port 4-a: text input through CPythonIME (login typed, in-game chat)
- UserInterface/PythonIME(+Module) ported verbatim; ime module stubs removed, initime() after initdbg() - EterLib/IME.cpp in platform/: 40250 buffer/WMChar bodies, IMM/TSF processors no-op; committed multi-byte text via PythonBoot::UIChar emulating GCS_RESULTSTR - GameApplicationAdapter RunIME* -> CWindowManager; Godot keys -> ui_ime_key/ui_char - port.login_flow/login_live type the account through the IME; chat CG_CHAT round-trip on the fake server - python_game_render_test logs in with Godot key events Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
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1bda4390d6
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6ea0fa9889
@@ -55,6 +55,9 @@ void SetUISize(int width, int height);
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void UIMouseMove(int x, int y);
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void UIMouseButton(int button, bool pressed, int x, int y);
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void UIKey(int key, bool pressed);
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// WM_CHAR (a Unicode code point) and WM_KEYDOWN (a Win32 VK code) for CPythonIME and OnIMEKeyDown.
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void UIChar(unsigned codepoint);
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void UIIMEKeyDown(int vkey);
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// While IsAppLooping(), UIUpdate is AppFrame() and UIRender keeps the commands that Process() drew.
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void UIUpdate();
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void UIRender();
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