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Split screen & Overhaul Wide-Screen support #767

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MrTheShy wants to merge 30 commits intosmartcmd:mainfrom
MrTheShy:split-screen
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Split screen & Overhaul Wide-Screen support #767
MrTheShy wants to merge 30 commits intosmartcmd:mainfrom
MrTheShy:split-screen

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@MrTheShy MrTheShy commented Mar 6, 2026

Description

Split-screen support for Windows64. Split-screen was completely non-functional on this platform — secondary controllers couldn't join, the world rendered stretched, mouse input only worked in one viewport, and ultrawide monitors broke the entire layout. This PR makes local multiplayer actually playable.

Changes

Previous Behavior

Split-screen did not work at all on Windows64. Secondary controllers couldn't sign in (hardcoded to pad 0), AddLocalPlayerByUserIndex was a no-op stub, and GetXUID returned invalid for all pads except 0. Even if a second player somehow joined, the 3D world was horizontally stretched because the projection matrix ignored per-viewport aspect ratios. Mouse input only hit the top-left quadrant. The cursor fought between players every tick. On ultrawide monitors the game auto-detected native resolution via GetSystemMetrics, breaking the 16:9 assumption in viewport math and Flash layout entirely.

Root Cause

The Win64 stubs in Extrax64Stubs.cpp were never implemented for multi-pad support — IsSignedIn only returned true for pad 0, GetXUID only returned a valid ID for pad 0, and AddLocalPlayerByUserIndex did nothing. gluPerspective in glWrapper.cpp ignored its aspect parameter and always used the global g_iAspectRatio (full-screen 16:9), so split-screen viewports (which are half-width or half-height) got the wrong projection. Mouse coordinate conversion had no concept of viewport offsets or per-quadrant scaling. Screen resolution was pulled from the monitor instead of being pinned to the game's internal 1920x1080.

New Behavior

Split-screen works on Windows64. Up to 4 players can join with controllers, each getting a correctly rendered viewport. Mouse hover and click work in all quadrants for the primary (KBM) player. Internal resolution is pinned to 1920x1080, keeping viewport math and Flash layout correct on any monitor aspect ratio. The in-game keyboard scene now supports cursor movement in PC mode (arrow keys, Home, End, Delete).

Fix Implementation

  • Extrax64Stubs.cpp: IsSignedIn now checks IsPadConnected instead of hardcoded pad 0. GetXUID returns a unique value per pad (base + index). AddLocalPlayerByUserIndex properly initializes the slot with gamertag and remote/host flags. NotifyPlayerJoined now uses the static m_player array directly since GetLocalPlayerByUserIndex can't find the player before customData is set.
  • glWrapper.cpp: gluPerspective passes the caller's aspect parameter to RenderManager.MatrixPerspective instead of the global g_iAspectRatio. Split-screen viewports already compute the correct per-viewport aspect in getFovAndAspect.
  • UIController.cpp: Mouse coordinate conversion subtracts viewport origin offset and scales from display size to SWF authoring size per quadrant. Scene lookup restricted to fullscreen group + primary player's group so mouse doesn't bleed into other players' menus.
  • Minecraft.cpp: Mouse grab/release gated behind iPad == ProfileManager.GetPrimaryPad() so splitscreen players don't fight over cursor state. Removed IsTutorialVisible guard from Escape key pause check.
  • Windows64_Minecraft.cpp: Removed GetSystemMetrics auto-detection, pinned g_iScreenWidth/g_iScreenHeight to 1920x1080.
  • UIScene_Keyboard.cpp: Added cursor position tracking (m_iCursorPos) for PC mode with full arrow key, Home, End, Delete support and Flash caret sync.

AI Use Disclosure

AI was used to review my code and help write this PR description in professional English since it's not my first language. All code was written by me.


Current status: WIP not ready for review, i want to better ensure that what i did is the right way of doing.
In this branch split-screen should work flawlessy on 1920x1080 but on ultrawide HUD get fucked up, fuck flash.
Locally i have changes that almost completely solve the issue but in ways that i am not so proud of....

MrTheShy added 25 commits March 5, 2026 22:04
The native keyboard scene maintained a separate C++ buffer
(m_win64TextBuffer) for physical keyboard input, which was pushed
to the Flash text field via setLabel(). However, when the user typed
with the on-screen controller buttons, Flash updated its text field
directly through ActionScript without updating the C++ buffer.

