380b95bc59
* Initial implementation * Refactor dynamic text input keys out to facilitate configuration via UI * Fix code styling * Add per applet indirect layer handles * Remove static functions from SoftwareKeyboardRenderer * Remove inline keyboard reset delay * Remove inline keyboard V2 responses * Add inline keyboard soft-lock recovering * Add comments * Forward accept and cancel key names to the keyboard and add soft-lock prevention line * Add dummy window to handle paste events * Rework inline keyboard state machine and graphics * Implement IHostUiHandler interfaces on headless WindowBase class * Add inline keyboard assets * Fix coding style * Fix coding style * Change mode cycling shortcut to F6 * Fix invalid calc size error in games using extended calc * Remove unnecessary namespaces
51 lines
No EOL
1.5 KiB
C#
51 lines
No EOL
1.5 KiB
C#
using Ryujinx.HLE.Ui;
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using System.Threading;
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using System.Threading.Tasks;
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namespace Ryujinx.Headless.SDL2
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{
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/// <summary>
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/// Headless text processing class, right now there is no way to forward the input to it.
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/// </summary>
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internal class HeadlessDynamicTextInputHandler : IDynamicTextInputHandler
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{
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private bool _canProcessInput;
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public event DynamicTextChangedHandler TextChangedEvent;
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public event KeyPressedHandler KeyPressedEvent { add { } remove { } }
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public event KeyReleasedHandler KeyReleasedEvent { add { } remove { } }
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public bool TextProcessingEnabled
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{
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get
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{
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return Volatile.Read(ref _canProcessInput);
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}
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set
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{
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Volatile.Write(ref _canProcessInput, value);
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// Launch a task to update the text.
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Task.Run(() =>
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{
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Thread.Sleep(100);
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TextChangedEvent?.Invoke("Ryujinx", 7, 7, false);
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});
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}
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}
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public HeadlessDynamicTextInputHandler()
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{
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// Start with input processing turned off so the text box won't accumulate text
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// if the user is playing on the keyboard.
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_canProcessInput = false;
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}
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public void SetText(string text, int cursorBegin) { }
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public void SetText(string text, int cursorBegin, int cursorEnd) { }
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public void Dispose() { }
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}
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} |