示例#1
0
        unsafe public ResultCode Start(AppletSession normalSession,
                                       AppletSession interactiveSession)
        {
            _normalSession = normalSession;

            byte[] launchParams = _normalSession.Pop();
            byte[] controllerSupportArgPrivate     = _normalSession.Pop();
            ControllerSupportArgPrivate privateArg = IApplet.ReadStruct <ControllerSupportArgPrivate>(controllerSupportArgPrivate);

            Logger.PrintStub(LogClass.ServiceHid, $"ControllerApplet ArgPriv {privateArg.PrivateSize} {privateArg.ArgSize} {privateArg.Mode}" +
                             $"HoldType:{(NpadJoyHoldType)privateArg.NpadJoyHoldType} StyleSets:{(ControllerType)privateArg.NpadStyleSet}");

            if (privateArg.Mode != ControllerSupportMode.ShowControllerSupport)
            {
                _normalSession.Push(BuildResponse()); // Dummy response for other modes
                AppletStateChanged?.Invoke(this, null);

                return(ResultCode.Success);
            }

            byte[] controllerSupportArg = _normalSession.Pop();

            ControllerSupportArgHeader argHeader;

            if (privateArg.ArgSize == Marshal.SizeOf <ControllerSupportArg>())
            {
                ControllerSupportArg arg = IApplet.ReadStruct <ControllerSupportArg>(controllerSupportArg);
                argHeader = arg.Header;
                // Read enable text here?
            }
            else
            {
                Logger.PrintStub(LogClass.ServiceHid, $"Unknown revision of ControllerSupportArg.");

                argHeader = IApplet.ReadStruct <ControllerSupportArgHeader>(controllerSupportArg); // Read just the header
            }

            Logger.PrintStub(LogClass.ServiceHid, $"ControllerApplet Arg {argHeader.PlayerCountMin} {argHeader.PlayerCountMax} {argHeader.EnableTakeOverConnection} {argHeader.EnableSingleMode}");

            // Currently, the only purpose of this applet is to help
            // choose the primary input controller for the game
            // TODO: Ideally should hook back to HID.Controller. When applet is called, can choose appropriate controller and attach to appropriate id.
            if (argHeader.PlayerCountMin > 1)
            {
                Logger.PrintWarning(LogClass.ServiceHid, "More than one controller was requested.");
            }

            ControllerSupportResultInfo result = new ControllerSupportResultInfo
            {
                PlayerCount = 1,
                SelectedId  = (uint)GetNpadIdTypeFromIndex(_system.Device.Hid.Npads.PrimaryController)
            };

            Logger.PrintStub(LogClass.ServiceHid, $"ControllerApplet ReturnResult {result.PlayerCount} {result.SelectedId}");

            _normalSession.Push(BuildResponse(result));
            AppletStateChanged?.Invoke(this, null);

            return(ResultCode.Success);
        }
示例#2
0
        private void OnInteractiveData(object sender, EventArgs e)
        {
            // Obtain the validation status response,
            var data = _interactiveSession.Pop();

            if (_state == SoftwareKeyboardState.ValidationPending)
            {
                // TODO(jduncantor):
                // If application rejects our "attempt", submit another attempt,
                // and put the applet back in PendingValidation state.

                // For now we assume success, so we push the final result
                // to the standard output buffer and carry on our merry way.
                _normalSession.Push(BuildResponse(_textValue, false));

                AppletStateChanged?.Invoke(this, null);

                _state = SoftwareKeyboardState.Complete;
            }
            else if (_state == SoftwareKeyboardState.Complete)
            {
                // If we have already completed, we push the result text
                // back on the output buffer and poll the application.
                _normalSession.Push(BuildResponse(_textValue, false));

                AppletStateChanged?.Invoke(this, null);
            }
            else
            {
                // We shouldn't be able to get here through standard swkbd execution.
                throw new InvalidOperationException("Software Keyboard is in an invalid state.");
            }
        }
示例#3
0
        public ResultCode Start(AppletSession normalSession, AppletSession interactiveSession)
        {
            _normalSession   = normalSession;
            _commonArguments = IApplet.ReadStruct <CommonArguments>(_normalSession.Pop());

            Logger.Info?.PrintMsg(LogClass.ServiceAm, $"ErrorApplet version: 0x{_commonArguments.AppletVersion:x8}");

            _errorStorage      = _normalSession.Pop();
            _errorCommonHeader = IApplet.ReadStruct <ErrorCommonHeader>(_errorStorage);
            _errorStorage      = _errorStorage.Skip(Marshal.SizeOf(typeof(ErrorCommonHeader))).ToArray();

            switch (_errorCommonHeader.Type)
            {
            case ErrorType.ErrorCommonArg:
            {
                ParseErrorCommonArg();

                break;
            }

            case ErrorType.ApplicationErrorArg:
            {
                ParseApplicationErrorArg();

                break;
            }

            default: throw new NotImplementedException($"ErrorApplet type {_errorCommonHeader.Type} is not implemented.");
            }

            AppletStateChanged?.Invoke(this, null);

            return(ResultCode.Success);
        }
示例#4
0
        private void OnForegroundInteractiveData(byte[] data)
        {
            if (_foregroundState == SoftwareKeyboardState.ValidationPending)
            {
                // TODO(jduncantor):
                // If application rejects our "attempt", submit another attempt,
                // and put the applet back in PendingValidation state.

