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cellOskDialog: Implement keyboard input support #11834
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This PR fixes a crash that occurs when inputting text when native interface is disabled. The crash occurs because on_osk_input_entered is called when it doesn't exist. It had been removed in a877140.
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I was mainly reporting that this indeed did fix a crashing issue that is currently present on the master branch. However, I was told by someone else it did not work for him and he had talked megamouse about it privately. I didn't personally test it until now. For me, it actually does work. I'm unsure if something had changed between then and now but here are the logs + proof that it works. The only issue is that hitting enter does not submit the message so I have to press start on the controller. |
And refactor the callback a bit
@cipherxof it's a bit of a dilemma. Enter is used for newline already. So we kinda have to decide on what to do here. |
I decided to use enter as "accept" when there is single-line input and keep enter as "newline" if there is multi-line input. I added the Escape key to cancel the dialog. Finally I added auto-repeat by default. It won't be used though if the game already decided to disable it. |
Disclaimer:
So if you need other characters, you can try to toggle the layouts with L2 and R2, as always.
TODO