I think the behaviour of SetWindowPos() in this case is partially explained by the fact that topmost state is not strictly applicable to child windows and so Windows denies such requests. Child window can still end up with WS_EX_TOPMOST style if it was set at window creation (doesn't work this way in Wine now) or, e. g., like in the test added in the patch.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=20190
Also fixes game load dialog in Indiana Jones and the Infernal Machine.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/667
Currently GetFileType() ends up returning the file type solely based on Unix fd type if it gets it from server. The problematic case is when our process gets a pipe or socket fd as a stdin or stderr from Unix. The server object which gets created through wine_server_fd_to_handle is a regular file regardless of the underlying Unix fd type. It probably can't be anything else, at least for pipes, as the pipe should have both ends but we have only one in this case.
That causes problems, e. g., with libuv (used, e. g., by Vampire Survivors). It checks stdout handle type and if it is pipe it tries to do SetNamedPipeHandleState() on it and does not tolerate the failure.
It looks more sensible to me to report all the pipes and sockets created through wine_server_fd_to_handle() as regular files as that matches the server objects we have for them. When that is not the case we should get the correct type from server fd type.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/1425
The offending font is NotoColorEmoji.ttf which is present in, e. g., google-noto-emoji-color-fonts or noto-fonts-emoji packages available in various distribution. Attempting to load this font on Windows 10 (with AddFontResourceA() or open it with default font viewer) fails while currently succeeds on Windows. fontforge also refuses to open this font. That is because the font is bitmap only but missing bitmap table.
Some apps (Glyph launcher is an example) try to GetOutlineTextMetrics() on this font and do not expect that to have an error return (as we currenly do), which leads to crash on unhandled division by zero exception.
I am attaching a bitmap-only ttf test font (with only one bitmap) which I created with fontforge to make sure that such font can still be loaded in Wine. This font also loads on Windows (both with AddFontResourceA() and with default font viewer).
There are other font types which can be legitimately missing EBDT table, but FT_Load_Sfnt_Table() returns a different error for those and my patch doesn't reject those fonts.
[test.ttf](/uploads/b41472180b80c2c53f9dcc06055990f0/test.ttf)
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https://gitlab.winehq.org/wine/wine/-/merge_requests/411
Overwatch 2 doesn't like the win32u `-syscall` conversion that happened a while back, because it hooks KiUserCallbackDispatcher. This MR fixes it up to match what Overwatch 2 expects.
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v3: ntdll: Pass KiUserCallbackDispatcher parameters on stack.
ntdll: Add 5-byte nop to start of KiUserCallbackDispatcher.
ntdll: Align stack pointer when calling KiUserCallbackDispatcher.
https://gitlab.winehq.org/wine/wine/-/merge_requests/1152
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52128
Signed-off-by: Robert Wilhelm <robert.wilhelm(a)gmx.net>
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v12: scrrun: Return path not found error if no folders were moved in MoveFolder().
scrrun: return path not found error if source ends with path separator in MoveFolder().
scrrun: Move directories only in MoveFolder().
scrrun: Support wildcards in MoveFolder().
scrrun: Move source dir into destination dir if destination ends with separator in MoveFolder().
scrrun: Check that source is directory in MoveFolder().
scrrun: Check for non-existant source in MoveFolder().
scrrun: Test MoveFolder with already existing destination.
scrrun: Check for null and empty arguments in MoveFolder.
scrrun: Implement MoveFolder().
https://gitlab.winehq.org/wine/wine/-/merge_requests/391
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v3: d3d10/effect: Add 'ceil' instruction for expressions.
d3d10/effect: Add 'dot' instruction support for expressions.
d3d10/effect: Add trigonometric instructions support for expressions.
d3d10/effect: Add support for shift instructions.
d3d10/effect: Add 'or' instruction support for expressions.
d3d10/effect: Add more integer instructions for expressions.
d3d10/effect: Add signed integer compare instructions for expressions.
d3d10/effect: Implement instructions used for signed integer division.
https://gitlab.winehq.org/wine/wine/-/merge_requests/1684
Some games with support for the haptic feedback and speaker features of the Sony DualSense controller select the controller's audio output by filtering on the ContainerId IMMDevice property to find one that matches the controller's HID's.
While MRs !359 and !360 implement getting the ContainerID of the IMMDevice, this MR implements getting the ContainerID from the HID device.
As for !360, I marked this MR as a draft because I understand that the way the ���GUID��� is generated is far from ideal. Furthermore, there is code duplication with !360 in the way the container's sysfspath is found and how a GUID is generated from it, so moving that part elsewhere would make sense. But as for !360, I think I will need help with those tasks.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/535