Re: winscard stub dll
Hi Francois, Thanks for your modifications. I'll review your patch and submit it if I have no comments, ِCheers, Mounir IDRASSI IDRIX - Cryptography and IT Security Experts http://www.idrix.fr Francois Gouget wrote: Hi, Here's a new version of the patch that removes the casts as suggested by Alexandre.
Re: ADVAPI32: Fix return value to indicate error when NULL string is passed in
Rolf Kalbermatter [EMAIL PROTECTED] writes: -if (ret) +if (ret || (!lpDisplayName size)) { if (lpDisplayName *lpcchBuffer) *lpDisplayName = 0; -if (ret == ERROR_MORE_DATA) +if ((!ret !lpDisplayName) || ret == ERROR_MORE_DATA) These complex conditions make it really hard to figure out what the code is doing. You should probably handle the NULL pointer as a separate case. -- Alexandre Julliard [EMAIL PROTECTED]
review: add Video Memory text input to winecfg Graphics/Direct3D tab
Hi, the attached patch adds new editable combobox input 'Video Memory size' for Graphics/Direct3D tab of winecfg. I've tried to implement Frank's comments to English language only. Please consider this patch as a proposal, so if it gets positive review, I'll propagate the changes to all remaining language resources. May I kindly ask someone for the patch review? Regards Vit diff --git a/programs/winecfg/En.rc b/programs/winecfg/En.rc index 02d4850..218150a 100644 --- a/programs/winecfg/En.rc +++ b/programs/winecfg/En.rc @@ -79,12 +79,14 @@ BEGIN EDITTEXTIDC_DESKTOP_WIDTH,64,167,40,12,ES_AUTOHSCROLL | ES_NUMBER | WS_DISABLED EDITTEXTIDC_DESKTOP_HEIGHT,117,167,40,12,ES_AUTOHSCROLL | ES_NUMBER | WS_DISABLED -GROUPBOX Direct3D ,IDC_STATIC,8,189,244,50 +GROUPBOX Direct3D ,IDC_STATIC,8,189,244,60 LTEXT Vertex Shader Support: ,IDC_STATIC,15,199,80,30 COMBOBOX IDC_D3D_VSHADER_MODE,100,197,145,70,CBS_DROPDOWNLIST | WS_VSCROLL | WS_TABSTOP CONTROL Allow Pixel Shader (if supported by hardware),IDC_D3D_PSHADER_MODE,Button,BS_AUTOCHECKBOX | WS_TABSTOP,15,216,230,10 +LTEXT Video Memory Size (in megabytes):,IDC_STATIC,15,232,120,12 +COMBOBOXIDC_VIDEOMEMORY_SIZE_COMBO,130,232,40,112,CBS_DROPDOWN | WS_VSCROLL | WS_TABSTOP | CBS_LOWERCASE END IDD_DLLCFG DIALOG DISCARDABLE 0, 0, 260, 250 diff --git a/programs/winecfg/resource.h b/programs/winecfg/resource.h index 811a115..cabe783 100644 --- a/programs/winecfg/resource.h +++ b/programs/winecfg/resource.h @@ -65,6 +65,7 @@ #define IDC_DESKTOP_BY 1026 #define IDC_XDGA1027 #define IDC_XSHM1028 +#define IDC_VIDEOMEMORY_SIZE_COMBO 1081 /* dll editing */ #define IDC_RAD_BUILTIN 1029 diff --git a/programs/winecfg/x11drvdlg.c b/programs/winecfg/x11drvdlg.c index 8fa183e..48e291a 100644 --- a/programs/winecfg/x11drvdlg.c +++ b/programs/winecfg/x11drvdlg.c @@ -36,7 +36,10 @@ WINE_DEFAULT_DEBUG_CHANNEL(winecfg); #define RES_MAXLEN 5 /* the maximum number of characters in a screen dimension. 