[DMUSIC/DINPUT] includes fixes

Robert Reif reif at earthlink.net
Fri Mar 11 08:19:04 CST 2005


fenix at club-internet.fr wrote:

>
> Hi Alexandre,
>
> At least for directx headers it's not a good idea.
> many old games (using old directx) need to have compatible headers
> else they won't build (it's why bug 2483 exists: build problem on an 
> old dx game) 
> <http://winehq.com/hypermail/wine-patches/2005/03/att-0200/01-includes_and_bug2483.diff>
>
> And as for directx < 8, microsoft used to reuse same headers name we 
> need to flag
>
> But for classic windows headers i'm ok with you
>
> Regards,
> Raphael
>
>
> ----Message d'origine----
> >A: Raphael
> >Copie à: wine-devel at winehq.org
> >Sujet: Re: [DMUSIC/DINPUT] includes fixes
> >De: Alexandre Julliard
> >Date: 11 Mar 2005 11:04:30 +0100
> >
> >Raphael writes:
> >
> >> --- dinput.h 5 Oct 2004 04:38:15 -0000 1.46
> >> +++ dinput.h 10 Mar 2005 22:13:43 -0000
> >> @@ -640,7 +640,9 @@
> >> DWORD dwData;
> >> DWORD dwTimeStamp;
> >> DWORD dwSequence;
> >> +#if(DIRECTINPUT_VERSION >= 0x0800)
> >> UINT_PTR uAppData;
> >> +#endif
> >
> >As a rule we avoid that sort of thing in Wine (I know there are other
> >such #ifs in that file but they should be removed). It makes no
> >difference for binary compatibility, and it's very unlikely that an
> >app would depend on it at the source level, so it's not worth the
> >extra headaches.
> >
> >--
> >Alexandre Julliard
> >julliard at winehq.org
> >
> > 

If you have source written for an early version of DirectX, then you have
two options:
1 port the source to a later version of DirectX
2 use the compatibility structures provided by both Microsoft and wine

In the second case you would use DIDEVICEOBJECTDATA_DX3 rather
than DIDEVICEOBJECTDATA.

I know it is a pain to have to change the source but if you have the
source, at least you have that option.




More information about the wine-devel mailing list