Fix save list, delete save, exit without saving, and blank username on Windows64 (#539)
* Fix world save rename not applying new name
KeyboardCompleteWorldNameCallback had no _WINDOWS64 branch, so the
typed name was validated then silently discarded on every rename attempt.
Write the new name to a worldname.txt sidecar file next to the save
(Windows64\GameHDD\{folder}\worldname.txt) and update the in-memory
display name immediately. ReadLevelNameFromSaveFile now checks for this
sidecar first so renamed saves persist correctly across restarts.
* Fixed gamertag being blank upon renaming and re-joining a save
* Save deletion fix, exiting without saving fix
* Add native in-game keyboard UI for world naming and renaming
This commit is contained in:
@@ -2,6 +2,12 @@
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#include "UI.h"
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#include "UIScene_Keyboard.h"
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#ifdef _WINDOWS64
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// Global buffer that stores the text entered in the native keyboard scene.
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// Callbacks retrieve it via Win64_GetKeyboardText() declared in UIStructs.h.
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wchar_t g_Win64KeyboardResult[256] = {};
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#endif
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#define KEYBOARD_DONE_TIMER_ID 0
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#define KEYBOARD_DONE_TIMER_TIME 100
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@@ -10,31 +16,103 @@ UIScene_Keyboard::UIScene_Keyboard(int iPad, void *initData, UILayer *parentLaye
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// Setup all the Iggy references we need for this scene
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initialiseMovie();
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#ifdef _WINDOWS64
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m_win64Callback = NULL;
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m_win64CallbackParam = NULL;
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m_win64TextBuffer = L"";
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m_win64MaxChars = 25;
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const wchar_t* titleText = L"Enter text";
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const wchar_t* defaultText = L"";
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m_bPCMode = false;
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if (initData)
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{
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UIKeyboardInitData* kbData = (UIKeyboardInitData*)initData;
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m_win64Callback = kbData->callback;
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m_win64CallbackParam = kbData->lpParam;
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if (kbData->title) titleText = kbData->title;
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if (kbData->defaultText) defaultText = kbData->defaultText;
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m_win64MaxChars = kbData->maxChars;
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m_bPCMode = kbData->pcMode;
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}
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m_win64TextBuffer = defaultText;
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m_EnterTextLabel.init(titleText);
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m_KeyboardTextInput.init(defaultText, -1);
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m_KeyboardTextInput.SetCharLimit(m_win64MaxChars);
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// Clear any leftover typed characters from a previous keyboard session
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g_KBMInput.ClearCharBuffer();
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g_Win64KeyboardResult[0] = L'\0';
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#else
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m_EnterTextLabel.init(L"Enter Sign Text");
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m_KeyboardTextInput.init(L"", -1);
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m_KeyboardTextInput.SetCharLimit(15);
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#endif
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m_ButtonSpace.init(L"Space", -1);
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m_ButtonCursorLeft.init(L"Cursor Left", -1);
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m_ButtonCursorRight.init(L"Cursor Right", -1);
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m_ButtonCursorLeft.init(L"Cur L", -1);
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m_ButtonCursorRight.init(L"Cur R", -1);
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m_ButtonCaps.init(L"Caps", -1);
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m_ButtonDone.init(L"Done", 0); // only the done button needs an id, the others will never call back!
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m_ButtonSymbols.init(L"Symbols", -1);
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m_ButtonBackspace.init(L"Backspace", -1);
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// Initialise function keyboard Buttons and set alternative symbol button string
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wstring label = L"Abc";
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IggyStringUTF16 stringVal;
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stringVal.string = (IggyUTF16*)label.c_str();
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stringVal.length = label.length();
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IggyDataValue result;
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IggyDataValue value[1];
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value[0].type = IGGY_DATATYPE_string_UTF16;
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value[0].string16 = stringVal;
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#ifdef _WINDOWS64
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if (!m_bPCMode)
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#endif
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{
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wstring label = L"Abc";
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IggyStringUTF16 stringVal;
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stringVal.string = (IggyUTF16*)label.c_str();
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stringVal.length = label.length();
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IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcInitFunctionButtons , 1 , value );
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IggyDataValue result;
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IggyDataValue value[1];
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value[0].type = IGGY_DATATYPE_string_UTF16;
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value[0].string16 = stringVal;
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IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcInitFunctionButtons , 1 , value );
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}
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#ifdef _WINDOWS64
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if (m_bPCMode)
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{
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// PC text-input mode: hide all on-screen buttons, user types with physical keyboard
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// Hide the mapped function-row buttons
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m_ButtonSpace.setVisible(false);
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m_ButtonCursorLeft.setVisible(false);
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m_ButtonCursorRight.setVisible(false);
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m_ButtonCaps.setVisible(false);
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m_ButtonSymbols.setVisible(false);
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m_ButtonBackspace.setVisible(false);
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// Hide the letter/number key grid (Flash-baked, not mapped as UIControls)
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static const char* s_keyNames[] = {
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"Button_q", "Button_w", "Button_e", "Button_r", "Button_t",
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"Button_y", "Button_u", "Button_i", "Button_o", "Button_p",
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"Button_a", "Button_s", "Button_d", "Button_f", "Button_g",
