https://bugs.winehq.org/show_bug.cgi?id=6176
Alexandre Julliard <julliard(a)winehq.org> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|RESOLVED |CLOSED
--- Comment #13 from Alexandre Julliard <julliard(a)winehq.org> ---
Closing bugs fixed in 1.8-rc2.
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https://bugs.winehq.org/show_bug.cgi?id=39039
Bug ID: 39039
Summary: Popup tooltips missing and buttons don't work on
mageia.org/en/downloads/
Product: Wine
Version: 1.5.1
Hardware: x86
OS: Linux
Status: NEW
Keywords: download, regression, source
Severity: normal
Priority: P2
Component: mshtml
Assignee: wine-bugs(a)winehq.org
Reporter: gyebro69(a)gmail.com
CC: jacek(a)codeweavers.com
Regression SHA1: 6c6744f80066f0aa46939a2d4c0af9c34f932e8b
Distribution: ---
Created attachment 52001
--> https://bugs.winehq.org/attachment.cgi?id=52001
terminal output
If you visit the download page for Mageia Linux distribution
wine iexplore https://www.mageia.org/en/downloads/
you can see 3 big buttons at the bottom of the page titled 'Classic', 'Live'
'Network installation'. Place the mouse pointer over the buttons >> nothing
happens. Normally, a popup tooltip should appear giving you a short description
of the selected installation flavour.
Click on one of those buttons >> nothing happens, again. Normally another
button should appear below, allowing you to choose PC architecture and download
method.
Popup tooltips as well as those buttons used work until
commit 6c6744f80066f0aa46939a2d4c0af9c34f932e8b
Author: Jacek Caban <jacek(a)codeweavers.com>
Date: Tue Mar 27 13:40:01 2012 +0200
mshtml: Use jscript.dll for JavaScript for all zones except untrusted.
Reverting the patch on current git fixes the problem.
Firefox when installed in Wine also can handle those buttons properly.
In the terminal I'm getting these fixmes when clicking on a button on the
download page:
fixme:mshtml:HTMLEventObj_get_toElement (0xbdde08)->(0x33dc10)
fixme:mshtml:HTMLEventObj_get_offsetY (0xbdde08)->(0x33dc10)
fixme:mshtml:HTMLEventObj_get_offsetX (0xbdde08)->(0x33dc10)
fixme:mshtml:HTMLEventObj_get_fromElement (0xbdde08)->(0x33dc10)
fixme:mshtml:HTMLEventObj_get_fromElement (0xbdde08)->(0x33d7e0)
Tested with wine-1.7.48-100-ge3c6777 + Wine Gecko 2.36 installed
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http://bugs.winehq.org/show_bug.cgi?id=9435
Summary: MDI child window outside main window gives scrollbars
Product: Wine
Version: CVS/GIT
Platform: Other
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: wine-user
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: peter(a)cendio.se
In Wine, if you move a MDI child window outside the borders of the main window,
you'll get scrollbars. This does not happen in Windows. This causes problems
with some applications which creates MDI child windows that occupies the entire
main window area. In this case, scroll windows appears, which obscures parts of
the MDI child. Tested with Wine as of 2007-08-23, using
http://www.cendio.se/~astrand/wine/11-mdi-scrollbar/mdi1.exe.
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https://bugs.winehq.org/show_bug.cgi?id=3952
Anastasius Focht <focht(a)gmx.net> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |clawild(a)hotmail.com
--- Comment #74 from Anastasius Focht <focht(a)gmx.net> ---
*** Bug 39037 has been marked as a duplicate of this bug. ***
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https://bugs.winehq.org/show_bug.cgi?id=39684
Bug ID: 39684
Summary: e-Deklaracje: Crash while opening an form
Product: Wine
Version: 1.7.55
Hardware: x86-64
OS: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
Assignee: wine-bugs(a)winehq.org
Reporter: lukasz.wojnilowicz(a)gmail.com
Distribution: ---
Created attachment 52908
--> https://bugs.winehq.org/attachment.cgi?id=52908
Opening requested form
Steps to reproduce:
1) remove ~/.wine
2) winetricks adobeair mspatcha
3) install Adobe Reader 10.1 PL
4) turn off protected mode by
wine reg add "HKLM\\SOFTWARE\\Policies\\Adobe\\Acrobat
Reader\\10.0\\FeatureLockDown" /v bProtectedMode /t REG_DWORD /d 0 /f
5) install e-DeklaracjeDesktop.air
6) start e-Deklaracje.exe
7) give your name
8) choose forms catalog (see 8. in attachment)
9) choose one of the forms (see 9. in attachment)
10) press open (see 10. in attachment)
Behaviour:
Separate window opens with circular progress bar and then Wine error window
shows up.
