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Added SDL_HINT_ENABLE_STEAM_SCREEN_KEYBOARD
(cherry picked from commit c9b6581210)
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parent
31e08f0bad
commit
c548acee53
5 changed files with 26 additions and 7 deletions
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@ -809,6 +809,23 @@ extern "C" {
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*/
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#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD"
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/**
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* A variable that controls whether the Steam on-screen keyboard should be shown
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* when text input is active.
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*
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* Steam will set this hint via environment variable for games launched in Big Picture mode. To override this you should call SDL_SetHintWithPriority() with priority `SDL_HINT_OVERRIDE`.
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*
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* The variable can be set to the following values:
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*
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* - "0": Do not show the Steam on-screen keyboard.
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* - "1": Show the Steam on-screen keyboard.
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*
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* This hint should be set before SDL is initialized.
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*
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* \since This hint is available since SDL 3.4.12.
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*/
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#define SDL_HINT_ENABLE_STEAM_SCREEN_KEYBOARD "SDL_ENABLE_STEAM_SCREEN_KEYBOARD"
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/**
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* A variable containing a list of evdev devices to use if udev is not
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* available.
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@ -5785,8 +5785,10 @@ static bool AutoShowingScreenKeyboard(void)
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{
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const char *hint = SDL_GetHint(SDL_HINT_ENABLE_SCREEN_KEYBOARD);
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if (!hint) {
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// Steam will eventually have smarts about whether a keyboard is active, so always request the on-screen keyboard on Steam Deck
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hint = SDL_GetHint("SteamDeck");
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// This hint is currently only used by the X11 video driver
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if (SDL_strcmp(_this->name, "x11") == 0) {
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hint = SDL_GetHint(SDL_HINT_ENABLE_STEAM_SCREEN_KEYBOARD);
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}
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}
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if (((!hint || SDL_strcasecmp(hint, "auto") == 0) && !SDL_HasKeyboard()) ||
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SDL_GetStringBoolean(hint, false)) {
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@ -831,14 +831,14 @@ bool X11_UpdateTextInputArea(SDL_VideoDevice *_this, SDL_Window *window)
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bool X11_HasScreenKeyboardSupport(SDL_VideoDevice *_this)
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{
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SDL_VideoData *videodata = _this->internal;
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return videodata->is_steam_deck;
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return videodata->use_steam_screen_keyboard;
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}
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void X11_ShowScreenKeyboard(SDL_VideoDevice *_this, SDL_Window *window, SDL_PropertiesID props)
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{
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SDL_VideoData *videodata = _this->internal;
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if (videodata->is_steam_deck) {
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if (videodata->use_steam_screen_keyboard) {
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/* For more documentation of the URL parameters, see:
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* https://partner.steamgames.com/doc/api/ISteamUtils#ShowFloatingGamepadTextInput
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*/
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@ -880,7 +880,7 @@ void X11_HideScreenKeyboard(SDL_VideoDevice *_this, SDL_Window *window)
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{
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SDL_VideoData *videodata = _this->internal;
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if (videodata->is_steam_deck) {
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if (videodata->use_steam_screen_keyboard) {
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SDL_OpenURL("steam://close/keyboard");
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SDL_SendScreenKeyboardHidden();
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}
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@ -143,7 +143,7 @@ static SDL_VideoDevice *X11_CreateDevice(void)
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/* Steam Deck will have an on-screen keyboard, so check their environment
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* variable so we can make use of SDL_StartTextInput.
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*/
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data->is_steam_deck = SDL_GetHintBoolean("SteamDeck", false);
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data->use_steam_screen_keyboard = SDL_GetHintBoolean(SDL_HINT_ENABLE_STEAM_SCREEN_KEYBOARD, false);
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// Set the function pointers
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device->VideoInit = X11_VideoInit;
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@ -190,7 +190,7 @@ struct SDL_VideoData
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#endif
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// Used to interact with the on-screen keyboard
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bool is_steam_deck;
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bool use_steam_screen_keyboard;
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bool is_xwayland;
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};
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