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4 commits

Author SHA1 Message Date
MrTheShy 05a27edc25 Fix TextInput caret behavior and add proper cursor editing for KBM direct edit
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
2026-03-05 22:04:34 +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
daoge b3feddfef3
feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

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Co-authored-by: Loki <lokirautio@gmail.com>
2026-03-03 03:04:10 +08:00
daoge_cmd b691c43c44 Initial commit 2026-03-01 12:16:08 +08:00