Dean Galvin
abb2644c05
docs(libSceMsgDialog): sceMsgDialogOpen returns busy only while a message dialog runs
2026-11-05 18:51:01 +13:00
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
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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
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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
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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
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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
milescoviello and Claude Opus 5.5
e9d8a2cc92
docs(libSceMsgDialog): note the sceMsgDialogOpen param layout two titles write
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Co-Authored-By: Claude Opus 5.5 <[email protected] >
2026-10-26 17:40:58 +00:00
ElysiaAlarien and Claude Opus 5.5
a11ae425d4
docs(libSceMsgDialog): record the silent stub and parameter layout as debt
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Co-Authored-By: Claude Opus 5.5 <[email protected] >
2026-10-24 22:11:32 -04:00