scummvm/backends/taskbar/unity/unity-taskbar.cpp

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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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
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#include "common/scummsys.h"
#if defined(UNIX) && defined(USE_TASKBAR)
#include "backends/taskbar/unity/unity-taskbar.h"
#include "common/textconsole.h"
UnityTaskbarManager::UnityTaskbarManager() {
g_type_init();
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_loop = g_main_loop_new(NULL, FALSE);
_launcher = unity_launcher_entry_get_for_desktop_id("scummvm.desktop");
}
UnityTaskbarManager::~UnityTaskbarManager() {
g_main_loop_unref(_loop);
_loop = NULL;
}
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void UnityTaskbarManager::setOverlayIcon(const Common::String &name, const Common::String &description) {
if (_launcher == NULL)
return;
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warning("[UnityTaskbarManager::setOverlayIcon] Not implemented");
}
void UnityTaskbarManager::setProgressValue(int completed, int total) {
if (_launcher == NULL)
return;
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double percentage = (double)completed / (double)total;
unity_launcher_entry_set_progress(_launcher, percentage);
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unity_launcher_entry_set_progress_visible(_launcher, TRUE);
}
void UnityTaskbarManager::setProgressState(TaskbarProgressState state) {
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if (_launcher == NULL)
return;
switch (state) {
default:
warning("[UnityTaskbarManager::setProgressState] Unknown state / Not implemented (%d)", state);
// fallback to noprogress state
case kTaskbarNoProgress:
unity_launcher_entry_set_progress_visible(_launcher, FALSE);
break;
// Unity only support two progress states as of 3.0: visible or not visible
// We show progress in all of those states
case kTaskbarIndeterminate:
case kTaskbarNormal:
case kTaskbarError:
case kTaskbarPaused:
unity_launcher_entry_set_progress_visible(_launcher, TRUE);
break;
}
}
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void UnityTaskbarManager::addRecent(const Common::String &name, const Common::String &description) {
warning("[UnityTaskbarManager::addRecent] Not implemented");
}
// Unity requires the glib event loop to the run to function properly
// as events are sent asynchronously
bool UnityTaskbarManager::pollEvent(Common::Event &event) {
if (!_loop)
return false;
// Get context
GMainContext *context = g_main_loop_get_context(_loop);
if (!context)
return false;
// Dispatch events
g_main_context_iteration(context, FALSE);
return false;
}
#endif