using System.Runtime.InteropServices;
namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
{
/// <summary>
/// A structure with appearance configurations for the software keyboard when running in inline mode.
/// </summary>
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
struct SoftwareKeyboardAppear
private const int OkTextLength = 8;
/// Some games send a Calc without intention of showing the keyboard, a
/// common trend observed is that this field will be != 0 in such cases.
public uint ShouldBeHidden;
/// The string displayed in the Submit button.
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = OkTextLength + 1)]
public string OkText;
/// The character displayed in the left button of the numeric keyboard.
public char LeftOptionalSymbolKey;
/// The character displayed in the right button of the numeric keyboard.
public char RightOptionalSymbolKey;
/// When set, predictive typing is enabled making use of the system dictionary, and any custom user dictionary.
[MarshalAs(UnmanagedType.I1)]
public bool PredictionEnabled;
public byte Empty;
/// Specifies prohibited characters that cannot be input into the text entry area.
public InvalidCharFlags InvalidCharFlag;
public int Padding1;
public int Padding2;
/// Indicates the return button is enabled in the keyboard. This allows for input with multiple lines.
public bool UseNewLine;
/// [10.0.0+] If value is 1 or 2, then keytopAsFloating=0 and footerScalable=1 in Calc.
public byte Unknown1;
public byte Padding4;
public byte Padding5;
/// Bitmask 0x1000 of the Calc and DirectionalButtonAssignEnabled in bitmask 0x10000000.
public uint CalcFlags;
public uint Padding6;
public uint Padding7;
public uint Padding8;
public uint Padding9;
public uint Padding10;
public uint Padding11;
}