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Sony PSP OSK

 
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McZonk



Joined: 14 Jul 2005
Posts: 35
Location: Germany

PostPosted: Sun Jan 29, 2006 12:19 am    Post subject: Sony PSP OSK Reply with quote

After some testing I can init the internal osk.

I have not idea about the most fields but it works. You can improve it and add to the sdk.



http://zcom.sytes.net/tee/tutorials/psposk/psposk.zip
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weltall



Joined: 20 Feb 2004
Posts: 310

PostPosted: Sun Jan 29, 2006 12:51 am    Post subject: Reply with quote

wow i was waiting for this :P
thanks
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Danny769



Joined: 01 Feb 2006
Posts: 55

PostPosted: Sat Feb 04, 2006 4:09 pm    Post subject: Reply with quote

wow!!!

Nice work
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klump



Joined: 05 Feb 2006
Posts: 7

PostPosted: Sun Feb 05, 2006 11:34 pm    Post subject: Reply with quote

heres a mirror http://MIRROR.ftpz.us/http://zcom.sytes.net/tee/tutorials/psposk/psposk.zip
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johnmph



Joined: 23 Jul 2005
Posts: 119

PostPosted: Tue Feb 07, 2006 5:33 am    Post subject: Reply with quote

Thanks, it's very useful.

But i have found some bugs with osk :

- If the thread that calls osk functions is kernel thread, this doesn't work, you must call it with user thread.

- If the flash1 is assigned as read only, the osk is showed but the messages aren't showed.

And here some fields found :

typedef struct PspOskData_s {
int unk_00;
int unk_04;
int language;
int unk_12;
int unk_16; // This is charset type (0 = all, 1 = number, ...)
int lines;
int unk_24;
unsigned short* desc;
unsigned short* intext;
int outtextlength;
unsigned short* outtext;
int rc;
int outtextlimit;
} PspOskData;

typedef struct PspOsk_s {
unsigned int size;
int language;
int buttonswap;
int unk_12; // set 17
int unk_16; // set 19
int unk_20; // set 18
int unk_24; // set 16
int rc;
int unk_32;
int unk_36;
int unk_40;
int unk_44;
int unk_48; // Number of datas
PspOskData* data; // Array of data

int unk_56;
int unk_60;
} PspOsk;
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sg57



Joined: 14 Oct 2005
Posts: 154

PostPosted: Mon Mar 13, 2006 10:02 am    Post subject: Reply with quote

hmmmm.....This is sweet and all, but the example shown I dislike very much (lol). Not the best commenting and its hard to edit certain things ex: make the out put of the text go from unsigned short into a buffer (but my trusty friend sprintf).

'I' cannot relaly see whats going on but it works, so I just change and delete and add things here and there to see what happens

ALSO, where you said

data.language = 2; // english

that is the language output and ONLY KEYPAD buttons are english, where

osk.language = 1; // originally 2

is the actual OSK language (the help button and enter buttons are in english), when 2, its spanish, 1 =english, 0 = japenese, etc.

osk.buttonswap = 1; // originally 0

When 1, the O adn X are swapped, and since the PSP was made in japan (yes?) they thought X as enter was opposite so buttons swapped is 'true' or '1' so it makes sense.

Hope that helps anyone who had issues with what I did, hope some one makes a better and easy to understand example where it is fully documented. (no offense to the example made by McZonk as it is pretty sweet having this keyboard)
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reefbarman



Joined: 08 Jan 2007
Posts: 87
Location: Australia

PostPosted: Wed Jan 10, 2007 1:36 pm    Post subject: Reply with quote

i would really love to see this work in my program but i dont really have a clue how to set it all up,

i have these in so far
Code:
#include <psputility_osk.h>
SceUtilityOskParams * myKeyboard;
SceUtilityOskData * myKeyboardData;
SceOskState keyboardState;


now my problem is how do i use all this
i want a function called keyboard() that displays this keyboard, makes it work and then stores the entered text in a char * array, then shuts the keyboard down allowing my program to return to it previous place

thanks in advance
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