* swkbd: Fix a bug where clicking Cancel hangs the game The text is validated in `Finalize`. If the validation fails, an error is returned and the applet is not actually finalized. This can result in hangs. This is usually not a problem as the frontend is expected to validate the text passed to `Finalize`. However, when the user clicked on `Cancel`, the text is ignored and the frontend won't do any validation. Therefore, we should skip the validation here as well. Also fixed a potential data race. All these functions should now be called on the same thread * Address review comments Renamed the fields Remove close button
146 lines
4.9 KiB
C++
146 lines
4.9 KiB
C++
// Copyright 2018 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include "common/assert.h"
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namespace Frontend {
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enum class AcceptedInput {
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Anything, /// All inputs are accepted.
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NotEmpty, /// Empty inputs are not accepted.
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NotEmptyAndNotBlank, /// Empty or blank inputs (consisting solely of whitespace) are not
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/// accepted.
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NotBlank, /// Blank inputs (consisting solely of whitespace) are not accepted, but empty
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/// inputs are.
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FixedLength, /// The input must have a fixed length (specified by maxTextLength in
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/// swkbdInit).
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};
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enum class ButtonConfig {
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Single, /// Ok button
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Dual, /// Cancel | Ok buttons
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Triple, /// Cancel | I Forgot | Ok buttons
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None, /// No button (returned by swkbdInputText in special cases)
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};
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/// Default English button text mappings. Frontends may need to copy this to internationalize it.
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constexpr char SWKBD_BUTTON_OKAY[] = "Ok";
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constexpr char SWKBD_BUTTON_CANCEL[] = "Cancel";
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constexpr char SWKBD_BUTTON_FORGOT[] = "I Forgot";
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/// Configuration thats relevent to frontend implementation of applets. Anything missing that we
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/// later learn is needed can be added here and filled in by the backend HLE applet
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struct KeyboardConfig {
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ButtonConfig button_config;
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AcceptedInput accept_mode; /// What kinds of input are accepted (blank/empty/fixed width)
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bool multiline_mode; /// True if the keyboard accepts multiple lines of input
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u16 max_text_length; /// Maximum number of letters allowed if its a text input
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u16 max_digits; /// Maximum number of numbers allowed if its a number input
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std::string hint_text; /// Displayed in the field as a hint before
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bool has_custom_button_text; /// If true, use the button_text instead
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std::vector<std::string> button_text; /// Contains the button text that the caller provides
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struct Filters {
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bool prevent_digit; /// Limit maximum digit count to max_digits
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bool prevent_at; /// Disallow the use of the @ sign.
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bool prevent_percent; /// Disallow the use of the % sign.
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bool prevent_backslash; /// Disallow the use of the \ sign.
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bool prevent_profanity; /// Disallow profanity using Nintendo's profanity filter.
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bool enable_callback; /// Use a callback in order to check the input.
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};
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Filters filters;
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};
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struct KeyboardData {
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std::string text;
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u8 button{};
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};
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enum class ValidationError {
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None,
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// Button Selection
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ButtonOutOfRange,
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// Configured Filters
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MaxDigitsExceeded,
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AtSignNotAllowed,
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PercentNotAllowed,
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BackslashNotAllowed,
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ProfanityNotAllowed,
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CallbackFailed,
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// Allowed Input Type
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FixedLengthRequired,
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MaxLengthExceeded,
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BlankInputNotAllowed,
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EmptyInputNotAllowed,
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};
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class SoftwareKeyboard {
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public:
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virtual ~SoftwareKeyboard() = default;
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/**
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* Executes the software keyboard, configured with the given parameters.
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*/
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virtual void Execute(const KeyboardConfig& config) {
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this->config = config;
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}
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/**
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* Whether the result data is ready to be received.
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*/
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bool DataReady() const;
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/**
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* Receives the current result data stored in the applet, and clears the ready state.
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*/
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const KeyboardData& ReceiveData();
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/**
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* Shows an error text returned by the callback.
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*/
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virtual void ShowError(const std::string& error) = 0;
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/**
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* Validates if the provided string breaks any of the filter rules. This is meant to be called
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* whenever the user input changes to check to see if the new input is valid. Frontends can
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* decide if they want to check the input continuously or once before submission
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*/
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ValidationError ValidateFilters(const std::string& input) const;
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/**
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* Validates the the provided string doesn't break any extra rules like "input must not be
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* empty". This will be called by Finalize but can be called earlier if the frontend needs
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*/
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ValidationError ValidateInput(const std::string& input) const;
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/**
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* Verifies that the selected button is valid. This should be used as the last check before
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* closing.
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*/
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ValidationError ValidateButton(u8 button) const;
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/**
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* Runs all validation phases. If successful, stores the data so that the HLE applet in core can
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* send this to the calling application
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*/
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ValidationError Finalize(const std::string& text, u8 button);
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protected:
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KeyboardConfig config;
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KeyboardData data;
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bool data_ready = false;
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};
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class DefaultKeyboard final : public SoftwareKeyboard {
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public:
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void Execute(const KeyboardConfig& config) override;
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void ShowError(const std::string& error) override;
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};
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} // namespace Frontend
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