Files
ryujinx/src/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
Xam 6c1692ed60 HLE: Applets: Software keyboard: update cursor position on SetInputText (#25)
fixes cursor being at 0 position even when text is present, especially annoying for handheld devices with kde virtual keyboard, which is pretty bad, with no way to move the cursor or delete text backward

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/25
2026-05-27 12:22:05 +00:00

817 lines
32 KiB
C#

using Ryujinx.Common;
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
using Ryujinx.HLE.HOS.Services.Am.AppletAE;
using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Npad;
using Ryujinx.HLE.UI;
using Ryujinx.HLE.UI.Input;
using Ryujinx.Memory;
using System;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
namespace Ryujinx.HLE.HOS.Applets
{
internal class SoftwareKeyboardApplet : IApplet
{
private const string DefaultInputText = "Ryujinx";
private const int StandardBufferSize = 0x7D8;
private const int InteractiveBufferSize = 0x7D4;
private const int MaxUserWords = 0x1388;
private const int MaxUiTextSize = 100;
private const Key CycleInputModesKey = Key.F6;
private readonly Switch _device;
private SoftwareKeyboardState _foregroundState = SoftwareKeyboardState.Uninitialized;
private volatile InlineKeyboardState _backgroundState = InlineKeyboardState.Uninitialized;
private bool _isBackground = false;
private AppletSession _normalSession;
private AppletSession _interactiveSession;
// Configuration for foreground mode.
private SoftwareKeyboardConfig _keyboardForegroundConfig;
// Configuration for background (inline) mode.
#pragma warning disable IDE0052 // Remove unread private member
private SoftwareKeyboardInitialize _keyboardBackgroundInitialize;
private SoftwareKeyboardCustomizeDic _keyboardBackgroundDic;
private SoftwareKeyboardDictSet _keyboardBackgroundDictSet;
#pragma warning restore IDE0052
private SoftwareKeyboardUserWord[] _keyboardBackgroundUserWords;
private byte[] _transferMemory;
private string _textValue = string.Empty;
private int _cursorBegin = 0;
private Encoding _encoding = Encoding.Unicode;
private KeyboardResult _lastResult = KeyboardResult.NotSet;
private IDynamicTextInputHandler _dynamicTextInputHandler = null;
private SoftwareKeyboardRenderer _keyboardRenderer = null;
private NpadReader _npads = null;
private bool _canAcceptController = false;
private KeyboardInputMode _inputMode = KeyboardInputMode.ControllerAndKeyboard;
private readonly Lock _lock = new();
public event EventHandler AppletStateChanged;
public SoftwareKeyboardApplet(Horizon system)
{
_device = system.Device;
}
public ResultCode Start(AppletSession normalSession, AppletSession interactiveSession)
{
lock (_lock)
{
_normalSession = normalSession;
_interactiveSession = interactiveSession;
_interactiveSession.DataAvailable += OnInteractiveData;
byte[] launchParams = _normalSession.Pop();
byte[] keyboardConfig = _normalSession.Pop();
_isBackground = keyboardConfig.Length == Unsafe.SizeOf<SoftwareKeyboardInitialize>();
if (_isBackground)
{
// Initialize the keyboard applet in background mode.
_keyboardBackgroundInitialize = MemoryMarshal.Read<SoftwareKeyboardInitialize>(keyboardConfig);
_backgroundState = InlineKeyboardState.Uninitialized;
if (_device.UIHandler == null)
{
Logger.Error?.Print(LogClass.ServiceAm, "GUI Handler is not set, software keyboard applet will not work properly");
}
else
{
// Create a text handler that converts keyboard strokes to strings.
