diff options
| author | dtentiion <dtentiongit@gmail.com> | 2026-03-05 20:57:37 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-05 14:57:37 -0600 |
| commit | aadb5115040cfe0199e79a3e32dada6aa4b99fda (patch) | |
| tree | 7aba2ccfc2d3361272ad0380ec69c98a4f6c3efe /Minecraft.Client/Common/UI/UIScene_Keyboard.h | |
| parent | f48a39ae3d72fc47ed3a050f6419716dc398d8f5 (diff) | |
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
Diffstat (limited to 'Minecraft.Client/Common/UI/UIScene_Keyboard.h')
| -rw-r--r-- | Minecraft.Client/Common/UI/UIScene_Keyboard.h | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/Minecraft.Client/Common/UI/UIScene_Keyboard.h b/Minecraft.Client/Common/UI/UIScene_Keyboard.h index f4e4c899..054322f2 100644 --- a/Minecraft.Client/Common/UI/UIScene_Keyboard.h +++ b/Minecraft.Client/Common/UI/UIScene_Keyboard.h @@ -7,6 +7,14 @@ class UIScene_Keyboard : public UIScene private: bool m_bKeyboardDonePressed; +#ifdef _WINDOWS64 + int(*m_win64Callback)(LPVOID, const bool); + LPVOID m_win64CallbackParam; + wstring m_win64TextBuffer; + int m_win64MaxChars; + bool m_bPCMode; // Hides on-screen keyboard buttons; physical keyboard only +#endif + protected: UIControl_Label m_EnterTextLabel; UIControl_TextInput m_KeyboardTextInput; @@ -49,6 +57,10 @@ public: // INPUT virtual void handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled); +#ifdef _WINDOWS64 + virtual void tick(); +#endif + virtual void handleTimerComplete(int id); protected: @@ -75,5 +87,9 @@ public: #endif // Returns true if lower scenes in this scenes layer, or in any layer below this scenes layers should be hidden +#ifdef _WINDOWS64 + virtual bool hidesLowerScenes() { return true; } +#else virtual bool hidesLowerScenes() { return false; } +#endif };
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