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https://github.com/libretro/ppsspp.git
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Android: Enable native keyboard for OSK.
And make Windows/Qt follow the same async behavior for input boxes.
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e97e3c4218
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@ -968,7 +968,7 @@ static ConfigSetting systemParamSettings[] = {
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ReportedConfigSetting("ButtonPreference", &g_Config.iButtonPreference, PSP_SYSTEMPARAM_BUTTON_CROSS, true, true),
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ConfigSetting("LockParentalLevel", &g_Config.iLockParentalLevel, 0, true, true),
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ConfigSetting("WlanAdhocChannel", &g_Config.iWlanAdhocChannel, PSP_SYSTEMPARAM_ADHOC_CHANNEL_AUTOMATIC, true, true),
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#if defined(USING_WIN_UI)
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#if defined(USING_WIN_UI) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID)
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ConfigSetting("BypassOSKWithKeyboard", &g_Config.bBypassOSKWithKeyboard, false, true, true),
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#endif
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ConfigSetting("WlanPowerSave", &g_Config.bWlanPowerSave, (bool) PSP_SYSTEMPARAM_WLAN_POWERSAVE_OFF, true, true),
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@ -410,7 +410,6 @@ public:
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int iPSPModel;
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int iFirmwareVersion;
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// TODO: Make this work with your platform, too!
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bool bBypassOSKWithKeyboard;
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// Debugger
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@ -16,6 +16,7 @@
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include "base/NativeApp.h"
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#include "i18n/i18n.h"
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#include "math/math_util.h"
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#include "util/text/utf8.h"
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@ -30,10 +31,6 @@
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#include "Common/ChunkFile.h"
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#include "GPU/GPUState.h"
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#if defined(USING_WIN_UI)
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#include "base/NativeApp.h"
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#endif
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#ifndef _WIN32
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#include <ctype.h>
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#include <math.h>
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@ -332,6 +329,9 @@ int PSPOskDialog::Init(u32 oskPtr) {
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// Eat any keys pressed before the dialog inited.
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UpdateButtons();
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std::lock_guard<std::mutex> guard(nativeMutex_);
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nativeStatus_ = PSPOskNativeStatus::IDLE;
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StartFade(true);
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return 0;
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}
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@ -837,7 +837,6 @@ void PSPOskDialog::RenderKeyboard()
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}
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}
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#if defined(USING_WIN_UI)
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// TODO: Why does this have a 2 button press lag/delay when
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// re-opening the dialog box? I don't get it.
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int PSPOskDialog::NativeKeyboard() {
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@ -845,6 +844,17 @@ int PSPOskDialog::NativeKeyboard() {
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return SCE_ERROR_UTILITY_INVALID_STATUS;
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}
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#if defined(USING_WIN_UI) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID)
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bool beginInputBox = false;
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if (nativeStatus_ == PSPOskNativeStatus::IDLE) {
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std::lock_guard<std::mutex> guard(nativeMutex_);
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if (nativeStatus_ == PSPOskNativeStatus::IDLE) {
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nativeStatus_ = PSPOskNativeStatus::WAITING;
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beginInputBox = true;
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}
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}
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if (beginInputBox) {
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std::wstring titleText;
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GetWideStringFromPSPPointer(titleText, oskParams->fields[0].desc);
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@ -854,19 +864,31 @@ int PSPOskDialog::NativeKeyboard() {
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if (defaultText.empty())
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defaultText.assign(L"VALUE");
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// TODO: This is USING_WIN_UI only, so we rely on it being synchronous...
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// But we should really have this set some state that is checked each time NativeKeyboard is called.
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System_InputBoxGetString(ConvertWStringToUTF8(titleText), ConvertWStringToUTF8(defaultText), [&](bool result, const std::string &value) {
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if (result) {
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inputChars = ConvertUTF8ToWString(value);
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std::lock_guard<std::mutex> guard(nativeMutex_);
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if (nativeStatus_ != PSPOskNativeStatus::WAITING) {
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return;
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}
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nativeValue_ = value;
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nativeStatus_ = result ? PSPOskNativeStatus::SUCCESS : PSPOskNativeStatus::FAILURE;
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});
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} else if (nativeStatus_ == PSPOskNativeStatus::SUCCESS) {
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inputChars = ConvertUTF8ToWString(nativeValue_);
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nativeValue_.clear();
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u32 maxLength = FieldMaxLength();
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if (inputChars.length() > maxLength) {
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ERROR_LOG(SCEUTILITY, "NativeKeyboard: input text too long(%d characters/glyphs max), truncating to game-requested length.", maxLength);
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inputChars.erase(maxLength, std::string::npos);
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}
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}
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ChangeStatus(SCE_UTILITY_STATUS_FINISHED, 0);
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});
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nativeStatus_ = PSPOskNativeStatus::DONE;
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} else if (nativeStatus_ == PSPOskNativeStatus::FAILURE) {
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ChangeStatus(SCE_UTILITY_STATUS_FINISHED, 0);
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nativeStatus_ = PSPOskNativeStatus::DONE;
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}
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#endif
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u16_le *outText = oskParams->fields[0].outtext;
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@ -886,7 +908,6 @@ int PSPOskDialog::NativeKeyboard() {
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return 0;
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}
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#endif
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int PSPOskDialog::Update(int animSpeed) {
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if (GetStatus() != SCE_UTILITY_STATUS_RUNNING) {
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@ -908,9 +929,7 @@ int PSPOskDialog::Update(int animSpeed) {
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int selectedRow = selectedChar / numKeyCols[currentKeyboard];
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int selectedExtra = selectedChar % numKeyCols[currentKeyboard];
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// TODO: Add your platforms here when you have a NativeKeyboard func.
