diff --git a/VisualC-GDK/SDL/SDL.vcxproj b/VisualC-GDK/SDL/SDL.vcxproj
index f9768a1238..6d898f98ea 100644
--- a/VisualC-GDK/SDL/SDL.vcxproj
+++ b/VisualC-GDK/SDL/SDL.vcxproj
@@ -485,6 +485,7 @@
+
@@ -738,6 +739,10 @@
+
+ $(IntDir)$(TargetName)_cpp.pch
+ $(IntDir)$(TargetName)_cpp.pch
+
diff --git a/VisualC-GDK/SDL/SDL.vcxproj.filters b/VisualC-GDK/SDL/SDL.vcxproj.filters
index 443e589f98..769c45215b 100644
--- a/VisualC-GDK/SDL/SDL.vcxproj.filters
+++ b/VisualC-GDK/SDL/SDL.vcxproj.filters
@@ -172,6 +172,9 @@
{3ab60a46-e18e-450a-a916-328fb8547e59}
+
+ {3ad16a8a-0ed8-439c-a771-383af2e2867f}
+
@@ -821,6 +824,9 @@
render\direct3d12
+
+ video\gdk
+
thread\generic
@@ -1367,6 +1373,9 @@
core\windows
+
+ video\gdk
+
thread\windows
diff --git a/include/SDL3/SDL_hints.h b/include/SDL3/SDL_hints.h
index d8a8416650..daf4d057c5 100644
--- a/include/SDL3/SDL_hints.h
+++ b/include/SDL3/SDL_hints.h
@@ -2413,6 +2413,110 @@ extern "C" {
#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY"
+/**
+ * \brief Sets the title of the TextInput window on GDK platforms.
+ *
+ * On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
+ * standard SDL text input and virtual keyboard capabilities
+ * to get text from the user.
+ *
+ * This hint allows you to customize the virtual keyboard
+ * window that will be shown to the user.
+ *
+ * Set this hint to change the title of the window.
+ *
+ * This hint will not affect a window that is already being
+ * shown to the user. It will only affect new input windows.
+ *
+ * This hint is available only if SDL_GDK_TEXTINPUT defined.
+ */
+#define SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE"
+
+/**
+ * \brief Sets the description of the TextInput window on GDK platforms.
+ *
+ * On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
+ * standard SDL text input and virtual keyboard capabilities
+ * to get text from the user.
+ *
+ * This hint allows you to customize the virtual keyboard
+ * window that will be shown to the user.
+ *
+ * Set this hint to change the description of the window.
+ *
+ * This hint will not affect a window that is already being
+ * shown to the user. It will only affect new input windows.
+ *
+ * This hint is available only if SDL_GDK_TEXTINPUT defined.
+ */
+#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION"
+
+/**
+ * \brief Sets the default text of the TextInput window on GDK platforms.
+ *
+ * On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
+ * standard SDL text input and virtual keyboard capabilities
+ * to get text from the user.
+ *
+ * This hint allows you to customize the virtual keyboard
+ * window that will be shown to the user.
+ *
+ * Set this hint to change the default text value of the window.
+ *
+ * This hint will not affect a window that is already being
+ * shown to the user. It will only affect new input windows.
+ *
+ * This hint is available only if SDL_GDK_TEXTINPUT defined.
+ */
+#define SDL_HINT_GDK_TEXTINPUT_DEFAULT "SDL_GDK_TEXTINPUT_DEFAULT"
+
+/**
+ * \brief Sets the input scope of the TextInput window on GDK platforms.
+ *
+ * On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
+ * standard SDL text input and virtual keyboard capabilities
+ * to get text from the user.
+ *
+ * This hint allows you to customize the virtual keyboard
+ * window that will be shown to the user.
+ *
+ * Set this hint to change the XGameUiTextEntryInputScope value
+ * that will be passed to the window creation function.
+ *
+ * The value must be a stringified integer,
+ * for example "0" for XGameUiTextEntryInputScope::Default.
