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Android: keyboard play without the on-screen keyboard, two crash fixes, debug switches - #617
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The menu turns text input on whenever it is open (typing into its fields). On Android that also brings up the on-screen keyboard, which covers half the screen and takes the hardware keyboard's keys. There, text input is now on only while something takes text: a focused text field in the menu, or the game's own name entry. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…kground - menu.mm: the on-screen keyboard check asked ImGui for its IO between the start screen and the game, when there is no ImGui context (an abort in ImGui::GetIO); asked only while there is one. - device.c: a surface lost while the swapchain is made (the app sent to the background at start) stopped the app (FATAL in vkGetPhysicalDeviceSurfaceCapabilitiesKHR); the surface is made again there too, or the swapchain waits until the window is back. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
There was no way to set the debug and test switches (docs/debug-hooks.md) on Android. The activity now copies any LARECOMP_* extra of its launch into the environment, e.g. adb shell am start -n com.lasrecomp.android/com.lasrecomp.LASRecompActivity --es LARECOMP_LOG_SKIPS 1 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Follow-up to #614, from play-testing the Android build in the emulator. Desktop builds are unchanged; everything here is Android only except one rename.
LARECOMP_*extra of its launch into the environment, e.g.adb shell am start -n com.lasrecomp.android/com.lasrecomp.LASRecompActivity --es LARECOMP_LOG_SKIPS 1.Tested on the arm64 Android 15 emulator:
The Mac build compiles.
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