Comments (4)
The CallWindowProc
issue was caused by me accidentally moving over the CallWindowProc
replacement from PInvokeHooks
to PInvokeHelper
to differentiate between actual hooks and hook calling / management methods.
This specific issue should now be fixed with ba89104 for you, too
from xnatofna.
Nevertheless, there are still two unhooked Win32 calls left in Stardew Valley...
[XnaToFna] [PreProcess] [PInvokeHooks] Found unhooked call to LoadKeyboardLayout (System.Int64 StardewValley.KeyboardLayout::LoadKeyboardLayout(System.String,System.UInt32))
[XnaToFna] [PreProcess] [PInvokeHooks] Found unhooked call to GetKeyboardLayoutName (System.Int64 StardewValley.KeyboardLayout::GetKeyboardLayoutName(System.Text.StringBuilder))
... and to keep track of what still needs to be done, mouse event messages still need to be implemented. DLC Quest seems to listen to Win32 mouse messages.
EDIT: The following commit took care of the Win32 mouse event messages: 99155f5
from xnatofna.
LoadKeyboardLayout
and GetKeyboardLayoutName
are now stubbed to behave as if they'd always succeed, but as if the only locale available is EN-US (0x00000409
): 72c9fbe
Stardew Valley doesn't seem to actually use this. Neither does it use UnloadKeyboardLayout
, yet I also stubbed it in case another game might: 9921d35
from xnatofna.
The only other time I ever saw it was in Dust: AET to do GetKeyFromScancode-type defaults. It's honestly more rare than it should be.
from xnatofna.
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