+ *
+ * This hint will not affect a window that is already being
+ * shown to the user. It will only affect new input windows.
+ *
+ * This hint is available only if SDL_GDK_TEXTINPUT defined.
+ */
+#define SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE"
+
+/**
+ * \brief Sets the maximum input length of the TextInput window on GDK platforms.
+ *
+ * On GDK, if SDL_GDK_TEXTINPUT is defined, you can use the
+ * standard SDL text input and virtual keyboard capabilities
+ * to get text from the user.
+ *
+ * This hint allows you to customize the virtual keyboard
+ * window that will be shown to the user.
+ *
+ * Set this hint to change the maximum allowed input
+ * length of the text box in the virtual keyboard window.
+ *
+ * The value must be a stringified integer,
+ * for example "10" to allow for up to 10 characters of text input.
+ *
+ * This hint will not affect a window that is already being
+ * shown to the user. It will only affect new input windows.
+ *
+ * This hint is available only if SDL_GDK_TEXTINPUT defined.
+ */
+#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH"
+
+
/**
* \brief An enumeration of hint priorities
*/
diff --git a/include/build_config/SDL_build_config_wingdk.h b/include/build_config/SDL_build_config_wingdk.h
index 54b0359c23..47adef5068 100644
--- a/include/build_config/SDL_build_config_wingdk.h
+++ b/include/build_config/SDL_build_config_wingdk.h
@@ -245,4 +245,7 @@
/* Enable filesystem support */
#define SDL_FILESYSTEM_WINDOWS 1
+/* Use the (inferior) GDK text input method for GDK platforms */
+/*#define SDL_GDK_TEXTINPUT 1*/
+
#endif /* SDL_build_config_wingdk_h_ */
diff --git a/include/build_config/SDL_build_config_xbox.h b/include/build_config/SDL_build_config_xbox.h
index 4e441895f7..622a8bc4ad 100644
--- a/include/build_config/SDL_build_config_xbox.h
+++ b/include/build_config/SDL_build_config_xbox.h
@@ -231,5 +231,7 @@
/* Disable IME as not supported yet (TODO: Xbox IME?) */
#define SDL_DISABLE_WINDOWS_IME 1
+/* Use the (inferior) GDK text input method for GDK platforms */
+#define SDL_GDK_TEXTINPUT 1
#endif /* SDL_build_config_wingdk_h_ */
diff --git a/src/video/gdk/SDL_gdktextinput.cpp b/src/video/gdk/SDL_gdktextinput.cpp
new file mode 100644
index 0000000000..934a029eb2
--- /dev/null
+++ b/src/video/gdk/SDL_gdktextinput.cpp
@@ -0,0 +1,304 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2023 Sam Lantinga
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+/*
+ Screen keyboard and text input backend
+ for GDK platforms.
+*/
+#include "SDL_internal.h"
+#include "SDL_gdktextinput.h"
+
+#ifdef SDL_GDK_TEXTINPUT
+
+/* GDK headers are weird here */
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN
+#endif
+#include
+#include
+#include
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include "../../events/SDL_keyboard_c.h"
+#include "../windows/SDL_windowsvideo.h"
+
+/* TODO: Have a separate task queue for text input perhaps? */
+static XTaskQueueHandle g_TextTaskQueue = NULL;
+/* Global because there can be only one text entry shown at once. */
+static XAsyncBlock *g_TextBlock = NULL;
+
+/* Creation parameters */
+static SDL_bool g_DidRegisterHints = SDL_FALSE;
+static char *g_TitleText = NULL;
+static char *g_DescriptionText = NULL;
+static char *g_DefaultText = NULL;
+static const Sint32 g_DefaultTextInputScope = (Sint32)XGameUiTextEntryInputScope::Default;
+static Sint32 g_TextInputScope = g_DefaultTextInputScope;
+static const Sint32 g_DefaultMaxTextLength = 1024; /* as per doc: maximum allowed amount on consoles */
+static Sint32 g_MaxTextLength = g_DefaultMaxTextLength;
+
+static void SDLCALL GDK_InternalHintCallback(
