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MrTheShy 3c5613b8aa Overhaul mouse support and generalize direct text editing to all UI scenes
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.
2026-03-06 04:01:19 +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 Overhaul mouse support and generalize direct text editing to all UI scenes 2026-03-06 04:01:19 +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

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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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