SIGN IN SIGN UP
shadps4-emu / shadPS4 UNCLAIMED

PlayStation 4 emulator for Windows, Linux, macOS and FreeBSD written in C++

0 0 91 C++

Add IME keyboard layout and panel metrics support (#3973)

* Add IME keyboard layout and panel metrics support

- Introduced new header and implementation files for IME keyboard layout handling.
- Added structures for viewport metrics, keyboard grid layout, and drawing parameters.
- Implemented functions to compute viewport and panel metrics for the IME dialog.
- Enhanced the IME dialog UI to utilize the new keyboard layout and metrics.
- Updated input handling to support new keyboard interactions and layout adjustments.
- Added caret management and text normalization features in the IME dialog state.
- Improved window positioning logic to accommodate different screen resolutions.

* fix for Maxos Linux builds

* Align IME behavior with real PS4 libSceIme/Dialog flow

Features:
- Add validation helpers for IME option/language/extended-option masks
- Implement `sceImeGetPanelSize` sizing logic
- Replace `sceImeSetTextGeometry` no-op path with real state/argument validation
- Align panel sizing/validation paths closer to PS4 IME behavior
- Improve panel text/caret handling reliability during UI updates
- Add IME panel movement via controller right stick
- Support mouse drag repositioning for the panel
- Respect `FIXED_POSITION` by disabling movement when locked

Updates:
- Tighten `sceImeOpen` checks (user/type/input method, handler, work alignment, reserved, overlap)
- Validate initial/runtime text rules (`\n`/`\r` and surrogate rejection) in open/set-text paths
- Enforce caret bounds and null-caret behavior in `sceImeSetCaret`
- Update `sceImeUpdate` to return `NOT_OPENED` in invalid states and respect handler matching
- Harden `ImeHandler` against null state/callback execution paths
- Optimize keyboard grid rendering by reusing per-frame buffers
- Reduce input callback allocations with fixed-size buffers
- Harden panel update paths for invalid handler/open-state cases
- Clamp panel position to visible screen bounds
- Apply stick deadzone/speed scaling for stable movement
- Keep panel coordinates consistent with IME coordinate mode

* 🤦‍♂️

* Enhance IME UI and Input Handling

- Introduced BrightenColor function to adjust color brightness for UI elements.
- Improved UTF-16 character handling with new functions to count UTF-16 units and reject input based on UTF-16 limits.
- Added functionality to clamp input buffer to UTF-16 limits, ensuring text input does not exceed specified limits.
- Refactored virtual pad input handling to encapsulate left stick directions and panel movement.
- Enhanced IME UI drawing logic to incorporate new input handling and navigation features.
- Updated keyboard layout handling to support dynamic configurations and improved navigation shortcuts.
- Integrated additional font ranges for better language support in the IME, including Chinese, Arabic, and Thai.
- Improved overall code structure and readability by utilizing modern C++ features such as std::vector and std::array.

* Remove non existing Roboto Medium font from IME initialization

* Enhance IME Dialog and UI with Improved Gamepad Navigation and Key Mapping

- Added support for disabling gamepad input through OrbisImeDisableDevice in ImeDialogState.
- Updated ImeKbLayout to modify key mappings for better character input, including changes to punctuation keys.
- Implemented enhanced left stick navigation with repeat functionality in ImeUi, allowing for smoother input handling.
- Introduced new constants for stick navigation delays and repeat intervals to improve responsiveness.
- Refactored input handling logic to accommodate both virtual and gamepad inputs, ensuring consistent behavior across devices.
- Added functionality to clear all text in the input field with a specific shortcut, aligning with expected user behavior.

* clang

* Enhance IME functionality with improved gamepad navigation and layout handling

* ime: fix specials/accent layout mapping and dynamic panel resize handling

- Expand specials/accent keyboard layouts to a 7-row model and move function keys to fixed bottom rows.
- Add variable row-height support to the keyboard grid (`fixed_bottom_rows`, `bottom_row_h`) and compute row offsets/span heights from layout config.
- Preserve function-row height in `ime_ui` and `ime_dialog_ui` while distributing remaining height across typing rows.
- Make mode-switch focus layout-driven by resolving `SymbolsMode`/`SpecialsMode` action keys in the active layout instead of relying on implicit row assumptions.
- Track panel layout anchor deltas in `ime_dialog_ui` and use press-offset dragging so cursor remains on the originally pressed point when panel dimensions/position change.

* Add IME UI enhancements and shared utilities

- Introduced new states for panel navigation and selector fade in `ime_ui.h`.
- Added a new header file `ime_ui_shared.h` containing utility functions and structures for virtual pad input handling, including deadzone application and stick navigation direction resolution.
- Updated `font_stack.cpp` to include additional Unicode ranges for general punctuation in the font atlas.

* Refactor IME settings: remove deprecated accessibility options and update references to use new settings structure

* Refactor IME UI Navigation and Activation Logic

- Introduced a new mechanism for handling virtual button repeat actions, improving responsiveness for gamepad navigation.
- Added support for stick navigation with adjustable repeat rates and initial delays, enhancing user experience during input.
- Removed the ImeSelectorFadeState structure and related logic to streamline the IME keyboard layout drawing process.
- Simplified the activation logic for menus, ensuring that menu activation is more intuitive and responsive to user input.
- Adjusted the navigation threshold for stick inputs to improve sensitivity and control.
- Cleaned up the code by removing unused variables and consolidating repeated logic into reusable functions.

* Refactor IME UI shared header: streamline code and improve structure

- Removed unused includes and redundant structures.
- Consolidated virtual pad snapshot handling and input state management.
- Introduced new structures for OSK pad input and navigation handling.
- Updated function signatures for clarity and consistency.
- Enhanced keyboard parameter application for OSK shortcuts.
- Improved overall readability and maintainability of the code.

* Refactor OskShortcutActionResult to simplify triangle button press handling

* Enhance IME Keyboard Layout and UI Functionality

- Added new key glyphs for Shift and Caps Lock in ime_kb_layout.h.
- Improved keyboard navigation logic to skip non-action keys.
- Introduced new constants for selector IDs in ime_ui.cpp for better readability.
- Refactored keyboard row and column clamping logic for clarity.
- Enhanced selector drawing logic with fade and pulse effects for better user feedback.
- Implemented functions for cycling keyboard case states and toggling keyboard family modes.
- Added functionality to focus on keyboard action keys based on their actions.
- Improved edit menu handling with new templated functions for better code reuse.
- Updated caret blinking logic to improve text input experience.
- Expanded symbol ranges in font_stack.cpp to include keyboard symbols.

---------

Co-authored-by: w1naenator <valdis.bogdans@hotmail.com>
V
Valdis Bogdāns committed
05df651cd8a104b229f8649eb3fbff3d1a114294
Parent: c79abb6
Committed by GitHub <noreply@github.com> on 5/9/2026, 8:41:14 PM