Mercurial > sdl-ios-xcode
view src/video/uikit/SDL_uikitwindow.m @ 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 | 8b03a20b320f |
children | 8b7988f42fcb |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 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 */ #include "SDL_config.h" #include "SDL_video.h" #include "SDL_mouse.h" #include "SDL_assert.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "../../events/SDL_events_c.h" #include "SDL_uikitvideo.h" #include "SDL_uikitevents.h" #include "SDL_uikitwindow.h" #import "SDL_uikitappdelegate.h" #import "SDL_uikitopenglview.h" #import "SDL_renderer_sw.h" #include <UIKit/UIKit.h> #include <Foundation/Foundation.h> static int SetupWindowData(_THIS, SDL_Window *window, UIWindow *uiwindow, SDL_bool created) { SDL_VideoDisplay *display = window->display; UIScreen *uiscreen = (UIScreen *) display->driverdata; SDL_WindowData *data; /* Allocate the window data */ data = (SDL_WindowData *)SDL_malloc(sizeof(*data)); if (!data) { SDL_OutOfMemory(); return -1; } data->uiwindow = uiwindow; data->view = nil; /* Fill in the SDL window with the window data */ { window->x = 0; window->y = 0; window->w = (int)uiwindow.frame.size.width; window->h = (int)uiwindow.frame.size.height; } window->driverdata = data; window->flags &= ~SDL_WINDOW_RESIZABLE; /* window is NEVER resizeable */ window->flags |= SDL_WINDOW_OPENGL; /* window is always OpenGL */ window->flags |= SDL_WINDOW_FULLSCREEN; /* window is always fullscreen */ window->flags |= SDL_WINDOW_SHOWN; /* only one window on iPod touch, always shown */ window->flags |= SDL_WINDOW_INPUT_FOCUS; /* always has input focus */ // SDL_WINDOW_BORDERLESS controls whether status bar is hidden. // This is only set if the window is on the main screen. Other screens // just force the window to have the borderless flag. if ([UIScreen mainScreen] == uiscreen) { if (window->flags & SDL_WINDOW_BORDERLESS) { [UIApplication sharedApplication].statusBarHidden = YES; } else { [UIApplication sharedApplication].statusBarHidden = NO; } } return 0; } int UIKit_CreateWindow(_THIS, SDL_Window *window) { SDL_VideoDisplay *display = window->display; UIScreen *uiscreen = (UIScreen *) display->driverdata; // SDL currently puts this window at the start of display's linked list. We rely on this. SDL_assert(display->windows == window); /* We currently only handle a single window per display on iPhone */ if (window->next != NULL) { SDL_SetError("Only one window allowed per display."); return -1; } // Non-mainscreen windows must be force to borderless, as there's no // status bar there, and we want to get the right dimensions later in // this function. if ([UIScreen mainScreen] != uiscreen) { window->flags |= SDL_WINDOW_BORDERLESS; } // If monitor has a resolution of 0x0 (hasn't been explicitly set by the // user, so it's in standby), try to force the display to a resolution // that most closely matches the desired window size. if (SDL_UIKit_supports_multiple_displays) { const CGSize origsize = [[uiscreen currentMode] size]; if ((origsize.width == 0.0f) && (origsize.height == 0.0f)) { if (display->num_display_modes == 0) { _this->GetDisplayModes(_this, display); } int i; const SDL_DisplayMode *bestmode = NULL; for (i = display->num_display_modes; i >= 0; i--) { const SDL_DisplayMode *mode = &display->display_modes[i]; if ((mode->w >= window->w) && (mode->h >= window->h)) bestmode = mode; } if (bestmode) { UIScreenMode *uimode = (UIScreenMode *) bestmode->driverdata; [uiscreen setCurrentMode:uimode]; display->desktop_mode = *bestmode; display->current_mode = *bestmode; } } } /* ignore the size user requested, and make a fullscreen window */ // !!! FIXME: can we have a smaller view? UIWindow *uiwindow = [UIWindow alloc]; if (window->flags & SDL_WINDOW_BORDERLESS) uiwindow = [uiwindow initWithFrame:[uiscreen bounds]]; else uiwindow = [uiwindow initWithFrame:[uiscreen applicationFrame]]; if (SDL_UIKit_supports_multiple_displays) { [uiwindow setScreen:uiscreen]; } if (SetupWindowData(_this, window, uiwindow, SDL_TRUE) < 0) { [uiwindow release]; return -1; } return 1; } void UIKit_DestroyWindow(_THIS, SDL_Window * window) { SDL_WindowData *data = (SDL_WindowData *)window->driverdata; if (data) { [data->uiwindow release]; SDL_free(data); window->driverdata = NULL; } } /* vi: set ts=4 sw=4 expandtab: */