_dynamicTextInputHandler = _device.UIHandler.CreateDynamicTextInputHandler();
_dynamicTextInputHandler.TextChangedEvent += HandleTextChangedEvent;
_dynamicTextInputHandler.KeyPressedEvent += HandleKeyPressedEvent;
_npads = new NpadReader(_device);
_npads.NpadButtonDownEvent += HandleNpadButtonDownEvent;
_npads.NpadButtonUpEvent += HandleNpadButtonUpEvent;
_keyboardRenderer = new SoftwareKeyboardRenderer(_device.UIHandler.HostUITheme);
}
return ResultCode.Success;
}
else
{
// Initialize the keyboard applet in foreground mode.
if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
{
Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
}
else
{
_keyboardForegroundConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
}
if (!_normalSession.TryPop(out _transferMemory))
{
Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
}
if (_keyboardForegroundConfig.UseUtf8)
{
_encoding = Encoding.UTF8;
}
_foregroundState = SoftwareKeyboardState.Ready;
ExecuteForegroundKeyboard();
return ResultCode.Success;
}
}
}
private bool IsKeyboardActive()
{
return _backgroundState is >= InlineKeyboardState.Appearing and < InlineKeyboardState.Disappearing;
}
private bool InputModeControllerEnabled()
{
return _inputMode is KeyboardInputMode.ControllerAndKeyboard or
KeyboardInputMode.ControllerOnly;
}
private bool InputModeTypingEnabled()
{
return _inputMode is KeyboardInputMode.ControllerAndKeyboard or
KeyboardInputMode.KeyboardOnly;
}
private void AdvanceInputMode()
{
_inputMode = (KeyboardInputMode)((int)(_inputMode + 1) % (int)KeyboardInputMode.Count);
}
public bool DrawTo(RenderingSurfaceInfo surfaceInfo, IVirtualMemoryManager destination, ulong position)
{
_npads?.Update();
_keyboardRenderer?.SetSurfaceInfo(surfaceInfo);
return _keyboardRenderer?.DrawTo(destination, position) ?? false;
}
private void ExecuteForegroundKeyboard()
{
string initialText = null;
// Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
// InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
if (_transferMemory != null && _keyboardForegroundConfig.InitialStringLength > 0)
{
initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardForegroundConfig.InitialStringOffset,
2 * _keyboardForegroundConfig.InitialStringLength);
}
// If the max string length is 0, we set it to a large default
// length.
if (_keyboardForegroundConfig.StringLengthMax == 0)
{
_keyboardForegroundConfig.StringLengthMax = 100;
}
if (_device.UIHandler == null)
{
Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
_textValue = DefaultInputText;
_lastResult = KeyboardResult.Accept;
}
else
{
// Call the configured GUI handler to get user's input.
SoftwareKeyboardUIArgs args = new()
{
KeyboardMode = _keyboardForegroundConfig.Mode,
HeaderText = StripUnicodeControlCodes(_keyboardForegroundConfig.HeaderText),
SubtitleText = StripUnicodeControlCodes(_keyboardForegroundConfig.SubtitleText),
GuideText = StripUnicodeControlCodes(_keyboardForegroundConfig.GuideText),
SubmitText = (!string.IsNullOrWhiteSpace(_keyboardForegroundConfig.SubmitText) ?
_keyboardForegroundConfig.SubmitText : "OK"),
StringLengthMin = _keyboardForegroundConfig.StringLengthMin,
StringLengthMax = _keyboardForegroundConfig.StringLengthMax,
InitialText = initialText,
};
_lastResult = _device.UIHandler.DisplayInputDialog(args, out _textValue) ? KeyboardResult.Accept : KeyboardResult.Cancel;
_textValue ??= initialText ?? DefaultInputText;
}
// If the game requests a string with a minimum length less
// than our default text, repeat our default text until we meet
// the minimum length requirement.
// This should always be done before the text truncation step.
while (_textValue.Length < _keyboardForegroundConfig.StringLengthMin)
{
_textValue = String.Join(" ", _textValue, _textValue);
}
// If our default text is longer than the allowed length,
// we truncate it.
if (_textValue.Length > _keyboardForegroundConfig.StringLengthMax)
{
_textValue = _textValue[.._keyboardForegroundConfig.StringLengthMax];
}
// Does the application want to validate the text itself?
if (_keyboardForegroundConfig.CheckText)
{
// The application needs to validate the response, so we
// submit it to the interactive output buffer, and poll it
// for validation. Once validated, the application will submit
// back a validation status, which is handled in OnInteractiveDataPushIn.
