305 lines
11 KiB
Plaintext
305 lines
11 KiB
Plaintext
This is intended to be a document to help new developers get started.
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Existing developers should feel free to add their comments.
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SOURCE TREE STRUCTURE
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=====================
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Source tree is loosely based on the original Windows modules. Most
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directories are shared between the binary emulator and the library.
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Shared directories:
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-------------------
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KERNEL:
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files/ - file I/O
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loader/ - Win16-, Win32-binary loader
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memory/ - memory management
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msdos/ - DOS and BIOS emulation
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scheduler/ - process and thread management
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GDI:
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graphics/ - graphics drivers
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graphics/x11drv/ - X11 display driver
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graphics/metafiledrv/ - metafile driver
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objects/ - logical objects
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USER:
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controls/ - built-in widgets
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resources/ - built-in dialog resources
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windows/ - window management
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Miscellaneous:
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misc/ - shell, registry, winsock, etc...
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multimedia/ - multimedia driver
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ipc/ - SysV IPC management
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win32/ - misc Win32 functions
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Tools:
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rc/ - resource compiler
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tools/ - relay code builder + misc tools
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documentation/ - some documentation
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Emulator-specific directories:
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------------------------------
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debugger/ - built-in debugger
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if1632/ - relay code
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miscemu/ - hardware instruction emulation
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graphics/win16drv/ - Win16 printer driver
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Winelib-specific directories:
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-----------------------------
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library/ - Winelib-specific routines (should disappear)
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programs/ - utilities (Progman, WinHelp)
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libtest/ - Winelib test samples
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IMPLEMENTING NEW API CALLS
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==========================
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This is the simple version, and covers only Win32. Win16 is slightly uglier,
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because of the Pascal heritage and the segmented memory model.
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All of the Win32 APIs known to Wine are listed in [relay32/*.spec]. An
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unimplemented call will look like (from gdi32.spec)
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269 stub PolyBezierTo
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To implement this call, you need to do the following four things.
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1. Find the appropriate parameters for the call, and add a prototype to
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[include/windows.h]. In this case, it might look like
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BOOL32 WINAPI PolyBezierTo32(HDC32, LPCVOID, DWORD);
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#define PolyBezierTo WINELIB_NAME(PolyBezierTo)
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Note the use of the #define for Winelib. See below for discussion of
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function naming conventions.
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2. Modify the .spec file to tell Wine that the function has an
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implementation, what the parameters look like and what Wine function
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to use for the implementation. In Win32, things are simple--everything
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is 32-bits. However, the relay code handles pointers and pointers to
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strings slightly differently, so you should use 'str' and 'wstr' for
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strings, 'ptr' for other pointer types, and 'long' for everything else.
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269 stdcall PolyBezierTo(long ptr long) PolyBezierTo32
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The 'PolyBezierTo32' at the end of the line is which Wine function to use
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for the implementation.
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3. Implement the function as a stub. Once you add the function to the .spec
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file, you must add the function to the Wine source before it will link.
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Add a function called 'PolyBezierTo32' somewhere. Good things to put
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into a stub:
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o a correct prototype, including the WINAPI
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o header comments, including full documentation for the function and
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arguments
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o A FIXME message and an appropriate return value are good things to
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put in a stub.
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/************************************************************
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* PolyBezierTo32 (GDI32.269) Draw many Bezier curves
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*
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* BUGS
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* Unimplemented
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*/
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BOOL32 WINAPI PolyBezierTo32(HDC32 hdc, LPCVOID p, DWORD count) {
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/* tell the user they've got a substandard implementation */
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FIXME(gdi, ":(%x,%p,%d): stub\n", hdc, p, count);
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/* some programs may be able to compensate,
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if they know what happened */
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SetLastError(ERROR_CALL_NOT_IMPLEMENTED);
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return FALSE; /* error value */
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}
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4. Implement and test the function.
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MEMORY AND SEGMENTS
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===================
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NE (Win16) executables consist of multiple segments. The Wine loader
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loads each segment into a unique location in the Wine processes memory
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and assigns a selector to that segment. Because of this, it's not
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possible to exchange addresses freely between 16-bit and 32-bit code.
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Addresses used by 16-bit code are segmented addresses (16:16), formed
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by a 16-bit selector and a 16-bit offset. Those used by the Wine code
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are regular 32-bit linear addresses.
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There are four ways to obtain a segmented pointer:
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- Use the SEGPTR_* macros in include/heap.h (recommended).
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- Allocate a block of memory from the global heap and use
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WIN16_GlobalLock to get its segmented address.
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- Allocate a block of memory from a local heap, and build the
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segmented address from the local heap selector (see the
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USER_HEAP_* macros for an example of this).
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- Declare the argument as 'segptr' instead of 'ptr' in the spec file
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for a given API function.
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Once you have a segmented pointer, it must be converted to a linear
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pointer before you can use it from 32-bit code. This can be done with
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the PTR_SEG_TO_LIN() and PTR_SEG_OFF_TO_LIN() macros. The linear
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pointer can then be used freely with standard Unix functions like
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memcpy() etc. without worrying about 64k boundaries. Note: there's no
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easy way to convert back from a linear to a segmented address.
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In most cases, you don't need to worry about segmented address, as the
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conversion is made automatically by the callback code and the API
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functions only see linear addresses. However, in some cases it is
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necessary to manipulate segmented addresses; the most frequent cases
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are:
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- API functions that return a pointer
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- lParam of Windows messages that point to a structure
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- Pointers contained inside structures accessed by 16-bit code.
