haiku/src/servers/app/Desktop.h

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/*
* Copyright 2001-2006, Haiku.
* Distributed under the terms of the MIT License.
*
* Authors:
* Adrian Oanca <adioanca@cotty.iren.ro>
* Stephan Aßmus <superstippi@gmx.de>
* Axel Dörfler, axeld@pinc-software.de
*/
#ifndef DESKTOP_H
#define DESKTOP_H
#include "CursorManager.h"
#include "EventDispatcher.h"
#include "ScreenManager.h"
#include "ServerScreen.h"
#include "VirtualScreen.h"
#include "DesktopSettings.h"
#include "MessageLooper.h"
#include "WindowList.h"
#include "Workspace.h"
#include "WorkspacePrivate.h"
#include <ObjectList.h>
#include <Autolock.h>
#include <InterfaceDefs.h>
#include <List.h>
#include <Menu.h>
#include <Region.h>
#include <Window.h>
#define USE_MULTI_LOCKER 1
#if USE_MULTI_LOCKER
# include "MultiLocker.h"
#else
# include <Locker.h>
#endif
class BMessage;
class DrawingEngine;
class HWInterface;
class ServerApp;
class WorkspacesLayer;
struct server_read_only_memory;
namespace BPrivate {
class LinkSender;
};
class Desktop : public MessageLooper, public ScreenOwner {
public:
Desktop(uid_t userID);
virtual ~Desktop();
status_t Init();
uid_t UserID() const { return fUserID; }
virtual port_id MessagePort() const { return fMessagePort; }
area_id SharedReadOnlyArea() const { return fSharedReadOnlyArea; }
::EventDispatcher& EventDispatcher() { return fEventDispatcher; }
void BroadcastToAllApps(int32 code);
// Screen and drawing related methods
Screen* ScreenAt(int32 index) const
{ return fActiveScreen; }
Screen* ActiveScreen() const
{ return fActiveScreen; }
CursorManager& GetCursorManager() { return fCursorManager; }
void SetCursor(ServerCursor* cursor);
ServerCursor* Cursor() const;
* added a way for the ServerWindow message loop to determine the required type of locking before processing the message (single/all window lock) -> in most message cases, I could comment out the unlocking/locking which switched to the different lock, because the required lock is now already held, this removes some race conditions which were commented in the code already * EventDispatcher::SetDragMessage() didn't lock the object, this would have been bad if multiple windows tried to set a drag bitmap at once * the Desktop object keeps track of mouse position and pressed buttons, so that it doesn't need to lock the EventDispatcher for sending fake mouse moves to windows on show/hide of windows (solves some cases of possible dead locks with the new locking strategy) * the keyboard EventFilter switches the current workspace asynchrnously from the Desktop thread (another source of possible deadlocks) * the "reader is trying to become writer" check in MultiLocker is only used in DEBUG mode now As a summary: It would be nice if ServerWindow used a readlock for all messages it processes itself, and forwards all messages for which it needs a write lock to the Desktop thread. All cases where either the Desktop or the ServerWindow mess with the EventDispatcher are possible sources of deadlocks. This is solved right now by making sure that the lock is released before using the EventDispatcher. I have not observed any deadlocks while switching workspaces and launching many apps anymore, neither crashes. But I have not tested extensively except for in the test environment. That being said, I could reproduce the problems on first try before in Haiku. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@22410 a95241bf-73f2-0310-859d-f6bbb57e9c96
2007-10-02 18:09:11 +04:00
void SetLastMouseState(const BPoint& position,
int32 buttons);
// for use by the mouse filter only
// both mouse position calls require
// the Desktop object to be locked
// already
void GetLastMouseState(BPoint* position,
int32* buttons) const;
// for use by ServerWindow
void ScreenChanged(Screen* screen, bool makeDefault);
void ScreenRemoved(Screen* screen) {}
void ScreenAdded(Screen* screen) {}
bool ReleaseScreen(Screen* screen) { return false; }
const ::VirtualScreen& VirtualScreen() const { return fVirtualScreen; }
DrawingEngine* GetDrawingEngine() const
{ return fVirtualScreen.DrawingEngine(); }
::HWInterface* HWInterface() const
{ return fVirtualScreen.HWInterface(); }
// Workspace methods
