Example #1
0
int init_indicator() {
  // check if system has libappindicator1 package
  appindicator_handle = dlopen("libappindicator.so.1", RTLD_LAZY);
  if (appindicator_handle == NULL) {
    // try libappindicator3
    appindicator_handle = dlopen("libappindicator3.so.1", RTLD_LAZY);
  }

  if (appindicator_handle != NULL) {
    dl_app_indicator_new = dlsym(appindicator_handle, "app_indicator_new");
    dl_app_indicator_set_status = dlsym(appindicator_handle, "app_indicator_set_status");
    dl_app_indicator_set_menu = dlsym(appindicator_handle, "app_indicator_set_menu");
    dl_app_indicator_set_icon = dlsym(appindicator_handle, "app_indicator_set_icon");
    create_indicator();
    return 0;
  } else {
    go_log("Failed to load libappindicator shared library (via dlopen)");
    return 1;
  }
}
Example #2
0
void init(const char* title, struct image imageData)
{
    int argc = 0;
    char *argv[] = { "" };
    gtk_init(&argc, (char***)&argv);

    menu_title = title;
    icon = imageData.bytes;
    iconSize = imageData.length;
    menu = gtk_menu_new();
    void *handle;

    // check if system has libappindicator1 package
    handle = dlopen("libappindicator.so.1", RTLD_LAZY);
    if(!handle) {
      create_status_icon();
    } else {
      create_indicator(handle);
    }
}
Example #3
0
static bool app_create(void *data)
{
	/* Hook to take necessary actions before main event loop starts
	 * Initialize UI resources and application's data
	 * If this function returns true, the main loop of application starts
	 * If this function returns false, the application is terminated. */

	Evas_Object *gl;
	appdata_s *ad = data;

	if (!data)
		return false;

	/* Create the window */
	ad->win = add_win(ad->name);

	if (!ad->win)
		return false;

	create_indicator(ad);
	evas_object_smart_callback_add(ad->win, "delete,request", win_delete_request_cb, NULL);
	eext_object_event_callback_add(ad->win, EEXT_CALLBACK_BACK, win_back_cb, ad);

	/* Create and initialize GLView */
	gl = elm_glview_add(ad->conform);
	ELEMENTARY_GLVIEW_GLOBAL_USE(gl);
	evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
	evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);

	/* Request a surface with alpha and a depth buffer */
	elm_glview_mode_set(gl, ELM_GLVIEW_DEPTH);

	/* The resize policy tells GLView what to do with the surface when it
	 * resizes. ELM_GLVIEW_RESIZE_POLICY_RECREATE will tell it to
	 * destroy the current surface and recreate it to the new size.
	 */
	elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);

	/* The render policy sets how GLView should render GL code.
	 * ELM_GLVIEW_RENDER_POLICY_ON_DEMAND will have the GL callback
	 * called only when the object is visible.
	 * ELM_GLVIEW_RENDER_POLICY_ALWAYS would cause the callback to be
	 * called even if the object were hidden.
	 */
	elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);

	/* The initialize callback function gets registered here */
	elm_glview_init_func_set(gl, init_gl);

	/* The delete callback function gets registered here */
	elm_glview_del_func_set(gl, del_gl);

	/* The resize callback function gets registered here */
	elm_glview_resize_func_set(gl, resize_gl);

	/* The render callback function gets registered here */
	elm_glview_render_func_set(gl, draw_gl);

	/* Add the GLView to the conformant and show it */
	elm_object_content_set(ad->conform, gl);
	evas_object_show(gl);

	elm_object_focus_set(gl, EINA_TRUE);

	/* This adds an animator so that the app will regularly
	 * trigger updates of the GLView using elm_glview_changed_set().
	 *
	 * NOTE: If you delete GL, this animator will keep running trying to access
	 * GL so this animator needs to be deleted with ecore_animator_del().
	 */
	ad->ani = ecore_animator_add(anim, gl);
	evas_object_data_set(gl, "ad", ad);
	evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, del_anim, gl);

	evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_DOWN, mouse_down_cb, ad);
	evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_UP, mouse_up_cb, ad);
	evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_MOVE, mouse_move_cb, ad);

	evas_object_show(ad->win);