                // For now we assume success, so we push the final result
                // to the standard output buffer and carry on our merry way.
                PushForegroundResponse(false);

                AppletStateChanged?.Invoke(this, null);

                _foregroundState = SoftwareKeyboardState.Complete;
            }
            else if (_foregroundState == SoftwareKeyboardState.Complete)
            {
                // If we have already completed, we push the result text
                // back on the output buffer and poll the application.
                PushForegroundResponse(false);

                AppletStateChanged?.Invoke(this, null);
            }
            else
            {
                // We shouldn't be able to get here through standard swkbd execution.
                throw new InvalidOperationException("Software Keyboard is in an invalid state.");
            }
        }
示例#5
0
        private void Execute()
        {
            // If the keyboard type is numbers only, we swap to a default
            // text that only contains numbers.
            if (_keyboardConfig.Mode == KeyboardMode.NumbersOnly)
            {
                _textValue = DefaultNumb;
            }

            // If the max string length is 0, we set it to a large default
            // length.
            if (_keyboardConfig.StringLengthMax == 0)
            {
                _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,
            // we truncate it.
            if (_textValue.Length > _keyboardConfig.StringLengthMax)
            {
                _textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
            }

            // 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,
                // we push the data to the non-interactive output buffer
                // and poll it for completion.
                _state = SoftwareKeyboardState.Complete;

                _normalSession.Push(BuildResponse(_textValue, false));

                AppletStateChanged?.Invoke(this, null);
            }
        }
示例#6
0
        public ResultCode Start(AppletFifo <byte[]> inData, AppletFifo <byte[]> outData)
        {
            _inputData  = inData;
            _outputData = outData;

            // TODO(jduncanator): Parse PlayerSelectConfig from input data
            _outputData.Push(BuildResponse());

            AppletStateChanged?.Invoke(this, null);

            return(ResultCode.Success);
        }
示例#7
0
        public ResultCode Start(AppletSession normalSession,
                                AppletSession interactiveSession)
        {
            _normalSession      = normalSession;
            _interactiveSession = interactiveSession;

            // TODO(jduncanator): Parse PlayerSelectConfig from input data
            _normalSession.Push(BuildResponse());

            AppletStateChanged?.Invoke(this, null);

            return(ResultCode.Success);
        }
示例#8
0
        private void Execute()
        {
            // If the keyboard type is numbers only, we swap to a default
            // text that only contains numbers.
            if (_keyboardConfig.Type == SoftwareKeyboardType.NumbersOnly)
            {
                _textValue = DEFAULT_NUMB;
            }

            // If the max string length is 0, we set it to a large default
            // length.
            if (_keyboardConfig.StringLengthMax == 0)
            {
                _keyboardConfig.StringLengthMax = 100;
            }

            // If our default text is longer than the allowed length,
            // we truncate it.
            if (_textValue.Length > _keyboardConfig.StringLengthMax)
            {
                _textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
            }

            if (!_keyboardConfig.CheckText)
            {
                // If the application doesn't need to validate the response,
                // we push the data to the non-interactive output buffer
                // and poll it for completion.
                _state = SoftwareKeyboardState.Complete;

                _normalSession.Push(BuildResponse(_textValue, false));

                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));
            }
        }
示例#9
0
        public ResultCode Start(AppletSession normalSession, AppletSession interactiveSession)
        {
            _normalSession      = normalSession;
            _interactiveSession = interactiveSession;

            _commonArguments = IApplet.ReadStruct <CommonArguments>(_normalSession.Pop());

            Logger.Stub?.PrintStub(LogClass.ServiceAm, $"WebApplet version: 0x{_commonArguments.AppletVersion:x8}");

            ReadOnlySpan <byte> webArguments = _normalSession.Pop();

            (_shimKind, _arguments) = BrowserArgument.ParseArguments(webArguments);

            Logger.Stub?.PrintStub(LogClass.ServiceAm, $"Web Arguments: {_arguments.Count}");

            foreach (BrowserArgument argument in _arguments)
            {
                Logger.Stub?.PrintStub(LogClass.ServiceAm, $"{argument.Type}: {argument.GetValue()}");
            }

            if ((_commonArguments.AppletVersion >= 0x80000 && _shimKind == ShimKind.Web) || (_commonArguments.AppletVersion >= 0x30000 && _shimKind == ShimKind.Share))
            {
                List <BrowserOutput> result = new List <BrowserOutput>();

                result.Add(new BrowserOutput(BrowserOutputType.ExitReason, (uint)WebExitReason.ExitButton));

