godot/platform
Fabio Alessandrelli 4b38aefd33 [HTML5] Opt-in virtual keyboard support.
Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
2021-03-11 20:58:09 +01:00
..
android Merge pull request #46458 from m4gr3d/fix_invalid_missing_templates_error 2021-02-27 16:52:41 +01:00
iphone Modernize atomics 2021-02-18 12:23:25 +01:00
javascript [HTML5] Opt-in virtual keyboard support. 2021-03-11 20:58:09 +01:00
osx Mono/macOS: Separate data dir into frameworks and resources for codesigning 2021-03-04 12:21:17 +01:00
server add msan sanitizer option for linus/bsd, lsan option for osx 2021-03-04 11:33:35 +01:00
uwp Fix build error in UWP 2021-02-22 17:57:27 +01:00
windows Added LocalVector to Visual Studio debugger visualization 2021-02-25 15:14:32 +01:00
x11 Linux: Fix PRIME detection on Steam 2021-03-08 16:03:24 +01:00
register_platform_apis.h Update copyright statements to 2021 2021-01-13 16:17:06 +01:00
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00