+ void *userdata,
+ const char *name,
+ const char *oldValue,
+ const char *newValue)
+{
+ if (userdata == NULL) {
+ return;
+ }
+
+ /* oldValue is ignored because we store it ourselves. */
+ /* name is ignored because we deduce it from userdata */
+
+ if (userdata == &g_TextInputScope || userdata == &g_MaxTextLength) {
+ /* int32 hint */
+ Sint32 intValue = (newValue == NULL || newValue[0] == '\0') ? 0 : SDL_atoi(newValue);
+ if (userdata == &g_MaxTextLength && intValue <= 0) {
+ intValue = g_DefaultMaxTextLength;
+ } else if (userdata == &g_TextInputScope && intValue < 0) {
+ intValue = g_DefaultTextInputScope;
+ }
+
+ *(Sint32 *)userdata = intValue;
+ } else {
+ /* string hint */
+ if (newValue == NULL || newValue[0] == '\0') {
+ /* treat empty or NULL strings as just NULL for this impl */
+ SDL_free(*(char **)userdata);
+ *(char **)userdata = NULL;
+ } else {
+ char *newString = SDL_strdup(newValue);
+ if (newString == NULL) {
+ /* couldn't strdup, oh well */
+ SDL_OutOfMemory();
+ } else {
+ /* free previous value and write the new one */
+ SDL_free(*(char **)userdata);
+ *(char **)userdata = newString;
+ }
+ }
+ }
+}
+
+static int GDK_InternalEnsureTaskQueue(void)
+{
+ if (g_TextTaskQueue == NULL) {
+ if (SDL_GDKGetTaskQueue(&g_TextTaskQueue) < 0) {
+ /* SetError will be done for us. */
+ return -1;
+ }
+ }
+
+ return 0;
+}
+
+static void CALLBACK GDK_InternalTextEntryCallback(XAsyncBlock *asyncBlock)
+{
+ HRESULT hR = S_OK;
+ Uint32 resultSize = 0;
+ Uint32 resultUsed = 0;
+ char *resultBuffer = NULL;
+
+ /* The keyboard will be already hidden when we reach this code */
+
+ if (FAILED(hR = XGameUiShowTextEntryResultSize(
+ asyncBlock,
+ &resultSize))) {
+ SDL_SetError("XGameUiShowTextEntryResultSize failure with HRESULT of %08X", hR);
+ } else if (resultSize > 0) {
+ /* +1 to be super sure that the buffer will be null terminated */
+ resultBuffer = (char *)SDL_calloc(sizeof(*resultBuffer), 1 + (size_t)resultSize);
+ if (resultBuffer == NULL) {
+ SDL_OutOfMemory();
+ } else {
+ /* still pass the original size that we got from ResultSize */
+ if (FAILED(hR = XGameUiShowTextEntryResult(
+ asyncBlock,
+ resultSize,
+ resultBuffer,
+ &resultUsed))) {
+ SDL_SetError("XGameUiShowTextEntryResult failure with HRESULT of %08X", hR);
+ }
+ /* check that we have some text and that we weren't cancelled */
+ else if (resultUsed > 0 && resultBuffer[0] != '\0') {
+ /* it's null terminated so it's fine */
+ SDL_SendKeyboardText(resultBuffer);
+ }
+ /* we're done with the buffer */
+ SDL_free(resultBuffer);
+ resultBuffer = NULL;
+ }
+ }
+
+ /* free the async block after we're done */
+ SDL_free(asyncBlock);
+ asyncBlock = NULL;
+ g_TextBlock = NULL; /* once we do this we're fully done with the keyboard */
+}
+
+void GDK_EnsureHints(void)
+{
+ if (g_DidRegisterHints == SDL_FALSE) {
+ SDL_AddHintCallback(
+ SDL_HINT_GDK_TEXTINPUT_TITLE,
+ GDK_InternalHintCallback,
+ &g_TitleText);
+ SDL_AddHintCallback(
+ SDL_HINT_GDK_TEXTINPUT_DESCRIPTION,
+ GDK_InternalHintCallback,
+ &g_DescriptionText);
+ SDL_AddHintCallback(
+ SDL_HINT_GDK_TEXTINPUT_DEFAULT,
+ GDK_InternalHintCallback,
+ &g_DefaultText);
+ SDL_AddHintCallback(
+ SDL_HINT_GDK_TEXTINPUT_SCOPE,
+ GDK_InternalHintCallback,
+ &g_TextInputScope);
+ SDL_AddHintCallback(
+ SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH,
+ GDK_InternalHintCallback,
+ &g_MaxTextLength);
+ g_DidRegisterHints = SDL_TRUE;
+ }
+}
+
+void GDK_StartTextInput(SDL_VideoDevice *_this)
+{
+ /*
+ * Currently a stub, since all input is handled by the virtual keyboard,
+ * but perhaps when implementing XGameUiTextEntryOpen in the future
+ * you will need this.
