Files
MinecraftConsoles/Minecraft.Client/Common/UI/UIScene_Keyboard.h
dtentiion aadb511504 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
2026-03-05 14:57:37 -06:00

95 lines
3.1 KiB
C++

#pragma once
#include "UIScene.h"
class UIScene_Keyboard : public UIScene
{
private:
bool m_bKeyboardDonePressed;
#ifdef _WINDOWS64
int(*m_win64Callback)(LPVOID, const bool);
LPVOID m_win64CallbackParam;
wstring m_win64TextBuffer;
int m_win64MaxChars;
bool m_bPCMode; // Hides on-screen keyboard buttons; physical keyboard only
#endif
protected:
UIControl_Label m_EnterTextLabel;
UIControl_TextInput m_KeyboardTextInput;
UIControl_Button m_ButtonSpace, m_ButtonCursorLeft, m_ButtonCursorRight, m_ButtonCaps, m_ButtonDone, m_ButtonSymbols, m_ButtonBackspace;
IggyName m_funcInitFunctionButtons;
IggyName m_funcCursorRightButtonPressed, m_funcCursorLeftButtonPressed, m_funcCapsButtonPressed, m_funcBackspaceButtonPressed;
IggyName m_funcSpaceButtonPressed, m_funcSymbolButtonPressed, m_funcDoneButtonPressed;
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene)
UI_MAP_ELEMENT(m_EnterTextLabel, "EnterTextLabel")
UI_MAP_ELEMENT(m_KeyboardTextInput, "KeyboardTextInput")
UI_MAP_ELEMENT(m_ButtonSpace, "Button_space")
UI_MAP_ELEMENT(m_ButtonCursorLeft, "Button_CursorLeft")
UI_MAP_ELEMENT(m_ButtonCursorRight, "Button_CursorRight")
UI_MAP_ELEMENT(m_ButtonCaps, "Button_Caps")
UI_MAP_ELEMENT(m_ButtonDone, "Button_Done")
UI_MAP_ELEMENT(m_ButtonSymbols, "Button_symbols")
UI_MAP_ELEMENT(m_ButtonBackspace, "Button_bspace")
UI_MAP_NAME(m_funcInitFunctionButtons, L"InitFunctionButtons");
UI_MAP_NAME(m_funcCursorRightButtonPressed, L"CursorRightButtonPressed");
UI_MAP_NAME(m_funcCursorLeftButtonPressed, L"CursorLeftButtonPressed");
UI_MAP_NAME(m_funcCapsButtonPressed, L"CapsButtonPressed");
UI_MAP_NAME(m_funcBackspaceButtonPressed, L"BackspaceButtonPressed");
UI_MAP_NAME(m_funcSpaceButtonPressed, L"SpaceButtonPressed");
UI_MAP_NAME(m_funcSymbolButtonPressed, L"SymbolButtonPressed");
UI_MAP_NAME(m_funcDoneButtonPressed, L"DoneButtonPressed");
UI_END_MAP_ELEMENTS_AND_NAMES()
public:
UIScene_Keyboard(int iPad, void *initData, UILayer *parentLayer);
~UIScene_Keyboard();
virtual void updateTooltips();
virtual bool allowRepeat(int key);
// INPUT
virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled);
#ifdef _WINDOWS64
virtual void tick();
#endif
virtual void handleTimerComplete(int id);
protected:
void handlePress(F64 controlId, F64 childId);
protected:
// TODO: This should be pure virtual in this class
virtual wstring getMoviePath();
private:
void KeyboardDonePressed();
public:
virtual EUIScene getSceneType() { return eUIScene_Keyboard;}
// Returns true if this scene handles input
//virtual bool stealsFocus() { return false; }
// Returns true if this scene has focus for the pad passed in
//virtual bool hasFocus(int iPad) { return false; }
// Returns true if this scene has focus for the pad passed in
#ifndef __PS3__
virtual bool hasFocus(int iPad) { return bHasFocus; }
#endif
// Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden
#ifdef _WINDOWS64
virtual bool hidesLowerScenes() { return true; }
#else
virtual bool hidesLowerScenes() { return false; }
#endif
};