When removeControl() removes a Flash element (e.g. the Reinstall
button in Help & Options, or the Debug button when disabled), the
C++ control object stays in the m_controls vector. On Vita this was
handled by calling setHidden(true) and checking getHidden() in the
touch hit-test, but on Windows64 none of that was happening.
The result: removed buttons kept phantom bounds that the hover code
would match against, stealing focus from the buttons that shifted
into their visual position. In the Help & Options menu with debug
enabled, the removed Reinstall button (Button6) had ghost bounds
overlapping where the Debug button (Button7) moved to after the
removal, making Debug un-hoverable and snapping focus to Button1.
The fix has three parts:
- removeControl() now calls setHidden(true) on all platforms, not
just Vita. The m_bHidden member was already declared on all
platforms, only the accessors were ifdef'd behind __PSVITA__.
- Removed the __PSVITA__ ifdef from setHidden/getHidden in
UIControl.h so they're available everywhere.
- Added getHidden() checks in both the hover and click hit-test
loops, matching what the Vita touch code already does. The check
is a simple bool read (no Flash/Iggy call), placed before the
getVisible() query which hits Flash and can return stale values
for removed elements.
Right clicking an item stack in Java Edition picks up half of it.
Console Edition already handles this via ACTION_MENU_X (the X button
on controller), which sets buttonNum=1 in handleKeyDown. This maps
mouse right click to that same action so KBM players get the same
behavior across all container menus (inventory, chests, furnaces,
hoppers, etc).
The hover code was doing a redundant second hit-test against Iggy
focusable object bounds after the C++ control bounds had already
identified the correct control. Iggy focusable bounds are wider than
the actual visible buttons and overlap vertically, so the "pick
largest x0" heuristic would match focusables belonging to earlier
buttons when hovering the right side of buttons 3+.
Replaced the IggyPlayerGetFocusableObjects path with a direct
SetFocusToElement call using the already-correct hitControlId from
the C++ hit-test, same approach the click path uses in
handleMouseClick. Also switched the overlap tiebreaker from "largest
x0" to smallest area, consistent with how clicks resolve overlapping
controls. TextInput is excluded from hover focus to avoid showing
the caret on mere mouse-over (its Iggy focus is set on click).
This is a large rework of the Windows64 KBM (keyboard+mouse) input layer.
It touches the mouse hover system, the mouse click dispatch, and the direct
text editing infrastructure, then applies all of it to every scene that has
text input fields or non-standard clickable elements.
MOUSE HOVER REWRITE (UIController.cpp tickInput)
The old hover code had two structural problems:
(a) Scene lookup was group-first: it iterated UI groups and checked all
layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which
holds non-interactive overlays like button hints) would be found before
in-game menus on eUIGroup_Player1. The tooltip scene focusable objects
captured mouse input and prevented hover from reaching the actual menu.
Fixed by switching to layer-first lookup across all groups, and skipping
eUILayer_Tooltips entirely since those are never interactive.
(b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all
controls from all tabs are registered in Flash at the same time. There was
no filtering, so controls from inactive tabs had phantom hitboxes that
overlapped the active tab controls, making certain buttons unhoverable.
Fixed by introducing parent panel tracking: each UIControl now has a
m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro
during mapElementsAndNames(). The hover code checks the control parent
panel against the scene GetMainPanel() and skips mismatches. This is the
same technique the Vita touch code used, but applied to mouse hover.
The coordinate conversion was also simplified. The old code had two separate
scaling paths (window dimensions for hover, display dimensions for sliders).
Now there is one conversion from window pixel coords to SWF coords using
the scene own render dimensions.
REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene)
Several APIs originally gated behind __PSVITA__ are now enabled for Win64:
- UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the
Flash-side ActionScript methods were already registered on all platforms
in setupControl(), only the C++ wrappers were ifdef-gated. Opening the
ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash
for list item highlighting, which handles internal scrolling and item
layout that would be impractical to replicate in C++.
- UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as
a fallback when Iggy focusable objects do not match the C++ hit test.
- UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab
panel control, needed by the hover code to filter inactive tab controls.
MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick)
Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch,
which routes to whatever Flash considers focused. This broke for custom-
drawn elements that are not Flash buttons (crafting recipe slots), and for
scenes where Iggy focus did not match what the user visually clicked.
