using Ryujinx.Common.Logging; using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard; using Ryujinx.HLE.HOS.Services.Am.AppletAE; using System; using System.IO; using System.Runtime.InteropServices; using System.Text; using System.Threading; using System.Threading.Tasks; namespace Ryujinx.HLE.HOS.Applets { internal class SoftwareKeyboardApplet : IApplet { private const string DefaultText = "Ryujinx"; private readonly Switch _device; private const int StandardBufferSize = 0x7D8; private const int InteractiveBufferSize = 0x7D4; private SoftwareKeyboardState _state = SoftwareKeyboardState.Uninitialized; private bool _isBackground = false; private AppletSession _normalSession; private AppletSession _interactiveSession; // Configuration for foreground mode private SoftwareKeyboardConfig _keyboardFgConfig; private SoftwareKeyboardCalc _keyboardCalc; private SoftwareKeyboardDictSet _keyboardDict; // Configuration for background mode private SoftwareKeyboardInitialize _keyboardBgInitialize; private byte[] _transferMemory; private string _textValue = null; private bool _okPressed = false; private Encoding _encoding = Encoding.Unicode; public event EventHandler AppletStateChanged; public SoftwareKeyboardApplet(Horizon system) { _device = system.Device; } public ResultCode Start(AppletSession normalSession, AppletSession interactiveSession) { _normalSession = normalSession; _interactiveSession = interactiveSession; _interactiveSession.DataAvailable += OnInteractiveData; var launchParams = _normalSession.Pop(); var keyboardConfig = _normalSession.Pop(); // TODO: A better way would be handling the background creation properly // in LibraryAppleCreator / Acessor instead of guessing by size. if (keyboardConfig.Length == Marshal.SizeOf()) { _isBackground = true; _keyboardBgInitialize = ReadStruct(keyboardConfig); _state = SoftwareKeyboardState.Uninitialized; return ResultCode.Success; } else { _isBackground = false; if (keyboardConfig.Length < Marshal.SizeOf()) { Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf():x}. Got {keyboardConfig.Length:x}"); } else { _keyboardFgConfig = ReadStruct(keyboardConfig); } if (!_normalSession.TryPop(out _transferMemory)) { Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null"); } if (_keyboardFgConfig.UseUtf8) { _encoding = Encoding.UTF8; } _state = SoftwareKeyboardState.Ready; ExecuteForegroundKeyboard(); return ResultCode.Success; } } public ResultCode GetResult() { return ResultCode.Success; } private void ExecuteForegroundKeyboard() { 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 && _keyboardFgConfig.InitialStringLength > 0) { initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardFgConfig.InitialStringOffset, 2 * _keyboardFgConfig.InitialStringLength); } // If the max string length is 0, we set it to a large default // length. if (_keyboardFgConfig.StringLengthMax == 0) { _keyboardFgConfig.StringLengthMax = 100; } var args = new SoftwareKeyboardUiArgs { HeaderText = _keyboardFgConfig.HeaderText, SubtitleText = _keyboardFgConfig.SubtitleText, GuideText = _keyboardFgConfig.GuideText, SubmitText = (!string.IsNullOrWhiteSpace(_keyboardFgConfig.SubmitText) ? _keyboardFgConfig.SubmitText : "OK"), StringLengthMin = _keyboardFgConfig.StringLengthMin, StringLengthMax = _keyboardFgConfig.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 < _keyboardFgConfig.StringLengthMin) { _textValue = String.Join(" ", _textValue, _textValue); } // If our default text is longer than the allowed length, // we truncate it. if (_textValue.Length > _keyboardFgConfig.StringLengthMax) { _textValue = _textValue.Substring(0, (int)_keyboardFgConfig.StringLengthMax); } // Does the application want to validate the text itself? if (_keyboardFgConfig.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); } } private void OnInteractiveData(object sender, EventArgs e) { // Obtain the validation status response. var data = _interactiveSession.Pop(); if (_isBackground) { OnBackgroundInteractiveData(data); } else { OnForegroundInteractiveData(data); } } private void OnForegroundInteractiveData(byte[] data) { 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."); } } 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()) { Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!"); } else { var keyboardDictData = reader.ReadBytes((int)remaining); _keyboardDict = ReadStruct(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()) { Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes!"); } else { var keyboardCalcData = reader.ReadBytes((int)remaining); _keyboardCalc = ReadStruct(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; } } } private byte[] BuildResponse(string text, bool interactive) { int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize; using (MemoryStream stream = new MemoryStream(new byte[bufferSize])) using (BinaryWriter writer = new BinaryWriter(stream)) { byte[] output = _encoding.GetBytes(text); if (!interactive) { // Result Code writer.Write(_okPressed ? 0U : 1U); } else { // In interactive mode, we write the length of the text as a long, rather than // a result code. This field is inclusive of the 64-bit size. writer.Write((long)output.Length + 8); } writer.Write(output); return stream.ToArray(); } } private static T ReadStruct(byte[] data) where T : struct { GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned); try { return Marshal.PtrToStructure(handle.AddrOfPinnedObject()); } finally { handle.Free(); } } } }