haiku/src/servers/app/Desktop.cpp

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/*
* Copyright 2001-2005, 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
*/
/** Class used to encapsulate desktop management */
#include <stdio.h>
#include <Message.h>
#include <Region.h>
#include <WindowInfo.h>
#include <ServerProtocol.h>
#include "AppServer.h"
#include "DrawingEngine.h"
#include "Layer.h"
#include "RootLayer.h"
#include "ServerConfig.h"
#include "ServerScreen.h"
#include "ServerApp.h"
#include "ServerWindow.h"
#include "WinBorder.h"
#include "Workspace.h"
#include "DesktopSettingsPrivate.h"
#ifdef __HAIKU__
# define USE_ACCELERANT 1
#else
# define USE_ACCELERANT 0
#endif
#if USE_ACCELERANT
# include "AccelerantHWInterface.h"
#else
# include "ViewHWInterface.h"
#endif
#include "Desktop.h"
//#define DEBUG_DESKTOP
#ifdef DEBUG_DESKTOP
# define STRACE(a) printf(a)
#else
# define STRACE(a) /* nothing */
#endif
Desktop::Desktop(uid_t userID)
: MessageLooper("desktop"),
fUserID(userID),
fSettings(new DesktopSettings::Private()),
fAppListLock("application list"),
fShutdownSemaphore(-1),
fWinBorderList(64),
fActiveScreen(NULL),
fCursorManager()
{
char name[B_OS_NAME_LENGTH];
Desktop::_GetLooperName(name, sizeof(name));
fMessagePort = create_port(DEFAULT_MONITOR_PORT_SIZE, name);
if (fMessagePort < B_OK)
return;
fLink.SetReceiverPort(fMessagePort);
gFontManager->AttachUser(fUserID);
}
Desktop::~Desktop()
{
for (int32 i = 0; WinBorder *border = (WinBorder *)fWinBorderList.ItemAt(i); i++)
delete border;
delete fRootLayer;
delete fSettings;
delete_port(fMessagePort);
gFontManager->DetachUser(fUserID);
}
void
Desktop::Init()
{
fVirtualScreen.RestoreConfiguration(*this, fSettings->WorkspacesMessage(0));
// TODO: temporary workaround, fActiveScreen will be removed
fActiveScreen = fVirtualScreen.ScreenAt(0);
// TODO: add user identity to the name
char name[32];
sprintf(name, "RootLayer %d", 1);
fRootLayer = new RootLayer(name, 4, this, GetDrawingEngine());
#if TEST_MODE
RegisterInputServer(find_port(SERVER_INPUT_PORT));
// this is where the ViewHWInterface will send its input events to
#endif
// take care of setting the default cursor
ServerCursor *cursor = fCursorManager.GetCursor(B_CURSOR_DEFAULT);
if (cursor)
fVirtualScreen.HWInterface()->SetCursor(cursor);
}
void
Desktop::_GetLooperName(char* name, size_t length)
{
snprintf(name, length, "d:%d:%s", /*id*/0, /*name*/"baron");
}
void
Desktop::_PrepareQuit()
{
// let's kill all remaining applications
fAppListLock.Lock();
int32 count = fAppList.CountItems();
for (int32 i = 0; i < count; i++) {
ServerApp *app = (ServerApp*)fAppList.ItemAt(i);
team_id clientTeam = app->ClientTeam();
app->Quit();
kill_team(clientTeam);
}
// wait for the last app to die
if (count > 0)
acquire_sem_etc(fShutdownSemaphore, fShutdownCount, B_RELATIVE_TIMEOUT, 250000);
fAppListLock.Unlock();
}
void
Desktop::_DispatchMessage(int32 code, BPrivate::LinkReceiver &link)
{
switch (code) {
case AS_CREATE_APP:
{
// Create the ServerApp to node monitor a new BApplication
// Attached data:
// 1) port_id - receiver port of a regular app
// 2) port_id - client looper port - for sending messages to the client
// 2) team_id - app's team ID
// 3) int32 - handler token of the regular app
// 4) char * - signature of the regular app
// Find the necessary data
team_id clientTeamID = -1;
port_id clientLooperPort = -1;
port_id clientReplyPort = -1;
int32 htoken = B_NULL_TOKEN;
char *appSignature = NULL;
link.Read<port_id>(&clientReplyPort);
link.Read<port_id>(&clientLooperPort);
link.Read<team_id>(&clientTeamID);
link.Read<int32>(&htoken);
if (link.ReadString(&appSignature) != B_OK)
break;
ServerApp *app = new ServerApp(this, clientReplyPort,
clientLooperPort, clientTeamID, htoken, appSignature);
if (app->InitCheck() == B_OK
&& app->Run()) {
// add the new ServerApp to the known list of ServerApps
fAppListLock.Lock();
fAppList.AddItem(app);
fAppListLock.Unlock();
} else {
delete app;
// if everything went well, ServerApp::Run() will notify
// the client - but since it didn't, we do it here
BPrivate::LinkSender reply(clientReplyPort);
reply.StartMessage(SERVER_FALSE);
reply.Flush();
}
// This is necessary because BPortLink::ReadString allocates memory
free(appSignature);
break;
}
case AS_DELETE_APP:
{
// Delete a ServerApp. Received only from the respective ServerApp when a
// BApplication asks it to quit.
