Yep, I caught that.  I had also added it to rexxc.exe because I didn't
understand what it was for.  That one can be removed.

Btw, I see ooDialog has a .exe file and a .com file.  I think I've got
those building correctly, but I'm not sure I understand what the .com file
is for.  I'm also adding the manifest to that one.

Rick


On Wed, May 21, 2014 at 5:35 PM, Mark Miesfeld <miesf...@gmail.com> wrote:

> On Wed, May 21, 2014 at 2:29 PM, Rick McGuire <object.r...@gmail.com>wrote:
>
>> Mark,
>>
>> Thanks for the answer.  I did find a solution for this.  It turns out to
>> possible to replace or merge additional manifest information into the
>> executables as a post-processing step.  I wasn't really sure which .exe
>> files needed this, so I end up merging it into them all.  If only ooDialog
>> needs this, then that can simplify things in the cmake file considerably
>> since I had to add a lot of WIN32 conditional stuff to do this.
>>
>
> It is actually all the executables that would run an ooDialog program.
>  So, rexx.exe, rexxhide.exe, rexxpaws.exe and oodialog.exe need the
> manifest.  With the common controls dependency part I posted.
>
> --
> Mark Miesfeld
>
>
>
>>
>> Rick
>>
>>
>> On Wed, May 21, 2014 at 5:17 PM, Mark Miesfeld <miesf...@gmail.com>wrote:
>>
>>> Hi Rick,
>>>
>>> I'm still traveling and only have good Internet once in  awhile.  So
>>> I've put off answering this.  But thought I'd better do something about it.
>>>
>>> The existing manifest was only needed for ooDialog.  The important part
>>> is the part to load the  6.0 common controls library:
>>>
>>> <description>Open Object Rexx Interpreter.</description>
>>> <dependency>
>>>     <dependentAssembly>
>>>         <assemblyIdentity
>>>             type="win32"
>>>             name="Microsoft.Windows.Common-Controls"
>>>             version="6.0.0.0"
>>>             processorArchitecture="amd64"
>>>             publicKeyToken="6595b64144ccf1df"
>>>             language="*"
>>>         />
>>>     </dependentAssembly>
>>> </dependency>
>>>
>>> Since that is needed by any Windows GUI application to use the 6.0, or
>>> later, version of the library, it seems odd to me that CMake wouldn't have
>>> a way to do it, if it is generating its own manifest.  Without it, the
>>> pre-verison 6.0 is loaded automatically, which is essentially W2K controls.
>>>
>>> It took me quite a bit of work to get it working originally.  It needs
>>> to be the manifest of the executable that loads the ooDialog extension,
>>> which I didn't understand when I first started with it.  I thought it was
>>> sufficient to use it for ooDialog.dll.
>>>
>>> So, if we can't get CMake to add the common controls part to the
>>> manifest it generates, then I'll have to add the custom step.  I won't be
>>> back at home until after Memorial day.  I'll work on it then if you haven't
>>> already come up with something.
>>>
>>> --
>>> Mark Miesfeld
>>>
>>>
>>>
>>> On Mon, May 5, 2014 at 4:17 AM, Rick McGuire <object.r...@gmail.com>wrote:
>>>
>>>> This is mostly to get this question recorded for Mark for when he gets
>>>> back from vacation.
>>>>
>>>> I'm currently running into some issues with the manifest file we're
>>>> embedding in rexx.exe via an include within rexx.rc.  Building this via
>>>> this method causes a duplicate resource error because the cmake build tools
>>>> generate a default manifest which gets embedded via the /MANIFEST and
>>>> /MANIFESTFILE linker options.  When the .rc file pulls in the second
>>>> manifest, this creates the error.
>>>>
>>>> For now, I've commented out the link in rexx.rc that pulls in the
>>>> manifest file, so the cmake build is using the one it generates.  For the
>>>> existing build, I've switched to rexx.mak file to use /MANIFEST and
>>>> /MANIFESTFILE link options.  We're going to run into this same issue with
>>>> the oodialog executables when we get that portion working in cmake as well.
>>>>  I really don't understand the manifests and what information needs to be
>>>> in there.  The cmake-generated manifests and the ones we are using are
>>>> quite different.  Here is our version:
>>>>
>>>> <?xml version="1.0" encoding="UTF-8" standalone="yes"?>
>>>> <assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
>>>> <assemblyIdentity
>>>>     version="1.0.0.0"
>>>>     processorArchitecture="amd64"
>>>>     name="RexxLA.ooRexx.rexx"
>>>>     type="win32"
>>>> />
>>>> <description>Open Object Rexx Interpreter.</description>
>>>> <dependency>
>>>>     <dependentAssembly>
>>>>         <assemblyIdentity
>>>>             type="win32"
>>>>             name="Microsoft.Windows.Common-Controls"
>>>>             version="6.0.0.0"
>>>>             processorArchitecture="amd64"
>>>>             publicKeyToken="6595b64144ccf1df"
>>>>             language="*"
>>>>         />
>>>>     </dependentAssembly>
>>>> </dependency>
>>>> </assembly>
>>>>
>>>>
>>>> and here is the cmake version:
>>>>
>>>>
>>>> <?xml version='1.0' encoding='UTF-8' standalone='yes'?>
>>>> <assembly xmlns='urn:schemas-microsoft-com:asm.v1' manifestVersion='1.0'>
>>>>   <trustInfo xmlns="urn:schemas-microsoft-com:asm.v3">
>>>>     <security>
>>>>       <requestedPrivileges>
>>>>         <requestedExecutionLevel level='asInvoker' uiAccess='false' />
>>>>       </requestedPrivileges>
>>>>     </security>
>>>>   </trustInfo>
>>>> </assembly>
>>>>
>>>> Note that cmake generates one of these for all of the dlls and exes.
>>>>
>>>>
>>>> So, do we need to continue using our manifest version or can just allow 
>>>> the cmake defaults?  Does the cmake version cause any problems with the 
>>>> other files?  I've found information on how to use custom manifests, which 
>>>> involves disabling the automatic generation and then adding a 
>>>> post-processing step that uses a tool to add the custom manifest.  A bit 
>>>> of a pain, but doable.  I think I'd prefer to let cmake do the heavy 
>>>> lifting if we can.
>>>>
>>>>
>>>> Rick
>>>>
>>>>
>>>>
>>>> ------------------------------------------------------------------------------
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>>>>
>>>
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