Improve heuristic for showing the keyboard (#2066)

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Caian Benedicto 2021-02-28 07:26:00 -03:00 committed by GitHub
parent f556c80d02
commit 8b4e4fc076
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@ -50,6 +50,7 @@ namespace Ryujinx.HLE.HOS.Applets
private bool _okPressed = false;
private Encoding _encoding = Encoding.Unicode;
private long _lastTextSetMillis = 0;
private bool _lastWasHidden = false;
public event EventHandler AppletStateChanged;
@ -350,12 +351,12 @@ namespace Ryujinx.HLE.HOS.Applets
// The Calc request tells the Applet to enter the main input handling loop, which will end
// with either a text being submitted or a cancel request from the user.
// NOTE: Some Calc requests happen early in the process and are not meant to be shown. This possibly
// NOTE: Some Calc requests happen early in the application and are not meant to be shown. This possibly
// happens because the game has complete control over when the inline keyboard is drawn, but here it
// would cause a dialog to pop in the emulator, which is inconvenient. An algorithm is applied to
// decide whether it is a dummy Calc or not, but regardless of the result, the dummy Calc appears to
// never happen twice, so the keyboard will always show if it has already been shown before.
bool forceShowKeyboard = _alreadyShown;
bool shouldShowKeyboard = _alreadyShown;
_alreadyShown = true;
// Read the Calc data.
@ -379,7 +380,7 @@ namespace Ryujinx.HLE.HOS.Applets
// input dialog may show, but it is better than a soft lock.
if (_keyboardBackgroundCalc.Appear.ShouldBeHidden == 0)
{
forceShowKeyboard = true;
shouldShowKeyboard = true;
}
}
// Send an initialization finished signal.
@ -387,10 +388,10 @@ namespace Ryujinx.HLE.HOS.Applets
SetInlineState(state);
_interactiveSession.Push(InlineResponses.FinishedInitialize(state));
// Start a task with the GUI handler to get user's input.
new Task(() => { GetInputTextAndSend(forceShowKeyboard, state); }).Start();
new Task(() => { GetInputTextAndSend(shouldShowKeyboard, state); }).Start();
break;
case InlineKeyboardRequest.Finalize:
// The calling process wants to close the keyboard applet and will wait for a state change.
// The calling application wants to close the keyboard applet and will wait for a state change.
_backgroundState = InlineKeyboardState.Uninitialized;
AppletStateChanged?.Invoke(this, null);
break;
@ -403,7 +404,7 @@ namespace Ryujinx.HLE.HOS.Applets
}
}
private void GetInputTextAndSend(bool forceShowKeyboard, InlineKeyboardState oldState)
private void GetInputTextAndSend(bool shouldShowKeyboard, InlineKeyboardState oldState)
{
bool submit = true;
@ -422,27 +423,32 @@ namespace Ryujinx.HLE.HOS.Applets
SetInlineState(newState);
ChangedString("", newState);
if (inputElapsedMillis < DebounceTimeMillis)
if (!_lastWasHidden && (inputElapsedMillis < DebounceTimeMillis))
{
// A repeated Calc request has been received without player interaction, after the input has been
// sent. This behavior happens in some games, so instead of showing another dialog, just apply a
// time-based debouncing algorithm and repeat the last submission, either a value or a cancel.
// It is also possible that the first Calc request was hidden by accident, in this case use the
// debouncing as an oportunity to properly ask for input.
inputText = _textValue;
submit = _textValue != null;
_lastWasHidden = false;
Logger.Warning?.Print(LogClass.Application, "Debouncing repeated keyboard request");
}
else if (!forceShowKeyboard)
else if (!shouldShowKeyboard)
{
// 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.
inputText = DefaultText;
_lastWasHidden = true;
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");
_lastWasHidden = false;
}
else
{
@ -461,6 +467,7 @@ namespace Ryujinx.HLE.HOS.Applets
submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
inputText = submit ? inputText : null;
_lastWasHidden = false;
}
// The 'Complete' state indicates the Calc request has been fulfilled by the applet.