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