changing the string // before the final submission prevents that. InlineKeyboardState newState = InlineKeyboardState.DataAvailable; SetInlineState(newState); ChangedString("", newState); if (!_lastWasHidden && (inputElapsedMillis < DebounceTimeMillis)) { // A repeated Calc request has been received without player interaction, after the input has been // sent. This behavior happens in some games, so instead of showing another dialog, just apply a // time-based debouncing algorithm and repeat the last submission, either a value or a cancel. // It is also possible that the first Calc request was hidden by accident, in this case use the // debouncing as an oportunity to properly ask for input. inputText = _textValue; submit = _textValue != null; _lastWasHidden = false; Logger.Warning?.Print(LogClass.Application, "Debouncing repeated keyboard request"); } else if (!shouldShowKeyboard) { // Submit the default text to avoid soft locking if the keyboard was ignored by // accident. It's better to change the name than being locked out of the game. inputText = DefaultText; _lastWasHidden = true; Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown"); } else if (_device.UiHandler == null) { Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default"); _lastWasHidden = false; } else { // Call the configured GUI handler to get user's input. var args = new SoftwareKeyboardUiArgs { HeaderText = "", // The inline keyboard lacks these texts SubtitleText = "", GuideText = "", SubmitText = (!string.IsNullOrWhiteSpace(_keyboardBackgroundCalc.Appear.OkText) ? _keyboardBackgroundCalc.Appear.OkText : "OK"), StringLengthMin = 0, StringLengthMax = 100, InitialText = inputText }; submit = _device.UiHandler.DisplayInputDialog(args, out inputText); inputText = submit ? inputText : null; _lastWasHidden = false; } // The 'Complete' state indicates the Calc request has been fulfilled by the applet. newState = InlineKeyboardState.Complete; if (submit) { Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK"); DecidedEnter(inputText, newState); } else { Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel"); DecidedCancel(newState); } _interactiveSession.Push(InlineResponses.Default(newState)); // The constant calls to PopInteractiveData suggest that the keyboard applet continuously reports // data back to the application and this can also be time-sensitive. Pushing a state reset right // after the data has been sent does not work properly and the application will soft-lock. This // delay gives time for the application to catch up with the data and properly process the state // reset. Thread.Sleep(ResetDelayMillis); // 'Initialized' is the only known state so far that does not soft-lock the keyboard after use. newState = InlineKeyboardState.Initialized; Logger.Debug?.Print(LogClass.ServiceAm, $"Resetting state of the keyboard to {newState}"); SetInlineState(newState); _interactiveSession.Push(InlineResponses.Default(newState)); // Keep the text and the timestamp of the input for the debouncing algorithm. _textValue = inputText; _lastTextSetMillis = PerformanceCounter.ElapsedMilliseconds; }
private void OnBackgroundInteractiveData(byte[] data) { // WARNING: Only invoke applet state changes after an explicit finalization // request from the game, this is because the inline keyboard is expected to // keep running in the background sending data by itself. using (MemoryStream stream = new MemoryStream(data)) using (BinaryReader reader = new BinaryReader(stream)) { InlineKeyboardRequest request = (InlineKeyboardRequest)reader.ReadUInt32(); InlineKeyboardState state = GetInlineState(); long remaining; Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {state}"); switch (request) { case InlineKeyboardRequest.UseChangedStringV2: _useChangedStringV2 = true; break; case InlineKeyboardRequest.UseMovedCursorV2: // Not used because we only reply with the final string. break; case InlineKeyboardRequest.SetUserWordInfo: // Read the user word info data. remaining = stream.Length - stream.Position; if (remaining < sizeof(int)) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes"); } else { int wordsCount = reader.ReadInt32(); int wordSize = Marshal.SizeOf <SoftwareKeyboardUserWord>(); remaining = stream.Length - stream.Position; if (wordsCount > MaxUserWords) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}"); } else if (wordsCount * wordSize != remaining) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words"); } else { _keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount]; for (int word = 0; word < wordsCount; word++) { byte[] wordData = reader.ReadBytes(wordSize); _keyboardBackgroundUserWords[word] = ReadStruct <SoftwareKeyboardUserWord>(wordData); } } } _interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(state)); break; case InlineKeyboardRequest.SetCustomizeDic: // Read the custom dic data. remaining = stream.Length - stream.Position; if (remaining != Marshal.SizeOf <SoftwareKeyboardCustomizeDic>()) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes"); } else { var keyboardDicData = reader.ReadBytes((int)remaining); _keyboardBackgroundDic = ReadStruct <SoftwareKeyboardCustomizeDic>(keyboardDicData); } _interactiveSession.Push(InlineResponses.UnsetCustomizeDic(state)); break; case InlineKeyboardRequest.SetCustomizedDictionaries: // Read the custom dictionaries data. remaining = stream.Length - stream.Position; if (remaining != Marshal.SizeOf <SoftwareKeyboardDictSet>()) { Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes"); } else { var keyboardDictData = reader.ReadBytes((int)remaining); _keyboardBackgroundDictSet = ReadStruct <SoftwareKeyboardDictSet>(keyboardDictData); } _interactiveSession.Push(InlineResponses.UnsetCustomizedDictionaries(state)); break; case InlineKeyboardRequest.Calc: // The Calc request tells the Applet to enter the main input handling loop, which will end // with either a text being submitted or a cancel request from the user. // NOTE: Some Calc requests happen early in the application and are not meant to be shown. This possibly // happens because the game has complete control over when the inline keyboard is drawn, but here it // would cause a dialog to pop in the emulator, which is inconvenient. An algorithm is applied to // decide whether it is a dummy Calc or not, but regardless of the result, the dummy Calc appears to // never happen twice, so the keyboard will always show if it has already been shown before. bool shouldShowKeyboard = _alreadyShown; _alreadyShown = true; // Read the Calc data. remaining = stream.Length - stream.Position; if (remaining != Marshal.SizeOf <SoftwareKeyboardCalc>()) { Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes"); } else { var keyboardCalcData = reader.ReadBytes((int)remaining); _keyboardBackgroundCalc = ReadStruct <SoftwareKeyboardCalc>(keyboardCalcData); // Check if the application expects UTF8 encoding instead of UTF16. if (_keyboardBackgroundCalc.UseUtf8) { _encoding = Encoding.UTF8; } // Force showing the keyboard regardless of the state, an unwanted // input dialog may show, but it is better than a soft lock. if (_keyboardBackgroundCalc.Appear.ShouldBeHidden == 0) { shouldShowKeyboard = true; } } // Send an initialization finished signal. state = InlineKeyboardState.Ready; SetInlineState(state); _interactiveSession.Push(InlineResponses.FinishedInitialize(state)); // Start a task with the GUI handler to get user's input. new Task(() => { GetInputTextAndSend(shouldShowKeyboard, state); }).Start(); break; case InlineKeyboardRequest.Finalize: // The calling application wants to close the keyboard applet and will wait for a state change. _backgroundState = InlineKeyboardState.Uninitialized; AppletStateChanged?.Invoke(this, null); break; default: // We shouldn't be able to get here through standard swkbd execution. Logger.Warning?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_backgroundState}"); _interactiveSession.Push(InlineResponses.Default(state)); break; } } }