5 digits should be plenty, what kind of crazy person runs their screen 10,000 pixels across? */ +#define VIDEOMEM_MAXLEN 5 /* the maximum number of characters in a video memory input box */ +#define VIDEOMEM_SIZES_LENGTH 6 /* array length */ +const char * builtin_videomem_sizes[] = { , 32, 64, 128, 256, 512 }; static struct SHADERMODE { @@ -72,7 +75,7 @@ static void update_gui_for_desktop_mode(HWND dialog) { if (reg_key_exists(config_key, keypath(X11 Driver), Desktop)) { char* buf, *bufindex; - CheckDlgButton(dialog, IDC_ENABLE_DESKTOP, BST_CHECKED); +CheckDlgButton(dialog, IDC_ENABLE_DESKTOP, BST_CHECKED); buf = get_reg_key(config_key, keypath(X11 Driver), Desktop, 640x480); /* note: this test must match the one in x11drv */ @@ -114,6 +117,41 @@ static void update_gui_for_desktop_mode(HWND dialog) { updating_ui = FALSE; } +static void update_gui_for_videomem_size(HWND dialog) { +char* buf; +int i; +int matched_index = 0; +int found_in_defaults = -1; +char const * const backup_first = builtin_videomem_sizes[0]; + +SendDlgItemMessage(dialog, IDC_VIDEOMEMORY_SIZE_COMBO, CB_RESETCONTENT, 0, 0); +SendDlgItemMessage(dialog, IDC_VIDEOMEMORY_SIZE_COMBO, EM_LIMITTEXT, VIDEOMEM_MAXLEN, 0); + +buf = get_reg_key(config_key, keypath(Direct3D), VideoMemorySize, 64); + +for (i = 0; i VIDEOMEM_SIZES_LENGTH ; i++) { +if (strcmp(buf, builtin_videomem_sizes[i]) == 0) { +found_in_defaults = 1; +matched_index = i; +break ; +} +} +if (found_in_defaults == -1) +builtin_videomem_sizes[0] = buf; + +for (i = 0; i VIDEOMEM_SIZES_LENGTH; i++) +SendDlgItemMessageA(dialog, IDC_VIDEOMEMORY_SIZE_COMBO, CB_ADDSTRING, i, (LPARAM) builtin_videomem_sizes[i]); + +SendDlgItemMessage(dialog, IDC_VIDEOMEMORY_SIZE_COMBO, CB_SETCURSEL, matched_index, 0); + +builtin_videomem_sizes[0] = backup_first; + +enable(IDC_VIDEOMEMORY_SIZE_COMBO); +HeapFree(GetProcessHeap(), 0, buf); + +updating_ui = FALSE; +} + static void init_dialog(HWND dialog) { unsigned int it; @@ -164,6 +202,7 @@ static void init_dialog(HWND dialog) CheckDlgButton(dialog, IDC_D3D_PSHADER_MODE, BST_UNCHECKED); HeapFree(GetProcessHeap(), 0, buf); +update_gui_for_videomem_size(dialog); updating_ui = FALSE; } @@ -208,6 +247,36 @@ static void on_enable_desktop_clicked(HWND dialog) { update_gui_for_desktop_mode(dialog); } +static void set_from_videomemory_size_edits(HWND dialog) { +char buffer[1024]; + +SendDlgItemMessage(dialog, IDC_VIDEOMEMORY_SIZE_COMBO, WM_GETTEXT, sizeof(buffer), (LPARAM) buffer); + +if (strlen(buffer)) +set_reg_key(config_key, keypath(Direct3D),
Re: review: add Video Memory text input to winecfg Graphics/Direct3D tab
case CBN_SELCHANGE: { SendMessage(GetParent(hDlg), PSM_CHANGED, 0, 0); switch (LOWORD(wParam)) { - case IDC_D3D_VSHADER_MODE: on_d3d_vshader_mode_changed(hDlg); break; - } +case IDC_D3D_VSHADER_MODE: on_d3d_vshader_mode_changed(hDlg); break; +case IDC_VIDEOMEMORY_SIZE_COMBO: set_from_videomemory_size_changed(hDlg); break; +} I believe you should align your indentation method on the one the file already uses (ie tabs, not spaces). +// vim:sw=4:expandtab This has nothing to do with wine Laurent On Wed, 16 May 2007 15:03:52 +0200, Vit Hrachovy [EMAIL PROTECTED] wrote: Hi, the attached patch adds new editable combobox input 'Video Memory size' for Graphics/Direct3D tab of winecfg. I've tried to implement Frank's comments to English language only. Please consider this patch as a proposal, so if it gets positive review, I'll propagate the changes to all remaining language resources. May I kindly ask someone for the patch review? Regards Vit
Re: [PATCH 4/8, try3] msi: automation: Implement Installer::ProductInfo.