* added a way for the ServerWindow message loop to determine the required type of locking before processing the message (single/all window lock) -> in most message cases, I could comment out the unlocking/locking which switched to the different lock, because the required lock is now already held, this removes some race conditions which were commented in the code already * EventDispatcher::SetDragMessage() didn't lock the object, this would have been bad if multiple windows tried to set a drag bitmap at once * the Desktop object keeps track of mouse position and pressed buttons, so that it doesn't need to lock the EventDispatcher for sending fake mouse moves to windows on show/hide of windows (solves some cases of possible dead locks with the new locking strategy) * the keyboard EventFilter switches the current workspace asynchrnously from the Desktop thread (another source of possible deadlocks) * the "reader is trying to become writer" check in MultiLocker is only used in DEBUG mode now As a summary: It would be nice if ServerWindow used a readlock for all messages it processes itself, and forwards all messages for which it needs a write lock to the Desktop thread. All cases where either the Desktop or the ServerWindow mess with the EventDispatcher are possible sources of deadlocks. This is solved right now by making sure that the lock is released before using the EventDispatcher. I have not observed any deadlocks while switching workspaces and launching many apps anymore, neither crashes. But I have not tested extensively except for in the test environment. That being said, I could reproduce the problems on first try before in Haiku. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@22410 a95241bf-73f2-0310-859d-f6bbb57e9c96
2007-10-02 18:09:11 +04:00
void SetWorkspaceAsync(int32 index);
void SetWorkspace(int32 index);
int32 CurrentWorkspace()
{ return fCurrentWorkspace; }
Workspace::Private& WorkspaceAt(int32 index)
{ return fWorkspaces[index]; }
status_t SetWorkspacesCount(int32 newCount);
// WindowLayer methods
void ActivateWindow(WindowLayer* window);
void SendWindowBehind(WindowLayer* window,
WindowLayer* behindOf = NULL);
void ShowWindow(WindowLayer* window);
void HideWindow(WindowLayer* window);
void MoveWindowBy(WindowLayer* window, float x, float y,
int32 workspace = -1);
void ResizeWindowBy(WindowLayer* window, float x, float y);
bool SetWindowTabLocation(WindowLayer* window, float location);
bool SetWindowDecoratorSettings(WindowLayer* window,
const BMessage& settings);
void SetWindowWorkspaces(WindowLayer* window,
uint32 workspaces);
void AddWindow(WindowLayer* window);
void RemoveWindow(WindowLayer* window);
bool AddWindowToSubset(WindowLayer* subset,
WindowLayer* window);
void RemoveWindowFromSubset(WindowLayer* subset,
WindowLayer* window);
void SetWindowLook(WindowLayer* window, window_look look);
void SetWindowFeel(WindowLayer* window, window_feel feel);
void SetWindowFlags(WindowLayer* window, uint32 flags);
void SetWindowTitle(WindowLayer* window, const char* title);
WindowLayer* FocusWindow() const { return fFocus; }
WindowLayer* FrontWindow() const { return fFront; }
WindowLayer* BackWindow() const { return fBack; }
WindowLayer* WindowAt(BPoint where);
WindowLayer* MouseEventWindow() const { return fMouseEventWindow; }
void SetMouseEventWindow(WindowLayer* window);
void SetViewUnderMouse(const WindowLayer* window, int32 viewToken);
int32 ViewUnderMouse(const WindowLayer* window);
void SetFocusWindow(WindowLayer* window);
EventTarget* KeyboardEventTarget();
WindowLayer* FindWindowLayerByClientToken(int32 token, team_id teamID);
//WindowLayer* FindWindowLayerByServerToken(int32 token);
#if USE_MULTI_LOCKER
bool LockSingleWindow() { return fWindowLock.ReadLock(); }
void UnlockSingleWindow() { fWindowLock.ReadUnlock(); }
bool LockAllWindows() { return fWindowLock.WriteLock(); }
void UnlockAllWindows() { fWindowLock.WriteUnlock(); }
#else // USE_MULTI_LOCKER
bool LockSingleWindow() { return fWindowLock.Lock(); }
void UnlockSingleWindow() { fWindowLock.Unlock(); }
bool LockAllWindows() { return fWindowLock.Lock(); }
void UnlockAllWindows() { fWindowLock.Unlock(); }
#endif // USE_MULTI_LOCKER
void MarkDirty(BRegion& region);
BRegion& BackgroundRegion()
{ return fBackgroundRegion; }
void RedrawBackground();
void StoreWorkspaceConfiguration(int32 index);
