Added SDL_SetAppMetadata() (#10404)

Removed duplicate hints SDL_HINT_APP_NAME, SDL_HINT_APP_ID, and
SDL_HINT_AUDIO_DEVICE_APP_NAME.

Wired up a few things to use the metadata; more to come!

Fixes https://github.com/libsdl-org/SDL/issues/4703
This commit is contained in:
Sam Lantinga 2024-07-28 07:22:46 -07:00 committed by GitHub
parent 35e42d0a25
commit a36fe632fd
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GPG Key ID: B5690EEEBB952194
13 changed files with 214 additions and 150 deletions

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@ -782,10 +782,12 @@ The following hints have been removed:
* SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING - SDL now properly handles the 0x406D1388 Exception if no debugger intercepts it, preventing its propagation.
* SDL_HINT_WINDOWS_NO_CLOSE_ON_ALT_F4 - replaced with SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4, defaulting to SDL_TRUE
* SDL_HINT_XINPUT_USE_OLD_JOYSTICK_MAPPING
* SDL_HINT_APP_NAME - replaced by either using the appname param to SDL_SetAppMetadata() or setting SDL_PROP_APP_METADATA_NAME_STRING with SDL_SetAppMetadataProperty().
* SDL_HINT_AUDIO_DEVICE_APP_NAME - replaced by either using the appname param to SDL_SetAppMetadata() or using SDL_PROP_APP_METADATA_NAME_STRING in SDL_SetAppMetadataWithProperties()
* Renamed hints SDL_HINT_VIDEODRIVER and SDL_HINT_AUDIODRIVER to SDL_HINT_VIDEO_DRIVER and SDL_HINT_AUDIO_DRIVER
* Renamed environment variables SDL_VIDEODRIVER and SDL_AUDIODRIVER to SDL_VIDEO_DRIVER and SDL_AUDIO_DRIVER
* The environment variables SDL_VIDEO_X11_WMCLASS and SDL_VIDEO_WAYLAND_WMCLASS have been removed and replaced with the unified hint SDL_HINT_APP_ID
* The environment variables SDL_VIDEO_X11_WMCLASS and SDL_VIDEO_WAYLAND_WMCLASS have been removed and replaced with app metadata (either use the appindentifier param to SDL_SetAppMetadata() or set SDL_PROP_APP_METADATA_IDENTIFIER_STRING with SDL_SetAppMetadataProperty()).
The following hints have been renamed:
* SDL_HINT_ALLOW_TOPMOST => SDL_HINT_WINDOW_ALLOW_TOPMOST

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@ -125,79 +125,6 @@ extern "C" {
*/
#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON"
/**
* A variable setting the app ID string.
*
* This string is used by desktop compositors to identify and group windows
* together, as well as match applications with associated desktop settings
* and icons.
*
* On Wayland this corresponds to the "app ID" window property and on X11 this
* corresponds to the WM_CLASS property. Windows inherit the value of this
* hint at creation time. Changing this hint after a window has been created
* will not change the app ID or class of existing windows.
*
* For *nix platforms, this string should be formatted in reverse-DNS notation
* and follow some basic rules to be valid:
*
* - The application ID must be composed of two or more elements separated by
* a period (.) character.
* - Each element must contain one or more of the alphanumeric characters
* (A-Z, a-z, 0-9) plus underscore (_) and hyphen (-) and must not start
* with a digit. Note that hyphens, while technically allowed, should not be
* used if possible, as they are not supported by all components that use
* the ID, such as D-Bus. For maximum compatibility, replace hyphens with an
* underscore.
* - The empty string is not a valid element (ie: your application ID may not
* start or end with a period and it is not valid to have two periods in a
* row).
* - The entire ID must be less than 255 characters in length.
*
* Examples of valid app ID strings:
*
* - org.MyOrg.MyApp
* - com.your_company.your_app
*
* Desktops such as GNOME and KDE require that the app ID string matches your
* application's .desktop file name (e.g. if the app ID string is
* 'org.MyOrg.MyApp', your application's .desktop file should be named
* 'org.MyOrg.MyApp.desktop').
*
* If you plan to package your application in a container such as Flatpak, the
* app ID should match the name of your Flatpak container as well.
*
* If not set, SDL will attempt to use the application executable name. If the
* executable name cannot be retrieved, the generic string "SDL_App" will be
* used.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.0.0.
*/
#define SDL_HINT_APP_ID "SDL_APP_ID"
/**
* Specify an application name.
*
* This hint lets you specify the application name sent to the OS when
* required. For example, this will often appear in volume control applets for
* audio streams, and in lists of applications which are inhibiting the
* screensaver. You should use a string that describes your program ("My Game
* 2: The Revenge")
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: probably the application's name or "SDL Application" if SDL
* doesn't have any better information.
*
* Note that, for audio streams, this can be overridden with
* SDL_HINT_AUDIO_DEVICE_APP_NAME.
*
* This hint should be set before SDL is initialized.
*
* \since This hint is available since SDL 3.0.0.
*/
#define SDL_HINT_APP_NAME "SDL_APP_NAME"
/**
* A variable controlling whether controllers used with the Apple TV generate
* UI events.
@ -254,29 +181,6 @@ extern "C" {
*/
#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY"
/**
* Specify an application name for an audio device.
*
* Some audio backends (such as PulseAudio) allow you to describe your audio
* stream. Among other things, this description might show up in a system
* control panel that lets the user adjust the volume on specific audio
* streams instead of using one giant master volume slider.
*
* This hints lets you transmit that information to the OS. The contents of
* this hint are used while opening an audio device. You should use a string
* that describes your program ("My Game 2: The Revenge")
*
* Setting this to "" or leaving it unset will have SDL use a reasonable
* default: this will be the name set with SDL_HINT_APP_NAME, if that hint is
* set. Otherwise, it'll probably the application's name or "SDL Application"
* if SDL doesn't have any better information.
*
* This hint should be set before an audio device is opened.
*
* \since This hint is available since SDL 3.0.0.
*/
#define SDL_HINT_AUDIO_DEVICE_APP_NAME "SDL_AUDIO_DEVICE_APP_NAME"
/**
* Specify an application icon name for an audio device.
*

