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.)
This commit is contained in:
2ro
2026-06-12 22:14:49 -04:00
parent 2cc023b905
commit 1b5352da0d
5 changed files with 4 additions and 38 deletions
+1 -2
View File
@@ -40,8 +40,7 @@
<activity
android:launchMode="singleTask"
android:name=".MainActivity"
android:windowSoftInputMode="adjustResize|stateUnchanged"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|keyboard|keyboardHidden|navigation|uiMode|density|locale|layoutDirection|fontScale|colorMode"
android:configChanges="orientation|screenSize|smallestScreenSize|screenLayout|uiMode|density|locale|layoutDirection|fontScale|colorMode"
android:exported="true">
<intent-filter>