This caused a desync: switching back to the physical keyboard would
overwrite any text entered via controller, since m_win64TextBuffer
still held the old value before the controller edits.

Fix: read the current Flash text field into m_win64TextBuffer at the
start of each tick(), before consuming new physical keyboard chars.
This ensures both input methods always operate on the same state.
…ction state

The keyboard UI mode (on-screen virtual keyboard vs direct text input)
was determined by Win64_IsControllerConnected(), which checks if any
XInput controller is physically plugged in. This meant that even if
the player was actively using mouse and keyboard, the virtual keyboard
would still appear as long as a controller was connected.

Replace the connection check with g_KBMInput.IsKBMActive(), which
tracks the actual last-used input device based on per-frame input
detection. Now the keyboard mode is determined by what the player is
currently using, not what hardware happens to be plugged in.

Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu
(world renaming).
…rect 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
On Windows64 with KBM, moving the mouse over empty space (outside any
button) would clear the Iggy focus entirely. After that, pressing arrow
keys did nothing because Flash had no starting element to navigate from.

Two changes here:

- Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty
  space. The previous hover target stays focused, so switching back to
  arrows keeps working seamlessly.

- When a navigation key is pressed and nothing is focused at all (e.g.
  mouse was already on empty space when the menu opened), grab the first
  focusable element instead of silently dropping the input. The keypress
  is consumed to avoid jumping two elements at once.

This makes mixed mouse+keyboard navigation feel a lot more natural.
You can point at a button, then continue with arrows, or just start
pressing arrows right away without having to hover first.
…cenes

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.
…n, craft)

The crafting screen's horizontal recipe slots and category tabs are custom-drawn
via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover
system can't interact with them. This adds handleMouseClick to derive clickable
regions from the H slot positions cached during customDraw.

Tab clicking: tab hitboxes are computed relative to the H slot row since the
Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable
for direct hit-testing on Win64. The Y bounds were tuned empirically to match
the SWF tab icon positions. Clicking a tab runs the same switch logic as
LB/RB: hide old highlight, update group index, reset slot indices,
recalculate recipes, and refresh the display.

H slot clicking: clicking a different recipe slot selects it (updating V slots,
highlight, and re-showing the previous slot). Clicking the already-selected
slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown,
reusing the existing crafting path. Empty slots (iCount == 0) are ignored.

All mouse clicks on the scene are consumed (return true) to prevent misses
from falling through as ACTION_MENU_A and accidentally triggering a craft.
This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene;
keyboard and controller A remain fully functional.

Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system
can filter controls by active panel, same as other tabbed menus.
The hover code was doing a redundant second hit-test against Iggy
focusable object bounds after the C++ control bounds had already
identified the correct control. Iggy focusable bounds are wider than
the actual visible buttons and overlap vertically, so the "pick
largest x0" heuristic would match focusables belonging to earlier
buttons when hovering the right side of buttons 3+.

Replaced the IggyPlayerGetFocusableObjects path with a direct
SetFocusToElement call using the already-correct hitControlId from
the C++ hit-test, same approach the click path uses in
handleMouseClick. Also switched the overlap tiebreaker from "largest
x0" to smallest area, consistent with how clicks resolve overlapping
controls. TextInput is excluded from hover focus to avoid showing
the caret on mere mouse-over (its Iggy focus is set on click).
Same overlap fix applied to handleMouseClick: when multiple controls
contain the click point, prefer the one with the smallest bounding
area instead of the one with the largest left-edge X. This is more
robust for any layout (vertical menus, grids, overlapping panels)
and matches the hover path logic.

Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui.
When the inventory or other UI with a hidden cursor was open,
alt-tabbing out would leave the cursor locked to the game window.
SetWindowFocused(false) from WM_KILLFOCUS correctly released the
clip and showed the cursor, but Tick() was unconditionally calling
SetCursorPos every frame to re-center it, overriding the release.

Added m_windowFocused to the Tick() condition so cursor manipulation
only happens while the window actually has focus.
Right clicking an item stack in Java Edition picks up half of it.
Console Edition already handles this via ACTION_MENU_X (the X button
on controller), which sets buttonNum=1 in handleKeyDown. This maps
mouse right click to that same action so KBM players get the same
behavior across all container menus (inventory, chests, furnaces,
hoppers, etc).
When removeControl() removes a Flash element (e.g. the Reinstall
button in Help & Options, or the Debug button when disabled), the
C++ control object stays in the m_controls vector. On Vita this was
handled by calling setHidden(true) and checking getHidden() in the
touch hit-test, but on Windows64 none of that was happening.

