Mercurial > sdl-ios-xcode
view include/SDL.h @ 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 | cfe6336d7e60 |
children | 8e8876e4aec6 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** * \file SDL.h * * Main include header for the SDL library */ /** * \mainpage Simple DirectMedia Layer (SDL) * * http://www.libsdl.org/ * * \section intro_sec Introduction * * This is the Simple DirectMedia Layer, a general API that provides low * level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, * and 2D framebuffer across multiple platforms. * * The current version supports Windows, Windows CE, Mac OS X, Linux, * FreeBSD, NetBSD, OpenBSD, BSD/OS, Solaris, and QNX. The code contains * support for other operating systems but those are not officially supported. * * SDL is written in C, but works with C++ natively, and has bindings to * several other languages, including Ada, C#, Eiffel, Erlang, Euphoria, * Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP, * Pike, Pliant, Python, Ruby, and Smalltalk. * * This library is distributed under GNU LGPL version 2, which can be * found in the file "COPYING". This license allows you to use SDL * freely in commercial programs as long as you link with the dynamic * library. * * The best way to learn how to use SDL is to check out the header files in * the "include" subdirectory and the programs in the "test" subdirectory. * The header files and test programs are well commented and always up to date. * More documentation is available in HTML format in "docs/index.html", and * a documentation wiki is available online at: * http://www.libsdl.org/cgi/docwiki.cgi * * The test programs in the "test" subdirectory are in the public domain. * * Frequently asked questions are answered online: * http://www.libsdl.org/faq.php * * If you need help with the library, or just want to discuss SDL related * issues, you can join the developers mailing list: * http://www.libsdl.org/mailing-list.php * * Enjoy! * Sam Lantinga (slouken@libsdl.org) */ #ifndef _SDL_H #define _SDL_H #include "SDL_main.h" #include "SDL_stdinc.h" #include "SDL_atomic.h" #include "SDL_audio.h" #include "SDL_clipboard.h" #include "SDL_cpuinfo.h" #include "SDL_endian.h" #include "SDL_error.h" #include "SDL_events.h" #include "SDL_loadso.h" #include "SDL_mutex.h" #include "SDL_power.h" #include "SDL_rwops.h" #include "SDL_thread.h" #include "SDL_timer.h" #include "SDL_version.h" #include "SDL_video.h" #include "SDL_compat.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ extern "C" { /* *INDENT-ON* */ #endif /* As of version 0.5, SDL is loaded dynamically into the application */ /** * \name SDL_INIT_* * * These are the flags which may be passed to SDL_Init(). You should * specify the subsystems which you will be using in your application. */ /*@{*/ #define SDL_INIT_TIMER 0x00000001 #define SDL_INIT_AUDIO 0x00000010 #define SDL_INIT_VIDEO 0x00000020 #define SDL_INIT_JOYSTICK 0x00000200 #define SDL_INIT_HAPTIC 0x00001000 #define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */ #define SDL_INIT_EVENTTHREAD 0x01000000 /**< Not supported on all OS's */ #define SDL_INIT_EVERYTHING 0x0000FFFF /*@}*/ /** * This function initializes the subsystems specified by \c flags * Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup * signal handlers for some commonly ignored fatal signals (like SIGSEGV). */ extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); /** * This function initializes specific SDL subsystems */ extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); /** * This function cleans up specific SDL subsystems */ extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); /** * This function returns a mask of the specified subsystems which have * previously been initialized. * * If \c flags is 0, it returns a mask of all initialized subsystems. */ extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); /** * This function cleans up all initialized subsystems. You should * call it upon all exit conditions. */ extern DECLSPEC void SDLCALL SDL_Quit(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus /* *INDENT-OFF* */ } /* *INDENT-ON* */ #endif #include "close_code.h" #endif /* _SDL_H */ /* vi: set ts=4 sw=4 expandtab: */