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#if defined(USING_WIN_UI)
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#if defined(USING_WIN_UI) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID)
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// Windows: Fall back to the OSK/continue normally if we're in fullscreen.
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// The dialog box doesn't work right if in fullscreen.
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if (g_Config.bBypassOSKWithKeyboard && !g_Config.bFullScreen)
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@ -1095,6 +1114,7 @@ int PSPOskDialog::Shutdown(bool force)
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if (!force) {
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ChangeStatusShutdown(OSK_SHUTDOWN_DELAY_US);
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}
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nativeStatus_ = PSPOskNativeStatus::IDLE;
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return 0;
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}
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@ -1113,6 +1133,7 @@ void PSPOskDialog::DoState(PointerWrap &p)
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p.Do(oskOuttext);
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p.Do(selectedChar);
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p.Do(inputChars);
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// Don't need to save state native status or value.
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}
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pspUtilityDialogCommon *PSPOskDialog::GetCommonParam()
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@ -17,6 +17,7 @@
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#pragma once
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#include <mutex>
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#include <string>
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#include "Core/Dialog/PSPDialog.h"
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@ -202,6 +203,14 @@ static const std::string OskKeyboardNames[] =
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"English Full-width",
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};
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enum class PSPOskNativeStatus {
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IDLE,
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DONE,
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WAITING,
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SUCCESS,
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FAILURE,
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};
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class PSPOskDialog: public PSPDialog {
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public:
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PSPOskDialog();
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@ -222,9 +231,7 @@ private:
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void ConvertUCS2ToUTF8(std::string& _string, const PSPPointer<u16_le>& em_address);
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void ConvertUCS2ToUTF8(std::string& _string, const wchar_t *input);
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void RenderKeyboard();
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#if defined(USING_WIN_UI)
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int NativeKeyboard();
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#endif
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std::wstring CombinationString(bool isInput); // for Japanese, Korean
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std::wstring CombinationKorean(bool isInput); // for Korea
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@ -244,6 +251,10 @@ private:
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OskKeyboardLanguage currentKeyboardLanguage;
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bool isCombinated;
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std::mutex nativeMutex_;
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PSPOskNativeStatus nativeStatus_ = PSPOskNativeStatus::IDLE;
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std::string nativeValue_;
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int i_level; // for Korean Keyboard support
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int i_value[3]; // for Korean Keyboard support
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};
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@ -230,9 +230,9 @@ PermissionStatus System_GetPermissionStatus(SystemPermission permission) { retur
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void System_InputBoxGetString(const std::string &title, const std::string &defaultValue, std::function<void(bool, const std::string &)> cb) {
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QString text = emugl->InputBoxGetQString(QString::fromStdString(title), QString::fromStdString(defaultValue));
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if (text.isEmpty()) {
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cb(false, "");
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NativeInputBoxReceived(cb, false, "");
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} else {
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cb(true, text.toStdString());
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NativeInputBoxReceived(cb, true, text.toStdString());
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}
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}
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@ -801,8 +801,8 @@ void GameSettingsScreen::CreateViews() {
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systemSettings->Add(new CheckBox(&g_Config.bEnableStateUndo, sy->T("Savestate slot backups")));
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static const char *autoLoadSaveStateChoices[] = { "Off", "Oldest Save", "Newest Save", "Slot 1", "Slot 2", "Slot 3", "Slot 4", "Slot 5" };
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systemSettings->Add(new PopupMultiChoice(&g_Config.iAutoLoadSaveState, sy->T("Auto Load Savestate"), autoLoadSaveStateChoices, 0, ARRAY_SIZE(autoLoadSaveStateChoices), sy->GetName(), screenManager()));
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#if defined(USING_WIN_UI)
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systemSettings->Add(new CheckBox(&g_Config.bBypassOSKWithKeyboard, sy->T("Enable Windows native keyboard", "Enable Windows native keyboard")));
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#if defined(USING_WIN_UI) || defined(USING_QT_UI) || PPSSPP_PLATFORM(ANDROID)
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systemSettings->Add(new CheckBox(&g_Config.bBypassOSKWithKeyboard, sy->T("Use system native keyboard")));
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#endif
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#if PPSSPP_PLATFORM(ANDROID)
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auto memstickPath = systemSettings->Add(new ChoiceWithValueDisplay(&g_Config.memStickDirectory, sy->T("Change Memory Stick folder"), (const char *)nullptr));
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@ -341,9 +341,9 @@ void EnableCrashingOnCrashes() {
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void System_InputBoxGetString(const std::string &title, const std::string &defaultValue, std::function<void(bool, const std::string &)> cb) {
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std::string out;
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if (InputBox_GetString(MainWindow::GetHInstance(), MainWindow::GetHWND(), ConvertUTF8ToWString(title).c_str(), defaultValue, out)) {
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cb(true, out);
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NativeInputBoxReceived(cb, true, out);
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} else {
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cb(false, "");
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NativeInputBoxReceived(cb, false, "");
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}
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}
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