2002-11-27 02:03:14 +03:00
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/*****************************************************************************/
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// Jobs
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//
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// Author
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// Michael Pfeiffer
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//
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// This application and all source files used in its construction, except
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// where noted, are licensed under the MIT License, and have been written
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// and are:
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//
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2021-08-20 19:27:07 +03:00
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// Copyright (c) 2002 Haiku Project
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2002-11-27 02:03:14 +03:00
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//
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included
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// in all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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// DEALINGS IN THE SOFTWARE.
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/*****************************************************************************/
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#ifndef _JOBS_H
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#define _JOBS_H
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#include "BeUtils.h"
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#include "ObjectList.h"
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#include "FolderWatcher.h"
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#include <Directory.h>
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#include <Entry.h>
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#include <Handler.h>
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#include <Locker.h>
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#include <String.h>
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#include <StorageDefs.h>
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enum JobStatus { // job file
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kWaiting, // to be processed
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kProcessing, // processed by a printer add-on
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kFailed, // failed to process the job file
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kCompleted, // successfully processed
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kUnknown, // other
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};
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class Printer;
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class Folder;
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// Job file in printer folder
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class Job : public Object {
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private:
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Folder* fFolder; // the handler that watches the node of the job file
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BString fName; // the name of the job file
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long fTime; // the time encoded in the file name
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node_ref fNode; // the node of the job file
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entry_ref fEntry; // the entry of the job file
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JobStatus fStatus; // the status of the job file
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bool fValid; // is this a valid job file?
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Printer* fPrinter; // the printer that processes this job
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void UpdateStatus(const char* status);
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void UpdateStatusAttribute(const char* status);
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bool HasAttribute(BNode* node, const char* name);
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bool IsValidJobFile();
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public:
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Job(const BEntry& entry, Folder* folder);
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status_t InitCheck() const { return fTime >= 0 ? B_OK : B_ERROR; }
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// accessors
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const BString& Name() const { return fName; }
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JobStatus Status() const { return fStatus; }
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bool IsValid() const { return fValid; }
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long Time() const { return fTime; }
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const node_ref& NodeRef() const { return fNode; }
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const entry_ref& EntryRef() const { return fEntry; }
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bool IsWaiting() const { return fStatus == kWaiting; }
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Printer* GetPrinter() const { return fPrinter; }
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// modifiers
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void SetPrinter(Printer* p) { fPrinter = p; }
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void SetStatus(JobStatus s, bool writeToNode = true);
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void UpdateAttribute();
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void Remove();
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};
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// Printer folder watches creation, deletion and attribute changes of job files
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// and notifies print_server if a job is waiting for processing
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class Folder : public FolderWatcher, public FolderListener {
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typedef FolderWatcher inherited;
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private:
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BLocker* fLocker;
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BObjectList<Job> fJobs;
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static int AscendingByTime(const Job* a, const Job* b);
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bool AddJob(BEntry& entry, bool notify = true);
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Job* Find(node_ref* node);
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// FolderListener
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void EntryCreated(node_ref* node, entry_ref* entry);
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void EntryRemoved(node_ref* node);
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void AttributeChanged(node_ref* node);
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void SetupJobList();
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protected:
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enum {
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kJobAdded,
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kJobRemoved,
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kJobAttrChanged,
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};
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virtual void Notify(Job* job, int kind) = 0;
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public:
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Folder(BLocker* fLocker, BLooper* looper, const BDirectory& spoolDir);
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~Folder();
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BDirectory* GetSpoolDir() { return inherited::Folder(); }
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BLocker* Locker() const { return fLocker; }
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bool Lock() const { return fLocker != NULL ? fLocker->Lock() : true; }
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void Unlock() const { if (fLocker) fLocker->Unlock(); }
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int32 CountJobs() const { return fJobs.CountItems(); }
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Job* JobAt(int i) const { return fJobs.ItemAt(i); }
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// Caller is responsible to set the status of the job appropriately
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// and to release the object when done
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Job* GetNextJob();
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};
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#endif
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