Misha Koshelev [EMAIL PROTECTED] writes: --- dlls/msi/automation.c| 36 +++- dlls/msi/msiserver.idl |4 ++ dlls/msi/msiserver_dispids.h |1 + dlls/msi/tests/automation.c | 74 -- This one fails make test for me: ../../../tools/runtest -q -P wine -M msi.dll -T ../../.. -p msi_test.exe.so automation.c touch automation.ok automation.c:1944: Test failed: Installer_ProductInfo failed, hresult 0x make[2]: *** [automation.ok] Error 1 -- Alexandre Julliard [EMAIL PROTECTED]
Re: mshtml: Change the binding flags when silent operation is requested by the DISPID_AMBIENT_SILENT property.
Robert Shearman [EMAIL PROTECTED] writes: The binding flags should be have BINDF_SILENTOPERATION and BIND_NO_UI added. This breaks the tests: ../../../tools/runtest -q -P wine -M shdocvw.dll -T ../../.. -p shdocvw_test.exe.so webbrowser.c touch webbrowser.ok webbrowser.c:197: Test failed: unexpected call Invoke_AMBIENT_DLCONTROL make[2]: *** [webbrowser.ok] Error 1 -- Alexandre Julliard [EMAIL PROTECTED]
Re: review: add Video Memory text input to winecfg Graphics/Direct3D tab
On Wed, May 16, 2007 at 03:18:22PM +0200, Laurent Vromman wrote: case CBN_SELCHANGE: { SendMessage(GetParent(hDlg), PSM_CHANGED, 0, 0); switch (LOWORD(wParam)) { - case IDC_D3D_VSHADER_MODE: on_d3d_vshader_mode_changed(hDlg); break; - } +case IDC_D3D_VSHADER_MODE: on_d3d_vshader_mode_changed(hDlg); break; +case IDC_VIDEOMEMORY_SIZE_COMBO: set_from_videomemory_size_changed(hDlg); break; +} I believe you should align your indentation method on the one the file already uses (ie tabs, not spaces). +// vim:sw=4:expandtab This has nothing to do with wine Laurent Hi Laurent citing from: http://www.winehq.org/site/docs/winedev-guide/style-notes Tabs are not forbidden but discouraged. A tab is defined as 8 characters and the usual amount of indentation is 4 characters. and from: http://www.winehq.org/site/sending_patches Don't mix tabs and spaces because it makes the diff output unreadable, use consistent indentation. The actual file contents breaks both citations above, my code doesn't conflict with any one of them. For vim footer, I agree it shall not be present. If the only comment regards formatting, I'm happy and I can fix the formatting as You wish. Cheers Vit
Re: review: add Video Memory text input to winecfg Graphics/Direct3D tab
It is not really as I wish. I have just noticed that there is two different kind of indentation in the mentioned switch loop, which looked strange on the moment. I am really not a wine master, others will maybe fixed us. Laurent On Wed, 16 May 2007 15:59:06 +0200, Vit Hrachovy [EMAIL PROTECTED] wrote: On Wed, May 16, 2007 at 03:18:22PM +0200, Laurent Vromman wrote: case CBN_SELCHANGE: { SendMessage(GetParent(hDlg), PSM_CHANGED, 0, 0); switch (LOWORD(wParam)) { -case IDC_D3D_VSHADER_MODE: on_d3d_vshader_mode_changed(hDlg); break; -} +case IDC_D3D_VSHADER_MODE: on_d3d_vshader_mode_changed(hDlg); break; +case IDC_VIDEOMEMORY_SIZE_COMBO: set_from_videomemory_size_changed(hDlg); break; +} I believe you should align your indentation method on the one the file already uses (ie tabs, not spaces). +// vim:sw=4:expandtab This has nothing to do with wine Laurent Hi Laurent citing from: http://www.winehq.org/site/docs/winedev-guide/style-notes Tabs are not forbidden but discouraged. A tab is defined as 8 characters and the usual amount of indentation is 4 characters. and from: http://www.winehq.org/site/sending_patches Don't mix tabs and spaces because it makes the diff output unreadable, use consistent indentation. The actual file contents breaks both citations above, my code doesn't conflict with any one of them. For vim footer, I agree it shall not be present. If the only comment regards formatting, I'm happy and I can fix the formatting as You wish. Cheers Vit
Re: Direct X 10 game demo
On 5/15/07, EA Durbin [EMAIL PROTECTED] wrote: The lost planet demo utilizing Direct X 10 is out, for those of you interested in developing/testing Direct X 10. I'm curious. When we do start work on DX10, are we going to set it up so that it will only work if the user uses winver ~= vista or greater, or will it be available for all winvers that are capable of supporting it? I'd like to see (a few years from now obviously), if it would be possible to use wine's directx to play a dx10 game on winxp, since Ms is not going to make dx10 for xp.. -- Thanks Tom
Re: [PATCH 4/8, try3] msi: automation: Implement Installer::ProductInfo.
