[EMAIL PROTECTED] 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@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
>[EMAIL PROTECTED]
>
>
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.