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@ -105,12 +105,18 @@ typedef Uint32 SDL_InitFlags;
* call SDL_Quit() to force shutdown). If a subsystem is already loaded then
* this call will increase the ref-count and return.
*
* Consider reporting some basic metadata about your application before
* calling SDL_Init, using either SDL_SetAppMetadata() or
* SDL_SetAppMetadataProperty().
*
* \param flags subsystem initialization flags.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \sa SDL_SetAppMetadata
* \sa SDL_SetAppMetadataProperty
* \sa SDL_InitSubSystem
* \sa SDL_Quit
* \sa SDL_SetMainReady
@ -182,6 +188,124 @@ extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags);
*/
extern SDL_DECLSPEC void SDLCALL SDL_Quit(void);
/**
* Specify basic metadata about your app.
*
* You can optionally provide metadata about your app to SDL. This is not
* required, but strongly encouraged.
*
* There are several locations where SDL can make use of metadata (an "About"
* box in the macOS menu bar, the name of the app can be shown on some audio
* mixers, etc). Any piece of metadata can be left as NULL, if a specific detail
* doesn't make sense for the app.
*
* This function should be called as early as possible, before SDL_Init.
* Multiple calls to this function are allowed, but various state might not
* change once it has been set up with a previous call to this function.
*
* Passing a NULL removes any previous metadata.
*
* This is a simplified interface for the most important information. You can
* supply significantly more detailed metadata with SDL_SetAppMetadataProperty().
*
* \param appname The name of the application ("My Game 2: Bad Guy's Revenge!").
* \param appversion The version of the application ("1.0.0beta5" or a git hash, or whatever makes sense).
* \param appidentifier A unique string in reverse-domain format that identifies this app ("com.example.mygame2").
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \threadsafety It is safe to call this function from any thread.
*
* \sa SDL_SetAppMetadataProperty
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier);
/**
* Specify metadata about your app through a set of properties.
*
* You can optionally provide metadata about your app to SDL. This is not
* required, but strongly encouraged.
*
* There are several locations where SDL can make use of metadata (an "About"
* box in the macOS menu bar, the name of the app can be shown on some audio
* mixers, etc). Any piece of metadata can be left out, if a specific detail
* doesn't make sense for the app.
*
* This function should be called as early as possible, before SDL_Init.
* Multiple calls to this function are allowed, but various state might not
* change once it has been set up with a previous call to this function.
*
* Once set, this metadata can be read using SDL_GetMetadataProperty().
*
* These are the supported properties:
*
* - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of
* the application, like "My Game 2: Bad Guy's Revenge!". This defaults to "SDL Application".
* - SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that
* is running; there are no rules on format, so "1.0.3beta2" and
* "April 22nd, 2024" and a git hash are all valid options. This has no default.
* - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that
* identifies this app. This must be in reverse-domain format, like
* "com.example.mygame2". This string is used by desktop compositors to
* identify and group windows together, as well as match applications
* with associated desktop settings and icons. This has no default.
* - SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name
* of the creator/developer/maker of this app, like "MojoWorkshop, LLC"
* - SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright
* notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep
* this to one line, don't paste a copy of a whole software license in
* here. This has no default.
* - SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe
* a product page, or a storefront, or even a GitHub repository, for
* user's further information This has no default.
* - SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is.
* Currently this string can be "game" for a video game, "mediaplayer" for
* a media player, or generically "application" if nothing else applies.
* Future versions of SDL might add new types. This defaults to "application".
*
* \param name the name of the metadata property to set.
* \param value the value of the property, or NULL to remove that property.
* \returns 0 on success or a negative error code on failure; call
* SDL_GetError() for more information.
*
* \since This function is available since SDL 3.0.0.
*
* \threadsafety It is safe to call this function from any thread.
*
* \sa SDL_GetAppMetadataProperty
* \sa SDL_SetAppMetadata
*/
extern SDL_DECLSPEC int SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value);
#define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name"
#define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version"
#define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier"
#define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator"
#define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright"
#define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url"
#define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type"
/**
* Get metadata about your app.
*
* This returns metadata previously set using SDL_SetAppMetadata() or SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list of available properties and their meanings.
*
* \param name the name of the metadata property to get.
* \returns the current value of the metadata property, or the default if it is not set, NULL for properties with no default.
*
* \since This function is available since SDL 3.0.0.
*
* \threadsafety It is safe to call this function from any thread, although
* the string returned is not protected and could potentially be
* freed if you call SDL_SetAppMetadataProperty() to set that property from another thread.
*
* \sa SDL_SetAppMetadata
* \sa SDL_SetAppMetadataProperty
*/
extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name);
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}

