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deb99d2cae
* avalonia part 1 * remove vulkan ui backend * move ui common files to ui common project * get name for oading screen from device * rebase. * review 1 * review 1.1 * review * cleanup * addressed review * use cancellation token * review * review * rebased * cancel library loading when closing window * remove star image, use fonticon instead * delete render control frame buffer when game ends. change position of fav star * addressed @Thog review * ensure the right ui is downloaded in updates * fix crash when showing not supported dialog during controller request * add prefix to artifact names * Auto-format Avalonia project * Fix input * Fix build, simplify app disposal * remove nv stutter thread * addressed review * add missing change * maintain window size if new size is zero length * add game, handheld, docked to local * reverse scale main window * Update de_DE.json * Update de_DE.json * Update de_DE.json * Update italian json * Update it_IT.json * let render timer poll with no wait * remove unused code * more unused code * enabled tiered compilation and trimming * check if window event is not closed before signaling * fix atmospher case * locale fix * locale fix * remove explicit tiered compilation declarations * Remove ) it_IT.json * Remove ) de_DE.json * Update it_IT.json * Update pt_BR locale with latest strings * Remove ')' * add more strings to locale * update locale * remove extra slash * remove extra slash * set firmware version to 0 if key's not found * fix * revert timer changes * lock on object instead * Update it_IT.json * remove unused method * add load screen text to locale * drop swap event * Update de_DE.json * Update de_DE.json * do null check when stopping emulator * Update de_DE.json * Create tr_TR.json * Add tr_TR * Add tr_TR + Turkish * Update it_IT.json * Update Ryujinx.Ava/Input/AvaloniaMappingHelper.cs Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * Apply suggestions from code review Co-authored-by: Ac_K <Acoustik666@gmail.com> * addressed review * Update Ryujinx.Ava/Ui/Backend/OpenGl/OpenGlRenderTarget.cs Co-authored-by: gdkchan <gab.dark.100@gmail.com> * use avalonia's inbuilt renderer on linux * removed whitespace * workaround for queue render crash with vsync off * drop custom backend * format files * fix not closing issue * remove warnings * rebase * update avalonia library * Reposition the Text and Button on About Page * Assign build version * Remove appveyor text Co-authored-by: gdk <gab.dark.100@gmail.com> Co-authored-by: Niwu34 <67392333+Niwu34@users.noreply.github.com> Co-authored-by: Antonio Brugnolo <36473846+AntoSkate@users.noreply.github.com> Co-authored-by: aegiff <99728970+aegiff@users.noreply.github.com> Co-authored-by: Ac_K <Acoustik666@gmail.com> Co-authored-by: MostlyWhat <78652091+MostlyWhat@users.noreply.github.com>
108 lines
No EOL
3.7 KiB
C#
108 lines
No EOL
3.7 KiB
C#
using Gtk;
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using Ryujinx.HLE.Ui;
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using Ryujinx.Input.GTK3;
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using Ryujinx.Ui.Widgets;
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using System.Threading;
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namespace Ryujinx.Ui.Applet
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{
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/// <summary>
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/// Class that forwards key events to a GTK Entry so they can be processed into text.
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/// </summary>
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internal class GtkDynamicTextInputHandler : IDynamicTextInputHandler
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{
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private readonly Window _parent;
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private readonly OffscreenWindow _inputToTextWindow = new OffscreenWindow();
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private readonly RawInputToTextEntry _inputToTextEntry = new RawInputToTextEntry();
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private bool _canProcessInput;
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public event DynamicTextChangedHandler TextChangedEvent;
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public event KeyPressedHandler KeyPressedEvent;
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public event KeyReleasedHandler KeyReleasedEvent;
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public bool TextProcessingEnabled
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{
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get
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{
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return Volatile.Read(ref _canProcessInput);
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}
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set
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{
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Volatile.Write(ref _canProcessInput, value);
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}
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}
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public GtkDynamicTextInputHandler(Window parent)
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{
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_parent = parent;
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_parent.KeyPressEvent += HandleKeyPressEvent;
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_parent.KeyReleaseEvent += HandleKeyReleaseEvent;
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_inputToTextWindow.Add(_inputToTextEntry);
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_inputToTextEntry.TruncateMultiline = true;
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// Start with input processing turned off so the text box won't accumulate text
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// if the user is playing on the keyboard.
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_canProcessInput = false;
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}
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[GLib.ConnectBefore()]
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private void HandleKeyPressEvent(object o, KeyPressEventArgs args)
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{
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var key = (Ryujinx.Common.Configuration.Hid.Key)GTK3MappingHelper.ToInputKey(args.Event.Key);
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if (!(KeyPressedEvent?.Invoke(key)).GetValueOrDefault(true))
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{
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return;
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}
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if (_canProcessInput)
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{
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_inputToTextEntry.SendKeyPressEvent(o, args);
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_inputToTextEntry.GetSelectionBounds(out int selectionStart, out int selectionEnd);
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TextChangedEvent?.Invoke(_inputToTextEntry.Text, selectionStart, selectionEnd, _inputToTextEntry.OverwriteMode);
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}
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}
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[GLib.ConnectBefore()]
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private void HandleKeyReleaseEvent(object o, KeyReleaseEventArgs args)
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{
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var key = (Ryujinx.Common.Configuration.Hid.Key)GTK3MappingHelper.ToInputKey(args.Event.Key);
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if (!(KeyReleasedEvent?.Invoke(key)).GetValueOrDefault(true))
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{
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return;
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}
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if (_canProcessInput)
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{
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// TODO (caian): This solution may have problems if the pause is sent after a key press
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// and before a key release. But for now GTK Entry does not seem to use release events.
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_inputToTextEntry.SendKeyReleaseEvent(o, args);
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_inputToTextEntry.GetSelectionBounds(out int selectionStart, out int selectionEnd);
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TextChangedEvent?.Invoke(_inputToTextEntry.Text, selectionStart, selectionEnd, _inputToTextEntry.OverwriteMode);
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}
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}
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public void SetText(string text, int cursorBegin)
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{
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_inputToTextEntry.Text = text;
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_inputToTextEntry.Position = cursorBegin;
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}
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public void SetText(string text, int cursorBegin, int cursorEnd)
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{
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_inputToTextEntry.Text = text;
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_inputToTextEntry.SelectRegion(cursorBegin, cursorEnd);
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}
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public void Dispose()
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{
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_parent.KeyPressEvent -= HandleKeyPressEvent;
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_parent.KeyReleaseEvent -= HandleKeyReleaseEvent;
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}
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}
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} |