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0x0ade avatar 0x0ade commented on May 30, 2024

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

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0x0ade avatar 0x0ade commented on May 30, 2024

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

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0x0ade avatar 0x0ade commented on May 30, 2024

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

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flibitijibibo avatar flibitijibibo commented on May 30, 2024

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.

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