Mercurial > sdl-ios-xcode
view test/testpalette.c @ 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 | 06f0768a904c |
children |
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/* * testpalette.c * * A simple test of runtime palette modification for animation * (using the SDL_SetPalette() API). */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> #include "SDL.h" /* screen size */ #define SCRW 640 #define SCRH 480 #define NBOATS 5 #define SPEED 2 #ifndef MIN #define MIN(a, b) ((a) < (b) ? (a) : (b)) #endif #ifndef MAX #define MAX(a, b) ((a) > (b) ? (a) : (b)) #endif /* * wave colours: Made by taking a narrow cross-section of a wave picture * in Gimp, saving in PPM ascii format and formatting with Emacs macros. */ static SDL_Color wavemap[] = { {0, 2, 103}, {0, 7, 110}, {0, 13, 117}, {0, 19, 125}, {0, 25, 133}, {0, 31, 141}, {0, 37, 150}, {0, 43, 158}, {0, 49, 166}, {0, 55, 174}, {0, 61, 182}, {0, 67, 190}, {0, 73, 198}, {0, 79, 206}, {0, 86, 214}, {0, 96, 220}, {5, 105, 224}, {12, 112, 226}, {19, 120, 227}, {26, 128, 229}, {33, 135, 230}, {40, 143, 232}, {47, 150, 234}, {54, 158, 236}, {61, 165, 238}, {68, 173, 239}, {75, 180, 241}, {82, 188, 242}, {89, 195, 244}, {96, 203, 246}, {103, 210, 248}, {112, 218, 250}, {124, 224, 250}, {135, 226, 251}, {146, 229, 251}, {156, 231, 252}, {167, 233, 252}, {178, 236, 252}, {189, 238, 252}, {200, 240, 252}, {211, 242, 252}, {222, 244, 252}, {233, 247, 252}, {242, 249, 252}, {237, 250, 252}, {209, 251, 252}, {174, 251, 252}, {138, 252, 252}, {102, 251, 252}, {63, 250, 252}, {24, 243, 252}, {7, 225, 252}, {4, 203, 252}, {3, 181, 252}, {2, 158, 252}, {1, 136, 251}, {0, 111, 248}, {0, 82, 234}, {0, 63, 213}, {0, 50, 192}, {0, 39, 172}, {0, 28, 152}, {0, 17, 132}, {0, 7, 114} }; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } static void sdlerr(char *when) { fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); quit(1); } /* create a background surface */ static SDL_Surface * make_bg(SDL_Surface * screen, int startcol) { int i; SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, 8, 0, 0, 0, 0); if (!bg) sdlerr("creating background surface"); /* set the palette to the logical screen palette so that blits won't be translated */ SDL_SetSurfacePalette(bg, screen->format->palette); /* Make a wavy background pattern using colours 0-63 */ if (SDL_LockSurface(bg) < 0) sdlerr("locking background"); for (i = 0; i < SCRH; i++) { Uint8 *p = (Uint8 *) bg->pixels + i * bg->pitch; int j, d; d = 0; for (j = 0; j < SCRW; j++) { int v = MAX(d, -2); v = MIN(v, 2); if (i > 0) v += p[-bg->pitch] + 65 - startcol; p[j] = startcol + (v & 63); d += ((rand() >> 3) % 3) - 1; } } SDL_UnlockSurface(bg); return (bg); } /* * Return a surface flipped horisontally. Only works for 8bpp; * extension to arbitrary bitness is left as an exercise for the reader. */ static SDL_Surface * hflip(SDL_Surface * s) { int i; SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8, 0, 0, 0, 0); /* copy palette */ SDL_SetColors(z, s->format->palette->colors, 0, s->format->palette->ncolors); if (SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0) sdlerr("locking flip images"); for (i = 0; i < s->h; i++) { int j; Uint8 *from = (Uint8 *) s->pixels + i * s->pitch; Uint8 *to = (Uint8 *) z->pixels + i * z->pitch + s->w - 1; for (j = 0; j < s->w; j++) to[-j] = from[j]; } SDL_UnlockSurface(z); SDL_UnlockSurface(s); return z; } int main(int argc, char **argv) { SDL_Color cmap[256]; SDL_Surface *screen; SDL_Surface *bg; SDL_Surface *boat[2]; unsigned vidflags = 0; unsigned start; int fade_max = 400; int fade_level, fade_dir; int boatcols, frames, i, red; int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS]; int gamma_fade = 0; int gamma_ramp = 0; if (SDL_Init(SDL_INIT_VIDEO) < 0) sdlerr("initialising SDL"); while (--argc) { ++argv; if (strcmp(*argv, "-hw") == 0) vidflags |= SDL_HWSURFACE; else if (strcmp(*argv, "-fullscreen") == 0) vidflags |= SDL_FULLSCREEN; else if (strcmp(*argv, "-nofade") == 0) fade_max = 1; else if (strcmp(*argv, "-gamma") == 0) gamma_fade = 1; else if (strcmp(*argv, "-gammaramp") == 0) gamma_ramp = 1; else { fprintf(stderr, "usage: testpalette " " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n"); quit(1); } } /* Ask explicitly for 8bpp and a hardware palette */ if ((screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) { fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n", SCRW, SCRH, SDL_GetError()); quit(1); } if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor(SDL_FALSE); if ((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL) sdlerr("loading sail.bmp"); /* We've chosen magenta (#ff00ff) as colour key for the boat */ SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff)); boatcols = boat[0]->format->palette->ncolors; if (boatcols >= 256) sdlerr("too many colors in sail.bmp"); boat[1] = hflip(boat[0]); SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff)); /* * First set the physical screen palette to black, so the user won't * see our initial drawing on the screen. */ memset(cmap, 0, sizeof(cmap)); SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256); /* * Proper palette management is important when playing games with the * colormap. We have divided the palette as follows: * * index 0..(boatcols-1): used for the boat * index boatcols..(boatcols+63): used for the waves */ SDL_SetPalette(screen, SDL_LOGPAL, boat[0]->format->palette->colors, 0, boatcols); SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64); /* * Now the logical screen palette is set, and will remain unchanged. * The boats already have the same palette so fast blits can be used. */ memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color)); /* save the index of the red colour for later */ red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); bg = make_bg(screen, boatcols); /* make a nice wavy background surface */ /* initial screen contents */ if (SDL_BlitSurface(bg, NULL, screen, NULL) < 0) sdlerr("blitting background to screen"); SDL_Flip(screen); /* actually put the background on screen */ /* determine initial boat placements */ for (i = 0; i < NBOATS; i++) { boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w; boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1); boatdir[i] = ((rand() >> 5) & 1) * 2 - 1; } start = SDL_GetTicks(); frames = 0; fade_dir = 1; fade_level = 0; do { SDL_Event e; SDL_Rect updates[NBOATS]; SDL_Rect r; int redphase; /* A small event loop: just exit on any key or mouse button event */ while (SDL_PollEvent(&e)) { if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT || e.type == SDL_MOUSEBUTTONDOWN) { if (fade_dir < 0) fade_level = 0; fade_dir = -1; } } /* move boats */ for (i = 0; i < NBOATS; i++) { int old_x = boatx[i]; /* update boat position */ boatx[i] += boatdir[i] * SPEED; if (boatx[i] <= -boat[0]->w || boatx[i] >= SCRW) boatdir[i] = -boatdir[i]; /* paint over the old boat position */ r.x = old_x; r.y = boaty[i]; r.w = boat[0]->w; r.h = boat[0]->h; if (SDL_BlitSurface(bg, &r, screen, &r) < 0) sdlerr("blitting background"); /* construct update rectangle (bounding box of old and new pos) */ updates[i].x = MIN(old_x, boatx[i]); updates[i].y = boaty[i]; updates[i].w = boat[0]->w + SPEED; updates[i].h = boat[0]->h; /* clip update rectangle to screen */ if (updates[i].x < 0) { updates[i].w += updates[i].x; updates[i].x = 0; } if (updates[i].x + updates[i].w > SCRW) updates[i].w = SCRW - updates[i].x; } for (i = 0; i < NBOATS; i++) { /* paint boat on new position */ r.x = boatx[i]; r.y = boaty[i]; if (SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL, screen, &r) < 0) sdlerr("blitting boat"); } /* cycle wave palette */ for (i = 0; i < 64; i++) cmap[boatcols + ((i + frames) & 63)] = wavemap[i]; if (fade_dir) { /* Fade the entire palette in/out */ fade_level += fade_dir; if (gamma_fade) { /* Fade linearly in gamma level (lousy) */ float level = (float) fade_level / fade_max; if (SDL_SetGamma(level, level, level) < 0) sdlerr("setting gamma"); } else if (gamma_ramp) { /* Fade using gamma ramp (better) */ Uint16 ramp[256]; for (i = 0; i < 256; i++) ramp[i] = (i * fade_level / fade_max) << 8; if (SDL_SetGammaRamp(ramp, ramp, ramp) < 0) sdlerr("setting gamma ramp"); } else { /* Fade using direct palette manipulation (best) */ memcpy(cmap, screen->format->palette->colors, boatcols * sizeof(SDL_Color)); for (i = 0; i < boatcols + 64; i++) { cmap[i].r = cmap[i].r * fade_level / fade_max; cmap[i].g = cmap[i].g * fade_level / fade_max; cmap[i].b = cmap[i].b * fade_level / fade_max; } } if (fade_level == fade_max) fade_dir = 0; } /* pulse the red colour (done after the fade, for a night effect) */ redphase = frames % 64; cmap[red].r = (int) (255 * sin(redphase * M_PI / 63)); SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64); /* update changed areas of the screen */ SDL_UpdateRects(screen, NBOATS, updates); frames++; } while (fade_level > 0); printf("%d frames, %.2f fps\n", frames, 1000.0 * frames / (SDL_GetTicks() - start)); if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor(SDL_TRUE); SDL_Quit(); return 0; }