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:
dtentiion
2026-03-05 20:57:37 +00:00
committed by GitHub
parent f48a39ae3d
commit aadb511504
12 changed files with 486 additions and 21 deletions

View File

@@ -282,6 +282,44 @@ typedef struct _JoinMenuInitData
int iPad;
} JoinMenuInitData;
// Native keyboard (Windows64 replacement for InputManager.RequestKeyboard WinAPI dialog)
#ifdef _WINDOWS64
typedef struct _UIKeyboardInitData
{
const wchar_t* title;
const wchar_t* defaultText;
int maxChars;
int(*callback)(LPVOID, const bool);
LPVOID lpParam;
bool pcMode; // When true, disables on-screen keyboard buttons (PC keyboard users only need the text field)
_UIKeyboardInitData() : title(nullptr), defaultText(nullptr), maxChars(25), callback(nullptr), lpParam(nullptr), pcMode(false) {}
} UIKeyboardInitData;
// Stores the text typed in UIScene_Keyboard so callbacks can retrieve it
// without calling InputManager.GetText (which shows the WinAPI dialog result).
extern wchar_t g_Win64KeyboardResult[256];
inline void Win64_GetKeyboardText(uint16_t* outBuf, int maxChars)
{
wcsncpy_s((wchar_t*)outBuf, maxChars, g_Win64KeyboardResult, _TRUNCATE);
}
// Returns true if any XInput controller is currently connected.
// Used to decide whether to show the in-game keyboard UI or fall back to PC input.
#include <Xinput.h>
inline bool Win64_IsControllerConnected()
{
XINPUT_STATE state;
for (DWORD i = 0; i < XUSER_MAX_COUNT; i++)
{
memset(&state, 0, sizeof(state));
if (XInputGetState(i, &state) == ERROR_SUCCESS)
return true;
}
return false;
}
#endif // _WINDOWS64
// More Options
typedef struct _LaunchMoreOptionsMenuInitData
{