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It is usually a good practice to used the type 'SEGPTR' for segmented
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pointers, instead of something like 'LPSTR' or 'char *'. As SEGPTR is
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defined as a DWORD, you'll get a compilation warning if you mistakenly
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use it as a regular 32-bit pointer.
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STRUCTURE PACKING
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=================
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Under Windows, data structures are tightly packed, i.e. there is no
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padding between structure members. On the other hand, by default gcc
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aligns structure members (e.g. WORDs are on a WORD boundary, etc.).
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This means that a structure like
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struct { BYTE x; WORD y; };
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will take 3 bytes under Windows, but 4 with gcc, because gcc will add a
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dummy byte between x and y. To have the correct layout for structures
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used by Windows code, you need to use the WINE_PACKED attribute; so you
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would declare the above structure like this:
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struct { BYTE x; WORD y WINE_PACKED; };
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You have to do this every time a structure member is not aligned
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correctly under Windows (i.e. a WORD not on an even address, or a
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DWORD on a address that is not a multiple of 4).
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NAMING CONVENTIONS FOR API FUNCTIONS AND TYPES
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==============================================
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In order to support both Win16 and Win32 APIs within the same source
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code, as well as share the include files between the emulator and the
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library, the following convention must be used in naming all API
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functions and types. If the Windows API uses the name 'xxx', the Wine
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code must use:
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- 'xxx16' for the 16-bit version,
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- 'xxx32' for the 32-bit version when no ASCII/Unicode strings are
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involved,
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- 'xxx32A' for the 32-bit version with ASCII strings,
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- 'xxx32W' for the 32-bit version with Unicode strings.
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You should then use the macros WINELIB_NAME[_AW](xxx) or
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DECL_WINELIB_TYPE[_AW](xxx) (defined in include/wintypes.h) to define
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the correct 'xxx' function or type for Winelib. When compiling the
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emulator, 'xxx' is _not_ defined, meaning that you must always specify
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explicitly whether you want the 16-bit or 32-bit version.
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If 'xxx' is the same in Win16 and Win32, or if 'xxx' is Win16 only,
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you can simply use the same name as Windows, i.e. just 'xxx'. If
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'xxx' is Win32 only, you can use 'xxx' if there are no strings
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involved, otherwise you must use the 'xxx32A' and 'xxx32W' forms.
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Examples:
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typedef short INT16;
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typedef int INT32;
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DECL_WINELIB_TYPE(INT);
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typedef struct { /* Win32 ASCII data structure */ } WNDCLASS32A;
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typedef struct { /* Win32 Unicode data structure */ } WNDCLASS32W;
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typedef struct { /* Win16 data structure */ } WNDCLASS16;
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DECL_WINELIB_TYPE_AW(WNDCLASS);
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ATOM RegisterClass16( WNDCLASS16 * );
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ATOM RegisterClass32A( WNDCLASS32A * );
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ATOM RegisterClass32W( WNDCLASS32W * );
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#define RegisterClass WINELIB_NAME_AW(RegisterClass)
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The Winelib user can then say:
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INT i;
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WNDCLASS wc = { ... };
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RegisterClass( &wc );
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and this will use the correct declaration depending on the definition
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of the symbols WINELIB and UNICODE.
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API ENTRY POINTS
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================
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Because Win16 programs use a 16-bit stack and because they can only
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call 16:16 addressed functions, all API entry points must be at low
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address offsets and must have the arguments translated and moved to
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Wines 32-bit stack. This task is handled by the code in the "if1632"
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directory. To define a new API entry point handler you must place a
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new entry in the appropriate API specification file. These files are
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named *.spec. For example, the API specification file for the USER
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DLL is contained in the file user.spec. These entries are processed
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by the "build" program to create an assembly file containing the entry
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point code for each API call. The format of the *.spec files is
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documented in the file "tools/build-spec.txt".
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DEBUG MESSAGES
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==============
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To display a message only during debugging, you normally write something
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like this:
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TRACE(win,"abc..."); or
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FIXME(win,"abc..."); or
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WARN(win,"abc..."); or
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ERR(win,"abc...");
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depending on the seriousness of the problem. (documentation/degug-msgs
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explains when it is appropriate to use each of them)
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These macros are defined in include/debug.h. The macro-definitions are
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generated by the shell-script tools/make_debug. It scans the source
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code for symbols of this forms and puts the necessary macro
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definitions in include/debug.h and include/debugdefs.h. These macros
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test whether the debugging "channel" associated with the first
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argument of these macros (win in the above example) is enabled and
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thus decide whether to actually display the text. In addition you can
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change the types of displayed messages by supplying the "-debugmsg"
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option to Wine. If your debugging code is more complex than just
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printf, you can use the symbols TRACE_ON(xxx), WARN_ON(xxx),
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ERR_ON(xxx) and FIXME_ON(xxx) as well. These are true when channel xxx
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is enabled, either permanent or in the command line. Thus, you can
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write:
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if(TRACE_ON(win))DumpSomeStructure(&str);
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Don't worry about the inefficiency of the test. If it is permanently
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disabled (that is TRACE_ON(win) is 0 at compile time), the compiler will
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eliminate the dead code.
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You have to start tools/make_debug only if you introduced a new macro,
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e.g. TRACE(win32).
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For more info about debugging messages, read:
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documentation/debug-msgs
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MORE INFO
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=========
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1. There is a FREE online version of the MSDN library (including
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documentation for the Win32 API) on http://www.microsoft.com/msdn/
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2. http://www.sonic.net/~undoc/bookstore.html
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3. In 1993 Dr. Dobbs Journal published a column called "Undocumented Corner".
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4. You might want to check out BYTE from December 1983 as well :-)
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