The result: removed buttons kept phantom bounds that the hover code
would match against, stealing focus from the buttons that shifted
into their visual position. In the Help & Options menu with debug
enabled, the removed Reinstall button (Button6) had ghost bounds
overlapping where the Debug button (Button7) moved to after the
removal, making Debug un-hoverable and snapping focus to Button1.

The fix has three parts:

- removeControl() now calls setHidden(true) on all platforms, not
  just Vita. The m_bHidden member was already declared on all
  platforms, only the accessors were ifdef'd behind __PSVITA__.

- Removed the __PSVITA__ ifdef from setHidden/getHidden in
  UIControl.h so they're available everywhere.

- Added getHidden() checks in both the hover and click hit-test
  loops, matching what the Vita touch code already does. The check
  is a simple bool read (no Flash/Iggy call), placed before the
  getVisible() query which hits Flash and can return stale values
  for removed elements.
On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options
dialog (rename/delete) when a save is selected. Mouse right-click
maps to ACTION_MENU_X, which had no Windows64 handler in this scene.

Added save options handling under ACTION_MENU_X for _WINDOWS64 so
right-clicking a save opens the same dialog. Also handles the mashup
world hide action for right-click consistency. Console-only options
(copy save, save transfer) are excluded since they don't apply here.
Mouse hover and click in split-screen was broken: the coordinate
conversion from window pixels to Flash/SWF space did not account for
the viewport tile-origin offset or the smaller display dimensions of
each splitscreen quadrant. Now the mouse position is mapped through
three steps: window pixels to UIController screen space, subtract the
viewport origin (which varies per quadrant/split type), then scale
from display size to SWF authoring size. This fixes hover highlighting
and click targeting in all splitscreen layouts.

Mouse input was also bleeding into other splitscreen players' UI groups
because the scene lookup iterated all groups. Now it only checks the
fullscreen group and the primary (KBM) player's group, so controller
players' menus are never affected by mouse movement.

Mouse grab/release (cursor lock for gameplay) was triggering for every
local player's tick, causing fights between splitscreen players over
the cursor state. Now only the primary pad player controls grab state.

The in-game keyboard scene in PC mode had no cursor movement: typing
always appended at the end and backspace always deleted from the end.
Added a cursor position tracker (m_iCursorPos) so that characters are
inserted at the cursor, backspace deletes behind it, and arrow keys,
Home, End, and Delete all work as expected. The Flash caret is synced
to the cursor position each tick. Also stopped syncing the text buffer
back from Flash in PC mode, which was resetting the cursor every tick.
Arrow keys in PC mode no longer get forwarded to Flash (which would
move the on-screen keyboard selector instead of the text cursor).

AddLocalPlayerByUserIndex was calling NotifyPlayerJoined before the
IQNet slot was actually registered, passing a pointer obtained via
GetLocalPlayerByUserIndex which checks customData (not set yet at that
point). Now AddLocalPlayerByUserIndex is called first, and if it
succeeds, the notification uses the static m_player array directly.
The stub AddLocalPlayerByUserIndex now properly initialises the slot
with gamertag and remote/host flags instead of being a no-op.

IsSignedIn was hardcoded to return true only for pad 0, preventing
splitscreen players from joining. Now it checks IsPadConnected so any
connected controller can sign in.

GetXUID returned INVALID_XUID for all pads except 0, which broke
splitscreen player identity. Now each pad gets a unique XUID derived
from the base value plus the pad index.

Pinned internal resolution to 1920x1080 and removed GetSystemMetrics
auto-detection which was picking up the native monitor resolution and
breaking the 16:9 assumption in the viewport math and Flash layout.
DPI awareness is kept for consistent pixel coordinates.
The KBM pause check had a IsTutorialVisible guard that blocked
Escape entirely while any tutorial popup was on screen. The
controller path never had this restriction. Removed the check
so Escape behaves the same as Start on controller.
When a player enters a new region, RegionFile's constructor calls
createFile which adds a FileEntry with length 0 to the file table.
This increases the header table size (appended at the end of the save
buffer) by sizeof(FileEntrySaveData) per entry, but since no actual
data is written to the file, MoveDataBeyond is never called and the
committed virtual memory pages are never grown to match.

