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In SDL2, SDL_StartTextInput is running by default on "desktop" systems (basically things that aren't phones in this case?).
Right now, SDL_TEXTINPUT events aren't delivered to SDL2 apps on these platforms out of the gate, since SDL3 defaults text input to off for everyone.
We need to decide if this is a platform that should have had it on (or maybe its easier to ifndef for iOS and Android?), and call SDL3_StartTextInput() at the end of SDL_CreateWindow (or maybe at the end of the first created window...? I'm not sure.)
The text was updated successfully, but these errors were encountered:
FYI, this reintroduces issues on Steam Deck popping up the on-screen keyboard. We may need to set the hint to prevent enabling the screen keyboard on platforms where we do this.
In SDL2, SDL_StartTextInput is running by default on "desktop" systems (basically things that aren't phones in this case?).
Right now, SDL_TEXTINPUT events aren't delivered to SDL2 apps on these platforms out of the gate, since SDL3 defaults text input to off for everyone.
We need to decide if this is a platform that should have had it on (or maybe its easier to ifndef for iOS and Android?), and call SDL3_StartTextInput() at the end of SDL_CreateWindow (or maybe at the end of the first created window...? I'm not sure.)
The text was updated successfully, but these errors were encountered: