haiku/headers/private/print/Jobs.h

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/*****************************************************************************/
// Jobs
//
// Author
// Michael Pfeiffer
//
// This application and all source files used in its construction, except
// where noted, are licensed under the MIT License, and have been written
// and are:
//
// Copyright (c) 2002 Haiku Project
//
// 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.
/*****************************************************************************/
#ifndef _JOBS_H
#define _JOBS_H
#include "BeUtils.h"
#include "ObjectList.h"
#include "FolderWatcher.h"
#include <Directory.h>
#include <Entry.h>
#include <Handler.h>
#include <Locker.h>
#include <String.h>
#include <StorageDefs.h>
enum JobStatus { // job file
kWaiting, // to be processed
kProcessing, // processed by a printer add-on
kFailed, // failed to process the job file
kCompleted, // successfully processed
kUnknown, // other
};
class Printer;
class Folder;
// Job file in printer folder
class Job : public Object {
private:
Folder* fFolder; // the handler that watches the node of the job file
BString fName; // the name of the job file
long fTime; // the time encoded in the file name
node_ref fNode; // the node of the job file
entry_ref fEntry; // the entry of the job file
JobStatus fStatus; // the status of the job file
bool fValid; // is this a valid job file?
Printer* fPrinter; // the printer that processes this job
void UpdateStatus(const char* status);
void UpdateStatusAttribute(const char* status);
bool HasAttribute(BNode* node, const char* name);
bool IsValidJobFile();
public:
Job(const BEntry& entry, Folder* folder);
status_t InitCheck() const { return fTime >= 0 ? B_OK : B_ERROR; }
// accessors
const BString& Name() const { return fName; }
JobStatus Status() const { return fStatus; }
bool IsValid() const { return fValid; }
long Time() const { return fTime; }
const node_ref& NodeRef() const { return fNode; }
const entry_ref& EntryRef() const { return fEntry; }
bool IsWaiting() const { return fStatus == kWaiting; }
Printer* GetPrinter() const { return fPrinter; }
// modifiers
void SetPrinter(Printer* p) { fPrinter = p; }
void SetStatus(JobStatus s, bool writeToNode = true);
void UpdateAttribute();
void Remove();
};
// Printer folder watches creation, deletion and attribute changes of job files
// and notifies print_server if a job is waiting for processing
class Folder : public FolderWatcher, public FolderListener {
typedef FolderWatcher inherited;
private:
BLocker* fLocker;
BObjectList<Job> fJobs;
static int AscendingByTime(const Job* a, const Job* b);
bool AddJob(BEntry& entry, bool notify = true);
Job* Find(node_ref* node);
// FolderListener
void EntryCreated(node_ref* node, entry_ref* entry);
void EntryRemoved(node_ref* node);
void AttributeChanged(node_ref* node);
void SetupJobList();
protected:
enum {
kJobAdded,
kJobRemoved,
kJobAttrChanged,
};
virtual void Notify(Job* job, int kind) = 0;
public:
Folder(BLocker* fLocker, BLooper* looper, const BDirectory& spoolDir);
~Folder();
BDirectory* GetSpoolDir() { return inherited::Folder(); }
BLocker* Locker() const { return fLocker; }
bool Lock() const { return fLocker != NULL ? fLocker->Lock() : true; }
void Unlock() const { if (fLocker) fLocker->Unlock(); }
int32 CountJobs() const { return fJobs.CountItems(); }
Job* JobAt(int i) const { return fJobs.ItemAt(i); }
// Caller is responsible to set the status of the job appropriately
// and to release the object when done
Job* GetNextJob();
};
#endif