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"Button_h", "Button_j", "Button_k", "Button_l", "Button_apostraphy",
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"Button_z", "Button_x", "Button_c", "Button_v", "Button_b",
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"Button_n", "Button_m", "Button_comma", "Button_stop", "Button_qmark",
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"Button_0", "Button_1", "Button_2", "Button_3", "Button_4",
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"Button_5", "Button_6", "Button_7", "Button_8", "Button_9"
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};
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IggyName nameVisible = registerFastName(L"visible");
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IggyValuePath* root = IggyPlayerRootPath(getMovie());
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for (int i = 0; i < (int)(sizeof(s_keyNames) / sizeof(s_keyNames[0])); ++i)
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{
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IggyValuePath keyPath;
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if (IggyValuePathMakeNameRef(&keyPath, root, s_keyNames[i]))
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IggyValueSetBooleanRS(&keyPath, nameVisible, NULL, false);
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}
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}
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#endif
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m_bKeyboardDonePressed = false;
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@@ -80,6 +158,46 @@ bool UIScene_Keyboard::allowRepeat(int key)
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return true;
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}
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#ifdef _WINDOWS64
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void UIScene_Keyboard::tick()
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{
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UIScene::tick();
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// Accumulate physical keyboard chars into our own buffer, then push to Flash via setLabel.
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// This bypasses Iggy's focus system (char events only route to the focused element).
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// The char buffer is cleared on open so Enter/clicks from the triggering action don't leak in.
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wchar_t ch;
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bool changed = false;
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while (g_KBMInput.ConsumeChar(ch))
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{
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if (ch == 0x08) // backspace
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{
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if (!m_win64TextBuffer.empty())
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{
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m_win64TextBuffer.pop_back();
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changed = true;
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}
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}
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else if (ch == 0x0D) // enter - confirm
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{
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if (!m_bKeyboardDonePressed)
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{
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addTimer(KEYBOARD_DONE_TIMER_ID, KEYBOARD_DONE_TIMER_TIME);
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m_bKeyboardDonePressed = true;
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}
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}
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else if ((int)m_win64TextBuffer.length() < m_win64MaxChars)
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{
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m_win64TextBuffer += ch;
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changed = true;
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}
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}
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if (changed)
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m_KeyboardTextInput.setLabel(m_win64TextBuffer.c_str(), true /*instant*/);
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}
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#endif
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void UIScene_Keyboard::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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IggyDataValue result;
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@@ -90,7 +208,18 @@ void UIScene_Keyboard::handleInput(int iPad, int key, bool repeat, bool pressed,
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switch(key)
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{
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case ACTION_MENU_CANCEL:
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#ifdef _WINDOWS64
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{
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// Cache before navigateBack() destroys this scene
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int(*cb)(LPVOID, const bool) = m_win64Callback;
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LPVOID cbParam = m_win64CallbackParam;
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navigateBack();
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if (cb)
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cb(cbParam, false);
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}
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#else
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navigateBack();
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#endif
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handled = true;
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break;
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case ACTION_MENU_X: // X
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@@ -173,9 +302,28 @@ void UIScene_Keyboard::handleTimerComplete(int id)
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void UIScene_Keyboard::KeyboardDonePressed()
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{
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// Debug
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app.DebugPrintf("UI Keyboard - DONE - [%ls]\n", m_KeyboardTextInput.getLabel());
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#ifdef _WINDOWS64
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// Use getLabel() here — this is a timer callback (not an Iggy callback) so it's safe.
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// getLabel() reflects both physical keyboard input (pushed via setLabel) and
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// on-screen button input (set directly by Flash ActionScript).
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const wchar_t* finalText = m_KeyboardTextInput.getLabel();
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app.DebugPrintf("UI Keyboard - DONE - [%ls]\n", finalText);
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// ToDo: Keyboard can now pass on its final string value and close itself down
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// Store the typed text so callbacks can retrieve it via Win64_GetKeyboardText()
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wcsncpy_s(g_Win64KeyboardResult, 256, finalText, _TRUNCATE);
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// Cache callback and param before navigateBack() which destroys this scene
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int(*cb)(LPVOID, const bool) = m_win64Callback;
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LPVOID cbParam = m_win64CallbackParam;
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// Navigate back so the scene stack is restored before the callback runs
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navigateBack();
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// Fire callback: bRes=true means confirmed
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if (cb)
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cb(cbParam, true);
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#else
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app.DebugPrintf("UI Keyboard - DONE - [%ls]\n", m_KeyboardTextInput.getLabel());
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navigateBack();
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#endif
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}
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