Commit graph

11 commits

Author SHA1 Message Date
MrTheShy 66d8c647ce Fix splitscreen mouse, keyboard cursor, and local player join
Mouse hover and click in split-screen was broken: the coordinate
conversion from window pixels to Flash/SWF space did not account for
the viewport tile-origin offset or the smaller display dimensions of
each splitscreen quadrant. Now the mouse position is mapped through
three steps: window pixels to UIController screen space, subtract the
viewport origin (which varies per quadrant/split type), then scale
from display size to SWF authoring size. This fixes hover highlighting
and click targeting in all splitscreen layouts.

Mouse input was also bleeding into other splitscreen players' UI groups
because the scene lookup iterated all groups. Now it only checks the
fullscreen group and the primary (KBM) player's group, so controller
players' menus are never affected by mouse movement.

Mouse grab/release (cursor lock for gameplay) was triggering for every
local player's tick, causing fights between splitscreen players over
the cursor state. Now only the primary pad player controls grab state.

The in-game keyboard scene in PC mode had no cursor movement: typing
always appended at the end and backspace always deleted from the end.
Added a cursor position tracker (m_iCursorPos) so that characters are
inserted at the cursor, backspace deletes behind it, and arrow keys,
Home, End, and Delete all work as expected. The Flash caret is synced
to the cursor position each tick. Also stopped syncing the text buffer
back from Flash in PC mode, which was resetting the cursor every tick.
Arrow keys in PC mode no longer get forwarded to Flash (which would
move the on-screen keyboard selector instead of the text cursor).

AddLocalPlayerByUserIndex was calling NotifyPlayerJoined before the
IQNet slot was actually registered, passing a pointer obtained via
GetLocalPlayerByUserIndex which checks customData (not set yet at that
point). Now AddLocalPlayerByUserIndex is called first, and if it
succeeds, the notification uses the static m_player array directly.
The stub AddLocalPlayerByUserIndex now properly initialises the slot
with gamertag and remote/host flags instead of being a no-op.

IsSignedIn was hardcoded to return true only for pad 0, preventing
splitscreen players from joining. Now it checks IsPadConnected so any
connected controller can sign in.

GetXUID returned INVALID_XUID for all pads except 0, which broke
splitscreen player identity. Now each pad gets a unique XUID derived
from the base value plus the pad index.

Pinned internal resolution to 1920x1080 and removed GetSystemMetrics
auto-detection which was picking up the native monitor resolution and
breaking the 16:9 assumption in the viewport math and Flash layout.
DPI awareness is kept for consistent pixel coordinates.
2026-03-06 11:46:51 +01:00
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
Slenderman ac480f6745
Update username logic and implement latest LCEMP changes (#311)
* Update username logic and implement latest LCEMP changes

* Update old reference

* Fix tutorial world crash

* Restore deleted comment
2026-03-04 04:50:28 +07:00
Slenderman 515f91cad8
Fix player save data issue & multiple username implementations (#257)
* fix saving issue & multiple username implementations

* Update README.md

Updated the method for overriding in-game username from '-name' to 'username.txt'.

* remove unused include i forgot to get rid of while testing
2026-03-03 23:58:22 +07:00
Loki Rautio 354a0989eb Add back x64 stub XUID (temp savedata fix)
Fixes savedata loading for existing saves, needs permanent solution
2026-03-02 23:05:25 -06:00
void_17 b42a4a4e4d
Revert "Revert "Win64: configurable username (username.txt) and persistent ga…" (#235)
This reverts commit 7f7d99501c.
2026-03-03 10:31:09 +07:00
void_17 7f7d99501c
Revert "Win64: configurable username (username.txt) and persistent game setti…" (#234)
This reverts commit b8a7f816b5.
2026-03-03 10:23:28 +07:00
dtentiion b8a7f816b5
Win64: configurable username (username.txt) and persistent game settings (settings.dat) (#195) 2026-03-03 07:50:45 +08:00
lspepinho 8b28c20d7a
Fixes for PR #96 (#170)
* Implement basic multiplayer functionality

* Update README.md

---------

Co-authored-by: Slenderman <ssimulpong@outlook.com>
2026-03-03 06:30:22 +07:00
Sean Hoyt b5111232aa
feat: Windows64 local multiplayer support (#13)
- Skip QuadrantSignin (profile selector) on Windows64 in both LoadMenu
  and CreateWorldMenu, proceeding directly to local play since Xbox Live
  stubs always return true for IsSignedInLive()
- Fix IsLocalMultiplayerAvailable() to not require IsHiDef() on Windows64
- Allow pad-connected players to join without a profile sign-in check
- Fix ghost RemotePlayer creation by scanning all local player slots and
  matching on server-assigned player index rather than controller slot,
  fixing P3/P4 ghost entities when joining out of controller order
- Give each player a unique name (Player 1-4) based on controller index
  instead of a single shared stub name
- Use raw XInput (XInputGetState) for secondary controller join detection,
  bypassing the 4J toggle system which consumes all button presses before
  game logic runs; uses a 120-frame latch for a reliable detection window
- Add .gitignore for Visual Studio build artifacts and output directories
2026-03-02 00:50:48 +08:00
daoge_cmd b691c43c44 Initial commit 2026-03-01 12:16:08 +08:00