resolve conflicts
Dependencies
- [2]
U3ILRRMObackport a critical patch for iOS - [3]
UZHSWA3DMerge text0 - [4]
GVOLLPQFbugfix: initial textinput event on iOS - [*]
3QNOKBFMbeginnings of a test harness
Change contents
- edit in app.lua at line 73
local has_text_input = love.keyboard.hasTextInput() - replacement in app.lua at line 76
love.keyboard.setTextInput(true) -- magic. iOS seems to lose textinput events after calls to setMode.-- https://github.com/love2d/love/issues/1959love.keyboard.setTextInput(has_text_input) -- iOS recreates the window on setMode-- this property is part of the window-- https://github.com/love2d/love/issues/1959