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@ -107,6 +107,63 @@ SDL_NORETURN void SDL_ExitProcess(int exitcode)
#endif
}
/* App metadata */
int SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier)
{
SDL_SetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING, appname);
SDL_SetAppMetadataProperty(SDL_PROP_APP_METADATA_VERSION_STRING, appversion);
SDL_SetAppMetadataProperty(SDL_PROP_APP_METADATA_IDENTIFIER_STRING, appidentifier);
return 0;
}
static SDL_bool SDL_ValidMetadataProperty(const char *name)
{
if (!name || !*name) {
return SDL_FALSE;
}
if (SDL_strcmp(name, SDL_PROP_APP_METADATA_NAME_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_VERSION_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_IDENTIFIER_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_CREATOR_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_COPYRIGHT_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_URL_STRING) == 0 ||
SDL_strcmp(name, SDL_PROP_APP_METADATA_TYPE_STRING) == 0) {
return SDL_TRUE;
}
return SDL_FALSE;
}
int SDL_SetAppMetadataProperty(const char *name, const char *value)
{
if (!SDL_ValidMetadataProperty(name)) {
return SDL_InvalidParamError("name");
}
return SDL_SetStringProperty(SDL_GetGlobalProperties(), name, value);
}
const char *SDL_GetAppMetadataProperty(const char *name)
{
if (!SDL_ValidMetadataProperty(name)) {
SDL_InvalidParamError("name");
return NULL;
}
const SDL_PropertiesID props = SDL_GetGlobalProperties();
const char *value = SDL_GetStringProperty(props, name, NULL);
if (!value || !*value) {
if (SDL_strcmp(name, SDL_PROP_APP_METADATA_NAME_STRING) == 0) {
value = "SDL Application";
} else if (SDL_strcmp(name, SDL_PROP_APP_METADATA_TYPE_STRING) == 0) {
value = "application";
}
}
return value;
}
/* The initialized subsystems */
#ifdef SDL_MAIN_NEEDED
static SDL_bool SDL_MainIsReady = SDL_FALSE;

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@ -261,18 +261,10 @@ static void JACK_CloseDevice(SDL_AudioDevice *device)
}
}
// !!! FIXME: unify this (PulseAudio has a getAppName, Pipewire has a thing, etc
// !!! FIXME: unify this (PulseAudio has a getAppName, Pipewire has a thing, etc)
static const char *GetJackAppName(void)
{
const char *retval = SDL_GetHint(SDL_HINT_AUDIO_DEVICE_APP_NAME);
if (retval && *retval) {
return retval;
}
retval = SDL_GetHint(SDL_HINT_APP_NAME);
if (retval && *retval) {
return retval;
}
return "SDL Application";
return SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING);
}
static int JACK_OpenDevice(SDL_AudioDevice *device)

