mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-08-20 09:57:09 +00:00
Add native in-game keyboard UI for world naming and renaming
This commit is contained in:
parent
9671b36b37
commit
0391b2d556
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@ -84,6 +84,10 @@ UIScene_CreateWorldMenu::UIScene_CreateWorldMenu(int iPad, void *initData, UILay
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m_iGameModeId = GameType::SURVIVAL->getId();
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m_pDLCPack = NULL;
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m_bRebuildTouchBoxes = false;
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#ifdef _WINDOWS64
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m_bDirectEditing = false;
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m_iDirectEditCooldown = 0;
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#endif
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m_bMultiplayerAllowed = ProfileManager.IsSignedInLive( m_iPad ) && ProfileManager.AllowedToPlayMultiplayer(m_iPad);
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// 4J-PB - read the settings for the online flag. We'll only save this setting if the user changed it.
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@ -289,6 +293,54 @@ void UIScene_CreateWorldMenu::tick()
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{
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UIScene::tick();
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#ifdef _WINDOWS64
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if (m_iDirectEditCooldown > 0)
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m_iDirectEditCooldown--;
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if (m_bDirectEditing)
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{
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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_worldName.empty())
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{
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m_worldName.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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m_bDirectEditing = false;
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m_iDirectEditCooldown = 4; // absorb the matching ACTION_MENU_OK that follows
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m_editWorldName.setLabel(m_worldName.c_str());
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}
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else if ((int)m_worldName.length() < 25)
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{
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m_worldName += ch;
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changed = true;
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}
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}
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// Escape cancels and restores the original name
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if (m_bDirectEditing && g_KBMInput.IsKeyPressed(VK_ESCAPE))
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{
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m_worldName = m_worldNameBeforeEdit;
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m_bDirectEditing = false;
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m_iDirectEditCooldown = 4;
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m_editWorldName.setLabel(m_worldName.c_str());
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m_buttonCreateWorld.setEnable(!m_worldName.empty());
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}
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else if (changed)
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{
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m_editWorldName.setLabel(m_worldName.c_str());
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m_buttonCreateWorld.setEnable(!m_worldName.empty());
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}
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}
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#endif
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if(m_iSetTexturePackDescription >= 0 )
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{
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UpdateTexturePackDescription( m_iSetTexturePackDescription );
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@ -354,6 +406,9 @@ int UIScene_CreateWorldMenu::ContinueOffline(void *pParam,int iPad,C4JStorage::E
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void UIScene_CreateWorldMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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if(m_bIgnoreInput) return;
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#ifdef _WINDOWS64
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if (m_bDirectEditing || m_iDirectEditCooldown > 0) { handled = true; return; }
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#endif
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ui.AnimateKeyPress(m_iPad, key, repeat, pressed, released);
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@ -408,6 +463,9 @@ void UIScene_CreateWorldMenu::handleInput(int iPad, int key, bool repeat, bool p
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void UIScene_CreateWorldMenu::handlePress(F64 controlId, F64 childId)
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{
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if(m_bIgnoreInput) return;
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#ifdef _WINDOWS64
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if (m_bDirectEditing || m_iDirectEditCooldown > 0) return;
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#endif
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//CD - Added for audio
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ui.PlayUISFX(eSFX_Press);
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@ -417,7 +475,28 @@ void UIScene_CreateWorldMenu::handlePress(F64 controlId, F64 childId)
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case eControl_EditWorldName:
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{
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m_bIgnoreInput=true;
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#ifdef _WINDOWS64
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if (Win64_IsControllerConnected())
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{
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UIKeyboardInitData kbData;
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kbData.title = app.GetString(IDS_CREATE_NEW_WORLD);
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kbData.defaultText = m_editWorldName.getLabel();
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kbData.maxChars = 25;
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kbData.callback = &UIScene_CreateWorldMenu::KeyboardCompleteWorldNameCallback;
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kbData.lpParam = this;
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ui.NavigateToScene(m_iPad, eUIScene_Keyboard, &kbData);
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}
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else
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{
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// PC without controller: edit the name field directly in-place.
