http://bugs.winehq.org/show_bug.cgi?id=31280
Bug #: 31280
Summary: Right-clicking a listview in a dotnet application
doesn't open the context menu
Product: Wine
Version: 1.4
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: spacejock(a)gmail.com
Classification: Unclassified
I have several dotnet 2.0 applications which I'm trying to run under Wine. (I
have the source code, which makes testing easier.)
Each application has one or more listview controls on a form. Under Windows,
right-clicking the listview brings up the associated context menu. Under wine,
the right click doesn't register.
By that I mean the click event isn't even firing.
I added some code to test the right-click event on other areas of the form, and
that works fine. Right-clicking on other controls (e.g. textboxes) works fine.
The only issue is that right-clicking on a listview does nothing. If you
double-right click an entry in the list, Wine acts as though you double
left-clicked.
I've tested this with dotnet 2, dotnet 2SP1 and dotnet2 sp2 under Ubuntu Linux
12.04. I've tried under KDE and Unity/Gnome, just in case it was a WM problem.
No difference.
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http://bugs.winehq.org/show_bug.cgi?id=26530
Summary: Frogger: 3D models not rendering correctly/Only
shadows
Product: Wine
Version: 1.3.16
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: gaming4jc2(a)yahoo.com
Created an attachment (id=33789)
--> (http://bugs.winehq.org/attachment.cgi?id=33789)
Terminal Log: ...fixme:d3d:swapchain_init Add OpenGL context recreation support
to context_validate_onscreen_formats(?)
It is nearly impossible to play frogger on the PC due to the fact that the
models render incorrectly and only show the shadow of frogger, not even the
shadow of cars which is considerably disruptive to the actual gameplay.
Attached is terminal log of the situation. Pretty sure it's a d3d bug.
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http://bugs.winehq.org/show_bug.cgi?id=25010
Summary: radmin fast search halfworking.
Product: Wine
Version: 1.2
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: emoxam(a)gmail.com
cursors moves unlogical when trying to search a folder by pressing a keys
matched first letter of the folder name! it works logical only if you press
only first letter!
what did i mean!
we know that in the most every folderlist we can press fisrt letters of the
folder name and cursors moves to the right folder if a folder exists in the
current location.
so that function i used in windows.. it's really comfortable when you have
about 80 folders..
so how it works in radmin through wine - really unlogical!
we have two fims.. begins with the "ved" and "var" (var is the first in the
folder listing who begins from "v")
so we press leters "v" and then "e" - all good - we are on "ved"
so we press letters "v" and then "a" - cursor position is firm wich begins from
"ve" - i mean "ved" adain! why "ved" ?
so we have "oao" - i press "o,a,o" and i am on the third firm that in the
listing begins from "o", but firm begins from oao is only one!
uncorrect "a" letter work ?
so we have "lpq" - i press "l,p" i am on the seconf firm.. the first was lpq ..
unlogical - i am pressed the "p" and cursors didn't stay on the place. this is
the only one firm begins from "lpq"! BUT if a press "l,p,q" i exactly ont "lpq"
firm!
so thats what i meant unlogical moves! i caanot understand algorithm.
thank you!
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http://bugs.winehq.org/show_bug.cgi?id=32799
Bug #: 32799
Summary: err:d3d:check_fbo_compat
Product: Wine
Version: 1.5.22
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3d
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: d.okias(a)gmail.com
Classification: Unclassified
Three times repeated on Counter Strike 1.6 start.
Driver: r600g, lastest (with llvm).
Is generated even with selected software in-game rendering.
err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from
Post-pixelshader blending check @
/var/tmp/portage/app-emulation/wine-1.5.22/work/wine-1.5.22/dlls/wined3d/utils.c
/ 1133
err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from
Post-pixelshader blending check @
/var/tmp/portage/app-emulation/wine-1.5.22/work/wine-1.5.22/dlls/wined3d/utils.c
/ 1133
err:d3d:check_fbo_compat >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from
Post-pixelshader blending check @
/var/tmp/portage/app-emulation/wine-1.5.22/work/wine-1.5.22/dlls/wined3d/utils.c
/ 1133
fixme:win:EnumDisplayDevicesW ((null),0,0x33f338,0x00000000), stub!
fixme:ddraw:ddraw7_FlipToGDISurface iface 0x148158 stub!
fixme:ieframe:ViewObject_SetAdvise (0x1c2100)->(1 00000002 0xdf4010)
...