Expected behaviour:
Requested form should appear in separate window ready to fill in.
Additional info:
1) Adobe Reader
https://ardownload2.adobe.com/pub/adobe/reader/win/10.x/10.1.0/pl_PL/AdbeRd…
2) WINETRICKS_VERSION=20151110
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https://bugs.winehq.org/show_bug.cgi?id=8051
--- Comment #129 from swswine(a)gmail.com ---
(In reply to Stefan Dösinger from comment #128)
> Does it use a shader too, or just a vertex declaration?
Both shader and vertex declaration.
> It's probably easier to hook into
> https://www.opengl.org/wiki/Transform_Feedback instead.
Yes, sure, I see.
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--- Comment #128 from Stefan Dösinger <stefan(a)codeweavers.com> ---
(In reply to swswine from comment #127)
> At the first place ProcessVertecies does not understand VertexDeclaration
> output buffer specification, while sims2 wants to use them and output buffer
> has zero FVF code.
Does it use a shader too, or just a vertex declaration?
> I know it may sound very weird, but can't shader support in ProcessVertices
> be done in a shorter way by just using application shader function in fixed
> function GLSL pipeline in a way similar to how the normal application
> shaders (without ProcessVertices) are used?
It's possible, but has its own set of issues. E.g. what do you do if the game
calls ProcessVertices two times with two different shaders (shader constants)
and the same output buffer, and then draws the entire buffer with one draw
call? What happens if one of the input buffers goes away or is modified between
ProcessVertices and DrawPrimitive? The shader state, and in particular vertex
shader constants and potential vertex textures, is pretty huge. Managing this
gets complex fast...
It's probably easier to hook into
https://www.opengl.org/wiki/Transform_Feedback instead.
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--- Comment #127 from swswine(a)gmail.com ---
(In reply to Stefan Dösinger from comment #125)
> Our ProcessVertices so far only supports
> very basic fixed function operations - just transformation, no lighting
> support. For shader support we'll need to be able to interpret the shader on
> the CPU, or maybe we can work with one of those OpenGL feedback extensions.
At the first place ProcessVertecies does not understand VertexDeclaration
output buffer specification, while sims2 wants to use them and output buffer
has zero FVF code.
I know it may sound very weird, but can't shader support in ProcessVertices be
done in a shorter way by just using application shader function in fixed
function GLSL pipeline in a way similar to how the normal application shaders
(without ProcessVertices) are used? The user shader and input buffer references
to the input buffer could be attached to the output buffer. Then VP shader code
can be used as a function when output buffer is used. Such output buffer would
be a sort of vertex shader closure :)) The Lock on such output buffer won't
work, but Sims2 does not lock these buffers (as I can see from my logs), and
overall it would be strange for the application to process vertices in its code
after requesting shader processing (if mainly for debugging purposes maybe).
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http://bugs.winehq.org/show_bug.cgi?id=21579
Summary: Yahoo Messenger 10 crash when opening IM window with a
contact
Product: Wine
Version: 1.1.37
Platform: x86
URL: http://rd.software.yahoo.com/msgr/10/msgr10us.exe
OS/Version: Linux
Status: UNCONFIRMED
Severity: normal
Priority: P2
Component: -unknown
AssignedTo: wine-bugs(a)winehq.org
ReportedBy: deun.support(a)gmail.com
After installing client, it starts and I can log in without any issue. However,
when attempting to open an IM window with a contact, the application
systematically crashes with a page fault in one of its threads, but app stays
stuck until I do a Ctrl+C in the shell from which I launched it.
Not being sure about what leads to that page fault, I've attached a debug log
with +user,+advapi,+ole just in case.
I case also provide a +all log if there's not enough infos in that log.
Tested on Ubuntu 9.04 x86 32bits.
Bug occurs with identically with both wine 1.1.37 and 1.1.34.
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--- Comment #126 from swswine(a)gmail.com ---
(In reply to Stefan Dösinger from comment #125)
> (In reply to swswine from comment #124)
> I noticed d3dx9 trying to create a shader validator interface, but so far it
> has always been happy with the NULL return and just skipped validation. Are
> you sure it really needs this?
>
Absolutely. It discards all the real shaders without that. The program is
statically linked with a very old d3dx9, maybe newer versions are OK with Null
valudator even if validation is requested. This one returns the error from
d3dx9 shader linking function in this case (E_FAIL 0x80000405)
> I wonder though if this stuff works on any modern Windows driver though.
Google suggests that yes (at least windows 7, not sure about later). There are
some tricks with game configuration files discussed in the forums though. But
it is lkely mainly due to gorgeous configuration files which list all the
graphic cards they know and has plenty specific feature configuration flags.
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