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Re: [Patch for Windows implementation of play-sound]

From: jasonr
Subject: Re: [Patch for Windows implementation of play-sound]
Date: Tue, 22 Oct 2002 10:05:32 +0100 (BST)

If you need to copy structs from include files,
the mingw32 w32 headers are a safer option, since
they are already reverse engineered from the w32 APIs
and GPLed, and the fragment is usually small enough
that we won't need papers for it.

I agree that setting WINVER and _WIN32_WINNT explicitly
is not a viable solution, as these are internal to
the compiler, and may cause the compiler to make invalid
assumptions if set incorrectly.

>  from:    Juanma Barranquero <address@hidden>
>  date:    Tue, 22 Oct 2002 08:37:53
>  to:      address@hidden
>  cc:      address@hidden
>  subject: Re: [Patch for Windows implementation of play-sound]
> On Mon, 21 Oct 2002 21:08:51 -0400, "Ben Key" <address@hidden> wrote:
> > This is not true.  I did not say that the newest version of MSSDK is
> > required.  I said that I have it installed.  My patch will work with the
> > include files that are included with Visual C   6.0.  You will, however, see
> > a large number of warning messages due to the following segment of the
> > version of WINDOWS.H that is included with Visual C   6.0:
> Ok, you're right, it does not *require* it. Still, getting such a large
> list of (menacing) warnings for the benefit of adding a function (even
> if play-sound can be considered an important one) doesn't seem right.
> > This warning message is displayed because I had to define WINVER and
> > _WIN32_WINNT to at least 0x0500 to avoid a compilation error I was
> > experiencing. I do not at this time have the details about that compilation
> > error.
> Then please investigate that further. Perhaps it is as simple as a new
> struct or whatever that could be copied. OTOH, I don't know the legal
> status of copying a fragment of a Microsoft #include file for use in a
> program, although I know that bindings to other languages routinely do
> adapt code from windows.h and other includes.
> Thanks,
>                                                            /L/e/k/t/u
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