using global::Android.Views; using Avalonia; using Avalonia.Controls; using Avalonia.Controls.Platform; using Avalonia.Interactivity; using Avalonia.Markup.Xaml; using Avalonia.Threading; using DodoSSH.Client.Android.Platform; using DodoSSH.Client.Shell.ViewModels; namespace DodoSSH.Client.Android.Views; /// The phone's single view. The desktop head's MainWindow, without the window. internal sealed partial class PhoneShell : UserControl { private MainWindowViewModel? shell; /// /// Everything the phone draws, which is the element the software keyboard is kept off. /// /// /// Looked up rather than read off the field the name generator declares for x:Name, and /// TerminalScreen does the same for the same reason: that field is assigned by the generated /// InitializeComponent, and no view on this head calls it — they load their XAML directly. Using /// it compiles and is null at run time, which on this control means a crash before the first frame. /// private readonly Panel body; /// The software keyboard, while this control is attached. Null on a platform without one. private IInputPane? keyboard; /// /// Whether the lock screen currently showing is the one the application launched into. /// /// /// Set once, when the shell arrives, because this control is built once for the process. Cleared the /// moment the state leaves , and never set again — which is what stops a /// deliberate lock from being answered with an immediate request to unlock. See /// . /// private bool thisLockIsTheLaunch; private bool offeredDeviceUnlock; public PhoneShell() { AvaloniaXamlLoader.Load(this); body = this.FindControl("Body")!; // Subscribed once, for the life of the control, rather than in OnAttachedToVisualTree: the panel is // this control's own child and cannot outlive it, and re-subscribing on every attach is how a // handler ends up registered twice. body.SizeChanged += OnBodyResized; DataContextChanged += (_, _) => { if (shell is not null) { shell.PropertyChanged -= OnShellChanged; } shell = DataContext as MainWindowViewModel; if (shell is not null) { shell.PropertyChanged += OnShellChanged; ApplyScreenshotPolicy(shell.State); thisLockIsTheLaunch = true; TryOfferDeviceUnlock(); } }; } private void OnShellChanged(object? sender, System.ComponentModel.PropertyChangedEventArgs e) { if (shell is null) { return; } if (e.PropertyName is nameof(MainWindowViewModel.State)) { ApplyScreenshotPolicy(shell.State); if (shell.State is not ShellState.Locked) { thisLockIsTheLaunch = false; offeredDeviceUnlock = false; } } // Three properties rather than one, because the condition is assembled out of order. Startup sets // State to Locked and only then awaits the keystore to decide CanUnlockWithDevice, and it does all // of it inside the busy wrapper — which refuses a second command outright. So whichever of the // three settles last is the one that has to ask again. if (e.PropertyName is nameof(MainWindowViewModel.State) or nameof(MainWindowViewModel.CanUnlockWithDevice) or nameof(MainWindowViewModel.IsBusy)) { TryOfferDeviceUnlock(); } } /// /// Raises the fingerprint prompt on arriving at the lock screen, rather than waiting to be asked. /// /// /// /// The button is still there and still says what it does; this only spends the tap for you. On a phone /// that is the difference between opening the application in one gesture and in two, and the second of /// the two was a button whose entire content was "yes, do the thing you already know I want". /// /// /// Only at launch. A lock the user asked for is not answered with a request to unlock — that /// turns LOCK into a control that appears to do nothing, and worse, trains the reflex of authenticating /// at a prompt that appeared without being asked for. So the offer belongs to the locked screen the /// process started on and to no other. /// /// /// Once. A declined gesture leaves the passphrase box exactly where it was, which is the whole /// fallback — and a prompt that reappeared after being dismissed would be a modal the user cannot get /// out of to type into it. /// /// /// Nothing here needs a failure path. UnlockWithDeviceAsync turns every refusal into a status /// line, and a phone with no enrolled fingerprint never gets here at all, because /// CanUnlockWithDevice already asked the keystore. /// /// private void TryOfferDeviceUnlock() { if (!thisLockIsTheLaunch || offeredDeviceUnlock) { return; } if (shell is not { State: ShellState.Locked, CanUnlockWithDevice: true, IsBusy: false } current) { return; } offeredDeviceUnlock = true; current.UnlockWithDeviceCommand.Execute(null); } /// protected override void OnAttachedToVisualTree(VisualTreeAttachmentEventArgs e) { base.OnAttachedToVisualTree(e); if (TopLevel.GetTopLevel(this) is { } top) { top.BackRequested += OnBackRequested; keyboard = top.InputPane; if (keyboard is not null) { keyboard.StateChanged += OnKeyboardChanged; ApplyKeyboardInset(keyboard); } } } /// protected override void OnDetachedFromVisualTree(VisualTreeAttachmentEventArgs e) { if (TopLevel.GetTopLevel(this) is { } top) { top.BackRequested -= OnBackRequested; } if (keyboard is not null) { keyboard.StateChanged -= OnKeyboardChanged; keyboard = null; } base.OnDetachedFromVisualTree(e); } private void