                _normalSession.Push(BuildResponseNew(result));
            }
            else
            {
                WebCommonReturnValue result = new WebCommonReturnValue()
                {
                    ExitReason = WebExitReason.ExitButton,
                };

                _normalSession.Push(BuildResponseOld(result));
            }

            AppletStateChanged?.Invoke(this, null);

            return(ResultCode.Success);
        }
示例#10
0
        private void Execute()
        {
            string initialText = null;

            // Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
            // InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
            if (_transferMemory != null && _keyboardConfig.InitialStringLength > 0)
            {
                initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardConfig.InitialStringOffset, 2 * _keyboardConfig.InitialStringLength);
            }

            // If the max string length is 0, we set it to a large default
            // length.
            if (_keyboardConfig.StringLengthMax == 0)
            {
                _keyboardConfig.StringLengthMax = 100;
            }

            var args = new SoftwareKeyboardUiArgs
            {
                HeaderText      = _keyboardConfig.HeaderText,
                SubtitleText    = _keyboardConfig.SubtitleText,
                GuideText       = _keyboardConfig.GuideText,
                SubmitText      = (!string.IsNullOrWhiteSpace(_keyboardConfig.SubmitText) ? _keyboardConfig.SubmitText : "OK"),
                StringLengthMin = _keyboardConfig.StringLengthMin,
                StringLengthMax = _keyboardConfig.StringLengthMax,
                InitialText     = initialText
            };

            // Call the configured GUI handler to get user's input
            if (_device.UiHandler == null)
            {
                Logger.Warning?.Print(LogClass.Application, $"GUI Handler is not set. Falling back to default");
                _okPressed = true;
            }
            else
            {
                _okPressed = _device.UiHandler.DisplayInputDialog(args, out _textValue);
            }

            _textValue ??= initialText ?? DefaultText;

            // 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,
            // we truncate it.
            if (_textValue.Length > _keyboardConfig.StringLengthMax)
            {
                _textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
            }

            // 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,
                // we push the data to the non-interactive output buffer
                // and poll it for completion.
                _state = SoftwareKeyboardState.Complete;

                _normalSession.Push(BuildResponse(_textValue, false));

                AppletStateChanged?.Invoke(this, null);
            }
        }
示例#11
0
        unsafe public ResultCode Start(AppletSession normalSession,
                                       AppletSession interactiveSession)
        {
            _normalSession      = normalSession;
            _interactiveSession = interactiveSession;

            var _ = _normalSession.Pop();   // unknown

            var controllerSupportArgPrivate = _normalSession.Pop();
            var c = ReadStruct <ControllerSupportArgPrivate>(controllerSupportArgPrivate);

            Logger.PrintStub(LogClass.ServiceHid, $"ControllerApplet ArgPriv {c.PrivateSize} {c.ArgSize} {c.Mode}" +
                             $"HoldType:{(HidJoyHoldType)c.NpadJoyHoldType} StyleSets:{(ControllerType)c.NpadStyleSet}");

            if (c.Mode != ControllerSupportMode.ShowControllerSupport)
            {
                _normalSession.Push(BuildResponse());   // Dummy response for other modes
                AppletStateChanged?.Invoke(this, null);

                return(ResultCode.Success);
            }

            var controllerSupportArg = _normalSession.Pop();

            ControllerSupportArgHeader h;

            if (c.ArgSize == Marshal.SizeOf <ControllerSupportArg>())
            {
                var arg = ReadStruct <ControllerSupportArg>(controllerSupportArg);
                h = arg.Header;
                // Read enable text here?
            }
            else
            {
                Logger.PrintStub(LogClass.ServiceHid, $"Unknown revision of ControllerSupportArg.");
                h = ReadStruct <ControllerSupportArgHeader>(controllerSupportArg); // Read just the header
            }

            Logger.PrintStub(LogClass.ServiceHid, $"ControllerApplet Arg {h.PlayerCountMin} {h.PlayerCountMax} {h.EnableTakeOverConnection}");

            // Currently, the only purpose of this applet is to help
            // choose the primary input controller for the game
            // TODO: Ideally should hook back to HID.Controller. When applet is called, can choose appropriate controller and attach to appropriate id.
            if (h.PlayerCountMin > 1)
            {
                Logger.PrintWarning(LogClass.ServiceHid, "Game requested more than 1 controller!");
            }

            var result = new ControllerSupportResultInfo
            {
                PlayerCount = 1,
                SelectedId  = (uint)HLE.HOS.Services.Hid.HidServer.HidUtils.GetNpadIdTypeFromIndex(_system.Device.Hid.Npads.PrimaryControllerId)
            };