_foregroundState = SoftwareKeyboardState.ValidationPending;
PushForegroundResponse(true);
}
else
{
// If the application doesn't need to validate the response,
// we push the data to the non-interactive output buffer
// and poll it for completion.
_foregroundState = SoftwareKeyboardState.Complete;
PushForegroundResponse(false);
AppletStateChanged?.Invoke(this, null);
}
}
private void OnInteractiveData(object sender, EventArgs e)
{
// Obtain the validation status response.
byte[] data = _interactiveSession.Pop();
if (_isBackground)
{
lock (_lock)
{
OnBackgroundInteractiveData(data);
}
}
else
{
OnForegroundInteractiveData(data);
}
}
private void OnForegroundInteractiveData(byte[] data)
{
if (_foregroundState == SoftwareKeyboardState.ValidationPending)
{
// TODO(jduncantor):
// If application rejects our "attempt", submit another attempt,
// and put the applet back in PendingValidation state.
// For now we assume success, so we push the final result
// to the standard output buffer and carry on our merry way.
PushForegroundResponse(false);
AppletStateChanged?.Invoke(this, null);
_foregroundState = SoftwareKeyboardState.Complete;
}
else if (_foregroundState == SoftwareKeyboardState.Complete)
{
// If we have already completed, we push the result text
// back on the output buffer and poll the application.
PushForegroundResponse(false);
AppletStateChanged?.Invoke(this, null);
}
else
{
// We shouldn't be able to get here through standard swkbd execution.
throw new InvalidOperationException("Software Keyboard is in an invalid state.");
}
}
private void OnBackgroundInteractiveData(byte[] data)
{
// WARNING: Only invoke applet state changes after an explicit finalization
// request from the game, this is because the inline keyboard is expected to
// keep running in the background sending data by itself.
using MemoryStream stream = new(data);
using BinaryReader reader = new(stream);
InlineKeyboardRequest request = (InlineKeyboardRequest)reader.ReadUInt32();
long remaining;
Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {_backgroundState}");
switch (request)
{
case InlineKeyboardRequest.UseChangedStringV2:
Logger.Stub?.Print(LogClass.ServiceAm, "Inline keyboard request UseChangedStringV2");
break;
case InlineKeyboardRequest.UseMovedCursorV2:
Logger.Stub?.Print(LogClass.ServiceAm, "Inline keyboard request UseMovedCursorV2");
break;
case InlineKeyboardRequest.SetUserWordInfo:
// Read the user word info data.
remaining = stream.Length - stream.Position;
if (remaining < sizeof(int))
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes");
}
else
{
int wordsCount = reader.ReadInt32();
int wordSize = Unsafe.SizeOf<SoftwareKeyboardUserWord>();
remaining = stream.Length - stream.Position;
if (wordsCount > MaxUserWords)
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}");
}
else if (wordsCount * wordSize != remaining)
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words");
}
else
{
_keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount];
for (int word = 0; word < wordsCount; word++)
{
_keyboardBackgroundUserWords[word] = reader.ReadStruct<SoftwareKeyboardUserWord>();
}
}
}
_interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(_backgroundState));
break;
case InlineKeyboardRequest.SetCustomizeDic:
// Read the custom dic data.
remaining = stream.Length - stream.Position;
if (remaining != Unsafe.SizeOf<SoftwareKeyboardCustomizeDic>())
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes");
}
else
{
_keyboardBackgroundDic = reader.ReadStruct<SoftwareKeyboardCustomizeDic>();
}
break;
case InlineKeyboardRequest.SetCustomizedDictionaries:
// Read the custom dictionaries data.
remaining = stream.Length - stream.Position;
if (remaining != Unsafe.SizeOf<SoftwareKeyboardDictSet>())
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes");
}
else
{
_keyboardBackgroundDictSet = reader.ReadStruct<SoftwareKeyboardDictSet>();
}
break;
case InlineKeyboardRequest.Calc:
// The Calc request is used to communicate configuration changes and commands to the keyboard.
