Commit Graph
12 Commits
Author SHA1 Message Date
zzokm d5f605f71c Merge branch 'main' into feat/libscemsgdialog-progress-bar-validation 2026-11-06 19:57:38 +02:00
Dean Galvin abb2644c05 docs(libSceMsgDialog): sceMsgDialogOpen returns busy only while a message dialog runs 2026-11-05 18:51:01 +13:00
zzokm 799217dd46 feat(libSceMsgDialog): add validation to progress bar updates 2026-11-03 05:16:37 +02:00
MarcZX10 4de331c64b docs(libSceMsgDialog): dialogs that show no UI finish on different status calls
Old claim: the dialogs that show nothing (progress bar, system message, other
button types, no window, opened while another is shown, no flip within three
seconds) finish on the second sceMsgDialogGetStatus or sceMsgDialogUpdateStatus
call.

What the code does: a progress bar runs until sceMsgDialogClose or 30 seconds
(Export.cpp L64-65); a dialog that is not presented finishes on the second
status call (L67, L99); a presented dialog that no flip drew leaves the modal
state at the first poll after three seconds (ModalDialog.cpp L45-47, 3000 ms in
ModalDialog.hpp); sceMsgDialogOpen returns busy while a dialog runs (Export.cpp
L94). The entry is split in two so each stays under 1000 characters.

Permalinks at b1b5353cfc:
- https://github.com/boykopovar/AnyPS5/blob/b1b5353cfcee098ed17e3ba8a6e616bee97c9215/core/libs/prx/libSceMsgDialog/Export.cpp#L55-L68
- https://github.com/boykopovar/AnyPS5/blob/b1b5353cfcee098ed17e3ba8a6e616bee97c9215/core/libs/prx/libSceMsgDialog/Export.cpp#L94-L100
- https://github.com/boykopovar/AnyPS5/blob/b1b5353cfcee098ed17e3ba8a6e616bee97c9215/core/libs/prx/libSceIme/src/ModalDialog.cpp#L45-L47
2026-10-30 13:56:09 +00:00
MarcZX10 8bec123452 docs(libSceMsgDialog): split the progress bar statement from the dialog entry
The silent stub entry grew past 1000 characters. The progress bar statement
moves to its own entry unchanged.
2026-10-29 14:06:19 +00:00
MarcZX10 2f28ac127e docs(libSceMsgDialog): list the dialog that no flip drew among those without UI
A dialog that no flip drew within three seconds finishes with the automatic
answer, like one opened with no window.
2026-10-29 14:06:19 +00:00
MarcZX10 0a85b5957a docs(libSceMsgDialog): record the unmeasured button ids
The ids, the cancel button, the id after a close by the title and the button
types from 5 on are not measured.
2026-10-29 14:06:13 +00:00
MarcZX10 177182032d docs(libSceMsgDialog): record the unmeasured look of the overlay dialog
The labels, the font, the wrapping and the missing-glyph box of the overlay
dialog come from the system keyboard's conventions, not from a console.
2026-10-29 14:06:13 +00:00
MarcZX10 4dafcbe379 docs(libSceMsgDialog): note that the player's button is kept but not returned
The button a player picks in the overlay is stored like the one a dialog without
UI picks, and sceMsgDialogGetResult, which returns it, is exported by
libSceMsgDialog.native only.
2026-10-29 14:06:13 +00:00
MarcZX10 1eab474d09 docs(libSceMsgDialog): say which dialogs show UI
The silent stub entry said message dialogs show no UI. Only user message
dialogs with button type 0, 1, 3 or 4 are shown now; the entry lists the kinds
and the situations that still finish on the second status call.
2026-10-29 14:06:13 +00:00
milescovielloandClaude Opus 5.5 e9d8a2cc92 docs(libSceMsgDialog): note the sceMsgDialogOpen param layout two titles write
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 17:40:58 +00:00
ElysiaAlarienandClaude Opus 5.5 a11ae425d4 docs(libSceMsgDialog): record the silent stub and parameter layout as debt
Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-24 22:11:32 -04:00