OnKeyboardChanged(object? sender, InputPaneStateEventArgs e) => ApplyKeyboardInset(e.NewState is InputPaneState.Open ? e.EndRect.Height : 0); private void ApplyKeyboardInset(IInputPane pane) => ApplyKeyboardInset(pane.State is InputPaneState.Open ? pane.OccludedRect.Height : 0); /// /// Holds the phone's whole interface clear of the software keyboard. /// /// /// /// Here rather than on each screen, because the keyboard is not a screen's business. Five of them /// have a box that can be typed into and every one of them would need the same handler; a sixth added /// later would silently not have it. Everything the phone draws is inside Body, so one bottom /// margin shortens all of them at once — which is the same thing the window resizing would have done, /// and is why the two paths below never both apply. /// /// /// Two paths, one of which is dead on any given device. Before Android 15, the activity's /// AdjustResize makes the platform shorten the window itself and the keyboard inset reaches /// Avalonia already consumed — this measures zero and the margin stays where it is. From Android 15 the /// window is no longer resized for the keyboard at all, edge-to-edge being enforced, and the inset is /// reported instead: that is the number applied here. Adding a margin on top of a window that had /// already shrunk would strand the interface an entire keyboard above the keyboard, which is why the /// value is taken from the inset alone and never from both. /// /// /// Scrolling the box back into view is deliberately not done here. ScrollViewer already brings a /// newly focused child into view, and every screen with a box on it is inside one; what it cannot know /// is that the visible region shrank *after* the focus. So the trigger is the resize this margin causes /// — see — and not this method, which would run a layout pass too early to /// have anything to scroll to. /// /// private void ApplyKeyboardInset(double occluded) { var inset = double.IsFinite(occluded) ? Math.Max(occluded, 0) : 0; if (Math.Abs(body.Margin.Bottom - inset) > 0.5) { body.Margin = new Thickness(0, 0, 0, inset); } } /// /// Scrolls whatever has the keyboard back into view once the room left for it is known. /// /// /// /// The one moment this is needed is the one no other handler sees: the box was focused while the whole /// screen was available, and the space it sits in shrank afterwards. Both ways of losing that space end /// here — the margin applied above, and the platform shortening the window on Android 14 and earlier — /// which is why the resize is the trigger rather than either of the two things that cause it. /// /// /// Posted rather than called, and at Loaded priority, because the size change is raised during /// the layout pass that caused it: asking a ScrollViewer to scroll to a child whose new bounds /// have not been written yet scrolls to where the child used to be. /// /// /// Only while the keyboard is up. Every rotation and every screen change resizes this control too, and /// a shell that scrolled to the focused control on each of them would be a shell that moves under you. /// /// private void OnBodyResized(object? sender, SizeChangedEventArgs e) { if (keyboard is not { State: InputPaneState.Open }) { return; } Dispatcher.UIThread.Post( () => { // Whatever holds focus, not the passphrase box by name: this runs for eleven screens and // the one the keyboard is up for is the only one that can answer which box that is. if (TopLevel.GetTopLevel(this)?.FocusManager?.GetFocusedElement() is Control focused) { focused.BringIntoView(); } }, DispatcherPriority.Loaded); } /// /// Takes the system back gesture up the hierarchy rather than out of the application. /// /// /// /// v2 is the first arrangement here with a second level: six destinations sit behind MORE, each with /// its own back arrow. Android's back is the same gesture as that arrow and users reach for it first, /// and left unhandled it does not go up — it finishes the activity. Ending the application from a log /// screen is not a plausible reading of "back". /// /// /// Handled in the order the interface is stacked, not by screen alone: the terminal is a surface over a /// page, so it is dismissed before the page under it is considered. Setting Handled is what stops /// the event being re-dispatched to the activity's own default. /// /// /// Two things it deliberately does not do. It does not answer a host-key prompt — those are /// decisions with two named buttons, and a gesture that dismissed one would be the swipe-to-dismiss this /// head refused when it made the changed-key refusal a full-screen panel rather than a sheet. And from /// the host list it does nothing at all, so back still leaves the application from the screen the /// application opens on, which is what every other Android app does. /// /// /// v3 adds one guard above the switch rather than another case inside it. The switch's first case /// is the membership test of minus More itself, /// and has to stay in step with it — a screen added to the hub and not to that case would trap the user /// on it. An editor is not a screen and has no entry there. It is also strictly nearer: the add sheet /// sits over the host editor's own