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