Mercurial > sdl-ios-xcode
view README.android @ 5080:6d94060d16a9
Fixed bug #1011
Daniel Ellis 2010-06-25 15:20:31 PDT
SDL based applications sometimes display the wrong application name in the
Sound Preferences dialog when using pulseaudio.
I can see from the code that the SDL pulse module is initiating a new pulse
audio context and passing an application name using the function
get_progname().
The get_progname() function returns the name of the current process. However,
the process name is often not a suitable name to use. For example, the OpenShot
video editor is a python application, and so "python" is displayed in the Sound
Preferences window (see Bug #596504), when it should be displaying "OpenShot".
PulseAudio allows applications to specify the application name, either at the
time the context is created (as SDL does currently), or by special environment
variables (see http://www.pulseaudio.org/wiki/ApplicationProperties). If no
name is specified, then pulseaudio will determine the name based on the
process.
If you specify the application name when initiating the pulseaudio context,
then that will override any application name specified using an environment
variable.
As libsdl is a library, I believe the solution is for libsdl to not specify any
application name when initiating a pulseaudio context, which will enable
applications to specify the application name using environment variables. In
the case that the applications do not specify anything, pulseaudio will fall
back to using the process name anyway.
The attached patch removes the get_progname() function and passes NULL as the
application name when creating the pulseaudio context, which fixes the issue.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 23 Jan 2011 21:55:04 -0800 |
parents | 8087bb208acf |
children | 144d9df7e611 |
line wrap: on
line source
================================================================================ Simple DirectMedia Layer for Android ================================================================================ Requirements: Android NDK r4 or later ================================================================================ How the port works ================================================================================ - Android applications are Java-based, optionally with parts written in C - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to the SDL library - This means that your application C code must be placed inside an android Java project, along with some C support code that communicates with Java - This eventually produces a standard Android .apk package ================================================================================ Building an app ================================================================================ Instructions: 1. Edit android/config.cfg to point to the location of the NDK 2. Run 'make -f Makefile.android'. If all goes well, libsdl.a should be created 3. Place your application source files in android/project/jni 4. Edit the Android.mk to include your source files 5. Run 'ndk-build' (a script provided by the NDK). This compiles the C source 6. Run 'ant' in android/testproject. This compiles the .java and eventually creates a .apk with the C source embedded 7. 'ant install' will push the apk to the device or emulator (if connected) ================================================================================ Known issues ================================================================================ - SDL audio (although it's mostly written, just not working properly yet) - TODO. I'm sure there's a bunch more stuff I haven't thought of