1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181
|
/*
* Copyright 2019 elementary, Inc. (https://elementary.io)
*
* This program or library is free software; you can redistribute it
* and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General
* Public License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301 USA.
*/
/**
* LauncherEntry implementation from the Granite library.
* This file is used if Granite isn't used to compile GoForIt!.
* It doesn't pull in additional dependencies and doesn't depend on the rest of
* Granite.
*/
namespace Builtin.Granite.Services {
/**
* Utilities for Applications
*/
namespace Application {
[DBus (name = "com.canonical.Unity.LauncherEntry")]
private class UnityLauncherEntry : GLib.Object {
private static AsyncMutex? instance_mutex = null;
private static UnityLauncherEntry instance;
internal static async unowned UnityLauncherEntry get_instance () throws GLib.Error {
if (instance_mutex == null) {
instance_mutex = new AsyncMutex ();
}
yield instance_mutex.lock ();
if (instance != null) {
instance_mutex.unlock ();
return instance;
}
weak GLib.Application app = GLib.Application.get_default ();
if (app == null) {
instance_mutex.unlock ();
throw new GLib.IOError.FAILED ("No GApplication has been defined");
}
if (app.application_id == null) {
instance_mutex.unlock ();
throw new GLib.IOError.FAILED ("The GApplication has no application-id defined");
}
var local_instance = new UnityLauncherEntry ();
local_instance.app_uri = "application://%s.desktop".printf (app.application_id);
var object_path = new GLib.ObjectPath (
"/com/canonical/unity/launcherentry/%u".printf (local_instance.app_uri.hash ())
);
try {
var session_connection = yield GLib.Bus.@get (GLib.BusType.SESSION, null);
session_connection.register_object (object_path, local_instance);
instance = local_instance;
} catch (GLib.Error e) {
instance_mutex.unlock ();
throw e;
}
instance_mutex.unlock ();
return instance;
}
construct {
properties = new GLib.HashTable<string,GLib.Variant> (str_hash, str_equal);
properties["urgent"] = new GLib.Variant.boolean (false);
properties["count"] = new GLib.Variant.int64 (0);
properties["count-visible"] = new GLib.Variant.boolean (false);
properties["progress"] = new GLib.Variant.double (0.0);
properties["progress-visible"] = new GLib.Variant.boolean (false);
}
private string app_uri;
private GLib.HashTable<string,GLib.Variant> properties;
internal void set_app_property (string property, GLib.Variant var) {
var updated_properties = new GLib.HashTable<string,GLib.Variant> (str_hash, str_equal);
updated_properties[property] = var;
properties[property] = var;
update (app_uri, updated_properties);
}
public signal void update (string app_uri, GLib.HashTable<string,GLib.Variant> properties);
public GLib.HashTable<string,Variant> query () throws GLib.Error {
return properties;
}
}
/**
* Set the badge count, usually visible with the dock in the desktop. There is no guarantee
* that the target environment supports it in any way.
* For it to be visible, one has to make sure to call set_badge_visible().
*/
public static async bool set_badge (int64 count) throws GLib.Error {
unowned UnityLauncherEntry instance = yield UnityLauncherEntry.get_instance ();
instance.set_app_property ("count", new GLib.Variant.int64 (count));
return true;
}
/**
* Set the badge visibility.
*/
public static async bool set_badge_visible (bool visible) throws GLib.Error {
unowned UnityLauncherEntry instance = yield UnityLauncherEntry.get_instance ();
instance.set_app_property ("count-visible", new GLib.Variant.boolean (visible));
return true;
}
/**
* Set the progress of the application, usually visible with the dock in the desktop.
* There is no guarantee that the target environment supports it in any way.
* For it to be visible, one has to make sure to call set_progress_visible().
*/
public static async bool set_progress (double progress) throws GLib.Error {
unowned UnityLauncherEntry instance = yield UnityLauncherEntry.get_instance ();
instance.set_app_property ("progress", new GLib.Variant.double (progress));
return true;
}
/**
* Set the progress visibility.
*/
public static async bool set_progress_visible (bool visible) throws GLib.Error {
unowned UnityLauncherEntry instance = yield UnityLauncherEntry.get_instance ();
instance.set_app_property ("progress-visible", new GLib.Variant.boolean (visible));
return true;
}
}
/**
* AsyncMutex implementation with Gee.ArrayQueue replaced with GLib.Queue
*/
internal class AsyncMutex {
private class Callback {
public SourceFunc callback;
public Callback (owned SourceFunc cb) {
callback = (owned)cb;
}
}
private GLib.Queue<Callback> callbacks;
private bool locked;
public AsyncMutex () {
locked = false;
callbacks = new GLib.Queue<Callback> ();
}
public async void lock () {
while (locked) {
SourceFunc cb = lock.callback;
callbacks.push_head (new Callback ((owned)cb));
yield;
}
locked = true;
}
public void unlock () {
locked = false;
var callback = callbacks.pop_head ();
if (callback != null) {
Idle.add ((owned)callback.callback);
}
}
}
}
|