On the next autosave tick, saveLevelData writes level.dat first
(before chunkSource->save which would have grown the buffer). If
level.dat doesn't need to grow, finalizeWrite calls WriteHeader which
tries to memcpy the now-larger header table past the end of committed
memory, causing an access violation.

This is especially likely in splitscreen where two players exploring
at the same time can create multiple new RegionFile entries within a
single tick, quickly exhausting the page-alignment slack in the buffer
(yes i am working at splitscreen in the meanwhile :) )

The fix was deduced by tracing the crash callstack through the save
system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and
the RegionFile/RegionFileCache layer. The root cause turned out to be
a gap between createFile (which grows the header table) and
MoveDataBeyond (the only place that grows the buffer), with
finalizeWrite sitting right in between unprotected.

The buffer growth check added here mirrors the exact same VirtualAlloc
pattern already used in MoveDataBeyond (line 484-497) and in the
constructor's decompression path (line 176-190), so it integrates
naturally with the existing code. Same types, same page rounding,
same error handling. The fast path (no new entries, buffer already big
enough) is a single DWORD comparison that doesn't get taken, so there
is zero overhead in the common case.

This is the right place for the fix because finalizeWrite is the sole
caller of WriteHeader, meaning every code path that writes the header
(closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by
a single check point.
…e 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.
The scroll wheel was always remapped to UP/DOWN, which is fine for
vertical lists but useless on horizontal controls like sliders and
the texture pack selector.

Track whether the mouse is hovering a horizontal control during the
hover hit-test (new bool m_bMouseHoverHorizontalList, set for
eTexturePackList and eSlider). When the flag is set, handleKeyPress
emits LEFT/RIGHT instead of UP/DOWN for wheel events.

TexturePackList is also now part of the mouse hover system with
proper hit-testing, relative-coord SetTouchFocus and GetRealHeight
for accurate bounds.
tickDirectEdit calls into Iggy every tick without checking if the
movie is still valid, which crashes inside iggy_w64.dll when the
Flash movie gets unloaded or isn't ready yet.
The mouse scroll wheel was not working in the creative inventory at
all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for
KBM users, but the base container menu handler consumed UP/DOWN for
grid navigation before it could reach the creative menu's page
scrolling logic in handleAdditionalKeyPress. Fixed by detecting
scroll wheel input on UP/DOWN in the base handler and forwarding it
as OTHER_STICK to handleAdditionalKeyPress instead.

Also fixed the controller right stick scrolling way too fast: it was
jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which
blew through the entire item list almost instantly. Reduced to 1 row
per tick so scrolling feels controlled on both input methods.
gluPerspective was hardcoded to use g_iAspectRatio (always 16:9)
instead of the aspect parameter from getFovAndAspect, which adjusts
for split-screen viewports. The 3D world was horizontally stretched
in top/bottom split because the projection used 16:9 while the
viewport was 32:9.
@codeHusky codeHusky marked this pull request as draft March 7, 2026 00:41
@codeHusky
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Please keep your PRs in draft state if they're not ready to merge

@BluedragonMask
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Reading how XUIDs for additional players were handled, seems like this would just entirely work with LAN/Online as well. I'll test that myself later tonight.

MrTheShy added 2 commits March 7, 2026 02:02
…port

Screen resolution is now auto-detected from the monitor at startup
instead of being hardcoded to 1920x1080. This fixes rendering on
ultrawide (21:9), super-ultrawide (32:9), 16:10, and any other
aspect ratio -- both in singleplayer and split-screen multiplayer.

The 3D world renders at native resolution so the full monitor is used.
Flash UI is 16:9-fitted and centered inside each viewport, pillarboxed
on wide displays and letterboxed on tall ones. Logical game dimensions
(used for ortho projection and HUD layout) are computed proportionally
from the real screen aspect ratio, fixing the stretched world projection
and HUD that the old hardcoded 1280x720 caused on non-16:9 monitors.

GameRenderer::ComputeViewportForPlayer uses the actual backbuffer size
instead of the logical game size, which was causing split-screen
viewports to be sized incorrectly.

