/* 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. * */ #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 Mac OS X * - ... * * 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