Mercurial > sdl-ios-xcode
view src/power/uikit/SDL_syspower.m @ 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 | 42e1092225f9 |
children | b530ef003506 |
line wrap: on
line source
/* 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 */ #include "SDL_config.h" #ifndef SDL_POWER_DISABLED #ifdef SDL_POWER_UIKIT #import <UIKit/UIKit.h> #include "SDL_power.h" #include "SDL_timer.h" #include "SDL_assert.h" // turn off the battery monitor if it's been more than X ms since last check. static const int BATTERY_MONITORING_TIMEOUT = 3000; static Uint32 SDL_UIKitLastPowerInfoQuery = 0; void SDL_UIKit_UpdateBatteryMonitoring(void) { if (SDL_UIKitLastPowerInfoQuery) { const Uint32 prev = SDL_UIKitLastPowerInfoQuery; const UInt32 now = SDL_GetTicks(); const UInt32 ticks = now - prev; // if timer wrapped (now < prev), shut down, too. if ((now < prev) || (ticks >= BATTERY_MONITORING_TIMEOUT)) { UIDevice *uidev = [UIDevice currentDevice]; SDL_assert([uidev isBatteryMonitoringEnabled] == YES); [uidev setBatteryMonitoringEnabled:NO]; SDL_UIKitLastPowerInfoQuery = 0; } } } SDL_bool SDL_GetPowerInfo_UIKit(SDL_PowerState * state, int *seconds, int *percent) { UIDevice *uidev = [UIDevice currentDevice]; if (!SDL_UIKitLastPowerInfoQuery) { SDL_assert([uidev isBatteryMonitoringEnabled] == NO); [uidev setBatteryMonitoringEnabled:YES]; } // UIKit_GL_SwapWindow() (etc) will check this and disable the battery // monitoring if the app hasn't queried it in the last X seconds. // Apparently monitoring the battery burns battery life. :) // Apple's docs say not to monitor the battery unless you need it. SDL_UIKitLastPowerInfoQuery = SDL_GetTicks(); *seconds = -1; // no API to estimate this in UIKit. switch ([uidev batteryState]) { case UIDeviceBatteryStateCharging: *state = SDL_POWERSTATE_CHARGING; break; case UIDeviceBatteryStateFull: *state = SDL_POWERSTATE_CHARGED; break; case UIDeviceBatteryStateUnplugged: *state = SDL_POWERSTATE_ON_BATTERY; break; case UIDeviceBatteryStateUnknown: default: *state = SDL_POWERSTATE_UNKNOWN; break; } const float level = [uidev batteryLevel]; *percent = ( (level < 0.0f) ? -1 : (((int) (level + 0.5f)) * 100) ); return SDL_TRUE; /* always the definitive answer on iPhoneOS. */ } #endif /* SDL_POWER_UIKIT */ #endif /* SDL_POWER_DISABLED */ /* vi: set ts=4 sw=4 expandtab: */