UIScene::render fits menus to 16:9 within each split viewport using
GetViewportRect + Fit16x9, keeping inventory/crafting/options screens
at their designed aspect ratio instead of stretching.

Panorama and MenuBackground render at full viewport size with proper
tile scaling so the background fills the entire area without gaps in
vertical split and quadrant layouts.

HUD tile rendering uses ComputeTileScale to uniformly scale the SWF
and show the bottom portion (hotbar, hearts, hunger) in horizontal
and quadrant splits. repositionHud passes visible SWF-space dimensions
to ActionScript for proper element centering within each viewport.

Chat and Tooltips overlays use ComputeTileScale and
ComputeSplitContentOffset to anchor correctly to the bottom of each
player's viewport tile.

Container menus apply Fit16x9 to pointer coordinate mapping so the
cursor tracks correctly in split-screen. getMouseToSWFScale moved out
of the header into the .cpp. Mouse input in onMouseTick is gated to
pad 0 since raw mouse deltas should only drive player 1.

All shared viewport math lives in UISplitScreenHelpers.h:
- GetViewportRect: origin and dimensions for any viewport type
- Fit16x9: aspect-correct fitting with centering offsets
- ComputeTileScale: uniform scale and Y-offset for tile rendering
- ComputeSplitContentOffset: content centering for overlay components
# Conflicts:
#	Minecraft.Client/Common/UI/UIComponent_Panorama.cpp
#	Minecraft.Client/Common/UI/UIController.cpp
#	Minecraft.Client/Common/UI/UIScene_Keyboard.cpp
#	Minecraft.Client/Extrax64Stubs.cpp
Main's XUID refactor returned INVALID_XUID for pad != 0, which breaks
split-screen because each local player needs a distinct identity for
the save system and per-player inventory data.

Now pad 1-3 get unique XUIDs derived from the legacy embedded base
(base + iPad), same as the original console behavior. Only pad 0
uses the persistent uid.dat-backed XUID for networking.
@MrTheShy
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MrTheShy commented Mar 7, 2026

yeah, but in my opion there should be a proper local in-game auth manager system linked with a proper ui, last time i built an auth manager for minecraft it was in 2019, wouldn't mind doing it again :)

MrTheShy added 2 commits March 7, 2026 02:25
All pads now get unique XUIDs derived from the persistent uid.dat value
(base + iPad offset). This gives each split-screen player a globally
unique identity that works for both local play and online multiplayer.

The host legacy XUID override for save compatibility still happens in
Minecraft.cpp after GetXUID is called, so old worlds are unaffected.
# Conflicts:
#	Minecraft.Client/Common/UI/UIController.cpp
@MrTheShy
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MrTheShy commented Mar 7, 2026

Merged main into this, maintaning persistent XUID and multiplayer on remote server support.
This also comes with full support for ultrawide, the support is impeccable for singleplayer and really good but not perfect for split-screen, maintaining the UI rendered at their perfect 16:9 resolution while rendering stuff like the panorama and dark bg for the full 21:9 ultrawide

@BluedragonMask
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yeah, but in my opion there should be a proper local in-game auth manager system linked with a proper ui, last time i built an auth manager for minecraft it was in 2019, wouldn't mind doing it again :)

I had a concept for the network side, I may send it to you over Discord if I find you. It's decentralized and would work pretty dang well for what you're talking about.

@MrTheShy
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MrTheShy commented Mar 7, 2026

would love to see it, add me, mrtheshy, @BluedragonMask

@MrTheShy MrTheShy changed the title Split screen Split screen & Overhaul Wide-Screen support Mar 7, 2026
@fayaz12g
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fayaz12g commented Mar 7, 2026

The problem with changing it back to using the aspect ratio used by the caller in glWrapper is it breaks support for resizing the window and keeping the environment looking normal-- now it will be stretched or squished if the window is resized, essentially undoing my fixes there.

A better solution would be to check if the 4JRender mode is fullscreen, splitscreen top, bottom, or quadrant (there's logic for this in UIController, or just check the cases in the header file of 4JRender), within the AspectRatio function in Win64_Minecraft. If it's full screen, do the normal aspect ratio calculation, otherwise calculate what it would be based on half the window height or width etc.