// Fields in the Calc struct and operations are masked by the Flags field.
// Read the Calc data.
SoftwareKeyboardCalcEx newCalc;
remaining = stream.Length - stream.Position;
if (remaining == Marshal.SizeOf<SoftwareKeyboardCalc>())
{
byte[] keyboardCalcData = reader.ReadBytes((int)remaining);
SoftwareKeyboardCalc keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
newCalc = keyboardCalc.ToExtended();
}
else if (remaining == Marshal.SizeOf<SoftwareKeyboardCalcEx>() || remaining == SoftwareKeyboardCalcEx.AlternativeSize)
{
byte[] keyboardCalcData = reader.ReadBytes((int)remaining);
newCalc = ReadStruct<SoftwareKeyboardCalcEx>(keyboardCalcData);
}
else
{
Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes");
newCalc = new SoftwareKeyboardCalcEx();
}
// Process each individual operation specified in the flags.
bool updateText = false;
if ((newCalc.Flags & KeyboardCalcFlags.Initialize) != 0)
{
_interactiveSession.Push(InlineResponses.FinishedInitialize(_backgroundState));
_backgroundState = InlineKeyboardState.Initialized;
}
if ((newCalc.Flags & KeyboardCalcFlags.SetCursorPos) != 0)
{
_cursorBegin = newCalc.CursorPos;
updateText = true;
Logger.Debug?.Print(LogClass.ServiceAm, $"Cursor position set to {_cursorBegin}");
}
if ((newCalc.Flags & KeyboardCalcFlags.SetInputText) != 0)
{
_textValue = newCalc.InputText;
_cursorBegin = _textValue.Length;
updateText = true;
Logger.Debug?.Print(LogClass.ServiceAm, $"Input text set to {_textValue}");
}
if ((newCalc.Flags & KeyboardCalcFlags.SetUtf8Mode) != 0)
{
_encoding = newCalc.UseUtf8 ? Encoding.UTF8 : Encoding.Default;
Logger.Debug?.Print(LogClass.ServiceAm, $"Encoding set to {_encoding}");
}
if (updateText)
{
_dynamicTextInputHandler.SetText(_textValue, _cursorBegin);
_keyboardRenderer.UpdateTextState(_textValue, _cursorBegin, _cursorBegin, null, null);
}
if ((newCalc.Flags & KeyboardCalcFlags.MustShow) != 0)
{
ActivateFrontend();
_backgroundState = InlineKeyboardState.Shown;
PushChangedString(_textValue, (uint)_cursorBegin, _backgroundState);
}
// Send the response to the Calc
_interactiveSession.Push(InlineResponses.Default(_backgroundState));
break;
case InlineKeyboardRequest.Finalize:
// Destroy the frontend.
DestroyFrontend();
// The calling application wants to close the keyboard applet and will wait for a state change.
_backgroundState = InlineKeyboardState.Uninitialized;
AppletStateChanged?.Invoke(this, null);
break;
default:
// We shouldn't be able to get here through standard swkbd execution.
Logger.Warning?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_backgroundState}");
_interactiveSession.Push(InlineResponses.Default(_backgroundState));
break;
}
}
private void ActivateFrontend()
{
Logger.Debug?.Print(LogClass.ServiceAm, "Activating software keyboard frontend");
_inputMode = KeyboardInputMode.ControllerAndKeyboard;
_npads.Update(true);
NpadButton buttons = _npads.GetCurrentButtonsOfAllNpads();
// Block the input if the current accept key is pressed so the applet won't be instantly closed.
