a33dc2f491
* Logger class changes only Now compile-time checking is possible with the help of Nullable Value types. * Misc formatting * Manual optimizations PrintGuestLog PrintGuestStackTrace Surfaceflinger DequeueBuffer * Reduce SendVibrationXX log level to Debug * Add Notice log level This level is always enabled and used to print system info, etc... Also, rewrite LogColor to switch expression as colors are static * Unify unhandled exception event handlers * Print enabled LogLevels during init * Re-add App Exit disposes in proper order nit: switch case spacing * Revert PrintGuestStackTrace to Info logs due to #1407 PrintGuestStackTrace is now called in some critical error handlers so revert to old behavior as KThread isn't part of Guest. * Batch replace Logger statements
69 lines
2 KiB
C#
69 lines
2 KiB
C#
using Gtk;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE;
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using Ryujinx.HLE.HOS.Applets;
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using System;
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using System.Threading;
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namespace Ryujinx.Ui
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{
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internal class GtkHostUiHandler : IHostUiHandler
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{
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private readonly Window _parent;
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public GtkHostUiHandler(Window parent)
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{
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_parent = parent;
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}
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public bool DisplayInputDialog(SoftwareKeyboardUiArgs args, out string userText)
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{
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ManualResetEvent dialogCloseEvent = new ManualResetEvent(false);
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bool okPressed = false;
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bool error = false;
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string inputText = args.InitialText ?? "";
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Application.Invoke(delegate
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{
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try
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{
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var swkbdDialog = new InputDialog(_parent)
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{
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Title = "Software Keyboard",
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Text = args.HeaderText,
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SecondaryText = args.SubtitleText
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};
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swkbdDialog.InputEntry.Text = inputText;
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swkbdDialog.InputEntry.PlaceholderText = args.GuideText;
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swkbdDialog.OkButton.Label = args.SubmitText;
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swkbdDialog.SetInputLengthValidation(args.StringLengthMin, args.StringLengthMax);
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if (swkbdDialog.Run() == (int)ResponseType.Ok)
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{
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inputText = swkbdDialog.InputEntry.Text;
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okPressed = true;
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}
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swkbdDialog.Dispose();
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}
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catch (Exception e)
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{
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error = true;
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Logger.Error?.Print(LogClass.Application, $"Error displaying Software Keyboard: {e}");
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}
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finally
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{
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dialogCloseEvent.Set();
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}
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});
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dialogCloseEvent.WaitOne();
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userText = error ? null : inputText;
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return error || okPressed;
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}
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}
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}
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