Yunus Shaikh d1d104d67b feat(libSceImeDialog): add the pad keyboard model
A pure model of the controller keyboard: the Latin, Symbols and
Specials pages with their spanned keys, and a step function from pad
samples to edits. It follows shadPS4 30f4170896's on-screen keyboard
(ime_ui_shared.cpp:805-887, ime_dialog_ui.cpp and ime_kb_layout.cpp):

- Cross activates the selected key, armed once Cross is seen up, and
  repeats only the editing keys; the D-pad and left stick move on the
  grid and wrap, a held direction waits half a second at the edge.
- The shortcuts run only when the grid did nothing, in the source's
  order: L2+Triangle symbols, Triangle space (not while L2 is held),
  L3 specials, R2 done, L1+Square clear, Square backspace, L1 and R1
  caret, R3, L2 shift; Circle cancels and loses to Done.
- L2 cycles lower, one-shot upper and caps lock, re-armed once the
  trigger is back at 0.20.
- Repeats use ImGui's default delay and rate, 0.275 s and 0.05 s.

Every button and stick direction held in the first sample is ignored
until it is released, so nothing held when the dialog opens types,
deletes or repeats. The keyboard, menu and R3 mode keys of the source
are left empty, and the currency key and the Done label follow the
dialog's languages and enter label.
2026-10-27 05:19:40 +01:00
2026-08-03 20:02:52 +03:00

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About

Tool for automatic executables porting to Linux and Windows.

The relinker-only build runs on macOS, including Apple silicon.

Web converter - files stay on your device.

anyps5_collage1

Includes a relinker that converts executable to the target system's native format and implementations of system prx libraries suitable for dynamic linking. No emulation or separate runtime process.

Discord, Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing

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* System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.

Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.

The shader recompiler successfully produces SPIR-V (validated via Spirv-Tools when built with ANYPS5_ENABLE_SPIRV_TOOLS).

Compatibility

Per-game status and test reports live in the Game bring-up discussions, one thread per title.

Input mapping

SDL-mapped game controllers are supported, including analog sticks and triggers. Keyboard and mouse controls can be configured with an anyps5-input.ini file. See input mapping for the supported devices and configuration format.

Disclaimer

This project is intended for interoperability, research, preservation, and compatibility purposes. It does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users are responsible for ensuring that any binaries used with this project are obtained and used in accordance with applicable laws and their respective license terms.

AnyPS5 is an independent project and is not affiliated with, authorized or endorsed by Sony Interactive Entertainment. "PlayStation" and "PS5" are trademarks of Sony Interactive Entertainment Inc.

License

This project is licensed under the GNU General Public License version 2 only.

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