// Attached Data:
// 1) thread_id - thread ID of the ServerApp to be deleted
thread_id thread = -1;
if (link.Read<thread_id>(&thread) < B_OK)
break;
fAppListLock.Lock();
// Run through the list of apps and nuke the proper one
int32 count = fAppList.CountItems();
ServerApp *removeApp = NULL;
for (int32 i = 0; i < count; i++) {
ServerApp *app = (ServerApp *)fAppList.ItemAt(i);
if (app != NULL && app->Thread() == thread) {
fAppList.RemoveItem(i);
removeApp = app;
break;
}
}
fAppListLock.Unlock();
if (removeApp != NULL)
removeApp->Quit(fShutdownSemaphore);
if (fQuitting && count <= 1) {
// wait for the last app to die
acquire_sem_etc(fShutdownSemaphore, fShutdownCount, B_RELATIVE_TIMEOUT, 500000);
PostMessage(kMsgQuitLooper);
}
break;
}
case AS_ACTIVATE_APP:
{
// Someone is requesting to activation of a certain app.
// Attached data:
// 1) port_id reply port
// 2) team_id team
status_t status;
// get the parameters
port_id replyPort;
team_id team;
if (link.Read(&replyPort) == B_OK
&& link.Read(&team) == B_OK)
status = _ActivateApp(team);
else
status = B_ERROR;
// send the reply
BPrivate::PortLink replyLink(replyPort);
replyLink.StartMessage(status);
replyLink.Flush();
break;
}
case AS_SET_SYSCURSOR_DEFAULTS:
{
GetCursorManager().SetDefaults();
break;
}
case B_QUIT_REQUESTED:
// We've been asked to quit, so (for now) broadcast to all
// test apps to quit. This situation will occur only when the server
// is compiled as a regular Be application.
fAppListLock.Lock();
fShutdownSemaphore = create_sem(0, "desktop shutdown");
fShutdownCount = fAppList.CountItems();
fAppListLock.Unlock();
fQuitting = true;
BroadcastToAllApps(AS_QUIT_APP);
// We now need to process the remaining AS_DELETE_APP messages and
// wait for the kMsgShutdownServer message.
// If an application does not quit as asked, the picasso thread
// will send us this message in 2-3 seconds.
// if there are no apps to quit, shutdown directly
if (fShutdownCount == 0)
PostMessage(kMsgQuitLooper);
break;
default:
printf("Desktop %d:%s received unexpected code %ld\n", 0, "baron", code);
if (link.NeedsReply()) {
// the client is now blocking and waiting for a reply!
fLink.StartMessage(B_ERROR);
fLink.Flush();
}
break;
}
}
/*!
\brief activate one of the app's windows.
*/
status_t
Desktop::_ActivateApp(team_id team)
{
status_t status = B_BAD_TEAM_ID;
// search for an unhidden window to give focus to
int32 windowCount = WindowList().CountItems();
for (int32 i = 0; i < windowCount; ++i) {
// is this layer in fact a WinBorder?
WinBorder *winBorder = WindowList().ItemAt(i);
// if winBorder is valid and not hidden, then we've found our target
if (winBorder != NULL && !winBorder->IsHidden()
&& winBorder->App()->ClientTeam() == team) {
if (fRootLayer->Lock()) {
fRootLayer->SetActive(winBorder);
fRootLayer->Unlock();
if (fRootLayer->Active() == winBorder)
return B_OK;
status = B_ERROR;
}
}
}
return status;
}
void
Desktop::RegisterInputServer(port_id port)
{
fInputPort = port;
fRootLayer->RunThread();
fVirtualScreen.HWInterface()->SetCursorVisible(true);
}
/*!
\brief Send a quick (no attachments) message to all applications
Quite useful for notification for things like server shutdown, system
color changes, etc.