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http://bugs.winehq.org/show_bug.cgi?id=28343
Summary: UFO: Extraterrestrials Gold - crash at start unless
native d3dx9_26 (or d3dx_36) is used
Product: Wine
Version: 1.3.24
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: directx-d3dx9
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: mooroon2(a)mail.ru
CC: wine-bugs(a)winehq.org
Created an attachment (id=36322)
--> (http://bugs.winehq.org/attachment.cgi?id=36322)
WINEDEBUG="+tid,+all,err+all,warn+all,trace-all" output
UFO:ET not only require native dsound/dmusic as reported in bug #25728, but
also crashes unless native MS d3dx9_26 or d3dx9_36 are used. I had first ran
into this bug with Wine 1.3.11, and it pertained till version 1.3.24. Can't
test with later version due-to dsound/dmusic override workaround is no longer
working as reported in bug #28340.
What's interesting is that is is sufficient to install native dsound/dmusic and
only one of native d3dx_26/d3dx_36 to get the game working. With native d3dx_26
and wine's built-in d3dx_36 the game seems to start up faster than with wine's
built-in d3dx_26 and native d3dx_36.
I attach essential WINEDEBUG logs recorded with Wine 1.3.24 + MS native
dsound/dmusic + wine's built-in d3dx_26/d3dx_36.
Most "promising" line are:
fixme:d3dx:D3DXGetImageInfoFromFileInMemory (0x8a00c0, 49280, 0x34f8a0):
partially implemented
fixme:d3dx:D3DXGetImageInfoFromFileInMemory Invalid or unsupported image file
fixme:d3dx:D3DXCreateEffectEx (0x14a2a8, 0x8c44a0, 1192, (nil), 0x8c4958,
(nil), 0, (nil), 0x8c1770, 0x8c1764): semi-stub
fixme:d3dx:d3dx9_base_effect_init HLSL ascii effects not supported, yet
fixme:d3dx:get_format_info Unknown format 0x35545844
>From relay trace it looks like that the last d3d function called prior to the
crash is d3dx9_36.D3DXCreateTextureFromFileInMemoryEx().
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http://bugs.winehq.org/show_bug.cgi?id=32776
Bug #: 32776
Summary: Crashes in Legacy 5 resulting in its database being
corrupted
Product: Wine
Version: 1.4.1
Platform: x86
OS/Version: Linux
Status: UNCONFIRMED
Severity: major
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: lsts67(a)aganderson.me.uk
Classification: Unclassified
Created attachment 43279
--> http://bugs.winehq.org/attachment.cgi?id=43279
Program error details and backtrace.
After loading Legacy5, open an individual's window.
Try to open a new event or edit an existing one and Legacy crashes and its
database gets corrupted and can no longer be used.
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http://bugs.winehq.org/show_bug.cgi?id=32819
Bug #: 32819
Summary: (regression) Max Payne 1 crashes when loading certain
level
Product: Wine
Version: 1.5.21
Platform: x86-64
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: tdsbug(a)gmail.com
Classification: Unclassified
Created attachment 43345
--> http://bugs.winehq.org/attachment.cgi?id=43345
Terminal output upon crash
Max Payne 1 with patch 1.05 and with crack. When loading some certain levels,
for example chapter 8, the loading bar freezes, and when alt-ctrl-tabbing,
"program error etc" message appears.
Game works perfectly with wine version 1.5.20 so I am sure this is a regression
from 1.5.20 to 1.5.21
Attached output, without "fixme:d3d:resource_check_usage Unhandled usage flags
0x8." to save space. If you need debug channels or something please tell me.
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http://bugs.winehq.org/show_bug.cgi?id=19799
Summary: cscript crashes if you call WScript.Arguments(0).