Edit:
Upon testing, I see you did handle those cases I mentioned, but just for calculating size. Use it in UpdateAspectRatio as well, and then revert the glWrapper change.,

The UI changes look great, but have the same issue they had when I made UI changes-- they do not update on window resize. Your logic is similar, rendering it to be a 16:9 container in the center, but the UI does not reload on WM_SIZE (and neither does the aspect ratio anymore). I think this is a good solution for now, as it will render based on the initial window size.

Or, if you find a better solution, you can ignore what I said but be sure to handle the WM_SIZE case!

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fayaz12g commented Mar 7, 2026

Oh yeah also you probably (hopefully) already realize this but your sign-in logic requires a controller to be connected, eliminating single player kb+mouse support if they don't own one :)

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fayaz12g commented Mar 7, 2026

I'm looking more at the implementation and you could handle it in GameRenderer::getFovAndAspect. Currently, this function only handles splitscreen left/right and top/bottom, assuming fullscreen and quadrants are always going to be using mc->width / (float) mc->height; BUT, those do not point to the true size of the window. I did this because the the existing variables g_iScreenWidth and g_iScreenHeight seem to also be used to determine what SWF will be used, so changing them would cause crashes with unrecognized numbers.

Another solution I just tested is to add "real" width and height variables, like this: int g_rScreenWidth = 1920; int g_rScreenHeight = 1080 and then in the WM_SIZE argument, completely bypass the update aspect ratio function like this:

	case WM_SIZE:
		{
            g_rScreenWidth = LOWORD(lParam);
            g_rScreenHeight = HIWORD(lParam);
		}
		break;

and then keeping your reverting change to glWrapper, just change the function in GameRenderer to use these:

extern int g_rScreenWidth;
extern int g_rScreenHeight;

and then change the aspect line in getFovAndAspect to aspect = g_rScreenWidth / static_cast<float>(g_rScreenHeight); (using c++ style casts :))

This fixes aspect ratio of the 3d rendering on resize, but not the UI yet... I tried adding a case to UISplitscreenHelpers

case C4JRender::VIEWPORT_TYPE_FULLSCREEN:
        viewW = g_rScreenWidth;
        viewH = g_rScreenHeight;
        break;

but it was doing the same thing it did with my implementation, shrinking the scale weirdly instead of re-rendering. And yes I tried calling reload all on all the elements in UIGroups

@MrTheShy
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MrTheShy commented Mar 7, 2026

Thanks for the review, much appreciated. The solution regarding g_rScreen is smart, it completely solves the resize issue without breaking the SWF lookups. I'll implement that (plus the KBM fix) and push the changes shortly.

There are A LOT of new local changes that i have to push, i fixed many many problems regarding the multiplayer and made it so that split-screen multiplayer on non hosts actually work most of those were pre-existing and caused crashes / chunks not loading

@fayaz12g
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fayaz12g commented Mar 7, 2026

Thank you, I appreciate your work on this! Hopefully I didn't come across too critical :)

@MrTheShy
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MrTheShy commented Mar 7, 2026

Not critical at all, you were spot on! It's way better to catch these edge cases now than later, also thanks for pointing out solutions, will save me time

@rtm516
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rtm516 commented Mar 7, 2026

Should the xuid pad increment be bitshifted to have a unique set of bits for the pad number to prevent overlap from ever happening?
That's what normal Xbox Live does, from my previous investigation into that it follows something along the lines of ... + (iPad << 52)

@codeHusky
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Realistically speaking you could just generate new random XUIDs for the split screen players and just seed the split screen players random function with the original XUID + the slot number. Since we’re not using real Xbox ids the fancy stuff isn’t as important imo

@MrTheShy
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MrTheShy commented Mar 7, 2026

good news,i managed to get the ui resizing right! @fayaz12g

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MrTheShy commented Mar 8, 2026

@rtm516 nice catch. @codeHusky good call. I went with your second suggestion deriving split-screen XUIDs by hashing baseXuid + iPad through the existing Mix64 function. Pad 0 still returns the base XUID unchanged (save compat), pads 1-3 get fully independent 64-bit values. More than an actual overlap risk, it's just cleaner this way, the base XUID is already generated to not collide, so + iPad would've probably been fine in practice, but hashing makes the intent explicit and removes any doubt.

@fayaz12g
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fayaz12g commented Mar 8, 2026

good news,i managed to get the ui resizing right! @fayaz12g

That's amazing news! Hopefully you get the chance to commit soon, I'm excited to see how you got it to scale properly

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5 participants