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@ -1049,13 +1049,7 @@ static int PIPEWIRE_OpenDevice(SDL_AudioDevice *device)
const int min_period = PW_MIN_SAMPLES * SPA_MAX(device->spec.freq / PW_BASE_CLOCK_RATE, 1);
// Get the hints for the application name, icon name, stream name and role
app_name = SDL_GetHint(SDL_HINT_AUDIO_DEVICE_APP_NAME);
if (!app_name || *app_name == '\0') {
app_name = SDL_GetHint(SDL_HINT_APP_NAME);
if (!app_name || *app_name == '\0') {
app_name = "SDL Application";
}
}
app_name = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING);
icon_name = SDL_GetHint(SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME);
if (!icon_name || *icon_name == '\0') {
@ -1063,7 +1057,7 @@ static int PIPEWIRE_OpenDevice(SDL_AudioDevice *device)
}
// App ID. Default to NULL if not available.
app_id = SDL_GetHint(SDL_HINT_APP_ID);
app_id = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_IDENTIFIER_STRING);
stream_name = SDL_GetHint(SDL_HINT_AUDIO_DEVICE_STREAM_NAME);
if (!stream_name || *stream_name == '\0') {

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@ -264,34 +264,9 @@ static int load_pulseaudio_syms(void)
return 0;
}
static SDL_INLINE int squashVersion(const int major, const int minor, const int patch)
{
return ((major & 0xFF) << 16) | ((minor & 0xFF) << 8) | (patch & 0xFF);
}
// Workaround for older pulse: pa_context_new() must have non-NULL appname
static const char *getAppName(void)
{
const char *retval = SDL_GetHint(SDL_HINT_AUDIO_DEVICE_APP_NAME);
if (retval && *retval) {
return retval;
}
retval = SDL_GetHint(SDL_HINT_APP_NAME);
if (retval && *retval) {
return retval;
} else {
const char *verstr = PULSEAUDIO_pa_get_library_version();
retval = "SDL Application"; // the "oh well" default.
if (verstr) {
int maj, min, patch;
if (SDL_sscanf(verstr, "%d.%d.%d", &maj, &min, &patch) == 3) {
if (squashVersion(maj, min, patch) >= squashVersion(0, 9, 15)) {
retval = NULL; // 0.9.15+ handles NULL correctly.
}
}
}
}
return retval;
return SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING);
}
static void OperationStateChangeCallback(pa_operation *o, void *userdata)

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@ -495,11 +495,8 @@ SDL_bool SDL_DBus_ScreensaverInhibit(SDL_bool inhibit)
const char *interface = "org.freedesktop.ScreenSaver";
if (inhibit) {
const char *app = SDL_GetHint(SDL_HINT_APP_NAME);
const char *app = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING);
const char *reason = SDL_GetHint(SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME);
if (!app || !app[0]) {
app = "My SDL application";
}
if (!reason || !reason[0]) {
reason = default_inhibit_reason;
}

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@ -59,8 +59,7 @@ const char *SDL_GetExeName(void)
const char *SDL_GetAppID(void)
{
/* Always check the hint, as it may have changed */
const char *id_str = SDL_GetHint(SDL_HINT_APP_ID);
const char *id_str = SDL_GetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING);
if (!id_str) {
/* If the hint isn't set, try to use the application's executable name */

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@ -158,6 +158,7 @@ SDL3_0.0.0 {
SDL_GetAndroidInternalStoragePath;
SDL_GetAndroidJNIEnv;
SDL_GetAndroidSDKVersion;
SDL_GetAppMetadataProperty;
SDL_GetAssertionHandler;
SDL_GetAssertionReport;
SDL_GetAudioDeviceChannelMap;
@ -694,6 +695,8 @@ SDL3_0.0.0 {
SDL_SendGamepadEffect;
SDL_SendJoystickEffect;
SDL_SendJoystickVirtualSensorData;
SDL_SetAppMetadata;
SDL_SetAppMetadataProperty;
SDL_SetAssertionHandler;
SDL_SetAudioDeviceGain;
SDL_SetAudioPostmixCallback;

