Mercurial > sdl-ios-xcode
view src/haptic/nds/SDL_syshaptic.c @ 5082:de59e0218aa2
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 | d6adaafcfb10 |
children | 7aba0406c273 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 2008 Edgar Simo 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" #ifdef SDL_HAPTIC_NDS #include "SDL_haptic.h" #include "../SDL_syshaptic.h" #include "SDL_joystick.h" #include <nds/arm9/rumble.h> #include <nds/memory.h> #define MAX_HAPTICS 1 /* right now only the ezf3in1 (and maybe official rumble pak) are supported and there can only be one of those in at a time (in GBA slot.) */ SDL_Haptic *nds_haptic = NULL; typedef struct { enum { NONE, OFFICIAL, EZF3IN1 } type; int pos; } NDS_HapticData; void NDS_EZF_OpenNorWrite() { GBA_BUS[0x0FF0000] = 0xD200; GBA_BUS[0x0000000] = 0x1500; GBA_BUS[0x0010000] = 0xD200; GBA_BUS[0x0020000] = 0x1500; GBA_BUS[0x0E20000] = 0x1500; GBA_BUS[0x0FE0000] = 0x1500; } void NDS_EZF_CloseNorWrite() { GBA_BUS[0x0FF0000] = 0xD200; GBA_BUS[0x0000000] = 0x1500; GBA_BUS[0x0010000] = 0xD200; GBA_BUS[0x0020000] = 0x1500; GBA_BUS[0x0E20000] = 0xD200; GBA_BUS[0x0FE0000] = 0x1500; } void NDS_EZF_ChipReset() { GBA_BUS[0x0000] = 0x00F0; GBA_BUS[0x1000] = 0x00F0; } uint32 NDS_EZF_IsPresent() { vuint16 id1, id2; NDS_EZF_OpenNorWrite(); GBA_BUS[0x0555] = 0x00AA; GBA_BUS[0x02AA] = 0x0055; GBA_BUS[0x0555] = 0x0090; GBA_BUS[0x1555] = 0x00AA; GBA_BUS[0x12AA] = 0x0055; GBA_BUS[0x1555] = 0x0090; id1 = GBA_BUS[0x0001]; id2 = GBA_BUS[0x1001]; if ((id1 != 0x227E) || (id2 != 0x227E)) { NDS_EZF_CloseNorWrite(); return 0; } id1 = GBA_BUS[0x000E]; id2 = GBA_BUS[0x100E]; NDS_EZF_CloseNorWrite(); if (id1 == 0x2218 && id2 == 0x2218) { return 1; } return 0; } void NDS_EZF_SetShake(u8 pos) { u16 data = ((pos % 3) | 0x00F0); GBA_BUS[0x0FF0000] = 0xD200; GBA_BUS[0x0000000] = 0x1500; GBA_BUS[0x0010000] = 0xD200; GBA_BUS[0x0020000] = 0x1500; GBA_BUS[0x0F10000] = data; GBA_BUS[0x0FE0000] = 0x1500; GBA_BUS[0] = 0x0000; /* write any value for vibration. */ GBA_BUS[0] = 0x0002; } static int SDL_SYS_LogicError(void) { SDL_SetError("Logic error: No haptic devices available."); return 0; } int SDL_SYS_HapticInit(void) { int ret = 0; if (isRumbleInserted()) { /* official rumble pak is present. */ ret = 1; printf("debug: haptic present: nintendo\n"); } else if (NDS_EZF_IsPresent()) { /* ezflash 3-in-1 pak is present. */ ret = 1; printf("debug: haptic present: ezf3in1\n"); NDS_EZF_ChipReset(); } else { printf("debug: no haptic found\n"); } return ret; } const char * SDL_SYS_HapticName(int index) { if (nds_haptic) { switch (nds_haptic->hwdata->type) { case OFFICIAL: return "Nintendo DS Rumble Pak"; case EZF3IN1: return "EZFlash 3-in-1 Rumble"; default: return NULL; } } return NULL; } int SDL_SYS_HapticOpen(SDL_Haptic * haptic) { if (!haptic) { return -1; } haptic->hwdata = SDL_malloc(sizeof(NDS_HapticData)); if (!haptic->hwdata) { SDL_OutOfMemory(); return -1; } nds_haptic = haptic; haptic->supported = SDL_HAPTIC_CONSTANT; /* determine what is here, if anything */ haptic->hwdata->type = NONE; if (isRumbleInserted()) { /* official rumble pak is present. */ haptic->hwdata->type = OFFICIAL; } else if (NDS_EZF_IsPresent()) { /* ezflash 3-in-1 pak is present. */ haptic->hwdata->type = EZF3IN1; NDS_EZF_ChipReset(); } else { /* no haptic present */ SDL_SYS_LogicError(); return -1; } return 0; } int SDL_SYS_HapticMouse(void) { return -1; } int SDL_SYS_JoystickIsHaptic(SDL_Joystick * joystick) { return 0; } int SDL_SYS_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick) { /*SDL_SYS_LogicError(); */ return -1; } int SDL_SYS_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick) { return 0; } void SDL_SYS_HapticClose(SDL_Haptic * haptic) { return; } void SDL_SYS_HapticQuit(void) { return; } int SDL_SYS_HapticNewEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * base) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticUpdateEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * data) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect, Uint32 iterations) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect) { SDL_SYS_LogicError(); return -1; } void SDL_SYS_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect) { SDL_SYS_LogicError(); return; } int SDL_SYS_HapticGetEffectStatus(SDL_Haptic * haptic, struct haptic_effect *effect) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticSetGain(SDL_Haptic * haptic, int gain) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticPause(SDL_Haptic * haptic) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticUnpause(SDL_Haptic * haptic) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticStopAll(SDL_Haptic * haptic) { SDL_SYS_LogicError(); return -1; } #endif /* SDL_HAPTIC_NDS */ /* vi: set ts=4 sw=4 expandtab: */