_canAcceptController = (buttons & NpadButton.A) == 0;
_dynamicTextInputHandler.TextProcessingEnabled = true;
_keyboardRenderer.UpdateCommandState(null, null, true);
_keyboardRenderer.UpdateTextState(null, null, null, null, true);
}
private void DeactivateFrontend()
{
Logger.Debug?.Print(LogClass.ServiceAm, "Deactivating software keyboard frontend");
_inputMode = KeyboardInputMode.ControllerAndKeyboard;
_canAcceptController = false;
_dynamicTextInputHandler.TextProcessingEnabled = false;
_dynamicTextInputHandler.SetText(_textValue, _cursorBegin);
}
private void DestroyFrontend()
{
Logger.Debug?.Print(LogClass.ServiceAm, "Destroying software keyboard frontend");
_keyboardRenderer?.Dispose();
_keyboardRenderer = null;
if (_dynamicTextInputHandler != null)
{
_dynamicTextInputHandler.TextChangedEvent -= HandleTextChangedEvent;
_dynamicTextInputHandler.KeyPressedEvent -= HandleKeyPressedEvent;
_dynamicTextInputHandler.Dispose();
_dynamicTextInputHandler = null;
}
if (_npads != null)
{
_npads.NpadButtonDownEvent -= HandleNpadButtonDownEvent;
_npads.NpadButtonUpEvent -= HandleNpadButtonUpEvent;
_npads = null;
}
}
private bool HandleKeyPressedEvent(Key key)
{
if (key == CycleInputModesKey)
{
lock (_lock)
{
if (IsKeyboardActive())
{
AdvanceInputMode();
bool typingEnabled = InputModeTypingEnabled();
bool controllerEnabled = InputModeControllerEnabled();
_dynamicTextInputHandler.TextProcessingEnabled = typingEnabled;
_keyboardRenderer.UpdateTextState(null, null, null, null, typingEnabled);
_keyboardRenderer.UpdateCommandState(null, null, controllerEnabled);
}
}
}
return true;
}
private void HandleTextChangedEvent(string text, int cursorBegin, int cursorEnd, bool overwriteMode)
{
lock (_lock)
{
// Text processing should not run with typing disabled.
Debug.Assert(InputModeTypingEnabled());
if (text.Length > MaxUiTextSize)
{
// Limit the text size and change it back.
text = text[..MaxUiTextSize];
cursorBegin = Math.Min(cursorBegin, MaxUiTextSize);
cursorEnd = Math.Min(cursorEnd, MaxUiTextSize);
_dynamicTextInputHandler.SetText(text, cursorBegin, cursorEnd);
}
_textValue = text;
_cursorBegin = cursorBegin;
_keyboardRenderer.UpdateTextState(text, cursorBegin, cursorEnd, overwriteMode, null);
PushUpdatedState(text, cursorBegin, KeyboardResult.NotSet);
}
}
private void HandleNpadButtonDownEvent(int npadIndex, NpadButton button)
{
lock (_lock)
{
if (!IsKeyboardActive())
{
return;
}
switch (button)
{
case NpadButton.A:
_keyboardRenderer.UpdateCommandState(_canAcceptController, null, null);
break;
case NpadButton.B:
_keyboardRenderer.UpdateCommandState(null, _canAcceptController, null);
break;
}
}
}
private void HandleNpadButtonUpEvent(int npadIndex, NpadButton button)
{
lock (_lock)
{
KeyboardResult result = KeyboardResult.NotSet;
switch (button)
{
case NpadButton.A:
result = KeyboardResult.Accept;
_keyboardRenderer.UpdateCommandState(false, null, null);
break;
case NpadButton.B:
result = KeyboardResult.Cancel;
_keyboardRenderer.UpdateCommandState(null, false, null);
break;
}
if (IsKeyboardActive())
{
if (!_canAcceptController)
{
_canAcceptController = true;
}
else if (InputModeControllerEnabled())
{
PushUpdatedState(_textValue, _cursorBegin, result);
}
}
}
}
private void PushUpdatedState(string text, int cursorBegin, KeyboardResult result)
{
_lastResult = result;
_textValue = text;
bool cancel = result == KeyboardResult.Cancel;
bool accept = result == KeyboardResult.Accept;
if (!IsKeyboardActive())
{
// Keyboard is not active.
return;
}
if (accept == false && cancel == false)
{
Logger.Debug?.Print(LogClass.ServiceAm, $"Updating keyboard text to {text} and cursor position to {cursorBegin}");
PushChangedString(text, (uint)cursorBegin, _backgroundState);
}
else
{
// Disable the frontend.
