An open dialog can now take the pad the way it takes host text: a pad
sink it sets, ImePublishPad_nid_postfix forwarding each pad sample to
it, and ImeCapturesPad_nid_postfix telling the pad's owner that the
dialog has it. A keyboard view provider lets the presentation thread
read the text, caret and key grid it draws. Each is modelled on the
host-text sink: an atomic pointer the dialog sets and clears.
Port the firmware filter for every text type, with the two codepage sets derived from the firmware converters, and declare sceImeCheckFilterText as unimplemented.
sceImeDialogInit wrote "Slayer" into an empty text buffer and the
dialog finished on the second status poll, so a title never got text
from the user: ProsperoRadio's search typed "Slayer" by itself and
found no station.
The dialog now runs until the user answers on the host keyboard, the
way #4756 made sceImeOpen's panel-less IME take it. While no IME panel
is open, libSceIme hands the game window's text and editing keys to
a sink that the dialog registers. Typing edits the text up to
maxTextLength without splitting a surrogate pair, Enter writes it to
the title's buffer and finishes with end status 0, and Escape finishes
with 1. Abort still finishes with 2. A second Init reports busy, and a
null parameter or buffer or a maximum length outside 1 to 2048 is
refused, as in shadPS4.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>