Added a virtual handleMouseClick(x, y) on UIScene with a default
implementation that hit-tests C++ controls. When multiple controls report
overlapping bounds (common in debug scenes where TextInputs report full
Flash-width), it picks the one whose left edge X is closest to the click.
Returns true to consume the click and suppress the normal ACTION_MENU_A
dispatch via a m_mouseClickConsumedByScene flag on UIController.
The default implementation handles buttons, text inputs, and checkboxes
(toggling state and calling handleCheckboxToggled directly).
CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp)
The crafting menu recipe slots (H slots) are rendered through Iggy custom
draw callback, not as Flash buttons. They have no focusable objects, so
mouse clicking did nothing.
The solution caches SWF-space positions during rendering: inside customDraw,
when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates
from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J.
The X difference between slot 0 and slot 1 gives the uniform slot spacing.
handleMouseClick then uses these cached bounds to determine which recipe
slot was clicked, resets the vertical slot indices (same pattern as the
constructor), updates the highlight and vertical slots display, and re-shows
the old slot icon. This mirrors the existing controller LEFT/RIGHT
navigation in the base class handleKeyDown.
DIRECT EDIT REFACTORING (UIControl_TextInput)
The direct text editing feature (type directly into text fields instead of
opening the virtual keyboard) was originally implemented inline in
CreateWorldMenu with all the state, character consumption, cursor tracking,
caret visibility, and cooldown logic hardcoded in one scene.
Moved everything into UIControl_TextInput:
- beginDirectEdit(charLimit): captures current label, inits cursor at end
- tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow
keys (Left/Right/Home/End/Delete), enforces caret visibility every tick
(because setLabel and Flash focus transitions continuously reset it),
returns Confirmed/Cancelled/Continue
- cancelDirectEdit() / confirmDirectEdit(): programmatic control
- isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query
For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the
existence check validates by reading a property from the resolved path,
since IggyValuePathMakeNameRef always succeeds even for undefined refs.
When no caret exists, the control inserts a _ character at the cursor
position as a visual fallback.
The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid
repeated Iggy calls that could corrupt internal state.
SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD
Every scene with text input now supports both input modes: direct editing
when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard)
when using a controller. The mode is chosen at press time based on
g_KBMInput.IsKBMActive().
- CreateWorldMenu: refactored to use the new UIControl_TextInput API,
removing ~80 lines of inline editing code.
- AnvilMenu: item renaming now supports direct edit. The keyboard callback
uses Win64_GetKeyboardText instead of InputManager.GetText (which reads
from a different buffer on Win64). The virtual keyboard is opened with
eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil
container menu underneath. Added null guards on getMovie() in setCostLabel
and showCross since the AnvilMenu SWF may not fully load on Win64.
- SignEntryMenu: all 4 sign lines support direct edit. Clicking a different
line while editing confirms the current one. Each line cooldown timer
is checked independently to prevent Enter from re-opening the edit.
- LaunchMoreOptionsMenu: seed field direct edit with proper input blocking.
- DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords).
handleMouseClick is overridden to always consume clicks during edit to
prevent Iggy re-entry on empty space.
- DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation).
Clicking a different field while editing confirms the current value and
opens the new one. Float display formatting changed from %f to %.2f.
All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText
(two params: buffer + size) instead of InputManager.GetText, which reads
from the correct g_Win64KeyboardResult global when using the in-game
keyboard scene.
SCROLL WHEEL
Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally
remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM
is active. Previously each scene would need to handle OTHER_STICK actions
separately, and most did not, so scroll wheel only worked in a few places.
On Windows64 with KBM, moving the mouse over empty space (outside any
button) would clear the Iggy focus entirely. After that, pressing arrow
keys did nothing because Flash had no starting element to navigate from.
Two changes here:
- Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty
space. The previous hover target stays focused, so switching back to
arrows keeps working seamlessly.
- When a navigation key is pressed and nothing is focused at all (e.g.
mouse was already on empty space when the menu opened), grab the first
focusable element instead of silently dropping the input. The keypress
is consumed to avoid jumping two elements at once.
This makes mixed mouse+keyboard navigation feel a lot more natural.
You can point at a button, then continue with arrows, or just start
pressing arrows right away without having to hover first.