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.
The direct text editing mode introduced for KBM users had several
issues with the TextInput control's caret (blinking cursor) and text
manipulation:
1. Caret visible when not editing:
When navigating to the world name field with keyboard/mouse, Flash's
Iggy focus system would show the blinking caret even though the field
wasn't active for editing yet (Enter not pressed). This was misleading
since typing had no effect in that state.
Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and
force its visibility based on editing state. This is enforced every
tick because setLabel() and Flash focus transitions continuously
reset the caret state.
2. No cursor movement during editing:
The direct edit implementation treated the text as a simple buffer
with push_back/pop_back — there was no concept of cursor position.
Backspace only deleted from the end, and arrow keys did nothing.
Fix: track cursor position (m_iCursorPos) in C++ and use wstring
insert/erase at that position. Arrow keys (Left/Right), Home, End,
and Delete now work as expected. The visual caret position is synced
to Flash via the FJ_TextInput's SetCaretIndex method.
3. setLabel() resetting caret position:
Every call to setLabel() (when text changes) caused Flash to reset
the caret to the end of the string, making the cursor jump visually
even though the C++ position was correct.
Fix: enforce caret position via setCaretIndex every tick during
editing, so any Flash-side resets are immediately corrected.
New UIControl_TextInput API:
- setCaretVisible(bool): toggles m_mcCaret.visible in Flash
- setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash
The keyboard UI mode (on-screen virtual keyboard vs direct text input)
was determined by Win64_IsControllerConnected(), which checks if any
XInput controller is physically plugged in. This meant that even if
the player was actively using mouse and keyboard, the virtual keyboard
would still appear as long as a controller was connected.
Replace the connection check with g_KBMInput.IsKBMActive(), which
tracks the actual last-used input device based on per-frame input
detection. Now the keyboard mode is determined by what the player is
currently using, not what hardware happens to be plugged in.
Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu
(world renaming).
The native keyboard scene maintained a separate C++ buffer
(m_win64TextBuffer) for physical keyboard input, which was pushed
to the Flash text field via setLabel(). However, when the user typed
with the on-screen controller buttons, Flash updated its text field
directly through ActionScript without updating the C++ buffer.
This caused a desync: switching back to the physical keyboard would
overwrite any text entered via controller, since m_win64TextBuffer
still held the old value before the controller edits.
Fix: read the current Flash text field into m_win64TextBuffer at the
start of each tick(), before consuming new physical keyboard chars.
This ensures both input methods always operate on the same state.
* 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
* Code to read servers.txt
* logging (still doesnt work)
* server names load properly hooray
* remove logger as it only spews out nonsense anyways
* Do not use _countof, use sizeof(label)/sizeof(wchar_t) or make label std::array<wchar_t, 128> and call .size()
* Fix memory leak by listing info pointers
* C++ style cast (i think)
* this throws a RAV but why
* why oh why
* I just assume infos get deleted elsewhere otherwise idk why it breaks no matter what i do
* they get deleted all this time ohhhhhh
---------
Co-authored-by: Siepert123 <createlegacy69@gmail.com>
Remove the !player->abilities.flying guard that was incorrectly added around the Ctrl-sprint block in Input.cpp during the KBM refactor. This prevented Ctrl+W from initiating sprint while flying in creative mode. Sprinting on the ground in both survival and creative worked fine.
The sprint flag now sets correctly whenever Ctrl+W is held, including while flying. LocalPlayer::aiStep() still properly gates setSprinting() with onGround, enoughFoodToSprint, isUsingItem etc.
Fixessmartcmd/MinecraftConsoles#470
Stop streaming music (jukebox) when the player changes dimensions so music disc sounds from the overworld cannot be heard in the nether or vice versa.
Previously, the streaming audio continued playing at its original world coordinates even after a dimension change, causing the sound to leak into the new dimension at the same position.
Fixes#411
* Fix DLCs textures and crash in 720p
* Revert "Fix DLCs textures and crash in 720p"
This reverts commit 7c38605360.
* Update Durango and Windows64 DLCs Textures also fix crash in 720p
* Failsafe for signs if entered over max line length
* Removed debug message.
* Revert "Removed debug message."
This reverts commit 553c436697.
* Update SignTileEntity.cpp
* Changed flag to _DEBUG
People keep going "Oh no I don't like the red WINDOWS text, oh no! I hate it!
The red windows text is the devil, it will be my undoing! Please remove the red
windows text or I shall simply perish!" And for that? Well, I have removed it. Now
you can enjoy this logo made by @wiskerdmage in the style of the existing Edition
logos. (https://github.com/smartcmd/MinecraftConsoles/pull/385#issuecomment-3996671081)
Save fullscreen toggle state to options.txt when F11 is pressed, and restore it on the next launch. When starting in windowed mode, the window now opens maximized instead of at a smaller default size.
Previously, g_isFullscreen was hardcoded to false and never persisted, so the game always started in windowed mode. The window also started at a non-maximized size requiring manual maximization.
Fixes#391
Preserve smooth row-by-row scrolling for mouse wheel input, but restore
full-page movement for controller/menu scroll actions in the creative
inventory.
Commit 3093ca3 changed page indexing to support smooth scrolling, which
caused ACTION_MENU_OTHER_STICK_UP/DOWN to advance by one row instead of
one page. Track whether the scroll action originated from the mouse
wheel and only use single-row steps in that case.
Fixes#253