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

@@ -55,6 +55,8 @@ void KeyboardMouseInput::Init()
m_hasInput = false;
m_kbmActive = true;
m_screenWantsCursorHidden = false;
m_charBufferHead = 0;
m_charBufferTail = 0;
RAWINPUTDEVICE rid;
rid.usUsagePage = 0x01; // HID_USAGE_PAGE_GENERIC
@@ -381,4 +383,29 @@ float KeyboardMouseInput::GetLookY(float sensitivity) const
return (float)(-m_mouseDeltaY) * sensitivity;
}
void KeyboardMouseInput::OnChar(wchar_t c)
{
int next = (m_charBufferHead + 1) % CHAR_BUFFER_SIZE;
if (next != m_charBufferTail)
{
m_charBuffer[m_charBufferHead] = c;
m_charBufferHead = next;
}
}
bool KeyboardMouseInput::ConsumeChar(wchar_t &outChar)
{
if (m_charBufferTail == m_charBufferHead)
return false;
outChar = m_charBuffer[m_charBufferTail];
m_charBufferTail = (m_charBufferTail + 1) % CHAR_BUFFER_SIZE;
return true;
}
void KeyboardMouseInput::ClearCharBuffer()
{
m_charBufferHead = 0;
m_charBufferTail = 0;
}
#endif // _WINDOWS64

View File

@@ -84,6 +84,11 @@ public:
void SetScreenCursorHidden(bool hidden) { m_screenWantsCursorHidden = hidden; }
bool IsScreenCursorHidden() const { return m_screenWantsCursorHidden; }
// Text input: buffer characters typed while the native keyboard scene is open
void OnChar(wchar_t c);
bool ConsumeChar(wchar_t &outChar);
void ClearCharBuffer();
float GetMoveX() const;
float GetMoveY() const;
@@ -129,6 +134,11 @@ private:
bool m_kbmActive;
bool m_screenWantsCursorHidden;
static const int CHAR_BUFFER_SIZE = 32;
wchar_t m_charBuffer[CHAR_BUFFER_SIZE];
int m_charBufferHead;
int m_charBufferTail;
};
extern KeyboardMouseInput g_KBMInput;

View File

@@ -565,6 +565,12 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
g_KBMInput.SetWindowFocused(true);
break;
case WM_CHAR:
// Buffer typed characters so UIScene_Keyboard can dispatch them to the Iggy Flash player
if (wParam >= 0x20 || wParam == 0x08 || wParam == 0x0D) // printable chars + backspace + enter
g_KBMInput.OnChar((wchar_t)wParam);
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
{