            Logger.PrintStub(LogClass.ServiceHid, $"ControllerApplet ReturnResult {result.PlayerCount} {result.SelectedId}");

            _normalSession.Push(BuildResponse(result));
            AppletStateChanged?.Invoke(this, null);

            return(ResultCode.Success);
        }
示例#12
0
        unsafe public ResultCode Start(AppletSession normalSession,
                                       AppletSession interactiveSession)
        {
            _normalSession = normalSession;

            byte[] launchParams = _normalSession.Pop();
            byte[] controllerSupportArgPrivate     = _normalSession.Pop();
            ControllerSupportArgPrivate privateArg = IApplet.ReadStruct <ControllerSupportArgPrivate>(controllerSupportArgPrivate);

            Logger.Stub?.PrintStub(LogClass.ServiceHid, $"ControllerApplet ArgPriv {privateArg.PrivateSize} {privateArg.ArgSize} {privateArg.Mode} " +
                                   $"HoldType:{(NpadJoyHoldType)privateArg.NpadJoyHoldType} StyleSets:{(ControllerType)privateArg.NpadStyleSet}");

            if (privateArg.Mode != ControllerSupportMode.ShowControllerSupport)
            {
                _normalSession.Push(BuildResponse()); // Dummy response for other modes
                AppletStateChanged?.Invoke(this, null);

                return(ResultCode.Success);
            }

            byte[] controllerSupportArg = _normalSession.Pop();

            ControllerSupportArgHeader argHeader;

            if (privateArg.ArgSize == Marshal.SizeOf <ControllerSupportArgV7>())
            {
                ControllerSupportArgV7 arg = IApplet.ReadStruct <ControllerSupportArgV7>(controllerSupportArg);
                argHeader = arg.Header;

                Logger.Stub?.PrintStub(LogClass.ServiceHid, $"ControllerSupportArg Version 7 EnableExplainText={arg.EnableExplainText != 0}");
                // Read enable text here?
            }
            else if (privateArg.ArgSize == Marshal.SizeOf <ControllerSupportArgVPre7>())
            {
                ControllerSupportArgVPre7 arg = IApplet.ReadStruct <ControllerSupportArgVPre7>(controllerSupportArg);
                argHeader = arg.Header;

                Logger.Stub?.PrintStub(LogClass.ServiceHid, $"ControllerSupportArg Version Pre-7 EnableExplainText={arg.EnableExplainText != 0}");
                // Read enable text here?
            }
            else
            {
                Logger.Stub?.PrintStub(LogClass.ServiceHid, $"ControllerSupportArg Version Unknown");

                argHeader = IApplet.ReadStruct <ControllerSupportArgHeader>(controllerSupportArg); // Read just the header
            }

            int playerMin = argHeader.PlayerCountMin;
            int playerMax = argHeader.PlayerCountMax;

            Logger.Stub?.PrintStub(LogClass.ServiceHid, $"ControllerApplet Arg {playerMin} {playerMax} {argHeader.EnableTakeOverConnection} {argHeader.EnableSingleMode}");

            int         configuredCount = 0;
            PlayerIndex primaryIndex    = PlayerIndex.Unknown;

            while (!_system.Device.Hid.Npads.Validate(playerMin, playerMax, (ControllerType)privateArg.NpadStyleSet, out configuredCount, out primaryIndex))
            {
                ControllerAppletUiArgs uiArgs = new ControllerAppletUiArgs
                {
                    PlayerCountMin   = playerMin,
                    PlayerCountMax   = playerMax,
                    SupportedStyles  = (ControllerType)privateArg.NpadStyleSet,
                    SupportedPlayers = _system.Device.Hid.Npads.GetSupportedPlayers(),
                    IsDocked         = _system.State.DockedMode
                };

                if (!_system.Device.UiHandler.DisplayMessageDialog(uiArgs))
                {
                    break;
                }
            }

            ControllerSupportResultInfo result = new ControllerSupportResultInfo
            {
                PlayerCount = (sbyte)configuredCount,
                SelectedId  = (uint)GetNpadIdTypeFromIndex(primaryIndex)
            };

            Logger.Stub?.PrintStub(LogClass.ServiceHid, $"ControllerApplet ReturnResult {result.PlayerCount} {result.SelectedId}");

            _normalSession.Push(BuildResponse(result));
            AppletStateChanged?.Invoke(this, null);

            _system.ReturnFocus();

            return(ResultCode.Success);
        }
        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;
                    }
                }
        }
示例#14
0
        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;
                    }
                }
        }
示例#15
0
        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;
                    }
                }
        }
示例#16
0
        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;
                    }
                }
        }