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
parent
1bda4390d6
commit
6ea0fa9889
@@ -38,6 +38,9 @@ public:
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static void ui_mouse_move(int x, int y);
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static void ui_mouse_button(int button, bool pressed, int x, int y);
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static void ui_key(int key, bool pressed);
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// WM_CHAR (Unicode code point) and WM_KEYDOWN (Win32 VK code) for the 40250 IME.
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static void ui_char(int codepoint);
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static void ui_ime_key(int vkey);
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static void ui_update();
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static godot::Array ui_render_commands();
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// The pixels of a "mem:<id>@<revision>" image command (the CGraphicFontTexture glyph pages) as an
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