infra: Make Avalonia the default UI (#6375)
* misc: Move Ryujinx project to Ryujinx.Gtk3 This breaks release CI for now but that's fine. Signed-off-by: Mary Guillemard <mary@mary.zone> * misc: Move Ryujinx.Ava project to Ryujinx This breaks CI for now, but it's fine. Signed-off-by: Mary Guillemard <mary@mary.zone> * infra: Make Avalonia the default UI Should fix CI after the previous changes. GTK3 isn't build by the release job anymore, only by PR CI. This also ensure that the test-ava update package is still generated to allow update from the old testing channel. Signed-off-by: Mary Guillemard <mary@mary.zone> * Fix missing copy in create_app_bundle.sh Signed-off-by: Mary Guillemard <mary@mary.zone> * Fix syntax error Signed-off-by: Mary Guillemard <mary@mary.zone> --------- Signed-off-by: Mary Guillemard <mary@mary.zone>
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108
src/Ryujinx.Gtk3/UI/Applet/GtkDynamicTextInputHandler.cs
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108
src/Ryujinx.Gtk3/UI/Applet/GtkDynamicTextInputHandler.cs
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using Gtk;
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using Ryujinx.HLE.UI;
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using Ryujinx.Input.GTK3;
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using Ryujinx.UI.Widgets;
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using System.Threading;
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namespace Ryujinx.UI.Applet
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{
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/// <summary>
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/// Class that forwards key events to a GTK Entry so they can be processed into text.
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/// </summary>
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internal class GtkDynamicTextInputHandler : IDynamicTextInputHandler
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{
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private readonly Window _parent;
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private readonly OffscreenWindow _inputToTextWindow = new();
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private readonly RawInputToTextEntry _inputToTextEntry = new();
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private bool _canProcessInput;
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public event DynamicTextChangedHandler TextChangedEvent;
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public event KeyPressedHandler KeyPressedEvent;
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public event KeyReleasedHandler KeyReleasedEvent;
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public bool TextProcessingEnabled
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{
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get
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{
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return Volatile.Read(ref _canProcessInput);
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}
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set
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{
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Volatile.Write(ref _canProcessInput, value);
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}
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}
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public GtkDynamicTextInputHandler(Window parent)
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{
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_parent = parent;
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_parent.KeyPressEvent += HandleKeyPressEvent;
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_parent.KeyReleaseEvent += HandleKeyReleaseEvent;
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_inputToTextWindow.Add(_inputToTextEntry);
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_inputToTextEntry.TruncateMultiline = true;
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// Start with input processing turned off so the text box won't accumulate text
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// if the user is playing on the keyboard.
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_canProcessInput = false;
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}
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[GLib.ConnectBefore()]
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private void HandleKeyPressEvent(object o, KeyPressEventArgs args)
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{
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var key = (Ryujinx.Common.Configuration.Hid.Key)GTK3MappingHelper.ToInputKey(args.Event.Key);
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if (!(KeyPressedEvent?.Invoke(key)).GetValueOrDefault(true))
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{
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return;
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}
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if (_canProcessInput)
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{
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_inputToTextEntry.SendKeyPressEvent(o, args);
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_inputToTextEntry.GetSelectionBounds(out int selectionStart, out int selectionEnd);
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TextChangedEvent?.Invoke(_inputToTextEntry.Text, selectionStart, selectionEnd, _inputToTextEntry.OverwriteMode);
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}
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}
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[GLib.ConnectBefore()]
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private void HandleKeyReleaseEvent(object o, KeyReleaseEventArgs args)
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{
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var key = (Ryujinx.Common.Configuration.Hid.Key)GTK3MappingHelper.ToInputKey(args.Event.Key);
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if (!(KeyReleasedEvent?.Invoke(key)).GetValueOrDefault(true))
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{
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return;
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}
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if (_canProcessInput)
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{
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// TODO (caian): This solution may have problems if the pause is sent after a key press
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// and before a key release. But for now GTK Entry does not seem to use release events.
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_inputToTextEntry.SendKeyReleaseEvent(o, args);
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_inputToTextEntry.GetSelectionBounds(out int selectionStart, out int selectionEnd);
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TextChangedEvent?.Invoke(_inputToTextEntry.Text, selectionStart, selectionEnd, _inputToTextEntry.OverwriteMode);
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}
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}
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public void SetText(string text, int cursorBegin)
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{
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_inputToTextEntry.Text = text;
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_inputToTextEntry.Position = cursorBegin;
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}
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public void SetText(string text, int cursorBegin, int cursorEnd)
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{
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_inputToTextEntry.Text = text;
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_inputToTextEntry.SelectRegion(cursorBegin, cursorEnd);
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}
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public void Dispose()
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{
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_parent.KeyPressEvent -= HandleKeyPressEvent;
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_parent.KeyReleaseEvent -= HandleKeyReleaseEvent;
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}
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}
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}
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