scummvm/common/taskbar.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef COMMON_TASKBAR_MANAGER_H
#define COMMON_TASKBAR_MANAGER_H
#include "common/scummsys.h"
#if defined(USE_TASKBAR)
#include "common/str.h"
#include "common/config-manager.h"
#include "common/file.h"
namespace Common {
/**
* @defgroup common_taskbar Taskbar Manager
* @ingroup common
*
* @brief The TaskbarManager module allows for interaction with the ScummVM application icon.
*
* @{
*/
/**
* The TaskbarManager allows interaction with the ScummVM application icon:
* - in the taskbar on Windows 7 and later
* - in the launcher for Unity
* - in the dock on macOS
* - ...
*
* This allows GUI code and engines to display a progress bar, an overlay icon and/or count
* associated with the ScummVM icon as well as add the started engine to the recent items
* list (so that the user can start the engine directly in one click).
*
* Examples of use:
* - Track search progress and found engines when running the Mass Add dialog
* - Add an entry to the recent items when starting an engine
* - Show the current running engine icon as an overlay
*
* @note functionality will vary between supported platforms (due to API limitations)
* and some of the methods will just be no-ops or approximate the functionality
* as best as possible
*/
class TaskbarManager {
public:
/**
* Values representing the taskbar progress state
*/
enum TaskbarProgressState {
kTaskbarNoProgress = 0,
kTaskbarIndeterminate = 1,
kTaskbarNormal = 2,
kTaskbarError = 4,
kTaskbarPaused = 8
};
TaskbarManager() {}
virtual ~TaskbarManager() {}
/**
* Sets an overlay icon on the taskbar icon
*
* When an empty name is given, no icon is shown
* and the current overlay icon (if any) is removed
*
* @param name Path to the icon
* @param description The description
*
* @note on Windows, the icon should be an ICO file
*/
virtual void setOverlayIcon(const String &name, const String &description) {}
/**
* Sets a progress value on the taskbar icon
*
* @param completed The current progress value.
* @param total The maximum progress value.
*/
virtual void setProgressValue(int completed, int total) {}
/**
* Sets the progress state on the taskbar icon
*
* State can be any of the following:
* - NoProgress: disable display of progress state
* - Indeterminate
* - Normal
* - Error
* - Paused
*
* @param state The progress state
*/
virtual void setProgressState(TaskbarProgressState state) {}
/**
* Sets the count number associated with the icon as an overlay
*
* @param count The count
*
* @note Setting a count of 0 will hide the count
*/
virtual void setCount(int count) {}
/**
* Adds an engine to the recent items list
*
* Path is automatically set to the current executable path,
* an icon name is generated (with fallback to default icon)
* and the command line is set to start the engine on click.
*
* @param name The target name.
* @param description The description.
*/
virtual void addRecent(const String &name, const String &description) {}
/**
* Notifies the user an error occurred through the taskbar icon
*
* This will for example show the taskbar icon as red (using progress of 100% and an error state)
* on Windows, and set the launcher icon in the urgent state on Unity
*/
virtual void notifyError() {}
/**
* Clears the error notification
*/
virtual void clearError() {}
protected:
/**
* Get the path to an icon for the game
*
* @param target The game target
* @param extension The icon extension
* @return The icon path (or "" if no icon was found)
*/
Common::String getIconPath(const Common::String &target, const Common::String &extension) {
// We first try to look for a iconspath configuration variable then
// fallback to the extra path
//
// Icons can be either in a subfolder named "icons" or directly in the path
Common::String iconsPath = ConfMan.get("iconspath");
Common::String extraPath = ConfMan.get("extrapath");
Common::String targetIcon = target + extension;
Common::String qualifiedIcon = ConfMan.get("engineid") + "-" + ConfMan.get("gameid") + extension;
Common::String gameIcon = ConfMan.get("gameid") + extension;
Common::String engineIcon = ConfMan.get("engineid") + extension;
#define TRY_ICON_PATH(path) { \
Common::FSNode node((path)); \
if (node.exists()) \
return (path); \
}
if (!iconsPath.empty()) {
TRY_ICON_PATH(iconsPath + "/" + targetIcon);
TRY_ICON_PATH(iconsPath + "/" + qualifiedIcon);
TRY_ICON_PATH(iconsPath + "/" + gameIcon);
TRY_ICON_PATH(iconsPath + "/" + engineIcon);
TRY_ICON_PATH(iconsPath + "/icons/" + targetIcon);
TRY_ICON_PATH(iconsPath + "/icons/" + qualifiedIcon);
TRY_ICON_PATH(iconsPath + "/icons/" + gameIcon);
TRY_ICON_PATH(iconsPath + "/icons/" + engineIcon);
}
if (!extraPath.empty()) {
TRY_ICON_PATH(extraPath + "/" + targetIcon);
TRY_ICON_PATH(extraPath + "/" + qualifiedIcon);
TRY_ICON_PATH(extraPath + "/" + gameIcon);
TRY_ICON_PATH(extraPath + "/" + engineIcon);
TRY_ICON_PATH(extraPath + "/icons/" + targetIcon);
TRY_ICON_PATH(extraPath + "/icons/" + qualifiedIcon);
TRY_ICON_PATH(extraPath + "/icons/" + gameIcon);
TRY_ICON_PATH(extraPath + "/icons/" + engineIcon);
}
#undef TRY_ICON_PATH
return "";
}
};
/** @} */
} // End of namespace Common
#endif
#endif // COMMON_TASKBAR_MANAGER_H