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systray.go
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systray.go
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// Package systray is a cross-platform Go library to place an icon and menu in the notification area.
package systray
import (
"fmt"
"log"
"runtime"
"sync"
"sync/atomic"
)
var (
systrayReady func()
systrayExit func()
systrayExitCalled bool
menuItems = make(map[uint32]*MenuItem)
menuItemsLock sync.RWMutex
currentID atomic.Uint32
quitOnce sync.Once
)
var (
// TrayOpenedCh is the channel which will be notified when system tray is shown. Only works on Linux and Windows.
TrayOpenedCh = make(chan struct{})
)
// This helper function allows us to call systrayExit only once,
// without accidentally calling it twice in the same lifetime.
func runSystrayExit() {
if !systrayExitCalled {
systrayExitCalled = true
systrayExit()
}
}
func init() {
runtime.LockOSThread()
}
// MenuItem is used to keep track each menu item of systray.
// Don't create it directly, use the one systray.AddMenuItem() returned
type MenuItem struct {
// ClickedCh is the channel which will be notified when the menu item is clicked
ClickedCh chan struct{}
// id uniquely identify a menu item, not supposed to be modified
id uint32
// title is the text shown on menu item
title string
// tooltip is the text shown when pointing to menu item
tooltip string
// disabled menu item is grayed out and has no effect when clicked
disabled bool
// checked menu item has a tick before the title
checked bool
// has the menu item a checkbox (Linux)
isCheckable bool
// parent item, for sub menus
parent *MenuItem
}
func (item *MenuItem) String() string {
if item.parent == nil {
return fmt.Sprintf("MenuItem[%d, %q]", item.id, item.title)
}
return fmt.Sprintf("MenuItem[%d, parent %d, %q]", item.id, item.parent.id, item.title)
}
// newMenuItem returns a populated MenuItem object
func newMenuItem(title string, tooltip string, parent *MenuItem) *MenuItem {
return &MenuItem{
ClickedCh: make(chan struct{}),
id: currentID.Add(1),
title: title,
tooltip: tooltip,
disabled: false,
checked: false,
isCheckable: false,
parent: parent,
}
}
// Run initializes GUI and starts the event loop, then invokes the onReady
// callback. It blocks until systray.Quit() is called.
func Run(onReady, onExit func()) {
setInternalLoop(true)
Register(onReady, onExit)
nativeLoop()
}
// RunWithExternalLoop allows the systemtray module to operate with other tookits.
// The returned start and end functions should be called by the toolkit when the application has started and will end.
func RunWithExternalLoop(onReady, onExit func()) (start, end func()) {
Register(onReady, onExit)
return nativeStart, func() {
nativeEnd()
Quit()
}
}
// Register initializes GUI and registers the callbacks but relies on the
// caller to run the event loop somewhere else. It's useful if the program
// needs to show other UI elements, for example, webview.
// To overcome some OS weirdness, On macOS versions before Catalina, calling
// this does exactly the same as Run().
func Register(onReady func(), onExit func()) {
if onReady == nil {
systrayReady = func() {}
} else {
// Run onReady on separate goroutine to avoid blocking event loop
readyCh := make(chan interface{})
go func() {
<-readyCh
onReady()
}()
systrayReady = func() {
close(readyCh)
}
}
// unlike onReady, onExit runs in the event loop to make sure it has time to
// finish before the process terminates
if onExit == nil {
onExit = func() {}
}
systrayExit = onExit
systrayExitCalled = false
registerSystray()
}
// ResetMenu will remove all menu items
func ResetMenu() {
menuItemsLock.Lock()
for id, item := range menuItems {
item.close()
delete(menuItems, id)
}
resetMenu()
menuItemsLock.Unlock()
}
// Refresh will emit the current menu to the system
func Refresh() {
refresh()
}
// Quit the systray
func Quit() {
quitOnce.Do(quit)
}
// AddMenuItem adds a menu item with the designated title and tooltip.
// It can be safely invoked from different goroutines.
