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iidx: fix kana input broken in subscreen when system language is not Japanese (#421)
## Link to GitHub Issue, if one exists user-reported ## Description of change When the system non-Unicode language is not set to Japanese, TDJ subscreen katakana keyboard was broken (weird behavior with characters not erasing, ending with corrupt characters, etc) To fix this, add a hook for `IsDBCSLeadByte`. `IsDBCSLeadByte` assumes system ACP (which may not be SHIFT_JIS). Instead, redirect bm2dx.dll to use `IsDBCSLeadByteEx` instead with SHIFT_JIS explicitly specified as a parameter. Presumably the game was using IsDBCSLeadByte to manage the keyboard typing logic.... which is weird because SDVX doesn't do the same. ## Testing Tested iidx 31 and tried to do searches.
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@@ -8,6 +8,7 @@
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#include <ntstatus.h>
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#include "avs/game.h"
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#include "games/iidx/iidx.h"
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#include "util/detour.h"
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#include "util/logging.h"
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#include "util/utils.h"
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@@ -22,6 +23,7 @@ static decltype(GetLocaleInfoEx) *GetLocaleInfoEx_orig = nullptr;
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#ifdef SPICE64
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static decltype(GetSystemDefaultLCID) *GetSystemDefaultLCID_orig = nullptr;
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static decltype(IsDBCSLeadByte) *IsDBCSLeadByte_orig = nullptr;
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#endif
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static NTSTATUS NTAPI RtlMultiByteToUnicodeN_hook(
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@@ -162,6 +164,17 @@ static int WINAPI GetLocaleInfoEx_hook (
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return GetLocaleInfoEx_orig(lpLocaleName, LCType, lpLCData, cchData);
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}
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#ifdef SPICE64
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static BOOL WINAPI IsDBCSLeadByte_hook (
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BYTE TestChar
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)
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{
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return IsDBCSLeadByteEx(CODEPAGE_SHIFT_JIS, TestChar);
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}
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#endif
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void hooks::lang::early_init() {
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log_info("hooks::lang", "early initialization");
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@@ -189,6 +202,19 @@ void hooks::lang::early_init() {
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GetLocaleInfoEx_hook,
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&GetLocaleInfoEx_orig);
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}
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#ifdef SPICE64
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// for TDJ subscreen search keyboard
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if (avs::game::is_model("LDJ") && games::iidx::TDJ_MODE) {
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log_info("hooks::lang", "hooking IsDBCSLeadByte");
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detour::trampoline_try(
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"kernel32.dll",
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"IsDBCSLeadByte",
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IsDBCSLeadByte_hook,
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&IsDBCSLeadByte_orig);
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}
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#endif
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}
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void hooks::lang::init() {
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