+ *
+ * Also XGameUiTextEntryOpen docs say that it is
+ * "not implemented on desktop" so... no thanks.
+ *
+ * Right now this function isn't implemented on Desktop
+ * and seems to be present only in the docs? So I didn't bother.
+ */
+}
+
+void GDK_StopTextInput(SDL_VideoDevice *_this)
+{
+ /* See notice in GDK_StartTextInput */
+}
+
+int GDK_SetTextInputRect(SDL_VideoDevice *_this, const SDL_Rect *rect)
+{
+ /*
+ * XGameUiShowTextEntryAsync does not allow you to set
+ * the position of the virtual keyboard window.
+ *
+ * However, XGameUiTextEntryOpen seems to allow that,
+ * but again, see notice in GDK_StartTextInput.
+ *
+ * Right now it's a stub which may be useful later.
+ */
+ return 0;
+}
+
+void GDK_ClearComposition(SDL_VideoDevice *_this)
+{
+ /* See notice in GDK_StartTextInput */
+}
+
+SDL_bool GDK_IsTextInputShown(SDL_VideoDevice *_this)
+{
+ /*
+ * The XGameUiShowTextEntryAsync window
+ * does specify potential input candidates
+ * just below the text box, so technically
+ * this is true whenever the window is shown.
+ */
+ return (g_TextBlock != NULL) ? SDL_TRUE : SDL_FALSE;
+}
+
+SDL_bool GDK_HasScreenKeyboardSupport(SDL_VideoDevice *_this)
+{
+ /* Currently always true for this input method */
+ return SDL_TRUE;
+}
+
+void GDK_ShowScreenKeyboard(SDL_VideoDevice *_this, SDL_Window *window)
+{
+ /*
+ * There is XGameUiTextEntryOpen but it's only in online docs,
+ * My October Update 1 GDKX installation does not have this function defined
+ * and as such I decided not to use it at all, since some folks might use even older GDKs.
+ *
+ * That means the only text input option for us is a simple virtual keyboard widget.
