Files
AnyPS5/docs/dev/debt/libSceMsgDialog.native.md
T
MarcZX10 b9a02093d5 docs(libSceMsgDialog.native): record what the result and a second open report
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.
2026-10-29 14:06:17 +00:00

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 sceMsgDialogOpen without UI and answers with button 1, so sceMsgDialogClose returns NOT_RUNNING for it; its result before sceMsgDialogInitialize follows libSceMsgDialog. sceMsgDialogTerminate resets running or finished dialogs and returns OK, rejecting uninitialized calls with COMMON_DIALOG_ERROR_NOT_INITIALIZED following shadPS4; null pointer arguments return COMMON_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. sceMsgDialogOpen closes 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