On Wed, 2007-05-16 at 15:33 +0200, Alexandre Julliard wrote: Misha Koshelev [EMAIL PROTECTED] writes: --- dlls/msi/automation.c| 36 +++- dlls/msi/msiserver.idl |4 ++ dlls/msi/msiserver_dispids.h |1 + dlls/msi/tests/automation.c | 74 -- This one fails make test for me: ../../../tools/runtest -q -P wine -M msi.dll -T ../../.. -p msi_test.exe.so automation.c touch automation.ok automation.c:1944: Test failed: Installer_ProductInfo failed, hresult 0x make[2]: *** [automation.ok] Error 1 Hmm... works for me but let me try doing a make clean; make depend; make on all of wine to make sure something somewhere else has not changed that changed its behavior. Misha
Re: [PATCH 4/8, try3] msi: automation: Implement Installer::ProductInfo.
Misha Koshelev wrote: On Wed, 2007-05-16 at 15:33 +0200, Alexandre Julliard wrote: Misha Koshelev [EMAIL PROTECTED] writes: --- dlls/msi/automation.c| 36 +++- dlls/msi/msiserver.idl |4 ++ dlls/msi/msiserver_dispids.h |1 + dlls/msi/tests/automation.c | 74 -- This one fails make test for me: ../../../tools/runtest -q -P wine -M msi.dll -T ../../.. -p msi_test.exe.so automation.c touch automation.ok automation.c:1944: Test failed: Installer_ProductInfo failed, hresult 0x make[2]: *** [automation.ok] Error 1 Hmm... works for me but let me try doing a make clean; make depend; make on all of wine to make sure something somewhere else has not changed that changed its behavior. Sometimes you even need to remove your .wine directory too. Not that the tests assume something is already present in the enviroment. bye michael -- Michael Stefaniuc Tel.: +49-711-96437-199 Sr. Network EngineerFax.: +49-711-96437-111 Red Hat GmbHEmail: [EMAIL PROTECTED] Hauptstaetterstr. 58http://www.redhat.de/ D-70178 Stuttgart
Re: review: add Video Memory text input to winecfg Graphics/Direct3D tab
I would make the combobox editable (plain CBS_DROPDOWN), just add all preset memory sizes, and WM_SETTEXT the value read from the registry. -f.r.
Re: [PATCH 4/8, try3] msi: automation: Implement Installer::ProductInfo.
On Wed, 2007-05-16 at 17:23 +0200, Michael Stefaniuc wrote: Misha Koshelev wrote: On Wed, 2007-05-16 at 15:33 +0200, Alexandre Julliard wrote: Misha Koshelev [EMAIL PROTECTED] writes: --- dlls/msi/automation.c| 36 +++- dlls/msi/msiserver.idl |4 ++ dlls/msi/msiserver_dispids.h |1 + dlls/msi/tests/automation.c | 74 -- This one fails make test for me: ../../../tools/runtest -q -P wine -M msi.dll -T ../../.. -p msi_test.exe.so automation.c touch automation.ok automation.c:1944: Test failed: Installer_ProductInfo failed, hresult 0x make[2]: *** [automation.ok] Error 1 Hmm... works for me but let me try doing a make clean; make depend; make on all of wine to make sure something somewhere else has not changed that changed its behavior. Sometimes you even need to remove your .wine directory too. Not that the tests assume something is already present in the enviroment. bye michael Alright, I am afraid I am stumped here. I simply cannot reproduce Alexandre's error. I have done a ./configure --prefix=/usr; make clean; make depend; make; sudo make install and removed my ~/.wine and everything still works hunky dory with the patch (and of course I did a git fetch; git rebase origin first). If anyone else could try applying it to their git tree, doing a make and sudo make install in dlls/msi, wineprefixcreate (because IDL defns have to be updated in the fake DLLs in the ~/.wine directory), and then make automation.ok in the dlls/msi/tests directory and let me know if it works for them that would be great. I've attached the patch to the current git head below. It is the same as the one on the wine-devel list except I've set my emacs to use spaces now instead of tabs (and diff -w shows no differences except the headers). Thanks Misha 0001-msi-automation-Implement-Installer-ProductInfo.txt Description: application/mbox
Re: review: add Video Memory text input to winecfg Graphics/Direct3D tab
On 16.05.2007 18:18, Frank Richter wrote: I would make the combobox editable (plain CBS_DROPDOWN), Er, you do that already. Pays off to read... just add all preset memory sizes, and WM_SETTEXT the value read from the registry. Might be code-wise a bit simpler than your GETCURSEL approach, but otherswise not much different I think. -f.r.
