[GH-ISSUE #65] OSK ("On Screen Keyboard") implementation and character sets #17

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opened 2026-03-17 03:05:28 +03:00 by kerem · 15 comments
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Originally created by @hrydgard on GitHub (Nov 19, 2012).
Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/65

Some games use the system On Screen Keyboard to let the player enter names, etc.

This is the sceUtilityOsk* functions. This can be implemented similarly to sceUtilityMsgDialog* , perhaps with system specific hacks so that on the PC one can enter text with the PC keyboard.

UPDATE: OSK has been implemented for a while. However, it doesn't support anything more than ASCII. While enough for most games, there are some where it matters.

Originally created by @hrydgard on GitHub (Nov 19, 2012). Original GitHub issue: https://github.com/hrydgard/ppsspp/issues/65 Some games use the system On Screen Keyboard to let the player enter names, etc. This is the sceUtilityOsk\* functions. This can be implemented similarly to sceUtilityMsgDialog\* , perhaps with system specific hacks so that on the PC one can enter text with the PC keyboard. UPDATE: OSK has been implemented for a while. However, it doesn't support anything more than ASCII. While enough for most games, there are some where it matters.
kerem closed this issue 2026-03-17 03:05:34 +03:00
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@xsacha commented on GitHub (Nov 25, 2012):

Blackberry platform already supports this with the Native ShowKeyboard function. However, there is no hook-in for grabbing keyboard input yet in native.

<!-- gh-comment-id:10692300 --> @xsacha commented on GitHub (Nov 25, 2012): Blackberry platform already supports this with the Native ShowKeyboard function. However, there is no hook-in for grabbing keyboard input yet in native.
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@devnoname120 commented on GitHub (Jan 7, 2013):

This is almost implemented: keyboard input doesn't work yet.

<!-- gh-comment-id:11974546 --> @devnoname120 commented on GitHub (Jan 7, 2013): This is almost implemented: keyboard input doesn't work yet.
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@ghost commented on GitHub (Jan 7, 2013):

That's not the half of it, all the non-English and numerical keyboards are not implemented, which is a much higher priority than hacking keyboard support in, IMO. It's possible that some non-English games will fail with the current implementation too.

<!-- gh-comment-id:11975218 --> @ghost commented on GitHub (Jan 7, 2013): That's not the half of it, all the non-English and numerical keyboards are not implemented, which is a much higher priority than hacking keyboard support in, IMO. It's possible that some non-English games will fail with the current implementation too.
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@xsacha commented on GitHub (Jan 7, 2013):

What's wrong with using the system keyboard input? Every system can deal with what characters are meant to be input.

<!-- gh-comment-id:11976231 --> @xsacha commented on GitHub (Jan 7, 2013): What's wrong with using the system keyboard input? Every system can deal with what characters are meant to be input.
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@unknownbrackets commented on GitHub (Jan 7, 2013):

IIRC, Senjou no Valkyria 3 (which allows you to enter free bonus codes to unlock characters in the game) requires the input to come in as half-width characters, rather than ASCII. That said, most games seem to use it for name input and won't care (hopefully even for non-latin?)

-[Unknown]

<!-- gh-comment-id:11976426 --> @unknownbrackets commented on GitHub (Jan 7, 2013): IIRC, Senjou no Valkyria 3 (which allows you to enter free bonus codes to unlock characters in the game) requires the input to come in as half-width characters, rather than ASCII. That said, most games seem to use it for name input and won't care (hopefully even for non-latin?) -[Unknown]
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@ghost commented on GitHub (Jan 7, 2013):

Yeah, a few games need non-ascii input. And I wasn't saying we shoudn't have system keyboard input more that we should probably concentrate on getting what we have (at least with regards to the input struct reading/writing) working correctly first just to make sure that there are not a load of characters, etc, that we need to support or filter out to stop games going crazy.

<!-- gh-comment-id:11977016 --> @ghost commented on GitHub (Jan 7, 2013): Yeah, a few games need non-ascii input. And I wasn't saying we shoudn't have system keyboard input more that we should probably concentrate on getting what we have (at least with regards to the input struct reading/writing) working correctly first just to make sure that there are not a load of characters, etc, that we need to support or filter out to stop games going crazy.
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@StorMyu commented on GitHub (Jan 8, 2013):

OSK can input Unicode/Shift-Jis and ASCII, depending on what set of character is send to the OSKInit, could always check depending on each given situation.
That's just an idea though.
Envoyé avec mon Smartphone BlackBerry® de Free

-----Original Message-----
From: tmaul notifications@github.com
Date: Mon, 07 Jan 2013 15:15:54
To: hrydgard/ppssppppsspp@noreply.github.com
Reply-To: hrydgard/ppsspp reply@reply.github.com
Subject: Re: [ppsspp] OSK ("On Screen Keyboard") not implemented (#65)

Yeah, a few games need non-ascii input. And I wasn't saying we shoudn't have system keyboard input more that we should probably concentrate on getting what we have (at least with regards to the input struct reading/writing) working correctly first just to make sure that there are not a load of characters, etc, that we need to support or filter out to stop games going crazy.


