private void DecidedCancel(InlineKeyboardState state)
 {
     _interactiveSession.Push(InlineResponses.DecidedCancel(state));
 }
示例#2
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;
                    }
                }
        }