*/
void
Desktop::BroadcastToAllApps(int32 code)
{
BAutolock locker(fAppListLock);
for (int32 i = 0; i < fAppList.CountItems(); i++) {
ServerApp *app = (ServerApp *)fAppList.ItemAt(i);
if (!app) {
printf("PANIC in Broadcast()\n");
continue;
}
app->PostMessage(code);
}
}
// #pragma mark - Methods for WinBorder manipulation
void
Desktop::AddWinBorder(WinBorder *winBorder)
{
if (!winBorder)
return;
// R2: how to determine the RootLayer to which this window should be added???
// for now, use ActiveRootLayer() because we only have one instance.
int32 feel = winBorder->Feel();
// we are ServerApp thread, we need to lock RootLayer here.
ActiveRootLayer()->Lock();
// we're playing with window list. lock first.
Lock();
if (fWinBorderList.HasItem(winBorder)) {
Unlock();
ActiveRootLayer()->Unlock();
debugger("AddWinBorder: WinBorder already in Desktop list\n");
return;
}
// we have a new window. store a record of it.
fWinBorderList.AddItem(winBorder);
// add FLOATING_APP windows to the local list of all normal windows.
// This is to keep the order all floating windows (app or subset) when we go from
// one normal window to another.
if (feel == B_FLOATING_APP_WINDOW_FEEL || feel == B_NORMAL_WINDOW_FEEL) {
WinBorder *wb = NULL;
int32 count = fWinBorderList.CountItems();
int32 feelToLookFor = (feel == B_NORMAL_WINDOW_FEEL ?
B_FLOATING_APP_WINDOW_FEEL : B_NORMAL_WINDOW_FEEL);
for (int32 i = 0; i < count; i++) {
wb = (WinBorder *)fWinBorderList.ItemAt(i);
if (wb->App()->ClientTeam() == winBorder->App()->ClientTeam()
&& wb->Feel() == feelToLookFor) {
// R2: RootLayer comparison is needed.
feel == B_NORMAL_WINDOW_FEEL ?
winBorder->fSubWindowList.AddWinBorder(wb) :
wb->fSubWindowList.AddWinBorder(winBorder);
}
}
}
// add application's list of modal windows.
if (feel == B_MODAL_APP_WINDOW_FEEL) {
winBorder->App()->fAppSubWindowList.AddWinBorder(winBorder);
}
// send WinBorder to be added to workspaces
ActiveRootLayer()->AddWinBorder(winBorder);
// hey, unlock!
Unlock();
ActiveRootLayer()->Unlock();
}
void
Desktop::RemoveWinBorder(WinBorder *winBorder)
{
if (!winBorder)
return;
// we are ServerApp thread, we need to lock RootLayer here.
ActiveRootLayer()->Lock();
// we're playing with window list. lock first.
Lock();
// remove from main WinBorder list.
if (fWinBorderList.RemoveItem(winBorder)) {
int32 feel = winBorder->Feel();
// floating app/subset and modal_subset windows require special atention because
// they are/may_be added to the list of a lot normal windows.
if (feel == B_FLOATING_SUBSET_WINDOW_FEEL
|| feel == B_MODAL_SUBSET_WINDOW_FEEL
|| feel == B_FLOATING_APP_WINDOW_FEEL)
{
WinBorder *wb = NULL;
int32 count = fWinBorderList.CountItems();
for (int32 i = 0; i < count; i++) {
wb = (WinBorder*)fWinBorderList.ItemAt(i);
if (wb->Feel() == B_NORMAL_WINDOW_FEEL
&& wb->App()->ClientTeam() == winBorder->App()->ClientTeam()) {
// R2: RootLayer comparison is needed. We'll see.
wb->fSubWindowList.RemoveItem(winBorder);
}
}
}
// remove from application's list
if (feel == B_MODAL_APP_WINDOW_FEEL) {
winBorder->App()->fAppSubWindowList.RemoveItem(winBorder);
}
} else {
Unlock();
ActiveRootLayer()->Unlock();
debugger("RemoveWinBorder: WinBorder not found in Desktop list\n");
return;
}
// Tell to winBorder's RootLayer about this.
ActiveRootLayer()->RemoveWinBorder(winBorder);
Unlock();
ActiveRootLayer()->Unlock();
}
void
Desktop::AddWinBorderToSubset(WinBorder *winBorder, WinBorder *toWinBorder)
{
// NOTE: we can safely lock the entire method body, because this method is called from
// RootLayer's thread only.
// we're playing with window list. lock first.
