MinecraftConsoles/Minecraft.Client/Common/UI/UIScene_SignEntryMenu.cpp
MrTheShy 8b23c71b93 Fix TextInput bugs and refactor direct edit handling into UIScene base class
The fake cursor character (_) used for SWFs without m_mcCaret was leaking
into saved sign and anvil text. This happened because setLabel() with
instant=false only updates the C++-side cache, deferring the Flash write
to the next control tick. Any getLabel() call before that tick reads the
old Flash value still containing the underscore. Fixed by passing
instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key
path inside tickDirectEdit, so the cleaned text hits Flash immediately.

Mouse hover over TextInput controls (world name, anvil name, seed field)
was not showing the yellow highlight border. The hover code used
IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does
not trigger Flash's ChangeState callback, so no visual feedback appeared.
Buttons worked fine because Iggy draws its own focus ring on them, but
TextInput relies entirely on ChangeState(0) for the yellow border.
Switched to SetFocusToElement which goes through the Flash-side SetFocus
path, then immediately call setCaretVisible(false) to suppress the
blinking caret that comes with focus. No visual flicker since rendering
happens after both tickInput and scene tick complete.

While direct editing, mouse hover was able to move focus away to other
TextInputs on the same scene (most noticeably on the sign editor, where
hovering a different line would steal focus from the line being typed).
Added an isDirectEditBlocking() check in the hover path to skip focus
changes when any input on the scene is actively being edited.

The Done button in SignEntryMenu was unresponsive to mouse clicks during
direct editing. The root cause is execution order: handleMouseClick runs
before handleInput in the frame. The base handleMouseClick found the Done
button and called handlePress, but handlePress bailed out because of the
isDirectEditing guard. The click was marked consumed, so handleInput
never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to
detect the Done button hit while editing and confirm + close directly.

Added click-outside-to-deselect for anvil and world name text inputs.
Both scenes previously required Enter to confirm the edit, which felt
wrong. Now clicking anywhere outside the text field bounds confirms the
current text, matching standard UI behavior.

The anvil menu now updates the item name in real time while typing, like
Java edition. Previously the name was only applied on Enter, so the
repair cost display was stale until confirmation.

The biggest change is structural: every scene that used direct editing
(AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu,
DebugCreateSchematic, DebugSetCamera) had its own copy of the same
boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing
in handleMouseClick(), cooldown guard checks in handleInput/handlePress,
and result dispatch with switch/if chains. This was around 200 lines of
near-identical code scattered across 6 files, each with its own slight
variations and its own bugs waiting to happen.

Pulled all of it into UIScene with two virtual methods: getDirectEditInputs()
where scenes register their text inputs, and onDirectEditFinished() where
they handle confirmed/cancelled results. The base class tick() drives
tickDirectEdit on all registered inputs, handleMouseClick() does the
click-outside-to-deselect hit test generically using panel offsets, and
isDirectEditBlocking() replaces all the inline cooldown checks. Scenes
now just override those two methods and get everything for free.

Also removed the m_activeDirectEditControl enum tracking from the debug
scenes (DebugCreateSchematic, DebugSetCamera) since the base class
handles lifecycle tracking through the controls themselves.
2026-03-06 16:15:24 +01:00

