There’s no good standalone controller-driven on-screen keyboard on Linux. Steam’s keyboard requires Steam running. Other virtual keyboards (Onboard, Florence) need a mouse pointer or are dead projects. I wanted something that takes D-pad and stick input directly, like a console, but can be launched independently of specific games or platforms.

So I built one written in Go with SDL2 originally, but I have a vastly updated SDL3/Wayland branch that’s WIP and ready for testing. It works as a daemon with a configurable controller combo to toggle show/hide.

The SDL3/Wayland branch adds layer-shell support, fullscreen-aware positioning, and a lot of improvements over the v1.1 release. Getting Wayland functional doubled the codebase. X11 is solid, but I need more testing in Wayland compositors (Sway, Hyprland, KDE, GNOME) before merging since I don’t run Wayland on my machines.

If you’re on Wayland with a gamepad, I’d appreciate testers. Bug reports and PRs welcome. AUR packages won’t be updated until the SDL3 branch is confirmed stable and I bump to v2.

52zmLKolohdRQ5v.png

Features :

  • Full QWERTY with shortcuts row (undo, redo, cut, copy, paste, select all, Alt+Tab, media keys)
  • D-pad navigation with stick-driven mouse cursor
  • Modifier support (Shift, Ctrl, Alt, Super, Caps) with visual status indicators
  • Button-hold key repeat for backspace, space, enter
  • Alt+Tab key for multiple Tab presses
  • Auto-reconnect on controller disconnect/timeout
  • Configurable button mapping, 60 themes, adjustable opacity
  • Sub-1% CPU idle, under 4% during active input
    • 0x90shell@piefed.socialOP
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      21 hours ago

      Nope. Just on my Arch systems (XFCE w/ X11) & Void Linux w/ X11. I am planning to run through some manual tests in KDE Plasma which should be applicable to Steam Deck and CatchyOS, but I need to build a proper test env. Ive done simple tests in Sway and KDE with nested sessions, but those are just spot checks not full testing. I need to boot into real systems for full testing.

  • mrbigmouth502@piefed.zip
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    20 hours ago

    I’ve been wanting a better on-screen keyboard for my TV gaming box. The Steam on-screen keyboard gets cut off at the edges of the screen when I run KDE at 1.25x DPI scale.

    Is there any chance that this would work as a Flatpak? The machine I want to use this on runs Bazzite, though it’d be helpful for running it on other distros too.

    • 0x90shell@piefed.socialOP
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      19 hours ago

      Doing so defies the Flatpak security model since the app needs raw evdev and uinput device access. Since Bazzite has a read-only root, you’ll need to layer the runtime dependencies:

      rpm-ostree install SDL3 SDL3_ttf  
      

      Then reboot. The udev rule for uinput access goes in /etc which is writable on Bazzite:

      sudo cp gamepad-osk.udev /etc/udev/rules.d/80-gamepad-osk.rules  
      sudo udevadm control --reload-rules  
      

      After that you can build inside a distrobox and run it from ~/.local/bin. I think these will work to build the current branch, I’m not on Bazzite (Fedora):

      distrobox create --name build --image fedora:41  
      distrobox enter build  
      sudo dnf install golang SDL3-devel SDL3_ttf-devel libX11-devel wayland-devel  
      git clone -b sdl3-migration https://github.com/0x90shell/gamepad-osk.git  
      cd gamepad-osk  
      go build -o gamepad-osk .  
      cp gamepad-osk ~/.local/bin/  
      exit  
      

      Promptfont is optional (shows controller button icons on keys), but I recommend it. To install:

      wget https://github.com/Shinmera/promptfont/raw/main/promptfont.ttf  
      mkdir -p ~/.local/share/fonts  
      cp promptfont.ttf ~/.local/share/fonts/  
      fc-cache  
      
        • 0x90shell@piefed.socialOP
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          4 hours ago

          Yeah, if it only handles the display side and relies on an accessibility framework like AT-SPI or IBus for input injection. That’s how Onboard and GNOME’s built-in keyboard work. But those frameworks need a cooperative desktop environment and don’t work consistently across compositors.

          This tool needs raw device access because it does more than just display a keyboard:

          • Reads gamepad input directly from evdev (d-pad, sticks, buttons, triggers). Accessibility frameworks don’t handle gamepad input, only keyboard/mouse.
          • Injects keyboard and mouse events via uinput. AT-SPI/IBus can inject keystrokes but not mouse movement or arbitrary key combos like Ctrl+Z.
          • Grabs the gamepad exclusively while visible so input doesn’t bleed to the game. No framework exposes device grabbing.
          • Emulates a mouse cursor from analog stick input. Continuous analog-to-mouse translation isn’t something accessibility buses are built for.

          TL;DR
          Raw evdev/uinput is what lets it work standalone on any compositor without depending on desktop-specific APIs. The trade-off is device permissions instead of accessibility bus access.