Lock();
if (!winBorder || !toWinBorder
|| !fWinBorderList.HasItem(winBorder)
|| !fWinBorderList.HasItem(toWinBorder)) {
Unlock();
debugger("AddWinBorderToSubset: NULL WinBorder or not found in Desktop list\n");
return;
}
if ((winBorder->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL
|| winBorder->Feel() == B_MODAL_SUBSET_WINDOW_FEEL)
&& toWinBorder->Feel() == B_NORMAL_WINDOW_FEEL
&& toWinBorder->App()->ClientTeam() == winBorder->App()->ClientTeam()
&& !toWinBorder->fSubWindowList.HasItem(winBorder)) {
// add to normal_window's list
toWinBorder->fSubWindowList.AddWinBorder(winBorder);
} else {
Unlock();
debugger("AddWinBorderToSubset: you must add a subset_window to a normal_window's subset with the same team_id\n");
return;
}
// send WinBorder to be added to workspaces, if not already in there.
ActiveRootLayer()->AddSubsetWinBorder(winBorder, toWinBorder);
Unlock();
}
void
Desktop::RemoveWinBorderFromSubset(WinBorder *winBorder, WinBorder *fromWinBorder)
{
// NOTE: we can safely lock the entire method body, because this method is called from
// RootLayer's thread only.
// we're playing with window list. lock first.
Lock();
if (!winBorder || !fromWinBorder
|| !fWinBorderList.HasItem(winBorder)
|| !fWinBorderList.HasItem(fromWinBorder)) {
Unlock();
debugger("RemoveWinBorderFromSubset: NULL WinBorder or not found in Desktop list\n");
return;
}
// remove WinBorder from workspace, if needed - some other windows may still have it in their subset
ActiveRootLayer()->RemoveSubsetWinBorder(winBorder, fromWinBorder);
if (fromWinBorder->Feel() == B_NORMAL_WINDOW_FEEL) {
//remove from this normal_window's subset.
fromWinBorder->fSubWindowList.RemoveItem(winBorder);
} else {
Unlock();
debugger("RemoveWinBorderFromSubset: you must remove a subset_window from a normal_window's subset\n");
return;
}
Unlock();
}
void
Desktop::SetWinBorderFeel(WinBorder *winBorder, uint32 feel)
{
// NOTE: this method is called from RootLayer thread only
// we're playing with window list. lock first.
Lock();
RemoveWinBorder(winBorder);
winBorder->QuietlySetFeel(feel);
AddWinBorder(winBorder);
Unlock();
}
WinBorder *
Desktop::FindWinBorderByClientToken(int32 token, team_id teamID)
{
BAutolock locker(this);
WinBorder *wb;
for (int32 i = 0; (wb = (WinBorder *)fWinBorderList.ItemAt(i)); i++) {
if (wb->Window()->ClientToken() == token
&& wb->Window()->ClientTeam() == teamID)
return wb;
}
return NULL;
}
const BObjectList<WinBorder> &
Desktop::WindowList() const
{
if (!IsLocked())
debugger("You must lock before getting registered windows list\n");
return fWinBorderList;
}
void
Desktop::WriteWindowList(team_id team, BPrivate::LinkSender& sender)
{
BAutolock locker(this);
// compute the number of windows
int32 count = 0;
if (team >= B_OK) {
for (int32 i = 0; i < fWinBorderList.CountItems(); i++) {
WinBorder* border = fWinBorderList.ItemAt(i);
if (border->Window()->ClientTeam() == team)
count++;
}
} else
count = fWinBorderList.CountItems();
// write list
sender.StartMessage(SERVER_TRUE);
sender.Attach<int32>(count);
for (int32 i = 0; i < fWinBorderList.CountItems(); i++) {
WinBorder* border = fWinBorderList.ItemAt(i);
if (team >= B_OK && border->Window()->ClientTeam() != team)
continue;
sender.Attach<int32>(border->Window()->ServerToken());
}
sender.Flush();
}
void
Desktop::WriteWindowInfo(int32 serverToken, BPrivate::LinkSender& sender)
{
BAutolock locker(this);
BAutolock tokenLocker(BPrivate::gDefaultTokens);
ServerWindow* window;
if (BPrivate::gDefaultTokens.GetToken(serverToken,
B_SERVER_TOKEN, (void**)&window) != B_OK) {
sender.StartMessage(B_ENTRY_NOT_FOUND);
sender.Flush();
return;
}
window_info info;
window->GetInfo(info);
int32 length = window->Title() ? strlen(window->Title()) : 0;
sender.StartMessage(B_OK);
sender.Attach<int32>(sizeof(window_info) + length + 1);
sender.Attach(&info, sizeof(window_info));
if (length > 0)
sender.Attach(window->Title(), length + 1);
else
sender.Attach<char>('\0');
sender.Flush();
}