405 lines
11 KiB
C++

#include "stdafx.h"
#include "UI.h"
#include "UIScene_SignEntryMenu.h"
#include "..\..\Minecraft.h"
#include "..\..\MultiPlayerLocalPlayer.h"
#include "..\..\MultiPlayerLevel.h"
#include "..\..\ClientConnection.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.level.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
UIScene_SignEntryMenu::UIScene_SignEntryMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene(iPad, parentLayer)
{
// Setup all the Iggy references we need for this scene
initialiseMovie();
SignEntryScreenInput* initData = (SignEntryScreenInput*)_initData;
m_sign = initData->sign;
m_bConfirmed = false;
m_bIgnoreInput = false;
m_iSignCursorFrame = 0;
#ifdef _WINDOWS64
m_iActiveDirectEditLine = -1;
m_bNeedsInitialEdit = true;
m_bSkipTickNav = false;
#endif
m_buttonConfirm.init(app.GetString(IDS_DONE), eControl_Confirm);
m_labelMessage.init(app.GetString(IDS_EDIT_SIGN_MESSAGE));
for(unsigned int i = 0; i<4; ++i)
{
#if TO_BE_IMPLEMENTED
// Have to have the Latin alphabet here, since that's what we have on the sign in-game
// but because the JAP/KOR/CHN fonts don't have extended European characters, let's restrict those languages to not having the extended character set, since they can't see what they are typing
switch(XGetLanguage())
{
case XC_LANGUAGE_JAPANESE:
case XC_LANGUAGE_TCHINESE:
case XC_LANGUAGE_KOREAN:
case XC_LANGUAGE_RUSSIAN:
m_signRows[i].SetKeyboardType(C_4JInput::EKeyboardMode_Alphabet);
break;
default:
m_signRows[i].SetKeyboardType(C_4JInput::EKeyboardMode_Full);
break;
}
m_signRows[i].SetText( m_sign->GetMessage(i).c_str() );
m_signRows[i].SetTextLimit(15);
// Set the title and desc for the edit keyboard popup
m_signRows[i].SetTitleAndText(IDS_SIGN_TITLE,IDS_SIGN_TITLE_TEXT);
#endif
m_textInputLines[i].init(m_sign->GetMessage(i).c_str(), i);
}
parentLayer->addComponent(iPad,eUIComponent_MenuBackground);
}
UIScene_SignEntryMenu::~UIScene_SignEntryMenu()
{
m_sign->SetSelectedLine(-1);
m_parentLayer->removeComponent(eUIComponent_MenuBackground);
}
wstring UIScene_SignEntryMenu::getMoviePath()
{
if(app.GetLocalPlayerCount() > 1)
{
return L"SignEntryMenuSplit";
}
else
{
return L"SignEntryMenu";
}
}
void UIScene_SignEntryMenu::updateTooltips()
{
ui.SetTooltips( m_iPad, IDS_TOOLTIPS_SELECT,IDS_TOOLTIPS_BACK);
}
void UIScene_SignEntryMenu::tick()
{
UIScene::tick();
#ifdef _WINDOWS64
// On first tick, auto-start editing line 1 if KBM is active (Java-style flow)
if (m_bNeedsInitialEdit)
{
m_bNeedsInitialEdit = false;
if (g_KBMInput.IsKBMActive())
{
SetFocusToElement(eControl_Line1);
m_iActiveDirectEditLine = 0;
m_textInputLines[0].beginDirectEdit(15);
}
}
// UP/DOWN navigation — must happen after tickDirectEdit (so typed chars are consumed)
// and before sign cursor update (so the cursor is correct for this frame's render)
// m_bSkipTickNav prevents double-processing when handleInput auto-started editing this frame
if (m_iActiveDirectEditLine >= 0 && !m_bSkipTickNav)
{
int navDir = 0;
if (g_KBMInput.IsKeyPressed(VK_DOWN)) navDir = 1;
else if (g_KBMInput.IsKeyPressed(VK_UP)) navDir = -1;
if (navDir != 0)
{
int newLine = m_iActiveDirectEditLine + navDir;
if (newLine >= eControl_Line1 && newLine <= eControl_Line4)
{
m_textInputLines[m_iActiveDirectEditLine].confirmDirectEdit();
SetFocusToElement(newLine);
m_iActiveDirectEditLine = newLine;
m_textInputLines[newLine].beginDirectEdit(15);
}
else if (navDir > 0)
{
m_textInputLines[m_iActiveDirectEditLine].confirmDirectEdit();
SetFocusToElement(eControl_Confirm);
m_iActiveDirectEditLine = -1;
