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https://github.com/hrydgard/ppsspp.git
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Move OSK inputChars to global, fixes release crash.
Also, assorted potential crash fixes / etc.
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parent
0202c69bcf
commit
4bc06562d6
@ -30,6 +30,8 @@ const char oskKeys[NUMKEYROWS][KEYSPERROW] =
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{'Z','X','C','V','B','N','M',',','.','/','?','\\','\0'},
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};
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char inputChars[255]; // must be a better way of doing this...
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PSPOskDialog::PSPOskDialog() : PSPDialog() {
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@ -81,6 +83,13 @@ int PSPOskDialog::Init(u32 oskPtr)
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HackyGetStringWide(oskOuttext, oskData.outtextPtr);
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Memory::WriteStruct(oskParams.SceUtilityOskDataPtr, &oskData);
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Memory::WriteStruct(oskPtr, &oskParams);
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if (oskData.outtextlimit >= sizeof(inputChars))
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{
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// TODO: Check actual behavior.
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ERROR_LOG(HLE, "OskDialog requested %d characters, failing", oskData.outtextlimit);
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return -1;
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}
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}
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else
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{
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@ -97,37 +106,36 @@ void PSPOskDialog::RenderKeyboard()
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int selectedExtra = selectedChar % (KEYSPERROW-1);
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char SelectedLine[KEYSPERROW];
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char temp[2];
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temp[1] = '\0';
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int limit = oskData.outtextlimit;
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// TODO: Test more thoroughly. Encountered a game where this was 0.
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if (limit <= 0)
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limit = 16;
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PPGeDrawText(oskDesc.c_str(), 480/2, 20, PPGE_ALIGN_CENTER, 0.5f, 0xFFFFFFFF);
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for (int i=0; i<oskData.outtextlimit; i++)
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for (int i = 0; i < limit; ++i)
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{
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u32 color = 0xFFFFFFFF;
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if (inputChars[i] != 0)
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temp[0] = inputChars[i];
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else if (currentInputChar == i)
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{
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const char aa = inputChars[i];
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PPGeDrawText(&aa, 20 + (i*16), 40, NULL , 0.5f, 0xFFFFFFFF);
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temp[0] = oskKeys[selectedRow][selectedExtra];
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color = 0xFF3060FF;
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}
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else
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{
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if (currentInputChar == i)
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{
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char key = oskKeys[selectedRow][selectedExtra];
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PPGeDrawText(&key, 20 + (i*16), 40, NULL , 0.5f, 0xFF3060FF);
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}
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else
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{
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PPGeDrawText("_", 20 + (i*16), 40, NULL , 0.5f, 0xFFFFFFFF);
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}
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}
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temp[0] = '_';
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PPGeDrawText(temp, 20.0f + (i * 16.0f), 40, NULL, 0.5f, color);
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}
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for (int row = 0; row < NUMKEYROWS; row++)
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{
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u32 color = 0xFFFFFFFF;
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if (selectedRow == row)
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{
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PPGeDrawText(oskKeys[row], 20, 70 + (25 * row), NULL , 0.6f, 0xFF7f7f7f);
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}
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else
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{
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PPGeDrawText(oskKeys[row], 20, 70 + (25 * row), NULL , 0.6f, 0xFFFFFFFF);
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}
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color = 0xFF7f7f7f;
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PPGeDrawText(oskKeys[row], 20.0f, 70.0f + (25.0f * row), NULL, 0.6f, color);
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}
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for (int selectedItemCounter = 0; selectedItemCounter < KEYSPERROW; selectedItemCounter++ )
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{
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@ -141,7 +149,8 @@ void PSPOskDialog::RenderKeyboard()
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}
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}
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PPGeDrawText(SelectedLine, 20, 71 + (25 * selectedRow), NULL , 0.6f, 0xFFFFFFFF);
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SelectedLine[KEYSPERROW] = '\0';
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PPGeDrawText(SelectedLine, 20, 71.0f + (25.0f * selectedRow), NULL, 0.6f, 0xFFFFFFFF);
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}
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@ -151,6 +160,11 @@ void PSPOskDialog::Update()
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int selectedRow = selectedChar / (KEYSPERROW-1);
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int selectedExtra = selectedChar % (KEYSPERROW-1);
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int limit = oskData.outtextlimit;
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// TODO: Test more thoroughly. Encountered a game where this was 0.
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if (limit <= 0)
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limit = 16;
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if (status == SCE_UTILITY_STATUS_INITIALIZE)
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{
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status = SCE_UTILITY_STATUS_RUNNING;
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@ -198,20 +212,23 @@ void PSPOskDialog::Update()
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// TODO : Dialogs should take control over input and not send them to the game while displaying
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if (IsButtonPressed(CTRL_CROSS))
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{
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if (currentInputChar < oskData.outtextlimit)
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if (currentInputChar < limit)
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{
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inputChars[currentInputChar]= oskKeys[selectedRow][selectedExtra];
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currentInputChar++;
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}
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else
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{
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currentInputChar = oskData.outtextlimit; // just in case
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currentInputChar = limit; // just in case
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}
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}
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else if (IsButtonPressed(CTRL_CIRCLE))
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{
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inputChars[currentInputChar] = 0x00;
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currentInputChar--;
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if (currentInputChar > 0)
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{
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inputChars[currentInputChar] = 0x00;
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currentInputChar--;
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}
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}
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else if (IsButtonPressed(CTRL_START))
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{
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@ -224,7 +241,7 @@ void PSPOskDialog::Update()
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status = SCE_UTILITY_STATUS_SHUTDOWN;
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}
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for (int i=0; i<oskData.outtextlimit; i++)
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for (int i = 0; i < limit; ++i)
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{
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Memory::Write_U16(0x0000^inputChars[i],oskData.outtextPtr + (2*i));
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}
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@ -157,7 +157,6 @@ private:
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std::string oskOuttext;
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int oskParamsAddr;
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char inputChars[255]; // must be a better way of doing this...
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int currentInputChar;
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int selectedChar;
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