The basic `FindAllAsync()` method returns a collection of `DeviceInformation` objects representing all device interfaces on the system. This MR adds a basic implementation of this method, and the associated `IDeviceInformation` and `DeviceInformationCollection` objects it returns. For `IDeviceInformation`, this MR only implements the `Id()` method, which returns the symbolic link for the registered interface.
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v3: windows.devices.enumeration: Implement IIterable<IDeviceInformation *> for DeviceInformationCollection.
windows.devices.enumeration: Implement IndexOf() and GetMany() for DeviceInformationCollection.
windows.devices.enumeration: Create IDeviceInformation objects from all present device interfaces.
windows.devices.enumeration: Add a stubbed IDeviceInformation implementation for device interfaces.
windows.devices.enumeration: Add a stubbed implementation for FindAllAsync() and DeviceInformationCollection.
windows.devices.enumeration/tests: Add conformance tests for IIterable and IIterator interfaces in DeviceInformationCollection.
windows.devices.enumeration/tests: Add conformance tests for GetMany() and IndexOf() methods in DeviceInformationCollection.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6874
The basic `FindAllAsync()` method returns a collection of `DeviceInformation` objects representing all device interfaces on the system. This MR adds a basic implementation of this method, and the associated `IDeviceInformation` and `DeviceInformationCollection` objects it returns. For `IDeviceInformation`, this MR only implements the `Id()` method, which returns the symbolic link for the registered interface.
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https://gitlab.winehq.org/wine/wine/-/merge_requests/6874
https://store.steampowered.com/app/345610/The_Fruit_of_Grisaia/ likes to call IDirectSoundNotify::SetNotificationPositions with position two bytes before the end of the buffer, then play it nonlooping.
If Wine doesn't feel like delivering these notifications, the Quit Game button on the title screen screws up.
The game also likes to lock up during scene transitions in Wine/Proton, which I strongly suspect (but haven't confirmed) has the same root cause. (I haven't found a reliable repro for the lockups.)
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https://gitlab.winehq.org/wine/wine/-/merge_requests/6873
Add support for generating SHA-256 hashes via CryptCATAdminCalcHashFromFileHandle2,
which in turn requires CryptCATAdminAcquireContext2 in order to be able to specify the hashing algorithm.
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v6: wintrust/tests: Add CryptCATAdminCalcHashFromFileHandle2() tests
wintrust: Implement CryptCATAdminCalcHashFromFileHandle2()
wintrust/tests: Add CryptCATAdminAcquireContext2() tests
wintrust: Implement CryptCATAdminAcquireContext2()
https://gitlab.winehq.org/wine/wine/-/merge_requests/6835
Windows 10 and 11 introduce the timeout.exe command. This is a similar program with same argument options
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v5: timeout: add minimal test suite
timeout: Windows 10 introduce the timeout command
https://gitlab.winehq.org/wine/wine/-/merge_requests/6869
This fixes window size being broken when dragged over multiple monitors with different scales and adds support for padded fullscreen windows when physical display mode aspect ratio doesn't match the emulated one.
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v2: winex11: Update the Win32 window state outside of event handlers.
user32/tests: Workaround a FVWM maximized window state bug.
winex11: Delay window config request when restoring from fullscreen/maximized.
winex11: Avoid sending WM_WINDOWPOSCHANGING when applying window manager config.
winex11: Generate GravityNotify events instead of ConfigureNotify.
winex11: Introduce a new get_window_state_updates helper.
https://gitlab.winehq.org/wine/wine/-/merge_requests/6846