Re: Direct X 10 game demo
Am Mittwoch 16 Mai 2007 16:25 schrieb Tom Spear: On 5/15/07, EA Durbin [EMAIL PROTECTED] wrote: The lost planet demo utilizing Direct X 10 is out, for those of you interested in developing/testing Direct X 10. I'm curious. When we do start work on DX10, are we going to set it up so that it will only work if the user uses winver ~= vista or greater, or will it be available for all winvers that are capable of supporting it? I'd like to see (a few years from now obviously), if it would be possible to use wine's directx to play a dx10 game on winxp, since Ms is not going to make dx10 for xp.. I don't think we'll have an artificial winver=winvista in our d3d10 code, unless an application fails because it finds a working d3d10 on a supposed windows xp. And even then we can port it to real xp without that check pgpV7D7T0XdR0.pgp Description: PGP signature
Re: Direct X 10 game demo
On 5/16/07, Stefan Dösinger [EMAIL PROTECTED] wrote: Am Mittwoch 16 Mai 2007 16:25 schrieb Tom Spear: On 5/15/07, EA Durbin [EMAIL PROTECTED] wrote: The lost planet demo utilizing Direct X 10 is out, for those of you interested in developing/testing Direct X 10. I'm curious. When we do start work on DX10, are we going to set it up so that it will only work if the user uses winver ~= vista or greater, or will it be available for all winvers that are capable of supporting it? I'd like to see (a few years from now obviously), if it would be possible to use wine's directx to play a dx10 game on winxp, since Ms is not going to make dx10 for xp.. I don't think we'll have an artificial winver=winvista in our d3d10 code, unless an application fails because it finds a working d3d10 on a supposed windows xp. And even then we can port it to real xp without that check I think that it's highly more likely that the game will check the windows version the standard way at install. So as long as you pass the version check there you'll be fine. Past that I don't see any reason why they would code additional version checks after that. All the games that I've seen don't do that. If the game is standalone or runs without installing, then it would probably just try to create the standard DX10 object that it needs. If we provide it, then it will try to run. If not it will probably say it needs DX10 or something. I don't see a reason why it needs* to check the version of windows. *But just you wait someone is bound to do it... Jesse
Re: Direct X 10 game demo
This game isn't check windows version on installing. 2007. május 16. 20.32 dátummal Jesse Allen ezt írta: On 5/16/07, Stefan Dösinger [EMAIL PROTECTED] wrote: Am Mittwoch 16 Mai 2007 16:25 schrieb Tom Spear: On 5/15/07, EA Durbin [EMAIL PROTECTED] wrote: The lost planet demo utilizing Direct X 10 is out, for those of you interested in developing/testing Direct X 10. I'm curious. When we do start work on DX10, are we going to set it up so that it will only work if the user uses winver ~= vista or greater, or will it be available for all winvers that are capable of supporting it? I'd like to see (a few years from now obviously), if it would be possible to use wine's directx to play a dx10 game on winxp, since Ms is not going to make dx10 for xp.. I don't think we'll have an artificial winver=winvista in our d3d10 code, unless an application fails because it finds a working d3d10 on a supposed windows xp. And even then we can port it to real xp without that check I think that it's highly more likely that the game will check the windows version the standard way at install. So as long as you pass the version check there you'll be fine. Past that I don't see any reason why they would code additional version checks after that. All the games that I've seen don't do that. If the game is standalone or runs without installing, then it would probably just try to create the standard DX10 object that it needs. If we provide it, then it will try to run. If not it will probably say it needs DX10 or something. I don't see a reason why it needs* to check the version of windows. *But just you wait someone is bound to do it... Jesse -- Kovács András (andras) NetClub Vezető Rendszergazda Lamarr csevego.net [EMAIL PROTECTED]
Re: Direct X 10 game demo
snip Past that I don't see any reason why they would code additional version checks after that. All the games that I've seen don't do that. snip I don't see a reason why it needs* to check the version of windows. Those are windows apps, keep that in mind ;-) Never expect sane behavior from them :-) pgp9LN3AL5PZj.pgp Description: PGP signature
Re: Direct X 10 game demo
On 5/16/07, Stefan Dösinger [EMAIL PROTECTED] wrote: snip Past that I don't see any reason why they would code additional version checks after that. All the games that I've seen don't do that. snip I don't see a reason why it needs* to check the version of windows. Those are windows apps, keep that in mind ;-) Never expect sane behavior from them :-) So true ;-) Unfortunately, like I said MS is not making DX10 compatible with XP, which really sucks because imo Vista is the biggest piece (of junk) ever and I personally _probably_ wont 'upgrade' my windows machine to it even after Service Pack 2 comes out. So since MS is going to do that, I expect to see a lot of games (at least at the beginning) that have compatibility code, where it checks the windows version at start to determine whether to run in dx10 mode, or not, due to windows users who upgrade and dont reinstall their apps. -- Thanks Tom
Re: [PATCH 4/8, try3] msi: automation: Implement Installer::ProductInfo.
