CVR Input Field Keyboard Handler
Overrides the display behaviour of the built-in on-screen keyboard for in-world InputField and TMP_InputField components. Implements IPointerClickHandler; on a left click, either shows the CVR keyboard or suppresses it and locks keyboard input to the focused field directly.
Fields
Section titled “Fields”Keyboard Mode
Section titled “Keyboard Mode”KeyboardMode enum:
OpenKeyboard— the CVR keyboard opens when the field is clicked (default behaviour).Disabled— the keyboard does not open; instead the cursor is unlocked and keyboard input is routed to the active input field. Submitting the field (onEndEdit) releases the input lock.
Runtime behaviour
Section titled “Runtime behaviour”- On
Start, if the sibling input field usesMultiLineNewline, the handler bumps it toMultiLineSubmitso pressing Enter submits instead of inserting a newline. This applies to bothTMP_InputFieldand legacyInputField. - In
Disabledmode, clicking the field callsCursorLockManager.Instance.SetUnlockWithId(true, ...)andCVRInputManager._moduleKeyboard.InputLock.SetLock(...)so typing goes straight into the field. Submitting releases the lock. - In
OpenKeyboardmode, clicking delegates toKeyboardManager.Instance.ShowKeyboard(...)with the current text, multi-line flag, character limit, and placeholder text pulled from the field.
Related
Section titled “Related”Source
Section titled “Source”CVR-GameFiles/ABI.CCK.Components/CVRInputFieldKeyboardHandler.cs