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https://github.com/GreemDev/Ryujinx.git
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d562ba37a0
* am: Fully reverse swkbd configuration structure * Add documentation * Remove explicit access modifiers * Fix formatting * Fix further formatting issues
139 lines
4.9 KiB
C#
139 lines
4.9 KiB
C#
using System.Runtime.InteropServices;
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namespace Ryujinx.HLE.HOS.Applets.SoftwareKeyboard
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{
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/// <summary>
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/// A structure that defines the configuration options of the software keyboard.
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/// </summary>
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[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
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struct SoftwareKeyboardConfig
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{
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private const int SubmitTextLength = 8;
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private const int HeaderTextLength = 64;
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private const int SubtitleTextLength = 128;
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private const int GuideTextLength = 256;
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/// <summary>
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/// Type of keyboard.
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/// </summary>
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public KeyboardMode Mode;
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/// <summary>
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/// The string displayed in the Submit button.
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/// </summary>
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[MarshalAs(UnmanagedType.ByValTStr, SizeConst = SubmitTextLength + 1)]
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public string SubmitText;
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/// <summary>
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/// The character displayed in the left button of the numeric keyboard.
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/// This is ignored when Mode is not set to NumbersOnly.
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/// </summary>
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public char LeftOptionalSymbolKey;
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/// <summary>
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/// The character displayed in the right button of the numeric keyboard.
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/// This is ignored when Mode is not set to NumbersOnly.
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/// </summary>
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public char RightOptionalSymbolKey;
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/// <summary>
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/// When set, predictive typing is enabled making use of the system dictionary,
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/// and any custom user dictionary.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool PredictionEnabled;
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/// <summary>
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/// Specifies prohibited characters that cannot be input into the text entry area.
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/// </summary>
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public InvalidCharFlags InvalidCharFlag;
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/// <summary>
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/// The initial position of the text cursor displayed in the text entry area.
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/// </summary>
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public InitialCursorPosition InitialCursorPosition;
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/// <summary>
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/// The string displayed in the header area of the keyboard.
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/// </summary>
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[MarshalAs(UnmanagedType.ByValTStr, SizeConst = HeaderTextLength + 1)]
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public string HeaderText;
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/// <summary>
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/// The string displayed in the subtitle area of the keyboard.
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/// </summary>
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[MarshalAs(UnmanagedType.ByValTStr, SizeConst = SubtitleTextLength + 1)]
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public string SubtitleText;
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/// <summary>
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/// The placeholder string displayed in the text entry area when no text is entered.
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/// </summary>
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[MarshalAs(UnmanagedType.ByValTStr, SizeConst = GuideTextLength + 1)]
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public string GuideText;
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/// <summary>
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/// When non-zero, specifies the maximum allowed length of the string entered into the text entry area.
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/// </summary>
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public int StringLengthMax;
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/// <summary>
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/// When non-zero, specifies the minimum allowed length of the string entered into the text entry area.
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/// </summary>
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public int StringLengthMin;
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/// <summary>
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/// When enabled, hides input characters as dots in the text entry area.
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/// </summary>
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public PasswordMode PasswordMode;
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/// <summary>
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/// Specifies whether the text entry area is displayed as a single-line entry, or a multi-line entry field.
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/// </summary>
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public InputFormMode InputFormMode;
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/// <summary>
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/// When set, enables or disables the return key. This value is ignored when single-line entry is specified as the InputFormMode.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool UseNewLine;
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/// <summary>
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/// When set, the software keyboard will return a UTF-8 encoded string, rather than UTF-16.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool UseUtf8;
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/// <summary>
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/// When set, the software keyboard will blur the game application rendered behind the keyboard.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool UseBlurBackground;
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/// <summary>
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/// Offset into the work buffer of the initial text when the keyboard is first displayed.
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/// </summary>
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public int InitialStringOffset;
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/// <summary>
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/// Length of the initial text.
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/// </summary>
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public int InitialStringLength;
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/// <summary>
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/// Offset into the work buffer of the custom user dictionary.
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/// </summary>
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public int CustomDictionaryOffset;
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/// <summary>
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/// Number of entries in the custom user dictionary.
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/// </summary>
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public int CustomDictionaryCount;
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/// <summary>
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/// When set, the text entered will be validated on the application side after the keyboard has been submitted.
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/// </summary>
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[MarshalAs(UnmanagedType.I1)]
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public bool CheckText;
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}
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}
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