void MinimizeApplication(team_id team);
void BringApplicationToFront(team_id team);
void WindowAction(int32 windowToken, int32 action);
void WriteWindowList(team_id team,
BPrivate::LinkSender& sender);
void WriteWindowInfo(int32 serverToken,
BPrivate::LinkSender& sender);
private:
void _LaunchInputServer();
void _SetWorkspace(int32 index);
void _ShowWindow(WindowLayer* window,
bool affectsOtherWindows = true);
void _HideWindow(WindowLayer* window);
void _UpdateSubsetWorkspaces(WindowLayer* window,
int32 previousIndex = -1,
int32 newIndex = -1);
void _ChangeWindowWorkspaces(WindowLayer* window,
uint32 oldWorkspaces, uint32 newWorkspaces);
void _BringWindowsToFront(WindowList& windows,
int32 list, bool wereVisible);
status_t _ActivateApp(team_id team);
void _SendFakeMouseMoved(WindowLayer* window = NULL);
void _RebuildClippingForAllWindows(BRegion& stillAvailableOnScreen);
void _TriggerWindowRedrawing(BRegion& newDirtyRegion);
void _SetBackground(BRegion& background);
void _UpdateFloating(int32 previousWorkspace = -1,
int32 nextWorkspace = -1,
WindowLayer* mouseEventWindow = NULL);
void _UpdateBack();
void _UpdateFront(bool updateFloating = true);
void _UpdateFronts(bool updateFloating = true);
bool _WindowHasModal(WindowLayer* window);
void _WindowChanged(WindowLayer* window);
void _GetLooperName(char* name, size_t size);
void _PrepareQuit();
void _DispatchMessage(int32 code,
BPrivate::LinkReceiver &link);
WindowList& _CurrentWindows();
WindowList& _Windows(int32 index);
private:
friend class DesktopSettings;
friend class LockedDesktopSettings;
uid_t fUserID;
::VirtualScreen fVirtualScreen;
DesktopSettingsPrivate* fSettings;
port_id fMessagePort;
::EventDispatcher fEventDispatcher;
port_id fInputPort;
area_id fSharedReadOnlyArea;
server_read_only_memory* fServerReadOnlyMemory;
BLocker fApplicationsLock;
BObjectList<ServerApp> fApplications;
sem_id fShutdownSemaphore;
int32 fShutdownCount;
::Workspace::Private fWorkspaces[kMaxWorkspaces];
int32 fCurrentWorkspace;
WindowList fAllWindows;
WindowList fSubsetWindows;
WorkspacesLayer* fWorkspacesLayer;
Screen* fActiveScreen;
CursorManager fCursorManager;
#if USE_MULTI_LOCKER
MultiLocker fWindowLock;
#else
BLocker fWindowLock;
#endif
BRegion fBackgroundRegion;
BRegion fScreenRegion;
bool fFocusFollowsMouse;
WindowLayer* fMouseEventWindow;
const WindowLayer* fWindowUnderMouse;
int32 fViewUnderMouse;
* added a way for the ServerWindow message loop to determine the required type of locking before processing the message (single/all window lock) -> in most message cases, I could comment out the unlocking/locking which switched to the different lock, because the required lock is now already held, this removes some race conditions which were commented in the code already * EventDispatcher::SetDragMessage() didn't lock the object, this would have been bad if multiple windows tried to set a drag bitmap at once * the Desktop object keeps track of mouse position and pressed buttons, so that it doesn't need to lock the EventDispatcher for sending fake mouse moves to windows on show/hide of windows (solves some cases of possible dead locks with the new locking strategy) * the keyboard EventFilter switches the current workspace asynchrnously from the Desktop thread (another source of possible deadlocks) * the "reader is trying to become writer" check in MultiLocker is only used in DEBUG mode now As a summary: It would be nice if ServerWindow used a readlock for all messages it processes itself, and forwards all messages for which it needs a write lock to the Desktop thread. All cases where either the Desktop or the ServerWindow mess with the EventDispatcher are possible sources of deadlocks. This is solved right now by making sure that the lock is released before using the EventDispatcher. I have not observed any deadlocks while switching workspaces and launching many apps anymore, neither crashes. But I have not tested extensively except for in the test environment. That being said, I could reproduce the problems on first try before in Haiku. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@22410 a95241bf-73f2-0310-859d-f6bbb57e9c96
2007-10-02 18:09:11 +04:00
BPoint fLastMousePosition;
int32 fLastMouseButtons;
WindowLayer* fFocus;
WindowLayer* fFront;
WindowLayer* fBack;
};
#endif // DESKTOP_H