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gitadora: (arena model) text encoding hook (#482)
## Link to GitHub Issue, if one exists #477 ## Description of change Fix Japanese text broken in the game UI when system ACP is not SHIFT-JIS. ## Testing Checked song select and in-game title display.
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@@ -9,6 +9,7 @@
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#include "avs/game.h"
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#include "games/iidx/iidx.h"
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#include "games/gitadora/gitadora.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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@@ -24,6 +25,7 @@ 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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static decltype(WideCharToMultiByte) *WideCharToMultiByte_orig = nullptr;
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#endif
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static NTSTATUS NTAPI RtlMultiByteToUnicodeN_hook(
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@@ -173,6 +175,41 @@ static BOOL WINAPI IsDBCSLeadByte_hook (
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return IsDBCSLeadByteEx(CODEPAGE_SHIFT_JIS, TestChar);
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}
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static
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int
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WINAPI
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WideCharToMultiByte_hook(
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UINT CodePage,
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DWORD dwFlags,
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LPCWCH lpWideCharStr,
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int cchWideChar,
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LPSTR lpMultiByteStr,
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int cbMultiByte,
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LPCCH lpDefaultChar,
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LPBOOL lpUsedDefaultChar
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)
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{
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switch (CodePage) {
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case CP_ACP:
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case CP_THREAD_ACP:
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SetThreadLocale(MAKELANGID(LANG_JAPANESE, SUBLANG_JAPANESE_JAPAN));
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CodePage = CODEPAGE_SHIFT_JIS;
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break;
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default:
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break;
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}
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return WideCharToMultiByte_orig(
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CodePage,
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dwFlags,
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lpWideCharStr,
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cchWideChar,
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lpMultiByteStr,
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cbMultiByte,
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lpDefaultChar,
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lpUsedDefaultChar);
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}
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#endif
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void hooks::lang::early_init() {
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@@ -213,6 +250,15 @@ void hooks::lang::early_init() {
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IsDBCSLeadByte_hook,
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&IsDBCSLeadByte_orig);
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}
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if (games::gitadora::is_arena_model()) {
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log_info("hooks::lang", "hooking WideCharToMultiByte");
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detour::trampoline_try(
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"kernel32.dll",
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"WideCharToMultiByte",
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WideCharToMultiByte_hook,
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&WideCharToMultiByte_orig);
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}
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#endif
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}
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