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Build 38: use the native Android keyboard like Grim (revert the virtual-keyboard mistake)
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.)
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@@ -40,8 +40,7 @@
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<activity
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android:launchMode="singleTask"
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android:name=".MainActivity"
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android:windowSoftInputMode="adjustResize|stateUnchanged"
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android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation|uiMode|density|locale|layoutDirection|fontScale|colorMode"
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android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|uiMode|density|locale|layoutDirection|fontScale|colorMode"
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android:exported="true">
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<intent-filter>
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