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Improve heuristic for showing the keyboard (#2066)
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@ -50,6 +50,7 @@ namespace Ryujinx.HLE.HOS.Applets
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private bool _okPressed = false;
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private Encoding _encoding = Encoding.Unicode;
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private long _lastTextSetMillis = 0;
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private bool _lastWasHidden = false;
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public event EventHandler AppletStateChanged;
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@ -350,12 +351,12 @@ namespace Ryujinx.HLE.HOS.Applets
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// The Calc request tells the Applet to enter the main input handling loop, which will end
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// with either a text being submitted or a cancel request from the user.
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// NOTE: Some Calc requests happen early in the process and are not meant to be shown. This possibly
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// NOTE: Some Calc requests happen early in the application and are not meant to be shown. This possibly
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// happens because the game has complete control over when the inline keyboard is drawn, but here it
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// would cause a dialog to pop in the emulator, which is inconvenient. An algorithm is applied to
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// decide whether it is a dummy Calc or not, but regardless of the result, the dummy Calc appears to
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// never happen twice, so the keyboard will always show if it has already been shown before.
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bool forceShowKeyboard = _alreadyShown;
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bool shouldShowKeyboard = _alreadyShown;
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_alreadyShown = true;
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// Read the Calc data.
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@ -379,7 +380,7 @@ namespace Ryujinx.HLE.HOS.Applets
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// input dialog may show, but it is better than a soft lock.
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if (_keyboardBackgroundCalc.Appear.ShouldBeHidden == 0)
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{
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forceShowKeyboard = true;
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shouldShowKeyboard = true;
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}
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}
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// Send an initialization finished signal.
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@ -387,10 +388,10 @@ namespace Ryujinx.HLE.HOS.Applets
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SetInlineState(state);
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_interactiveSession.Push(InlineResponses.FinishedInitialize(state));
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// Start a task with the GUI handler to get user's input.
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new Task(() => { GetInputTextAndSend(forceShowKeyboard, state); }).Start();
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new Task(() => { GetInputTextAndSend(shouldShowKeyboard, state); }).Start();
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break;
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case InlineKeyboardRequest.Finalize:
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// The calling process wants to close the keyboard applet and will wait for a state change.
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// The calling application wants to close the keyboard applet and will wait for a state change.
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_backgroundState = InlineKeyboardState.Uninitialized;
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AppletStateChanged?.Invoke(this, null);
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break;
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@ -403,7 +404,7 @@ namespace Ryujinx.HLE.HOS.Applets
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}
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}
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private void GetInputTextAndSend(bool forceShowKeyboard, InlineKeyboardState oldState)
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private void GetInputTextAndSend(bool shouldShowKeyboard, InlineKeyboardState oldState)
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{
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bool submit = true;
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@ -422,27 +423,32 @@ namespace Ryujinx.HLE.HOS.Applets
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SetInlineState(newState);
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ChangedString("", newState);
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if (inputElapsedMillis < DebounceTimeMillis)
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if (!_lastWasHidden && (inputElapsedMillis < DebounceTimeMillis))
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{
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// A repeated Calc request has been received without player interaction, after the input has been
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// sent. This behavior happens in some games, so instead of showing another dialog, just apply a
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// time-based debouncing algorithm and repeat the last submission, either a value or a cancel.
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// It is also possible that the first Calc request was hidden by accident, in this case use the
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// debouncing as an oportunity to properly ask for input.
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inputText = _textValue;
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submit = _textValue != null;
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_lastWasHidden = false;
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Logger.Warning?.Print(LogClass.Application, "Debouncing repeated keyboard request");
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}
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else if (!forceShowKeyboard)
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else if (!shouldShowKeyboard)
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{
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// Submit the default text to avoid soft locking if the keyboard was ignored by
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// accident. It's better to change the name than being locked out of the game.
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inputText = DefaultText;
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_lastWasHidden = true;
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Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown");
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}
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else if (_device.UiHandler == null)
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{
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Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
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_lastWasHidden = false;
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}
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else
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{
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@ -461,6 +467,7 @@ namespace Ryujinx.HLE.HOS.Applets
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submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
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inputText = submit ? inputText : null;
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_lastWasHidden = false;
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}
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// The 'Complete' state indicates the Calc request has been fulfilled by the applet.
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