Breaks Chromium build setup.
Product: Wine
Version: 1.1.27
Platform: PC
URL: http://src.chromium.org/viewvc/chrome/trunk/tools/depo
t_tools/bootstrap/win/get_file.js?revision=14457&pathr
ev=14457
OS/Version: Linux
Status: NEW
Keywords: download
Severity: normal
Priority: P2
Component: ole32
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: dank(a)kegel.com
Chromium has a nifty self-bootstrapping source code management
script (see http://dev.chromium.org/developers/how-tos/install-gclient )
gclient downloads svn for you before it runs it. This used to use
a little wget binary checked in to the source tree (!) but now uses
a little javascript script, get_file.js
http://src.chromium.org/viewvc/chrome/trunk/tools/depot_tools/bootstrap/win…
(which looks pretty similar to the vb in
http://www.xefteri.com/articles/show.cfm?id=7 )
If you read the script, it's kind of scary; there's ADO and all sorts
of weird shit going on, just to download a file.
And since it uses cscript, I think you have to do 'winetricks wsh56' to try it.
But guess what Wine fails on? After a little effort,
I reduced that script down to the single line:
WScript.Arguments(0);
Yup, that crashes. But if you do 'winetricks dcom98', it succeeds.
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http://bugs.winehq.org/show_bug.cgi?id=32812
Bug #: 32812
Summary: Hard Truck Apocalypse crashes on start with built-in
msvcp71
Product: Wine
Version: 1.5.17
Platform: x86
OS/Version: Linux
Status: NEW
Keywords: regression
Severity: minor
Priority: P2
Component: msvcp
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: gyebro69(a)gmail.com
CC: piotr(a)codeweavers.com
Blocks: 13087
Classification: Unclassified
Regression SHA1: 79f314c31a2659ca820a49a843ed1771d98fdecb
Created attachment 43333
--> http://bugs.winehq.org/attachment.cgi?id=43333
terminal output
The game has bug #13087 so it won't start unless you modify the source as
suggested in http://bugs.winehq.org/show_bug.cgi?id=13087#c2
The problem reported here kicks in earlier than bug #13087 so it can be
considered as a blocker to 13087.
When you start the game with built-in msvcp71.dll it shows an error message:
"Error!!! Can't open log!!!"
then it quits.
This didn't happen in Wine 1.5.16, and reverting the following commit fixes the
error (and the game hits bug #13087):
79f314c31a2659ca820a49a843ed1771d98fdecb is the first bad commit
commit 79f314c31a2659ca820a49a843ed1771d98fdecb
Author: Piotr Caban <piotr(a)codeweavers.com>
Date: Fri Nov 2 17:18:07 2012 +0100
msvcp71: Ignore prot argument in Fiopen_wchar function.
:040000 040000 4bd0d6e5cef553a77f7a1a99d1d3d3e094e00fce
32e906dd1c68a6692fbdb4679b4d042339826895 M dlls
Tested with wine-1.5.22-124-gb233d20.
No demo version is available.
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http://bugs.winehq.org/show_bug.cgi?id=29822
Bug #: 29822
Summary: winebuild should use Clang to assemble if Clang is
used to compile
Product: Wine
Version: 1.4-rc2
Platform: x86
OS/Version: Mac OS X
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: build-env
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: camillo.lugaresi+wine(a)gmail.com
Classification: Unclassified
Trying to build Wine on Mac OS X 10.7 using Clang 3.0, winebuild generates
several errors like "acledit.CPpFo1.s:83:Unknown pseudo-op: .cfi_startproc".
The problem is that Clang supports CFI, but the version of GNU as shipped with
OS X does not. When configure checks for CFI support, it uses Clang, and marks
it as supported; this means that, later on, -fasynchronous-unwind-tables is
passed to winegcc and then to winebuild, which generates the CFI lines and
tries to assemble using /usr/bin/as, which rejects them.
The problem can be solved by using "clang -c" as an assembler instead of "as"
when the C compiler in use is Clang and not GCC. I verified that this fix works
using a quick and dirty patch to winebuild, but it needs to be properly
conditionalized.
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