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sceMsgDialogGetResult returns the player's button for a shown dialog and 1 otherwise, and a second sceMsgDialogOpen replaces a waiting dialog. Neither is measured on a PS5.
1.2 KiB
1.2 KiB
libSceMsgDialog.native technical debt
Silent stubs
- libSceMsgDialog.native - only the user message dialogs that libSceMsgDialog lists as shown wait for the player; every other dialog finishes at
sceMsgDialogOpenwithout UI and answers with button 1, sosceMsgDialogClosereturnsNOT_RUNNINGfor it; its result beforesceMsgDialogInitializefollows libSceMsgDialog.sceMsgDialogTerminateresets running or finished dialogs and returns OK, rejecting uninitialized calls withCOMMON_DIALOG_ERROR_NOT_INITIALIZEDfollowing shadPS4; null pointer arguments returnCOMMON_DIALOG_ERROR_ARG_NULL.
Unknown function info
- sceMsgDialogGetResult (libSceMsgDialog.native) returns the button id the player picked in a shown dialog, and 1 for every other dialog and for one the title closed; the result code is always 0. Which button ids and result codes a PS5 reports after a close or a cancel is not measured.
sceMsgDialogOpencloses a dialog that is still waiting and shows the new one, instead of failing as libSceMsgDialog does with busy. Closes when: measured on a PS5