}
}
}
m_bSkipTickNav = false;
if (m_iActiveDirectEditLine >= 0 && !m_textInputLines[m_iActiveDirectEditLine].isDirectEditing())
m_iActiveDirectEditLine = -1;
#endif
// Blinking > text < cursor on the 3D sign
m_iSignCursorFrame++;
if (m_iSignCursorFrame / 6 % 2 == 0)
{
#ifdef _WINDOWS64
if (m_iActiveDirectEditLine >= 0)
m_sign->SetSelectedLine(m_iActiveDirectEditLine);
else
#endif
{
int focusedLine = -1;
for (int i = eControl_Line1; i <= eControl_Line4; i++)
{
if (controlHasFocus(i))
{
focusedLine = i;
break;
}
}
m_sign->SetSelectedLine(focusedLine);
}
}
else
{
m_sign->SetSelectedLine(-1);
}
if(m_bConfirmed)
{
m_bConfirmed = false;
// Set the sign text here so we on;y call the verify once it has been set, not while we're typing in to it
for(int i=0;i<4;i++)
{
wstring temp=m_textInputLines[i].getLabel();
m_sign->SetMessage(i,temp);
}
m_sign->setChanged();
Minecraft *pMinecraft=Minecraft::GetInstance();
// need to send the new data
if (pMinecraft->level->isClientSide)
{
shared_ptr<MultiplayerLocalPlayer> player = pMinecraft->localplayers[m_iPad];
if(player != NULL && player->connection && player->connection->isStarted())
{
player->connection->send( shared_ptr<SignUpdatePacket>( new SignUpdatePacket(m_sign->x, m_sign->y, m_sign->z, m_sign->IsVerified(), m_sign->IsCensored(), m_sign->GetMessages()) ) );
}
}
ui.CloseUIScenes(m_iPad);
}
}
void UIScene_SignEntryMenu::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
{
if(m_bConfirmed || m_bIgnoreInput) return;
#ifdef _WINDOWS64
if (isDirectEditBlocking()) { handled = true; return; }
#endif
ui.AnimateKeyPress(iPad, key, repeat, pressed, released);
switch(key)
{
case ACTION_MENU_CANCEL:
if(pressed)
{
// user backed out, so wipe the sign
wstring temp=L"";
for(int i=0;i<4;i++)
{
m_sign->SetMessage(i,temp);
}
navigateBack();
ui.PlayUISFX(eSFX_Back);
handled = true;
}
break;
case ACTION_MENU_OK:
#ifdef __ORBIS__
case ACTION_MENU_TOUCHPAD_PRESS:
#endif
sendInputToMovie(key, repeat, pressed, released);
handled = true;
break;
case ACTION_MENU_UP:
case ACTION_MENU_DOWN:
sendInputToMovie(key, repeat, pressed, released);
#ifdef _WINDOWS64
// Auto-start editing if focus moved to a line (e.g. UP from Confirm)
if (g_KBMInput.IsKBMActive())
{
for (int i = eControl_Line1; i <= eControl_Line4; i++)
{
if (controlHasFocus(i))
{
m_iActiveDirectEditLine = i;
m_textInputLines[i].beginDirectEdit(15);
m_bSkipTickNav = true;
break;
}
}
}
#endif
handled = true;
break;
}
}
#ifdef _WINDOWS64
void UIScene_SignEntryMenu::getDirectEditInputs(vector<UIControl_TextInput*> &inputs)
{
for (int i = 0; i < 4; i++)
inputs.push_back(&m_textInputLines[i]);
}
void UIScene_SignEntryMenu::onDirectEditFinished(UIControl_TextInput *input, UIControl_TextInput::EDirectEditResult result)
{
int line = -1;
for (int i = 0; i < 4; i++)
{
if (input == &m_textInputLines[i]) { line = i; break; }
}
if (line != m_iActiveDirectEditLine) return;
if (result == UIControl_TextInput::eDirectEdit_Confirmed)
{
int newLine = line + 1;
if (newLine <= eControl_Line4)
{
SetFocusToElement(newLine);
m_iActiveDirectEditLine = newLine;
m_textInputLines[newLine].beginDirectEdit(15);
}
else
{
m_iActiveDirectEditLine = -1;
m_bConfirmed = true;
}
}
else if (result == UIControl_TextInput::eDirectEdit_Cancelled)
{
m_iActiveDirectEditLine = -1;
wstring temp = L"";
for (int j = 0; j < 4; j++)
m_sign->SetMessage(j, temp);
navigateBack();
ui.PlayUISFX(eSFX_Back);
}
}
bool UIScene_SignEntryMenu::handleMouseClick(F32 x, F32 y)
{
if (m_iActiveDirectEditLine >= 0)
{
// During direct edit, only the Done button is clickable.
