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Disable keyboard controller input while swkbd is open (foreground) (#6646)
* Block input updates while swkbd is open in foreground mode * Flush internal driver state before unblocking input updates * Rename Flush to Clear and remove unnecessary attribute
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parent
2ef4f92b07
commit
a3dc295c5f
7 changed files with 23 additions and 2 deletions
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@ -81,6 +81,11 @@ namespace Ryujinx.Input.GTK3
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return _pressedKeys.Contains(nativeKey);
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return _pressedKeys.Contains(nativeKey);
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}
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}
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public void Clear()
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{
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_pressedKeys.Clear();
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}
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public IGamepad GetGamepad(string id)
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public IGamepad GetGamepad(string id)
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{
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{
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if (!_keyboardIdentifers[0].Equals(id))
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if (!_keyboardIdentifers[0].Equals(id))
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@ -107,6 +107,8 @@ namespace Ryujinx.UI.Applet
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swkbdDialog.SetInputLengthValidation(args.StringLengthMin, args.StringLengthMax);
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swkbdDialog.SetInputLengthValidation(args.StringLengthMin, args.StringLengthMax);
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swkbdDialog.SetInputValidation(args.KeyboardMode);
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swkbdDialog.SetInputValidation(args.KeyboardMode);
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((MainWindow)_parent).RendererWidget.NpadManager.BlockInputUpdates();
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if (swkbdDialog.Run() == (int)ResponseType.Ok)
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if (swkbdDialog.Run() == (int)ResponseType.Ok)
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{
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{
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inputText = swkbdDialog.InputEntry.Text;
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inputText = swkbdDialog.InputEntry.Text;
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@ -128,6 +130,7 @@ namespace Ryujinx.UI.Applet
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});
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});
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dialogCloseEvent.WaitOne();
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dialogCloseEvent.WaitOne();
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((MainWindow)_parent).RendererWidget.NpadManager.UnblockInputUpdates();
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userText = error ? null : inputText;
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userText = error ? null : inputText;
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@ -174,6 +174,11 @@ namespace Ryujinx.Input.HLE
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{
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{
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lock (_lock)
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lock (_lock)
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{
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{
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foreach (InputConfig inputConfig in _inputConfig)
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{
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_controllers[(int)inputConfig.PlayerIndex].GamepadDriver.Clear();
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}
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_blockInputUpdates = false;
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_blockInputUpdates = false;
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}
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}
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}
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}
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@ -33,5 +33,11 @@ namespace Ryujinx.Input
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/// <param name="id">The unique id of the gamepad</param>
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/// <param name="id">The unique id of the gamepad</param>
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/// <returns>An instance of <see cref="IGamepad"/> associated to the gamepad id given or null if not found</returns>
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/// <returns>An instance of <see cref="IGamepad"/> associated to the gamepad id given or null if not found</returns>
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IGamepad GetGamepad(string id);
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IGamepad GetGamepad(string id);
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/// <summary>
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/// Flush the internal state of the driver.
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/// </summary>
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/// <remarks>Does nothing by default.</remarks>
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void Clear() { }
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}
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}
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}
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}
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@ -195,7 +195,7 @@ namespace Ryujinx.Ava.Input
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public void Clear()
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public void Clear()
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{
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{
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_driver?.ResetKeys();
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_driver?.Clear();
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}
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}
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public void Dispose() { }
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public void Dispose() { }
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@ -94,7 +94,7 @@ namespace Ryujinx.Ava.Input
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return _pressedKeys.Contains(nativeKey);
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return _pressedKeys.Contains(nativeKey);
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}
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}
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public void ResetKeys()
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public void Clear()
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{
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{
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_pressedKeys.Clear();
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_pressedKeys.Clear();
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}
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}
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@ -122,6 +122,7 @@ namespace Ryujinx.Ava.UI.Applet
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{
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{
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try
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try
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{
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{
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_parent.ViewModel.AppHost.NpadManager.BlockInputUpdates();
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var response = await SwkbdAppletDialog.ShowInputDialog(LocaleManager.Instance[LocaleKeys.SoftwareKeyboard], args);
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var response = await SwkbdAppletDialog.ShowInputDialog(LocaleManager.Instance[LocaleKeys.SoftwareKeyboard], args);
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if (response.Result == UserResult.Ok)
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if (response.Result == UserResult.Ok)
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@ -143,6 +144,7 @@ namespace Ryujinx.Ava.UI.Applet
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});
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});
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dialogCloseEvent.WaitOne();
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dialogCloseEvent.WaitOne();
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_parent.ViewModel.AppHost.NpadManager.UnblockInputUpdates();
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userText = error ? null : inputText;
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userText = error ? null : inputText;
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