screen, so back has to lower whatever is topmost before it considers /// moving between screens at all. Closing an editor is not the same refusal as leaving a host-key /// decision alone — an editor is abandonable by design, and the CANCEL button beside it says so. /// /// /// The connect menu is a second such guard, and it matters more than the first. A terminal now /// fills the screen — no header, no bottom bar — so while that menu is up this gesture is the only way /// off it other than the scrim and CANCEL. It is checked before the terminal is dismissed for the /// reason it is drawn over it: back takes the topmost thing, and dismissing the surface underneath a /// menu would take two, neither of them the one being looked at. /// /// private void OnBackRequested(object? sender, RoutedEventArgs e) { if (shell is not { State: ShellState.Unlocked } current) { return; } // A decision is on screen. Leave it alone — see the remark. if (current.Vault is { HasPendingHostKey: true } or { HasHostKeyMismatch: true } || current.Transfers is { HasPendingHostKey: true } or { HasHostKeyMismatch: true }) { return; } // The connect menu, which is raised from the terminal's own bar and is the topmost thing the phone // draws while it is up. Ahead of the editors below because it is nearer, and ahead of leaving the // terminal because a gesture that dismissed the surface underneath a menu would close two things at // once — and the one the user was looking at would not be either of them. if (current.IsConnectSheetOpen) { current.CloseConnectSheetCommand.Execute(null); e.Handled = true; return; } if (TryCloseAnOpenEditor(current)) { e.Handled = true; return; } if (!current.IsShowingPages) { current.ShowScreenCommand.Execute(current.Screen); e.Handled = true; return; } switch (current.Screen) { case ShellScreen.Snippets or ShellScreen.Logs or ShellScreen.Transfers or ShellScreen.Buckets or ShellScreen.Preferences or ShellScreen.Vaults or ShellScreen.Keychain: current.ShowScreenCommand.Execute(ShellScreen.More); e.Handled = true; break; case ShellScreen.More: current.ShowScreenCommand.Execute(ShellScreen.Hosts); e.Handled = true; break; default: // Hosts, and anything the phone does not draw. Left unhandled, so back leaves the app. break; } } /// /// Lowers whatever the hosts screen has raised over its list, topmost first. /// /// Whether anything was closed, and so whether back has been spent. /// /// /// Order is the whole of it. The two sheets sit over the list and the two editors sit in place of it, so /// a sheet has to go first — closing an editor while a sheet was open would leave the sheet floating /// over a list nobody asked to see, and the second back would then close the sheet rather than the /// editor the user was looking at. /// /// /// The editors are cancelled rather than merely hidden. Cancelling is what clears the boxes, and the /// host editor's boxes are the ones worth clearing: leaving a half-typed hostname behind would have the /// next NEW HOST open on somebody else's abandoned draft. /// /// private static bool TryCloseAnOpenEditor(MainWindowViewModel current) { if (current.Vault is not { } vault) { return false; } if (vault.IsAddSheetOpen) { vault.CloseAddSheetCommand.Execute(null); return true; } // The other sheet, and it is checked beside the first rather than after the editors for the same // reason: it is raised over the list, so it is the nearest thing on screen. The two cannot be open // at once — one is raised by the +, the other by a heading, and each hides the list the other's // control is on — so their order between themselves decides nothing. if (vault.GroupSheet is not null) { vault.CloseGroupSheetCommand.Execute(null); return true; } if (vault.IsEditing) { vault.CancelEditCommand.Execute(null); return true; } if (vault.IsEditingGroup) { vault.CancelGroupEditCommand.Execute(null); return true; } return false; } /// /// Blocks screenshots and screen recording while the recovery code is on screen. /// /// /// /// The recovery screen says screenshots are blocked, and this is what makes that true rather than a /// claim. FLAG_SECURE is a window flag — no control can set it — so it lives here, on the one /// object that has the activity. /// /// /// It is worth being clear about what this buys. It stops the obvious accident — a screenshot /// of the only copy of an unrecoverable code landing in a cloud photo library — and it excludes the /// screen from the recent-apps thumbnail, which is the part users never think about. It stops nothing /// determined: a second phone photographs the screen perfectly well. The code is meant to be written /// down, and this only pushes people away from the one place it must not be written down to. /// /// /// Lowered again afterwards rather than left on. Leaving it set would make the terminal unscreenshotable /// too, and a screenshot of a shell is a thing people legitimately want. /// /// private static void ApplyScreenshotPolicy(ShellState state) { if (PhoneEnvironment.CurrentActivity?.Window is not { } window) { return; } if (state is ShellState.ShowingRecoveryCode) { window.SetFlags(WindowManagerFlags.Secure, WindowManagerFlags.Secure); } else { window.ClearFlags(WindowManagerFlags.Secure); } } }