// Hit-test it manually — all other clicks are consumed but ignored.
m_buttonConfirm.UpdateControl();
S32 cx = m_buttonConfirm.getXPos();
S32 cy = m_buttonConfirm.getYPos();
S32 cw = m_buttonConfirm.getWidth();
S32 ch = m_buttonConfirm.getHeight();
if (cw > 0 && ch > 0 && x >= cx && x <= cx + cw && y >= cy && y <= cy + ch)
{
m_textInputLines[m_iActiveDirectEditLine].confirmDirectEdit();
m_iActiveDirectEditLine = -1;
m_bConfirmed = true;
}
return true;
}
return UIScene::handleMouseClick(x, y);
}
#endif
int UIScene_SignEntryMenu::KeyboardCompleteCallback(LPVOID lpParam,bool bRes)
{
UIScene_SignEntryMenu *pClass=(UIScene_SignEntryMenu *)lpParam;
pClass->m_bIgnoreInput = false;
if (bRes)
{
#ifdef _WINDOWS64
uint16_t pchText[128];
ZeroMemory(pchText, 128 * sizeof(uint16_t));
Win64_GetKeyboardText(pchText, 128);
pClass->m_textInputLines[pClass->m_iEditingLine].setLabel((wchar_t *)pchText);
#else
uint16_t pchText[128];
ZeroMemory(pchText, 128 * sizeof(uint16_t) );
InputManager.GetText(pchText);
pClass->m_textInputLines[pClass->m_iEditingLine].setLabel((wchar_t *)pchText);
#endif
}
return 0;
}
void UIScene_SignEntryMenu::handlePress(F64 controlId, F64 childId)
{
#ifdef _WINDOWS64
if (isDirectEditBlocking()) return;
#endif
switch((int)controlId)
{
case eControl_Confirm:
{
m_bConfirmed = true;
}
break;
case eControl_Line1:
case eControl_Line2:
case eControl_Line3:
case eControl_Line4:
{
m_iEditingLine = (int)controlId;
#ifdef _WINDOWS64
if (g_KBMInput.IsKBMActive())
{
// Only start editing from keyboard (Enter on focused line), not mouse clicks
if (!g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT))
{
m_iActiveDirectEditLine = m_iEditingLine;
m_textInputLines[m_iEditingLine].beginDirectEdit(15);
}
}
else
{
m_bIgnoreInput = true;
UIKeyboardInitData kbData;
kbData.title = app.GetString(IDS_SIGN_TITLE);
kbData.defaultText = m_textInputLines[m_iEditingLine].getLabel();
kbData.maxChars = 15;
kbData.callback = &UIScene_SignEntryMenu::KeyboardCompleteCallback;
kbData.lpParam = this;
ui.NavigateToScene(m_iPad, eUIScene_Keyboard, &kbData, eUILayer_Fullscreen, eUIGroup_Fullscreen);
}
#else
m_bIgnoreInput = true;
#ifdef _XBOX_ONE
// 4J-PB - Xbox One uses the Windows virtual keyboard, and doesn't have the Xbox 360 Latin keyboard type, so we can't restrict the input set to alphanumeric. The closest we get is the emailSmtpAddress type.
int language = XGetLanguage();
switch(language)
{
case XC_LANGUAGE_JAPANESE:
case XC_LANGUAGE_KOREAN:
case XC_LANGUAGE_TCHINESE:
InputManager.RequestKeyboard(app.GetString(IDS_SIGN_TITLE),m_textInputLines[m_iEditingLine].getLabel(),(DWORD)m_iPad,15,&UIScene_SignEntryMenu::KeyboardCompleteCallback,this,C_4JInput::EKeyboardMode_Email);
break;
default:
InputManager.RequestKeyboard(app.GetString(IDS_SIGN_TITLE),m_textInputLines[m_iEditingLine].getLabel(),(DWORD)m_iPad,15,&UIScene_SignEntryMenu::KeyboardCompleteCallback,this,C_4JInput::EKeyboardMode_Alphabet);
break;
}
#else
InputManager.RequestKeyboard(app.GetString(IDS_SIGN_TITLE),m_textInputLines[m_iEditingLine].getLabel(),(DWORD)m_iPad,15,&UIScene_SignEntryMenu::KeyboardCompleteCallback,this,C_4JInput::EKeyboardMode_Alphabet);
#endif
#endif
}
break;
}
}
void UIScene_SignEntryMenu::handleDestroy()
{
#ifdef __PSVITA__
app.DebugPrintf("missing InputManager.DestroyKeyboard on Vita !!!!!!\n");
#endif
// another player destroyed the anvil, so shut down the keyboard if it is displayed
#if ( defined __PS3__ || defined __ORBIS__ || defined _DURANGO)
InputManager.DestroyKeyboard();
#endif
}