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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.
10 lines
1.2 KiB
Markdown
10 lines
1.2 KiB
Markdown
# libSceMsgDialog.native technical debt
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### Silent stubs
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- [libSceMsgDialog.native](../../../core/libs/prx/libSceMsgDialog.native/Export.cpp) - only the user message dialogs that [libSceMsgDialog](libSceMsgDialog.md) 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`.
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### Unknown function info
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- [sceMsgDialogGetResult](../../../core/libs/prx/libSceMsgDialog.native/Export.cpp) (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
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