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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
.github Adjust github action for debug 2026-03-05 14:33:33 -06:00
cmake Replace CopyAssets.cmake with multithreaded Robocopy (and rsync) implementation. (#410) 2026-03-05 14:30:22 +07:00
Minecraft.Client Fix TextInput caret behavior and add proper cursor editing for KBM direct edit 2026-03-05 22:04:34 +01:00
Minecraft.World Remove AUTO_VAR macro and _toString function (#592) 2026-03-06 02:11:18 +07:00
x64 Initial commit 2026-03-01 12:16:08 +08:00
.clang-format Fix overlapping debug menus and screens (#294) 2026-03-04 12:31:47 +08:00
.clang-tidy Remove AUTO_VAR macro and _toString function (#592) 2026-03-06 02:11:18 +07:00
.gitignore Add saves folder to .gitignore (#184) 2026-03-03 06:26:20 +07:00
CMakeLists.txt Replace CopyAssets.cmake with multithreaded Robocopy (and rsync) implementation. (#410) 2026-03-05 14:30:22 +07:00
COMPILE.md docs: clarify platform support and building requirements in README.md and COMPILE.md 2026-03-03 05:43:32 +08:00
CONTRIBUTING.md Add Contributor's Guide, update README 2026-03-05 07:23:01 -06:00
MinecraftConsoles.sln Add ARM64EC Support (#174) 2026-03-03 03:06:21 +07:00
README.md Add Contributor's Guide, update README 2026-03-05 07:23:01 -06:00

MinecraftConsoles

Discord

Tutorial World

Introduction

This project contains the source code of Minecraft Legacy Console Edition v1.6.0560.0 (TU19) from https://archive.org/details/minecraft-legacy-console-edition-source-code, with some fixes and improvements applied

Nightly Build

Platform Support

  • Windows: Supported for building and running the project
  • macOS / Linux: The Windows nightly build may run through Wine or CrossOver based on community reports, but this is unofficial and not currently tested by the maintainers

Features

  • Fixed compilation and execution in both Debug and Release mode on Windows using Visual Studio 2022
  • Added support for keyboard and mouse input
  • Added fullscreen mode support (toggle using F11)
  • (WIP) Disabled V-Sync for better performance
  • Added a high-resolution timer path on Windows for smoother high-FPS gameplay timing
  • Device's screen resolution will be used as the game resolution instead of using a fixed resolution (1920x1080)
  • LAN Multiplayer & Discovery
  • Added persistent username system via "username.txt"

Multiplayer

Basic LAN multiplayer is available on the Windows build

  • Hosting a multiplayer world automatically advertises it on the local network
  • Other players on the same LAN can discover the session from the in-game Join Game menu
  • Game connections use TCP port 25565 by default
  • LAN discovery uses UDP port 25566

This feature is based on LCEMP

Launch Arguments

Argument Description
-name <username> Sets your in-game username
-server Launches a headless server instead of the client
-ip <address> Client mode: manually connect to an IP. Server mode: override the bind IP from server.properties
-port <port> Client mode: override the join port. Server mode: override the listen port from server.properties

Example:

Minecraft.Client.exe -name Steve -ip 192.168.0.25 -port 25565

Headless server example:

Minecraft.Client.exe -server -ip 0.0.0.0 -port 25565

The headless server also reads and writes server.properties in the working directory. If -ip / -port are omitted in -server mode, it falls back to server-ip / server-port from that file. Dedicated-server host options such as trust-players, pvp, fire-spreads, tnt, difficulty, gamemode, spawn-animals, and spawn-npcs are persisted there as well.

Controls (Keyboard & Mouse)

  • Movement: W A S D
  • Jump / Fly (Up): Space
  • Sneak / Fly (Down): Shift (Hold)
  • Sprint: Ctrl (Hold) or Double-tap W
  • Inventory: E
  • Drop Item: Q
  • Crafting: C Use Q and E to move through tabs (cycles Left/Right)
  • Toggle View (FPS/TPS): F5
  • Fullscreen: F11
  • Pause Menu: Esc
  • Attack / Destroy: Left Click
  • Use / Place: Right Click
  • Select Item: Mouse Wheel or keys 1 to 9
  • Accept or Decline Tutorial hints: Enter to accept and B to decline
  • Game Info (Player list and Host Options): TAB
  • Toggle HUD: F1
  • Toggle Debug Info: F3
  • Open Debug Overlay: F4
  • Toggle Debug Console: F6

Build & Run

  1. Install Visual Studio 2022
  2. Clone the repository
  3. Open the project by double-clicking MinecraftConsoles.sln
  4. Make sure Minecraft.Client is set as the Startup Project
  5. Set the build configuration to Debug (Release is also OK but has some bugs) and the target platform to Windows64, then build and run

CMake (Windows x64)

cmake -S . -B build -G "Visual Studio 17 2022" -A x64
cmake --build build --config Debug --target MinecraftClient

For more information, see COMPILE.md

Known Issues

  • Native builds for platforms other than Windows have not been tested and are most likely non-functional. The Windows nightly build may still run on macOS and Linux through Wine or CrossOver, but that path is unofficial and not currently supported

Contributors

Would you like to contribute to this project? Please read our Contributor's Guide before doing so! This document includes our current goals, standards for inclusions, rules, and more.

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