When the game opens an inline keyboard with pre-filled text (e.g. a previously saved Mii name), the text was stored in m_current_text on the C++ side but never communicated to the Android IME. As a result, the Android keyboard field appeared empty, backspace did nothing, and typing replaced the existing text instead of appending to it. The root cause: the game sends InlineTextChanged() with the pre-filled text in the same Calc request as appear(), before ShowInlineKeyboard() is called. m_current_text was not updated by InlineTextChanged, and ShowInlineKeyboard was using the stale parameters.initial_text (set during initialization before the text was known). Fix on the C++ side: - Initialize m_current_text from parameters.initial_text in InitializeKeyboard so each session starts clean. - Update m_current_text in InlineTextChanged so the latest game text is always reflected. - Pass m_current_text (not parameters.initial_text) as initial_text to Kotlin when calling executeInline. Fix on the Kotlin side: - Pre-populate imeEditable with the received initial text. - Call Selection.setSelection to place the cursor at the end so that backspace and new input work correctly from the start. |
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| .ci | ||
| .forgejo | ||
| .patch | ||
| .reuse | ||
| .tx | ||
| CMakeModules | ||
| dist | ||
| docs | ||
| externals | ||
| hooks | ||
| LICENSES | ||
| src | ||
| tools | ||
| .codespellrc | ||
| .git-blame-ignore-revs | ||
| .gitattributes | ||
| .gitignore | ||
| .shellcheckrc | ||
| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
| cpmfile.json | ||
| Doxyfile | ||
| LICENSE.txt | ||
| README.md | ||
| shell.nix | ||
Eden
Eden is a free and opensource (FOSS) Switch 1 emulator, derived from Yuzu and Sudachi - started by developer Camille LaVey. It's written in C++ with portability in mind, with builds for Windows, Linux, macOS, Android, FreeBSD and more.
Compatibility | Development | Building | Download | Support | License
Compatibility
The emulator is capable of running most commercial games at full speed, provided you meet the necessary hardware requirements.
A list of supported games will be available in future. Please be patient.
Check out our website for the latest news on exciting features, monthly progress reports, and more!
Development
Most of the development happens on our Git server. It is also where our central repository is hosted. For development discussions, please join us on Discord or Stoat. You can also follow us on X (Twitter) for updates and announcements.
If you would like to contribute, we are open to new developers and pull requests. Please ensure that your work is of a high standard and properly documented. You can also contact any of the developers on Discord or Stoat to learn more about the current state of the emulator.
See the sign-up instructions for information on registration.
Alternatively, if you wish to add translations, go to the Eden project on Transifex and review the translations README.
Documentation
We have a user manual! See our User Handbook.
Building
See the General Build Guide
For information on provided development tooling, see the Tools directory
Download
You can download the latest releases from here.
Save us some bandwidth! We have mirrors available as well.
Support
If you enjoy the project and would like to support us financially, please check out our developers' donation pages!
Any donations received will go towards things such as:
- Switch consoles to explore and reverse-engineer the hardware
- Switch games for testing, reverse-engineering, and implementing new features
- Web hosting and infrastructure setup
- Additional hardware (e.g. GPUs as needed to improve rendering support, other peripherals to add support for, etc.)
- CI Infrastructure
If you would prefer to support us in a different way, please join our Discord and talk to Camille or any of our other developers.
License
Eden is licensed under the GPLv3 (or any later version). Refer to the LICENSE.txt file.