	/* Return true: the main loop will now start running */
	return true;
}
Example #4
0
static bool app_create(void *data) {
    /* Hook to take necessary actions before main event loop starts
     * Initialize UI resources and application's data
     * If this function returns true, the main loop of application starts
     * If this function returns false, the application is terminated. */

    Evas_Object *gl;
    Application *ad = (Application *)data;

    if (!data)
        return false;

    /* Create and initialize GLView */
    elm_config_accel_preference_set("opengl");
    /* Create the window */
    ad->_win = add_win("cocos2d-x");

    if (!ad->_win)
        return false;

    int rots[2];
    rots[0] = ad->_orientation;
    rots[1] = rots[0] + 180 % 360;
    elm_win_wm_rotation_available_rotations_set(ad->_win, rots, 2);

    ecore_event_handler_add(ECORE_EVENT_KEY_DOWN, _key_down_cb, ad);
    ecore_event_handler_add(ECORE_EVENT_KEY_UP, _key_up_cb, ad);

    gl = elm_glview_add(ad->_win);
    elm_win_resize_object_add(ad->_win, gl);
    ELEMENTARY_GLVIEW_GLOBAL_USE(gl);
    evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
    evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);

    /* Create and initialize GLView */
    ad->initGLContextAttrs();
    auto attrs = GLView::getGLContextAttrs();
    auto mode = get_glview_mode(attrs);
    elm_glview_mode_set(gl, mode);

    /* The resize policy tells GLView what to do with the surface when it
     * resizes. ELM_GLVIEW_RESIZE_POLICY_RECREATE will tell it to
     * destroy the current surface and recreate it to the new size.
     */
    //elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);

    /* The render policy sets how GLView should render GL code.
     * ELM_GLVIEW_RENDER_POLICY_ON_DEMAND will have the GL callback
     * called only when the object is visible.
     * ELM_GLVIEW_RENDER_POLICY_ALWAYS would cause the callback to be
     * called even if the object were hidden.
     */
    elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);

    /* The initialize callback function gets registered here */
    elm_glview_init_func_set(gl, init_gl);

    /* The delete callback function gets registered here */
    elm_glview_del_func_set(gl, del_gl);

    /* The resize callback function gets registered here */
    // Cocos2d-x doesn't support to change orientation from portrait to landscape.
    // So comment next line.
//  elm_glview_resize_func_set(gl, resize_gl);

    /* The render callback function gets registered here */
    elm_glview_render_func_set(gl, draw_gl);

    /* Add the GLView to the box and show it */
    evas_object_show(gl);

    elm_object_focus_set(gl, EINA_TRUE);

    /* This adds an animator so that the app will regularly
     * trigger updates of the GLView using elm_glview_changed_set().
     *
     * NOTE: If you delete GL, this animator will keep running trying to access
     * GL so this animator needs to be deleted with ecore_animator_del().
     */
    ecore_animator_source_set(ECORE_ANIMATOR_SOURCE_TIMER);
    ad->_ani = ecore_animator_add(anim, gl);
    evas_object_data_set(gl, "ani", ad->_ani);
    evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, del_anim, gl);

    /* Add Mouse Event Callbacks */
    evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_DOWN, touch_down_cb, ad);
    evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_MOVE, touch_move_cb, ad);
    evas_object_event_callback_add(gl, EVAS_CALLBACK_MOUSE_UP, touch_up_cb, ad);

    evas_object_event_callback_add(gl, EVAS_CALLBACK_MULTI_DOWN, touches_down_cb, ad);
    evas_object_event_callback_add(gl, EVAS_CALLBACK_MULTI_MOVE, touches_move_cb, ad);
    evas_object_event_callback_add(gl, EVAS_CALLBACK_MULTI_UP, touches_up_cb, ad);



    create_indicator(ad);

    return true;
}