+ */
+
+ HRESULT hR = S_OK;
+
+ if (g_TextBlock != NULL) {
+ /* already showing the keyboard */
+ return;
+ }
+
+ if (GDK_InternalEnsureTaskQueue() < 0) {
+ /* unable to obtain the SDL GDK queue */
+ return;
+ }
+
+ g_TextBlock = (XAsyncBlock *)SDL_calloc(1, sizeof(*g_TextBlock));
+ if (g_TextBlock == NULL) {
+ SDL_OutOfMemory();
+ return;
+ }
+
+ g_TextBlock->queue = g_TextTaskQueue;
+ g_TextBlock->context = _this;
+ g_TextBlock->callback = GDK_InternalTextEntryCallback;
+ if (FAILED(hR = XGameUiShowTextEntryAsync(
+ g_TextBlock,
+ g_TitleText,
+ g_DescriptionText,
+ g_DefaultText,
+ (XGameUiTextEntryInputScope)g_TextInputScope,
+ (uint32_t)g_MaxTextLength))) {
+ SDL_free(g_TextBlock);
+ g_TextBlock = NULL;
+ SDL_SetError("XGameUiShowTextEntryAsync failure with HRESULT of %08X", hR);
+ }
+}
+
+void GDK_HideScreenKeyboard(SDL_VideoDevice *_this, SDL_Window *window)
+{
+ if (g_TextBlock != NULL) {
+ XAsyncCancel(g_TextBlock);
+ /* the completion callback will free the block */
+ }
+}
+
+SDL_bool GDK_IsScreenKeyboardShown(SDL_VideoDevice *_this, SDL_Window *window)
+{
+ /* See notice in GDK_IsTextInputShown */
+ return GDK_IsTextInputShown(_this);
+}
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/src/video/gdk/SDL_gdktextinput.h b/src/video/gdk/SDL_gdktextinput.h
new file mode 100644
index 0000000000..41f7717881
--- /dev/null
+++ b/src/video/gdk/SDL_gdktextinput.h
@@ -0,0 +1,51 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2023 Sam Lantinga
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "SDL_internal.h"
+
+#ifndef SDL_gdktextinput_h_
+#define SDL_gdktextinput_h_
+
+#ifdef SDL_GDK_TEXTINPUT
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include "../SDL_sysvideo.h"
+
+void GDK_EnsureHints(void);
+
+void GDK_StartTextInput(SDL_VideoDevice *_this);
+void GDK_StopTextInput(SDL_VideoDevice *_this);
+int GDK_SetTextInputRect(SDL_VideoDevice *_this, const SDL_Rect *rect);
+void GDK_ClearComposition(SDL_VideoDevice *_this);
+SDL_bool GDK_IsTextInputShown(SDL_VideoDevice *_this);
+
+SDL_bool GDK_HasScreenKeyboardSupport(SDL_VideoDevice *_this);
+void GDK_ShowScreenKeyboard(SDL_VideoDevice *_this, SDL_Window *window);
+void GDK_HideScreenKeyboard(SDL_VideoDevice *_this, SDL_Window *window);
+SDL_bool GDK_IsScreenKeyboardShown(SDL_VideoDevice *_this, SDL_Window *window);
+
+#ifdef __cplusplus
+}
+#endif
+#endif
+
+#endif
diff --git a/src/video/windows/SDL_windowsvideo.c b/src/video/windows/SDL_windowsvideo.c
index 93427e9710..b1617385b6 100644
--- a/src/video/windows/SDL_windowsvideo.c
+++ b/src/video/windows/SDL_windowsvideo.c
@@ -31,6 +31,10 @@
#include "SDL_windowsshape.h"
#include "SDL_windowsvulkan.h"
+#ifdef SDL_GDK_TEXTINPUT
+#include "../gdk/SDL_gdktextinput.h"
+#endif
+
/* #define HIGHDPI_DEBUG */
/* Initialization/Query functions */
@@ -258,6 +262,21 @@ static SDL_VideoDevice *WIN_CreateDevice(void)
device->HasClipboardText = WIN_HasClipboardText;
#endif
+#ifdef SDL_GDK_TEXTINPUT
+ GDK_EnsureHints();
+
+ device->StartTextInput = GDK_StartTextInput;
+ device->StopTextInput = GDK_StopTextInput;
+ device->SetTextInputRect = GDK_SetTextInputRect;
+ device->ClearComposition = GDK_ClearComposition;
+ device->IsTextInputShown = GDK_IsTextInputShown;
+
+ device->HasScreenKeyboardSupport = GDK_HasScreenKeyboardSupport;
+ device->ShowScreenKeyboard = GDK_ShowScreenKeyboard;
+ device->HideScreenKeyboard = GDK_HideScreenKeyboard;
+ device->IsScreenKeyboardShown = GDK_IsScreenKeyboardShown;
+#endif
+
device->free = WIN_DeleteDevice;
device->quirk_flags = VIDEO_DEVICE_QUIRK_HAS_POPUP_WINDOW_SUPPORT;