Description
As a part of our migration to SDL3, I have been refactoring our input system to behave according to the best keyboard practices, and this includes removing our explicit on-screen keyboard code in favor of letting SDL handle it for us. It works pretty well overall, but there is a snag: I have not found a way to detect the dismissal of the on-screen keyboard via SDL, which is required so that I can stop text input. I would like to request an SDL event for this.
We currently detect this with the onFloatingGamepadTextInputDismissed
callback in the Steam SDK, but I noticed that SDL doesn't actually use the Steam SDK directly, instead it uses a steam://
URI to invoke it. I am currently assuming that this means that SDL cannot directly use the Steam SDK, whether that be for licensing or technical reasons. So I am unsure how this would be implemented generically.