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m_bIgnoreInput = false; // Don't block input - m_bDirectEditing is the guard
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m_worldNameBeforeEdit = m_worldName;
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m_bDirectEditing = true;
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g_KBMInput.ClearCharBuffer();
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}
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#else
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InputManager.RequestKeyboard(app.GetString(IDS_CREATE_NEW_WORLD),m_editWorldName.getLabel(),(DWORD)0,25,&UIScene_CreateWorldMenu::KeyboardCompleteWorldNameCallback,this,C_4JInput::EKeyboardMode_Default);
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#endif
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}
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break;
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case eControl_GameModeToggle:
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@ -729,7 +808,11 @@ int UIScene_CreateWorldMenu::KeyboardCompleteWorldNameCallback(LPVOID lpParam,bo
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{
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uint16_t pchText[128];
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ZeroMemory(pchText, 128 * sizeof(uint16_t) );
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#ifdef _WINDOWS64
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Win64_GetKeyboardText(pchText, 128);
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#else
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InputManager.GetText(pchText);
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#endif
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if(pchText[0]!=0)
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{
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@ -51,6 +51,12 @@ private:
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DLCPack * m_pDLCPack;
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bool m_bRebuildTouchBoxes;
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#ifdef _WINDOWS64
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bool m_bDirectEditing;
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wstring m_worldNameBeforeEdit;
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int m_iDirectEditCooldown;
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#endif
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public:
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UIScene_CreateWorldMenu(int iPad, void *initData, UILayer *parentLayer);
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virtual ~UIScene_CreateWorldMenu();
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@ -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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@ -7,6 +7,14 @@ class UIScene_Keyboard : public UIScene
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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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@ -49,6 +57,10 @@ public:
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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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@ -75,5 +87,9 @@ public:
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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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};
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@ -670,8 +670,6 @@ void UIScene_LoadOrJoinMenu::tick()
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{
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UIScene::tick();
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#if (defined __PS3__ || defined __ORBIS__ || defined _DURANGO || defined _WINDOWS64 || defined __PSVITA__)
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if(m_bExitScene) // navigate forward or back
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{
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@ -1363,7 +1361,11 @@ int UIScene_LoadOrJoinMenu::KeyboardCompleteWorldNameCallback(LPVOID lpParam,boo
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{
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uint16_t ui16Text[128];
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ZeroMemory(ui16Text, 128 * sizeof(uint16_t) );
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#ifdef _WINDOWS64
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Win64_GetKeyboardText(ui16Text, 128);
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#else
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InputManager.GetText(ui16Text);
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#endif
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// check the name is valid
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if(ui16Text[0]!=0)
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@ -2385,7 +2387,21 @@ int UIScene_LoadOrJoinMenu::SaveOptionsDialogReturned(void *pParam,int iPad,C4JS
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case C4JStorage::EMessage_ResultDecline: // rename
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{
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pClass->m_bIgnoreInput=true;
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#ifdef _DURANGO
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#ifdef _WINDOWS64
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{
|
||||
wchar_t wSaveName[128];
|
||||
ZeroMemory(wSaveName, 128 * sizeof(wchar_t));
|
||||
mbstowcs_s(NULL, wSaveName, 128, pClass->m_saveDetails[pClass->m_iSaveListIndex - pClass->m_iDefaultButtonsC].UTF8SaveName, _TRUNCATE);
|
||||
UIKeyboardInitData kbData;
|
||||
kbData.title = app.GetString(IDS_RENAME_WORLD_TITLE);
|
||||
kbData.defaultText = wSaveName;
|
||||
kbData.maxChars = 25;
|
||||
kbData.callback = &UIScene_LoadOrJoinMenu::KeyboardCompleteWorldNameCallback;
|
||||
kbData.lpParam = pClass;
|
||||
kbData.pcMode = !Win64_IsControllerConnected();
|
||||
ui.NavigateToScene(pClass->m_iPad, eUIScene_Keyboard, &kbData);
|
||||
}
|
||||
#elif defined _DURANGO
|
||||
// bring up a keyboard
|
||||
InputManager.RequestKeyboard(app.GetString(IDS_RENAME_WORLD_TITLE), (pClass->m_saveDetails[pClass->m_iSaveListIndex-pClass->m_iDefaultButtonsC]).UTF16SaveName,(DWORD)0,25,&UIScene_LoadOrJoinMenu::KeyboardCompleteWorldNameCallback,pClass,C_4JInput::EKeyboardMode_Default);
|
||||
#else
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -83,6 +83,11 @@ 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;
|
||||
|
||||
|
|
@ -128,6 +133,11 @@ 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;
|
||||
|
|
|
|||
|
|
@ -564,6 +564,12 @@ 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:
|
||||
{
|
||||
|
|
|
|||
Loading…
Reference in a new issue