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2.2 KiB
2.2 KiB
libSceImeDialog technical debt
Silent stubs
- sceImeDialogInit (libSceImeDialog) shows no dialog: the text is typed on the host keyboard, which ImeTextInput forwards from the game window through libSceIme while no IME panel is open. Text, Backspace, Delete, Left, Right, Home and End edit the text, Enter accepts it (end status 0) and Escape cancels (end status 1). The controller cannot type, the title, placeholder, type and options are not shown or applied, and line breaks cannot be typed. While the dialog runs, key presses do not reach the keyboard-to-pad bindings of PadInput
Unknown function info
- sceImeDialogForTestFunction, sceImeDialogForceClose, sceImeDialogGetCurrentStarState, sceImeDialogInitInternal, sceImeDialogSetPanelPosition (libSceImeDialog) - their signatures follow shadPS4, not measured on a console. They are declared without parameters solely to resolve known imports; this is not an ABI claim, and every call throws.
- sceImeDialogInit, sceImeDialogGetStatus, sceImeDialogGetResult, sceImeDialogAbort, sceImeDialogTerm (libSceImeDialog) - the statuses (none 0, running 1, finished 2), the end statuses (ok 0, user canceled 1, aborted 2) and the errors of
sceImeDialogInitfor an open dialog (0x80bc0001), a null parameter (0x80bc0031), a maximum text length outside 1 to 2048 (0x80bc0016) and a null text buffer (0x80bc0017) follow shadPS4; none is measured on a PS5. A result, abort or term on a dialog that is not finished, running or open returns0x80bc0002, where shadPS4 returns0x80bc0105to0x80bc0107, andsceImeDialogTermalso closes a running dialog, which shadPS4 refuses. The text reaches the title's buffer only when Enter accepts it