DeactivateFrontend();
// The 'Complete' state indicates the Calc request has been fulfilled by the applet.
_backgroundState = InlineKeyboardState.Disappearing;
if (accept)
{
Logger.Debug?.Print(LogClass.ServiceAm, $"Sending keyboard OK with text {text}");
DecidedEnter(text, _backgroundState);
}
else if (cancel)
{
Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel");
DecidedCancel(_backgroundState);
}
_interactiveSession.Push(InlineResponses.Default(_backgroundState));
Logger.Debug?.Print(LogClass.ServiceAm, $"Resetting state of the keyboard to {_backgroundState}");
// Set the state of the applet to 'Initialized' as it is the only known state so far
// that does not soft-lock the keyboard after use.
_backgroundState = InlineKeyboardState.Initialized;
_interactiveSession.Push(InlineResponses.Default(_backgroundState));
}
}
private void PushChangedString(string text, uint cursor, InlineKeyboardState state)
{
// TODO (Caian): The *V2 methods are not supported because the applications that request
// them do not seem to accept them. The regular methods seem to work just fine in all cases.
if (_encoding == Encoding.UTF8)
{
_interactiveSession.Push(InlineResponses.ChangedStringUtf8(text, cursor, state));
}
else
{
_interactiveSession.Push(InlineResponses.ChangedString(text, cursor, state));
}
}
private void DecidedEnter(string text, InlineKeyboardState state)
{
if (_encoding == Encoding.UTF8)
{
_interactiveSession.Push(InlineResponses.DecidedEnterUtf8(text, state));
}
else
{
_interactiveSession.Push(InlineResponses.DecidedEnter(text, state));
}
}
private void DecidedCancel(InlineKeyboardState state)
{
_interactiveSession.Push(InlineResponses.DecidedCancel(state));
}
private void PushForegroundResponse(bool interactive)
{
int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
using MemoryStream stream = new(new byte[bufferSize]);
using BinaryWriter writer = new(stream);
byte[] output = _encoding.GetBytes(_textValue);
if (!interactive)
{
// Result Code.
writer.Write(_lastResult == KeyboardResult.Accept ? 0U : 1U);
}
else
{
// In interactive mode, we write the length of the text as a long, rather than
// a result code. This field is inclusive of the 64-bit size.
writer.Write((long)output.Length + 8);
}
writer.Write(output);
if (!interactive)
{
_normalSession.Push(stream.ToArray());
}
else
{
_interactiveSession.Push(stream.ToArray());
}
}
/// <summary>
/// Removes all Unicode control code characters from the input string.
/// This includes CR/LF, tabs, null characters, escape characters,
/// and special control codes which are used for formatting by the real keyboard applet.
/// </summary>
/// <remarks>
/// Some games send special control codes (such as 0x13 "Device Control 3") as part of the string.
/// Future implementations of the emulated keyboard applet will need to handle these as well.
/// </remarks>
/// <param name="input">The input string to sanitize (may be null).</param>
/// <returns>The sanitized string.</returns>
internal static string StripUnicodeControlCodes(string input)
{
if (input is null)
{
return null;
}
if (input.Length == 0)
{
return string.Empty;
}
StringBuilder sb = new(capacity: input.Length);
foreach (char c in input)
{
if (!char.IsControl(c))
{
sb.Append(c);
}
}
return sb.ToString();
}
private static T ReadStruct<[DynamicallyAccessedMembers(DynamicallyAccessedMemberTypes.PublicConstructors | DynamicallyAccessedMemberTypes.NonPublicConstructors)] T>(byte[] data)
where T : struct
{
GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
try
{
return Marshal.PtrToStructure<T>(handle.AddrOfPinnedObject());
}
finally
{
handle.Free();
}
}
}
}