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Add utils.showFloatingGamepadTextInput() #113
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Would it be possible to implement a JS-based callback parameter in this case? It'd be awesome if the end user could write code like this: showFloatingGamepadTextInput(FloatingGamepadTextInputMode.SingleLine, x, y, width, number, () => {
console.log('callback, input dismissed');
}); My NAPI skills are still pretty weak. (I mostly write these PRs by copying and pasting! 🫠) Implementing that would also be necessary in order to implement the non-floating |
Agreed. We can do it with a threadsafe function on napi. I can work on it later |
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If I understand correctly, this will enable us to open virtual keyboard on Steam Deck, when an input is clicked, is that correct? What is the current state? Is there some workaround until this is released? |
There's no workaround; we just have to wait. (Unless you know enough NAPI to fix callbacks in my PR…?) |
@ceifa what would it take to get this merged and released, even without the ability to pass a callback for now? |
I published this PR as |
Hey @dfabulich! Thanks again for the PR and sorry for the delay. Because I don't have a steam deck to test it myself, can you help me clarify the following questions?
|
I just open sourced my integration for Athena Crisis, see this commit: nkzw-tech/athena-crisis@27e5ab8 To answer your questions:
A good path forward could be to merge support for |
Thanks @cpojer! I will take a look at this and fix the missing points. |
@dfabulich @cpojer just finished the API. Decided to use promises instead of callback because I think it makes sense since it would be used to control code flow and can only be called once. Because I don't have a steam deck I couldn't test this change... you can help me on that? |
move || { | ||
if let Some(tx) = tx.take() { | ||
tx.send(true).unwrap(); | ||
} | ||
}, | ||
); | ||
|
||
if opened { | ||
rx.await.unwrap() | ||
} else { | ||
false | ||
} |
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If I'm understanding the docs correctly, this function will immediately return true
/false
if the keyboard was shown or not, and invoke the dismissed callback once the keyboard is dismissed by user. The API might need some adjustments in that case as this promise based API doesn't behave the same way. An alternative solution would be to return false | Promise<void>
to denote that either it wasn't opened (and there is no need to listen for the dismissed event), or a tuple/object like [opened: boolean, onDismissed: Promise<void>]
for a cleaner state separation.
Let me know if I'm missing something.
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I can't see a real use case where you will need both, I think the promise way maes more sense on JS and can benefit the consumer for a more fluid code flow. What do you think?
I do have a Steam Deck but I don't have an easy way to build the artifacts without publishing. If you can provide me with a linux build of an electron app with an example I'm happy to test it right away. |
I can do some testing later this week, but testing this API doesn't require a Steam Deck. You can test it using Steam Big Picture mode with any gamepad controller plugged into your PC, e.g. Xbox or PS5 controller. |
if let Some(tx) = tx.take() { | ||
let text = client | ||
.utils() | ||
.get_entered_gamepad_text_input(&dismissed_data); | ||
tx.send(text).unwrap(); | ||
} |
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What if there is no result here? The Promise will never resolve, right?
Looking further at the docs, this function returns true if "big picture overlay is running" but I'm wondering if that's a docs mistake and it returns true/false if the keyboard was opened or not similar to the floating text input function (or if it kinda means the same in this case, anyway).
Since the two new functions can be called without showing the gamepad, there is one more wrinkle in the Promise based API: Technically, promises are expected to be resolved at some point in the future, but if the gamepad doesn't open or doesn't exist, the Promise will never be handled. This is kinda ok-ish when using the Promise API, but it's very confusing when using async/await since the code block will just get stuck:
try {
const result = await showGamepadTextInput(…);
doSomething(result); // This will never be called.
} catch (error) {
// This also never happens.
}
Most likely this is fine if it's documented. One thing to keep in mind is that this behavior is likely attached to input elements and is called repeatedly. Without knowing whether the gamepad can/is ever shown on the platform that it is being called on it will create a lot of dangling promises in memory that will stay unresolved for the duration of the app runtime.
Now, this might be an acceptable trade-off for you, but I wanted to bring it up anyway for consideration.
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What if there is no result here? The Promise will never resolve, right? (and the questions below that)
I don't think so, the memory management will drop the promise and unsign the callback as soon as the function returns something.
The idea is to always resolve the promise, either with the text input or with an undefined state, meaning the text input could not be shown or was cancelled. Example impl:
const input = await showGamepadTextInput(…);
if (input) {
doSomething(input);
} else {
// do nothing, as use cancelled the input request
}
Looking further at the docs, this function returns true if "big picture overlay is running" but I'm wondering if that's a docs mistake and it returns true/false if the keyboard was opened or not similar to the floating text input function (or if it kinda means the same in this case, anyway).
I think it means the same thing 🤔
This one was pretty weird, due to the callback.
Unlike all other callbacks in
steamworks-rs
, theshow_gamepad_text_input
andshow_floating_gamepad_text_input
functions expect adismissed_cb
callback as an argument to the function.https://github.com/Noxime/steamworks-rs/blob/e9cdf88f1c436871e2f72d9726da6eceac0679d4/src/utils.rs#L281
The
FloatingGamepadTextInputDismissed
struct
simply doesn't have#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
as other callbackstruct
s do, so when I tried addingFloatingGamepadTextInputDismissed
tocallback.rs
here insteamworks.js
, the compile failed when I tried toregister_callback::<steamworks::FloatingGamepadTextInputDismissed>(threadsafe_handler)
.I guess I could investigate fixing that as a bug in
steamworks-rs
, but I don't actually happen to need theFloatingGamepadTextInputDismissed
callback, myself, so, in this PR, I'm just passingshow_floating_gamepad_text_input
an empty callback, just to satisfy the compiler. Presumably, if someone needs theFloatingGamepadTextInputDismissed
callback, they can implement it themselves (perhaps addingserde
support toFloatingGamepadTextInputDismissed
insteamworks-rs
first, then getting that merged, and then adding it tocallback.rs
here.