Shared change with SMA, Low Level Hooks to disable Window's system shortcuts, try to press Windows Key when SM has focus :D
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@@ -70,6 +70,7 @@
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#if defined(WIN32)
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#if defined(WIN32)
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#include <windows.h>
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#include <windows.h>
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#include "archutils/Win32/AppInstance.h" // used by SetWindowsHookEx -Aldo
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#endif
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#endif
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void ShutdownGame();
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void ShutdownGame();
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@@ -934,6 +935,32 @@ static void ApplyLogPreferences()
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static LocalizedString COULDNT_OPEN_LOADING_WINDOW( "StepMania", "Couldn't open any loading windows." );
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static LocalizedString COULDNT_OPEN_LOADING_WINDOW( "StepMania", "Couldn't open any loading windows." );
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#if defined(WIN32)
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// Low Level hooks go here, I only added Windows Key, but letting the player choose which system shortcuts
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// wants to get disabled via PREFSMAN would be nice -Aldo
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LRESULT CALLBACK SpecialKeysHook(int code,WPARAM wparam,LPARAM lparam)
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{
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if( HOOKS->AppHasFocus() ) // only disable system shortcuts when the game has focus
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{
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PKBDLLHOOKSTRUCT key = (PKBDLLHOOKSTRUCT)lparam;
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switch(wparam)
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{
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case WM_KEYDOWN:
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case WM_KEYUP:
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case WM_SYSKEYDOWN:
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case WM_SYSKEYUP:
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if(key->vkCode==VK_LWIN || key->vkCode==VK_RWIN)
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{
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return 1;
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}
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}
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}
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return CallNextHookEx(0,code,wparam,lparam);
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}
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#endif
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int main(int argc, char* argv[])
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int main(int argc, char* argv[])
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{
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{
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RageThreadRegister thread( "Main thread" );
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RageThreadRegister thread( "Main thread" );
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@@ -1124,6 +1151,23 @@ int main(int argc, char* argv[])
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StoreActualGraphicOptions();
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StoreActualGraphicOptions();
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LOG->Info( "%s", GetActualGraphicOptionsString().c_str() );
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LOG->Info( "%s", GetActualGraphicOptionsString().c_str() );
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#if defined(WIN32)
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// Apply Low Level hooks just after creating the display, so we have a valid
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// HINSTANCE, rather than a NULL one -Aldo
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AppInstance inst;
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HHOOK hook;
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hook = SetWindowsHookEx(
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WH_KEYBOARD_LL,
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SpecialKeysHook,
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inst.Get(),
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0
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);
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if(!hook)
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{
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LOG->Warn("SetWindowsHookEx: Could not create hook (Error %d).", GetLastError());
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}
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#endif
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SONGMAN->PreloadSongImages();
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SONGMAN->PreloadSongImages();
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/* Input handlers can have dependences on the video system so
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/* Input handlers can have dependences on the video system so
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