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ryujinx-final/Ryujinx.Headless.SDL2/HeadlessDynamicTextInputHandler.cs
Caian Benedicto 380b95bc59
Inline software keyboard without input pop up dialog (#2180)
* 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
2021-10-12 21:54:21 +02:00

51 lines
No EOL
1.5 KiB
C#

using Ryujinx.HLE.Ui;
using System.Threading;
using System.Threading.Tasks;
namespace Ryujinx.Headless.SDL2
{
/// <summary>
/// Headless text processing class, right now there is no way to forward the input to it.
/// </summary>
internal class HeadlessDynamicTextInputHandler : IDynamicTextInputHandler
{
private bool _canProcessInput;
public event DynamicTextChangedHandler TextChangedEvent;
public event KeyPressedHandler KeyPressedEvent { add { } remove { } }
public event KeyReleasedHandler KeyReleasedEvent { add { } remove { } }
public bool TextProcessingEnabled
{
get
{
return Volatile.Read(ref _canProcessInput);
}
set
{
Volatile.Write(ref _canProcessInput, value);
// Launch a task to update the text.
Task.Run(() =>
{
Thread.Sleep(100);
TextChangedEvent?.Invoke("Ryujinx", 7, 7, false);
});
}
}
public HeadlessDynamicTextInputHandler()
{
// Start with input processing turned off so the text box won't accumulate text
// if the user is playing on the keyboard.
_canProcessInput = false;
}
public void SetText(string text, int cursorBegin) { }
public void SetText(string text, int cursorBegin, int cursorEnd) { }
public void Dispose() { }
}
}