// Created menu items are checkable on Windows and OSX by default. For Linux you have to use AddMenuItemCheckbox
func AddMenuItem(title string, tooltip string) *MenuItem {
item := newMenuItem(title, tooltip, nil)
item.update()
return item
}
// AddMenuItemCheckbox adds a menu item with the designated title and tooltip and a checkbox for Linux.
// On other platforms there will be a check indicated next to the item if `checked` is true.
// It can be safely invoked from different goroutines.
func AddMenuItemCheckbox(title string, tooltip string, checked bool) *MenuItem {
item := newMenuItem(title, tooltip, nil)
item.isCheckable = true
item.checked = checked
item.update()
return item
}
// AddSeparator adds a separator bar to the menu
func AddSeparator() {
addSeparator(currentID.Add(1), 0)
}
// AddSeparator adds a separator bar to the submenu
func (item *MenuItem) AddSeparator() {
addSeparator(currentID.Add(1), item.id)
}
// AddSubMenuItem adds a nested sub-menu item with the designated title and tooltip.
// It can be safely invoked from different goroutines.
// Created menu items are checkable on Windows and OSX by default. For Linux you have to use AddSubMenuItemCheckbox
func (item *MenuItem) AddSubMenuItem(title string, tooltip string) *MenuItem {
child := newMenuItem(title, tooltip, item)
child.update()
return child
}
// AddSubMenuItemCheckbox adds a nested sub-menu item with the designated title and tooltip and a checkbox for Linux.
// It can be safely invoked from different goroutines.
// On Windows and OSX this is the same as calling AddSubMenuItem
func (item *MenuItem) AddSubMenuItemCheckbox(title string, tooltip string, checked bool) *MenuItem {
child := newMenuItem(title, tooltip, item)
child.isCheckable = true
child.checked = checked
child.update()
return child
}
// SetTitle set the text to display on a menu item
func (item *MenuItem) SetTitle(title string) {
item.title = title
item.update()
}
// SetTooltip set the tooltip to show when mouse hover
func (item *MenuItem) SetTooltip(tooltip string) {
item.tooltip = tooltip
item.update()
}
// Disabled checks if the menu item is disabled
func (item *MenuItem) Disabled() bool {
return item.disabled
}
// Enable a menu item regardless if it's previously enabled or not
func (item *MenuItem) Enable() {
item.disabled = false
item.update()
}
// Disable a menu item regardless if it's previously disabled or not
func (item *MenuItem) Disable() {
item.disabled = true
item.update()
}
// Hide hides a menu item
func (item *MenuItem) Hide() {
hideMenuItem(item)
}
// Remove removes a menu item
func (item *MenuItem) Remove() {
removeMenuItem(item)
menuItemsLock.Lock()
delete(menuItems, item.id)
menuItemsLock.Unlock()
}
// Show shows a previously hidden menu item
func (item *MenuItem) Show() {
showMenuItem(item)
}
// Checked returns if the menu item has a check mark
func (item *MenuItem) Checked() bool {
return item.checked
}
// Check a menu item regardless if it's previously checked or not
func (item *MenuItem) Check() {
item.checked = true
item.update()
}
// Uncheck a menu item regardless if it's previously unchecked or not
func (item *MenuItem) Uncheck() {
item.checked = false
item.update()
}
// update propagates changes on a menu item to systray
func (item *MenuItem) update() {
menuItemsLock.Lock()
menuItems[item.id] = item
menuItemsLock.Unlock()
addOrUpdateMenuItem(item)
}
// close closes a clicked channel
func (item *MenuItem) close() {
close(item.ClickedCh)
}
func systrayMenuItemSelected(id uint32) {
menuItemsLock.RLock()
item, ok := menuItems[id]
menuItemsLock.RUnlock()
if !ok {
log.Printf("systray error: no menu item with ID %d\n", id)
return
}
select {
case item.ClickedCh <- struct{}{}:
// in case no one waiting for the channel
default:
}
}