On Wed, 2007-05-16 at 17:23 +0200, Michael Stefaniuc wrote: Misha Koshelev wrote: On Wed, 2007-05-16 at 15:33 +0200, Alexandre Julliard wrote: Misha Koshelev [EMAIL PROTECTED] writes: --- dlls/msi/automation.c| 36 +++- dlls/msi/msiserver.idl |4 ++ dlls/msi/msiserver_dispids.h |1 + dlls/msi/tests/automation.c | 74 -- This one fails make test for me: ../../../tools/runtest -q -P wine -M msi.dll -T ../../.. -p msi_test.exe.so automation.c touch automation.ok automation.c:1944: Test failed: Installer_ProductInfo failed, hresult 0x make[2]: *** [automation.ok] Error 1 Hmm... works for me but let me try doing a make clean; make depend; make on all of wine to make sure something somewhere else has not changed that changed its behavior. Sometimes you even need to remove your .wine directory too. Not that the tests assume something is already present in the enviroment. bye michael Alright, I think I know what's going on. I will submit some new patches. Misha
Bug 219 and some bugzilla in general.
Is it just me or did anyone else have a feeling that our bugilla turned into some kind of forum by selected individuals? I understand all the excitement from this new shiny ntoskrnl, but what _exactly_ does it have to do with safedisk in general? And what all the other apps this person claims that ntoskrnl is too limited to support? What's that have to do with bug 219?! Please if you post information to bugzilla, discuss the bug related matters *only*. All general stuff should go here! And unless you have any useful information to provide that will help the resolution of the bug, don't! And the reason this bug is still the only bug open for safedisk, is because Wine still a long way away from running _any_ safedisk protected game (of course I'm talking about 1.2+ versions that do have kernel driver). I'm sorry, but please can we use things in the way they were meant to be used? Vitaliy --- Additional Comments From [EMAIL PROTECTED] 2007-16-05 20:20 --- ntoskrnl.exe has been added to wine now, though it may not be ready to handle safedisc v1 as of yet there are several versions of safedisc and other technologies and once safedisc 1.0 is supported there will be hundreds of other apps that don't work with later versions of safedisc and other copy protection technologies. 1 catch-all bug is hardly sufficient to deal with all the bugs/limitations of ntoskrnl.exe that will eventually arise as not all copyright technologies are going to fault at the same point in ntoskrnl and other areas of wine. Is it not time to add an ntoskrnl component now that it has been partially implemented in wine, especially for the safedisc 2+ versions that won't work after this initial wave of stubs?
Re: ntoskrnl.exe: Implemented IoCreateSymbolicLink
Alexandre Julliard wrote: +attr.Attributes = OBJ_CASE_INSENSITIVE | OBJ_OPENIF; +attr.SecurityDescriptor = NULL; +attr.SecurityQualityOfService = NULL; + +TRACE( %s - %s\n, debugstr_us(name), debugstr_us(target) ); +/* FIXME: store handle somewhere */ +return NtCreateSymbolicLinkObject( handle, SYMBOLIC_LINK_ALL_ACCESS, attr, target ); How are you planning on removing them if you don't keep a handle to this symlink? Also why OBJ_CASE_INSENSITIVE? This is kernel, and last time I've checked NT kernel's name space was case-sensitive. Vitaliy.
Set background image for virtual desktop
Hi, Is it possible to set background image for the virtual desktop in wine? If so how do we set it? (I am bored see same old single color virtual desktop ;) ) Cheers, VJ PS: - Any new areas I could work on since d3drm work is complete