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Renamed SDL_HINT_IME_NATIVE_UI to SDL_HINT_IME_IMPLEMENTED_UI
This inverts the logic to make more sense from an application perspective.
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7 changed files with 52 additions and 77 deletions
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@ -943,32 +943,22 @@ extern "C" {
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#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES"
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/**
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* A variable describing what IME elements the OS should render natively over
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* the game.
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* A variable describing what IME UI elements the application can display.
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*
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* By default IME UI is handled using native components by the OS, however
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* this interferes with fullscreen games in some cases.
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* By default IME UI is handled using native components by the OS where possible, however this can interfere with or not be visible when exclusive fullscreen mode is used.
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*
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* The variable can be set to a comma separated list containing the following
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* items:
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*
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* - "none" or "0": Native UI elements will not be displayed.
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* - "composition": Native UI elements will be used for the IME composition
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* string.
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* - "candidates": Native UI elements will be used for the IME candidate list.
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* - "all" or "1": Native UI elements will be used for all IME UI. (default)
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*
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* If native UI is used for the composition string, then
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* SDL_EVENT_TEXT_EDITING will not be sent.
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*
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* If native UI is used for the candidates list, then
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* SDL_EVENT_TEXT_EDITING_CANDIDATES will not be sent.
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* - "none" or "0": The application can't render any IME elements, and native UI should be used. (default)
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* - "composition": The application handles SDL_EVENT_TEXT_EDITING events and can render the composition text.
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* - "candidates": The application handles SDL_EVENT_TEXT_EDITING_CANDIDATES and can render the candidate list.
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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 3.0.0.
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*/
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#define SDL_HINT_IME_NATIVE_UI "SDL_IME_NATIVE_UI"
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#define SDL_HINT_IME_IMPLEMENTED_UI "SDL_IME_IMPLEMENTED_UI"
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/**
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* A variable controlling whether the home indicator bar on iPhone X should be
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