1b5352da0d
Build 37 wrongly forced Grim's on-screen virtual keyboard on Android (.soft_keyboard()) after the emulator's broken IME misled me into thinking the native keyboard was dead. That brought up a virtual keyboard AND double-typed. Reverted: - Removed .soft_keyboard() from every field; they now use Grim's TextEdit defaults (no_soft_keyboard = is_android()) → the user's native keyboard on Android, exactly like Grim, no virtual keyboard, single input. - Reverted edit.rs IMEAllowed/on_soft_input to Grim's exact behavior; kept only the additive display builders (hint_text/text_color/body) the Goblin design needs. - Manifest: removed windowSoftInputMode and the keyboard/keyboardHidden/navigation configChanges flags I'd added (Grim has none) so input matches Grim; kept the uiMode/density flags + isFinishing() guard for the dark-mode crash fix. The app's input path now diffs from Grim only by the additive display builders. (The Android emulator's IME is aborted regardless — a known emulator quirk — so the native keyboard is validated on a real device, where Grim works.)