Mercurial > sdl-ios-xcode
view test/testgesture.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 | e8916fe9cfc8 |
children | c2539ff054c8 |
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/* Usage: * Spacebar to begin recording a gesture on all touches. * s to save all touches into "./gestureSave" * l to load all touches from "./gestureSave" */ #include <stdio.h> #include <SDL.h> #include <math.h> #include <SDL_touch.h> #include <SDL_gesture.h> /* Make sure we have good macros for printing 32 and 64 bit values */ #ifndef PRIs32 #define PRIs32 "d" #endif #ifndef PRIu32 #define PRIu32 "u" #endif #ifndef PRIs64 #ifdef __WINDOWS__ #define PRIs64 "I64" #else #define PRIs64 "lld" #endif #endif #ifndef PRIu64 #ifdef __WINDOWS__ #define PRIu64 "I64u" #else #define PRIu64 "llu" #endif #endif #define WIDTH 640 #define HEIGHT 480 #define BPP 4 #define DEPTH 32 //MUST BE A POWER OF 2! #define EVENT_BUF_SIZE 256 #define VERBOSE SDL_FALSE SDL_Event events[EVENT_BUF_SIZE]; int eventWrite; int colors[7] = {0xFF,0xFF00,0xFF0000,0xFFFF00,0x00FFFF,0xFF00FF,0xFFFFFF}; typedef struct { float x,y; } Point; typedef struct { float ang,r; Point p; } Knob; Knob knob; void handler (int sig) { printf ("exiting...(%d)\n", sig); exit (0); } void perror_exit (char *error) { perror (error); handler (9); } void setpix(SDL_Surface *screen, float _x, float _y, unsigned int col) { Uint32 *pixmem32; Uint32 colour; Uint8 r,g,b; int x = (int)_x; int y = (int)_y; float a; if(x < 0 || x > screen->w) return; if(y < 0 || y > screen->h) return; pixmem32 = (Uint32*) screen->pixels + y*screen->pitch/BPP + x; SDL_memcpy(&colour,pixmem32,screen->format->BytesPerPixel); SDL_GetRGB(colour,screen->format,&r,&g,&b); //r = 0;g = 0; b = 0; a = (float)((col>>24)&0xFF); if(a == 0) a = 0xFF; //Hack, to make things easier. a /= 0xFF; r = (Uint8)(r*(1-a) + ((col>>16)&0xFF)*(a)); g = (Uint8)(g*(1-a) + ((col>> 8)&0xFF)*(a)); b = (Uint8)(b*(1-a) + ((col>> 0)&0xFF)*(a)); colour = SDL_MapRGB( screen->format,r, g, b); *pixmem32 = colour; } void drawLine(SDL_Surface *screen,float x0,float y0,float x1,float y1,unsigned int col) { float t; for(t=0;t<1;t+=(float)(1.f/SDL_max(SDL_fabs(x0-x1),SDL_fabs(y0-y1)))) setpix(screen,x1+t*(x0-x1),y1+t*(y0-y1),col); } void drawCircle(SDL_Surface* screen,float x,float y,float r,unsigned int c) { float tx,ty; float xr; for(ty = (float)-SDL_fabs(r);ty <= (float)SDL_fabs((int)r);ty++) { xr = (float)sqrt(r*r - ty*ty); if(r > 0) { //r > 0 ==> filled circle for(tx=-xr+.5f;tx<=xr-.5;tx++) { setpix(screen,x+tx,y+ty,c); } } else { setpix(screen,x-xr+.5f,y+ty,c); setpix(screen,x+xr-.5f,y+ty,c); } } } void drawKnob(SDL_Surface* screen,Knob k) { drawCircle(screen,k.p.x*screen->w,k.p.y*screen->h,k.r*screen->w,0xFFFFFF); drawCircle(screen,(k.p.x+k.r/2*cosf(k.ang))*screen->w, (k.p.y+k.r/2*sinf(k.ang))*screen->h,k.r/4*screen->w,0); } void DrawScreen(SDL_Surface* screen) { int x, y, i; if(SDL_MUSTLOCK(screen)) { if(SDL_LockSurface(screen) < 0) return; } for(y = 0;y < screen->h;y++) for(x = 0;x < screen->w;x++) setpix(screen,(float)x,(float)y,((x%255)<<16) + ((y%255)<<8) + (x+y)%255); //draw Touch History for(i = SDL_max(0,eventWrite - EVENT_BUF_SIZE);i < eventWrite;i++) { SDL_Event event = events[i&(EVENT_BUF_SIZE-1)]; int age = eventWrite - i - 1; float x, y; unsigned int c, col; if(event.type == SDL_FINGERMOTION || event.type == SDL_FINGERDOWN || event.type == SDL_FINGERUP) { SDL_Touch* inTouch = SDL_GetTouch(event.tfinger.touchId); if(inTouch == NULL) continue; x = ((float)event.tfinger.x)/inTouch->xres; y = ((float)event.tfinger.y)/inTouch->yres; //draw the touch: c = colors[event.tfinger.touchId%7]; col = ((unsigned int)(c*(.1+.85))) | ((unsigned int)((0xFF*(1-((float)age)/EVENT_BUF_SIZE))) & 0xFF)<<24; if(event.type == SDL_FINGERMOTION) drawCircle(screen,x*screen->w,y*screen->h,5,col); else if(event.type == SDL_FINGERDOWN) drawCircle(screen,x*screen->w,y*screen->h,-10,col); } } if(knob.p.x > 0) drawKnob(screen,knob); if(SDL_MUSTLOCK(screen)) SDL_UnlockSurface(screen); SDL_Flip(screen); } SDL_Surface* initScreen(int width,int height) { return SDL_SetVideoMode(width, height, DEPTH, SDL_HWSURFACE | SDL_RESIZABLE); } int main(int argc, char* argv[]) { SDL_Surface *screen; SDL_Event event; SDL_bool quitting = SDL_FALSE; SDL_RWops *src; //gesture variables knob.r = .1f; knob.ang = 0; if (SDL_Init(SDL_INIT_VIDEO) < 0 ) return 1; if (!(screen = initScreen(WIDTH,HEIGHT))) { SDL_Quit(); return 1; } while(!quitting) { while(SDL_PollEvent(&event)) { //Record _all_ events events[eventWrite & (EVENT_BUF_SIZE-1)] = event; eventWrite++; switch (event.type) { case SDL_QUIT: quitting = SDL_TRUE; break; case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_SPACE: SDL_RecordGesture(-1); break; case SDLK_s: src = SDL_RWFromFile("gestureSave","w"); printf("Wrote %i templates\n",SDL_SaveAllDollarTemplates(src)); SDL_RWclose(src); break; case SDLK_l: src = SDL_RWFromFile("gestureSave","r"); printf("Loaded: %i\n",SDL_LoadDollarTemplates(-1,src)); SDL_RWclose(src); break; case SDLK_ESCAPE: quitting = SDL_TRUE; break; } break; case SDL_VIDEORESIZE: if (!(screen = initScreen(event.resize.w, event.resize.h))) { SDL_Quit(); return 1; } break; case SDL_FINGERMOTION: #if VERBOSE printf("Finger: %i,x: %i, y: %i\n",event.tfinger.fingerId, event.tfinger.x,event.tfinger.y); #endif { SDL_Touch* inTouch = SDL_GetTouch(event.tfinger.touchId); SDL_Finger* inFinger = SDL_GetFinger(inTouch,event.tfinger.fingerId); } break; case SDL_FINGERDOWN: #if VERBOSE printf("Finger: %"PRIs64" down - x: %i, y: %i\n", event.tfinger.fingerId,event.tfinger.x,event.tfinger.y); #endif break; case SDL_FINGERUP: #if VERBOSE printf("Finger: %"PRIs64" up - x: %i, y: %i\n", event.tfinger.fingerId,event.tfinger.x,event.tfinger.y); #endif break; case SDL_MULTIGESTURE: #if VERBOSE printf("Multi Gesture: x = %f, y = %f, dAng = %f, dR = %f\n", event.mgesture.x, event.mgesture.y, event.mgesture.dTheta, event.mgesture.dDist); printf("MG: numDownTouch = %i\n",event.mgesture.numFingers); #endif knob.p.x = event.mgesture.x; knob.p.y = event.mgesture.y; knob.ang += event.mgesture.dTheta; knob.r += event.mgesture.dDist; break; case SDL_DOLLARGESTURE: printf("Gesture %"PRIs64" performed, error: %f\n", event.dgesture.gestureId, event.dgesture.error); break; case SDL_DOLLARRECORD: printf("Recorded gesture: %"PRIs64"\n",event.dgesture.gestureId); break; } } DrawScreen(screen); } SDL_Quit(); return 0; }