haiku/src/servers/app/ServerApp.h

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//------------------------------------------------------------------------------
// Copyright (c) 2001-2005, Haiku, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: ServerApp.h
// Author: DarkWyrm <bpmagic@columbus.rr.com>
// Adi Oanca <adioanca@myrealbox.com>
// Description: Server-side BApplication counterpart
//
//------------------------------------------------------------------------------
#ifndef _SERVERAPP_H_
#define _SERVERAPP_H_
#include <OS.h>
#include <String.h>
#include <PortLink.h>
#include "SubWindowList.h"
class AreaPool;
class BMessage;
class BList;
class DisplayDriver;
class ServerPicture;
class ServerCursor;
class ServerBitmap;
namespace BPrivate {
class PortLink;
};
/*!
\class ServerApp ServerApp.h
\brief Counterpart to BApplication within the app_server
*/
class ServerApp {
public:
ServerApp(port_id sendport, port_id rcvport, port_id clientLooperPort,
team_id clientTeamID, int32 handlerID, const char* signature);
virtual ~ServerApp(void);
bool Run(void);
/*
TODO: These aren't even implemented...
void Lock(void);
void Unlock(void);
bool IsLocked(void);
*/
/*!
\brief Determines whether the application is the active one
\return true if active, false if not.
*/
bool IsActive(void) const { return fIsActive; }
void Activate(bool value);
bool PingTarget(void);
void PostMessage(int32 code);
void SendMessageToClient( const BMessage* msg ) const;
void SetAppCursor(void);
team_id ClientTeamID() const;
thread_id MonitorThreadID() const;
const char *Title() const { return fSignature.String(); }
int32 CountBitmaps() const;
ServerBitmap *FindBitmap(int32 token) const;
int32 CountPictures() const;
ServerPicture *FindPicture(int32 token) const;
AreaPool *AppAreaPool() { return fSharedMem; }
SubWindowList fAppSubWindowList;
private:
void DispatchMessage(int32 code, BPrivate::LinkReceiver &link);
static int32 MonitorApp(void *data);
// our BApplication's event port
port_id fClientAppPort;
// port we receive messages from our BApplication
port_id fMessagePort;
// TODO: find out why there is both the app port and the looper port. Do
// we really need both? Actually, we aren't using any of these ports,
// as BAppServerLink/BPortlink's messages always contain the reply port
// To send a message to the client, write a BMessage to this port
port_id fClientLooperPort;
BString fSignature;
thread_id fMonitorThreadID;
team_id fClientTeamID;
BPrivate::PortLink fLink;
// TODO:
// - Are really Bitmaps and Pictures stored per application and not globally ?
// - As we reference these stuff by token, what about putting them in hash tables ?
BList *fSWindowList,
*fBitmapList,
*fPictureList;
ServerCursor *fAppCursor;
// TODO: Not used.
sem_id fLockSem;
bool fCursorHidden;
bool fIsActive;
// token ID of the BApplication's BHandler object.
// Used for BMessage target specification
// TODO: Is it still needed ? We aren't using it.
//int32 fHandlerToken;
AreaPool *fSharedMem;
bool fQuitting;
};
#endif // _SERVERAPP_H_