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@ -183,6 +183,7 @@
#define SDL_GetAndroidInternalStoragePath SDL_GetAndroidInternalStoragePath_REAL
#define SDL_GetAndroidJNIEnv SDL_GetAndroidJNIEnv_REAL
#define SDL_GetAndroidSDKVersion SDL_GetAndroidSDKVersion_REAL
#define SDL_GetAppMetadataProperty SDL_GetAppMetadataProperty_REAL
#define SDL_GetAssertionHandler SDL_GetAssertionHandler_REAL
#define SDL_GetAssertionReport SDL_GetAssertionReport_REAL
#define SDL_GetAudioDeviceChannelMap SDL_GetAudioDeviceChannelMap_REAL
@ -719,6 +720,8 @@
#define SDL_SendGamepadEffect SDL_SendGamepadEffect_REAL
#define SDL_SendJoystickEffect SDL_SendJoystickEffect_REAL
#define SDL_SendJoystickVirtualSensorData SDL_SendJoystickVirtualSensorData_REAL
#define SDL_SetAppMetadata SDL_SetAppMetadata_REAL
#define SDL_SetAppMetadataProperty SDL_SetAppMetadataProperty_REAL
#define SDL_SetAssertionHandler SDL_SetAssertionHandler_REAL
#define SDL_SetAudioDeviceGain SDL_SetAudioDeviceGain_REAL
#define SDL_SetAudioPostmixCallback SDL_SetAudioPostmixCallback_REAL

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@ -203,6 +203,7 @@ SDL_DYNAPI_PROC(Uint32,SDL_GetAndroidExternalStorageState,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAndroidInternalStoragePath,(void),(),return)
SDL_DYNAPI_PROC(void*,SDL_GetAndroidJNIEnv,(void),(),return)
SDL_DYNAPI_PROC(int,SDL_GetAndroidSDKVersion,(void),(),return)
SDL_DYNAPI_PROC(const char*,SDL_GetAppMetadataProperty,(const char *a),(a),return)
SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),return)
SDL_DYNAPI_PROC(const SDL_AssertData*,SDL_GetAssertionReport,(void),(),return)
SDL_DYNAPI_PROC(int*,SDL_GetAudioDeviceChannelMap,(SDL_AudioDeviceID a, int *b),(a,b),return)
@ -730,6 +731,8 @@ SDL_DYNAPI_PROC(int,SDL_SendAndroidMessage,(Uint32 a, int b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SendGamepadEffect,(SDL_Gamepad *a, const void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SendJoystickEffect,(SDL_Joystick *a, const void *b, int c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SendJoystickVirtualSensorData,(SDL_Joystick *a, SDL_SensorType b, Uint64 c, const float *d, int e),(a,b,c,d,e),return)
SDL_DYNAPI_PROC(int,SDL_SetAppMetadata,(const char *a, const char *b, const char *c),(a,b,c),return)
SDL_DYNAPI_PROC(int,SDL_SetAppMetadataProperty,(const char *a, const char *b),(a,b),return)
SDL_DYNAPI_PROC(void,SDL_SetAssertionHandler,(SDL_AssertionHandler a, void *b),(a,b),)
SDL_DYNAPI_PROC(int,SDL_SetAudioDeviceGain,(SDL_AudioDeviceID a, float b),(a,b),return)
SDL_DYNAPI_PROC(int,SDL_SetAudioPostmixCallback,(SDL_AudioDeviceID a, SDL_AudioPostmixCallback b, void *c),(a,b,c),return)

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@ -362,12 +362,19 @@ static SDL3AppDelegate *appDelegate = nil;
static NSString *GetApplicationName(void)
{
NSString *appName;
NSString *appName = nil;
const char *metaname = SDL_GetStringProperty(SDL_GetGlobalProperties(), SDL_PROP_APP_METADATA_NAME_STRING, NULL);
if (metaname && *metaname) {
appName = [NSString stringWithUTF8String:metaname];
}
/* Determine the application name */
appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleDisplayName"];
if (!appName) {
appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleName"];
appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleDisplayName"];
if (!appName) {
appName = [[NSBundle mainBundle] objectForInfoDictionaryKey:@"CFBundleName"];
}
}
if (![appName length]) {
@ -420,6 +427,10 @@ static void CreateApplicationMenus(void)
/* Add menu items */
title = [@"About " stringByAppendingString:appName];
// !!! FIXME: Menu items can't take parameters, just a basic selector, so this should instead call a selector
// !!! FIXME: that itself calls -[NSApplication orderFrontStandardAboutPanelWithOptions:optionsDictionary],
// !!! FIXME: filling in that NSDictionary with SDL_GetAppMetadataProperty()
[appleMenu addItemWithTitle:title action:@selector(orderFrontStandardAboutPanel:) keyEquivalent:@""];
[appleMenu addItem:[NSMenuItem separatorItem]];