Mercurial > sdl-ios-xcode
view test/testsprite.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 | 9de326b3099c |
children | 27ab20a36eba |
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/* Simple program: Move N sprites around on the screen as fast as possible */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <ctype.h> #include <time.h> #include <math.h> #include "SDL.h" #define NUM_SPRITES 100 #define MAX_SPEED 1 SDL_Surface *sprite; int numsprites; SDL_Rect *sprite_rects; SDL_Rect *positions; SDL_Rect *velocities; int sprites_visible; int debug_flip; Uint16 sprite_w, sprite_h; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } int LoadSprite(char *file) { SDL_Surface *temp; /* Load the sprite image */ sprite = SDL_LoadBMP(file); if (sprite == NULL) { fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); return (-1); } /* Set transparent pixel as the pixel at (0,0) */ if (sprite->format->palette) { SDL_SetColorKey(sprite, (SDL_SRCCOLORKEY | SDL_RLEACCEL), *(Uint8 *) sprite->pixels); } /* Convert sprite to video format */ temp = SDL_DisplayFormat(sprite); SDL_FreeSurface(sprite); if (temp == NULL) { fprintf(stderr, "Couldn't convert background: %s\n", SDL_GetError()); return (-1); } sprite = temp; /* We're ready to roll. :) */ return (0); } void MoveSprites(SDL_Surface * screen, Uint32 background) { int i, nupdates; SDL_Rect area, *position, *velocity; nupdates = 0; /* Erase all the sprites if necessary */ if (sprites_visible) { SDL_FillRect(screen, NULL, background); } /* Move the sprite, bounce at the wall, and draw */ for (i = 0; i < numsprites; ++i) { position = &positions[i]; velocity = &velocities[i]; position->x += velocity->x; if ((position->x < 0) || (position->x >= (screen->w - sprite_w))) { velocity->x = -velocity->x; position->x += velocity->x; } position->y += velocity->y; if ((position->y < 0) || (position->y >= (screen->h - sprite_w))) { velocity->y = -velocity->y; position->y += velocity->y; } /* Blit the sprite onto the screen */ area = *position; SDL_BlitSurface(sprite, NULL, screen, &area); sprite_rects[nupdates++] = area; } if (debug_flip) { if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { static int t = 0; Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0); SDL_Rect r; r.x = (sin((float) t * 2 * 3.1459) + 1.0) / 2.0 * (screen->w - 20); r.y = 0; r.w = 20; r.h = screen->h; SDL_FillRect(screen, &r, color); t += 2; } } /* Update the screen! */ if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { SDL_Flip(screen); } else { SDL_UpdateRects(screen, nupdates, sprite_rects); } sprites_visible = 1; } /* This is a way of telling whether or not to use hardware surfaces */ Uint32 FastestFlags(Uint32 flags, int width, int height, int bpp) { const SDL_VideoInfo *info; /* Hardware acceleration is only used in fullscreen mode */ flags |= SDL_FULLSCREEN; /* Check for various video capabilities */ info = SDL_GetVideoInfo(); if (info->blit_hw_CC && info->blit_fill) { /* We use accelerated colorkeying and color filling */ flags |= SDL_HWSURFACE; } /* If we have enough video memory, and will use accelerated blits directly to it, then use page flipping. */ if ((flags & SDL_HWSURFACE) == SDL_HWSURFACE) { /* Direct hardware blitting without double-buffering causes really bad flickering. */ if (info->video_mem * 1024 > (height * width * bpp / 8)) { flags |= SDL_DOUBLEBUF; } else { flags &= ~SDL_HWSURFACE; } } /* Return the flags */ return (flags); } int main(int argc, char *argv[]) { SDL_Surface *screen; Uint8 *mem; int width, height; Uint8 video_bpp; Uint32 videoflags; Uint32 background; int i, done; SDL_Event event; Uint32 then, now, frames; /* Initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); return (1); } numsprites = NUM_SPRITES; videoflags = SDL_SWSURFACE | SDL_ANYFORMAT; width = 640; height = 480; video_bpp = 8; debug_flip = 0; while (argc > 1) { --argc; if (strcmp(argv[argc - 1], "-width") == 0) { width = atoi(argv[argc]); --argc; } else if (strcmp(argv[argc - 1], "-height") == 0) { height = atoi(argv[argc]); --argc; } else if (strcmp(argv[argc - 1], "-bpp") == 0) { video_bpp = atoi(argv[argc]); videoflags &= ~SDL_ANYFORMAT; --argc; } else if (strcmp(argv[argc], "-fast") == 0) { videoflags = FastestFlags(videoflags, width, height, video_bpp); } else if (strcmp(argv[argc], "-hw") == 0) { videoflags ^= SDL_HWSURFACE; } else if (strcmp(argv[argc], "-flip") == 0) { videoflags ^= SDL_DOUBLEBUF; } else if (strcmp(argv[argc], "-debugflip") == 0) { debug_flip ^= 1; } else if (strcmp(argv[argc], "-fullscreen") == 0) { videoflags ^= SDL_FULLSCREEN; } else if (isdigit(argv[argc][0])) { numsprites = atoi(argv[argc]); } else { fprintf(stderr, "Usage: %s [-bpp N] [-hw] [-flip] [-fast] [-fullscreen] [numsprites]\n", argv[0]); quit(1); } } /* Set video mode */ screen = SDL_SetVideoMode(width, height, video_bpp, videoflags); if (!screen) { fprintf(stderr, "Couldn't set %dx%d video mode: %s\n", width, height, SDL_GetError()); quit(2); } /* Load the sprite */ if (LoadSprite("icon.bmp") < 0) { quit(1); } /* Allocate memory for the sprite info */ mem = (Uint8 *) malloc(4 * sizeof(SDL_Rect) * numsprites); if (mem == NULL) { SDL_FreeSurface(sprite); fprintf(stderr, "Out of memory!\n"); quit(2); } sprite_rects = (SDL_Rect *) mem; positions = sprite_rects; sprite_rects += numsprites; velocities = sprite_rects; sprite_rects += numsprites; sprite_w = sprite->w; sprite_h = sprite->h; srand(time(NULL)); for (i = 0; i < numsprites; ++i) { positions[i].x = rand() % (screen->w - sprite_w); positions[i].y = rand() % (screen->h - sprite_h); positions[i].w = sprite->w; positions[i].h = sprite->h; velocities[i].x = 0; velocities[i].y = 0; while (!velocities[i].x && !velocities[i].y) { velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; } } /* Clear the background to grey */ background = SDL_MapRGB(screen->format, 0xA0, 0xA0, 0xA0); SDL_FillRect(screen, NULL, background); SDL_Flip(screen); /* Print out information about our surfaces */ printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel); if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { printf("Screen is in video memory\n"); } else { printf("Screen is in system memory\n"); } if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) { printf("Screen has double-buffering enabled\n"); } if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { printf("Sprite is in video memory\n"); } else { printf("Sprite is in system memory\n"); } /* Run a sample blit to trigger blit acceleration */ { SDL_Rect dst; dst.x = 0; dst.y = 0; dst.w = sprite->w; dst.h = sprite->h; SDL_BlitSurface(sprite, NULL, screen, &dst); SDL_FillRect(screen, &dst, background); } if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) { printf("Sprite blit uses hardware acceleration\n"); } if ((sprite->flags & SDL_RLEACCEL) == SDL_RLEACCEL) { printf("Sprite blit uses RLE acceleration\n"); } /* Loop, blitting sprites and waiting for a keystroke */ frames = 0; then = SDL_GetTicks(); done = 0; sprites_visible = 0; while (!done) { /* Check for events */ ++frames; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_MOUSEBUTTONDOWN: SDL_WarpMouse(screen->w / 2, screen->h / 2); break; case SDL_KEYDOWN: /* Any keypress quits the app... */ case SDL_QUIT: done = 1; break; default: break; } } MoveSprites(screen, background); } SDL_FreeSurface(sprite); free(mem); /* Print out some timing information */ now = SDL_GetTicks(); if (now > then) { double fps = ((double) frames * 1000) / (now - then); printf("%2.2f frames per second\n", fps); } SDL_Quit(); return (0); }