Zombie devices just sit there doing nothing until a new default device
is chosen, and then they migrate all their logical devices before being
destroyed.
This lets the system deal with the likely outcome of a USB headset being
the default audio device, and when its cable is yanked out, the backend
will likely announce this _before_ it chooses a new default (or, perhaps,
the only device in the system got yanked out and there _isn't_ a new
default to be had until the user plugs the cable back in).
This lets the audio device hold on without disturbing the app until it can
seamlessly migrate audio, and it also means the backend does not have to
be careful in how it announces device events, since SDL will manage the
time between a device loss and its replacement.
Note that this _only_ applies to things opened as the default device
(SDL_AUDIO_DEVICE_DEFAULT_OUTPUT, etc). If those USB headphones are the
default, and one SDL_OpenAudioDevice() call asked for them specifically and
the other just said "give me the system default," the explicitly requested
open will get a device-lost notification immediately. The other open will
live on as a zombie until it can migrate to the new default.
This drops the complexity of the PulseAudio hotplug thread dramatically,
back to what it was previously, since it no longer needs to fight against
Pulse's asychronous nature, but just report device disconnects and new
default choices as they arrive.
loopwave has been updated to not check for device removals anymore; since
it opens the default device, this is now managed for it; it no longer
needs to close and reopen a device, and as far as it knows, the device
is never lost in the first place.
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.
In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.
The script I ran for the src directory is added as build-scripts/clang-format-src.sh
This fixes:
#6592#6593#6594
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
I ran this script in the include directory:
```sh
sed -i '' -e 's,#include "\(SDL.*\)",#include <SDL3/\1>,' *.h
```
I ran this script in the src directory:
```sh
for i in ../include/SDL3/SDL*.h
do hdr=$(basename $i)
if [ x"$(echo $hdr | egrep 'SDL_main|SDL_name|SDL_test|SDL_syswm|SDL_opengl|SDL_egl|SDL_vulkan')" != x ]; then
find . -type f -exec sed -i '' -e 's,#include "\('$hdr'\)",#include <SDL3/\1>,' {} \;
else
find . -type f -exec sed -i '' -e '/#include "'$hdr'"/d' {} \;
fi
done
```
Fixes https://github.com/libsdl-org/SDL/issues/6575
As well as reducing duplication, this lets the tests load their resources
from the SDL_GetBasePath() on platforms that support it, which is useful
if the tests are compiled along with the rest of SDL and installed below
/usr as manual tests, similar to GNOME's installed-tests convention.
Thanks to Ozkan Sezer for the OS/2 build glue.
Co-authored-by: Ozkan Sezer <sezeroz@gmail.com>
Signed-off-by: Simon McVittie <smcv@collabora.com>
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().