Reply to this email directly or view it on GitHub:
https://github.com/hrydgard/ppsspp/issues/65#issuecomment-11977016

<!-- gh-comment-id:11992182 --> @StorMyu commented on GitHub (Jan 8, 2013): OSK can input Unicode/Shift-Jis and ASCII, depending on what set of character is send to the OSKInit, could always check depending on each given situation. That's just an idea though. Envoyé avec mon Smartphone BlackBerry® de Free -----Original Message----- From: tmaul notifications@github.com Date: Mon, 07 Jan 2013 15:15:54 To: hrydgard/ppssppppsspp@noreply.github.com Reply-To: hrydgard/ppsspp reply@reply.github.com Subject: Re: [ppsspp] OSK ("On Screen Keyboard") not implemented (#65) Yeah, a few games need non-ascii input. And I wasn't saying we shoudn't have system keyboard input more that we should probably concentrate on getting what we have (at least with regards to the input struct reading/writing) working correctly first just to make sure that there are not a load of characters, etc, that we need to support or filter out to stop games going crazy. --- Reply to this email directly or view it on GitHub: https://github.com/hrydgard/ppsspp/issues/65#issuecomment-11977016
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@Romsstar-zz commented on GitHub (Feb 20, 2013):

Also, on some games the OSK is oversized, like can be seen here:

oversizedosk

<!-- gh-comment-id:13834531 --> @Romsstar-zz commented on GitHub (Feb 20, 2013): Also, on some games the OSK is oversized, like can be seen here: ![oversizedosk](https://f.cloud.github.com/assets/3575713/176130/a05ed7f0-7b6a-11e2-888b-97221546694a.jpg)
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@dbz400 commented on GitHub (Mar 12, 2013):

@hrydgard , just wonder is OSK also an FBO ?

<!-- gh-comment-id:14766648 --> @dbz400 commented on GitHub (Mar 12, 2013): @hrydgard , just wonder is OSK also an FBO ?
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@hrydgard commented on GitHub (Mar 12, 2013):

Nope

<!-- gh-comment-id:14766794 --> @hrydgard commented on GitHub (Mar 12, 2013): Nope
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@dbz400 commented on GitHub (Mar 12, 2013):

I see. then i'm wondering how it can be oversized .......

<!-- gh-comment-id:14769647 --> @dbz400 commented on GitHub (Mar 12, 2013): I see. then i'm wondering how it can be oversized .......
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@Kyhel commented on GitHub (Dec 2, 2013):

Is there a way to limit the number of characters being written to correspond to the game's limitation ? In Patapon the pseudo can't use more than 4 characters in the PSP, however i managed to put my pseudo "Kyhel" on the emulator (the l doesn't show when i use the OSK, but is then used in the game).

<!-- gh-comment-id:29592475 --> @Kyhel commented on GitHub (Dec 2, 2013): Is there a way to limit the number of characters being written to correspond to the game's limitation ? In Patapon the pseudo can't use more than 4 characters in the PSP, however i managed to put my pseudo "Kyhel" on the emulator (the l doesn't show when i use the OSK, but is then used in the game).
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@thedax commented on GitHub (Dec 2, 2013):

It already does, or it's supposed to.

<!-- gh-comment-id:29595374 --> @thedax commented on GitHub (Dec 2, 2013): It already does, or it's supposed to.
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@Kyhel commented on GitHub (Dec 2, 2013):

Well at least not in MHFU and Patapon ^^' I played it on psp, only could put 4 chars, but in my PPSSPP i played with Kyhel as pseudo (and in PPSSPP, when pseudo input prompted, i only see 4 _ ). Not a big deal though, only in MHFU since when you input too many chars, the "cursor" stays at the max size, so when i delete, i'm only deleting from there backwards, and can't delete the other chars.

<!-- gh-comment-id:29597002 --> @Kyhel commented on GitHub (Dec 2, 2013): Well at least not in MHFU and Patapon ^^' I played it on psp, only could put 4 chars, but in my PPSSPP i played with Kyhel as pseudo (and in PPSSPP, when pseudo input prompted, i only see 4 _ ). Not a big deal though, only in MHFU since when you input too many chars, the "cursor" stays at the max size, so when i delete, i'm only deleting from there backwards, and can't delete the other chars.
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@thedax commented on GitHub (Jan 29, 2014):

The base issue (non-ASCII) input is resolved, so this can be closed. Other things like the apparent allowing of too much input, or restricting the OSK to only display the language(s) the game wants to display should have their own issues.

<!-- gh-comment-id:33635189 --> @thedax commented on GitHub (Jan 29, 2014): The base issue (non-ASCII) input is resolved, so this can be closed. Other things like the apparent allowing of too much input, or restricting the OSK to only display the language(s) the game wants to display should have their own issues.
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