haiku/src/servers/app/ServerApp.h

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/*
* Copyright 2001-2005, Haiku.
* Distributed under the terms of the MIT License.
*
* Authors:
* DarkWyrm <bpmagic@columbus.rr.com>
* Adrian Oanca <adioanca@cotty.iren.ro>
* Stephan Aßmus <superstippi@gmx.de>
* Stefano Ceccherini (burton666@libero.it)
* Axel Dörfler, axeld@pinc-software.de
*/
#ifndef _SERVERAPP_H_
#define _SERVERAPP_H_
#include "MessageLooper.h"
#include "BGet++.h"
#include <String.h>
#include <ObjectList.h>
#include <TokenSpace.h>
class AreaPool;
class BMessage;
class BList;
class Desktop;
class DrawingEngine;
class ServerPicture;
class ServerCursor;
class ServerBitmap;
class ServerWindow;
namespace BPrivate {
class PortLink;
};
class ServerApp : public MessageLooper {
public:
ServerApp(Desktop* desktop, port_id clientAppPort,
port_id clientLooperPort, team_id clientTeamID,
int32 handlerID, const char* signature);
virtual ~ServerApp();
status_t InitCheck();
void Quit(sem_id shutdownSemaphore = -1);
virtual bool Run();
virtual port_id MessagePort() const { return fMessagePort; }
/*!
\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);
void SendMessageToClient(BMessage* msg) const;
void SetAppCursor(void);
team_id ClientTeam() const;
const char *Signature() const { return fSignature.String(); }
void RemoveWindow(ServerWindow* window);
bool InWorkspace(int32 index) const;
uint32 Workspaces() const;
int32 InitialWorkspace() const { return fInitialWorkspace; }
int32 CountBitmaps() const;
ServerBitmap *FindBitmap(int32 token) const;
int32 CountPictures() const;
ServerPicture *CreatePicture(const ServerPicture *original = NULL);
ServerPicture *FindPicture(const int32 &token) const;
bool DeletePicture(const int32 &token);
AreaPool *AppAreaPool() { return &fSharedMem; }
Desktop* GetDesktop() const { return fDesktop; }
BPrivate::BTokenSpace& ViewTokens() { return fViewTokens; }
private:
virtual void _DispatchMessage(int32 code, BPrivate::LinkReceiver &link);
virtual void _MessageLooper();
virtual void _GetLooperName(char* name, size_t size);
status_t _CreateWindow(int32 code, BPrivate::LinkReceiver& link,
port_id& clientReplyPort);
port_id fMessagePort;
port_id fClientReplyPort;
// our BApplication's event port
BMessenger fHandlerMessenger;
port_id fClientLooperPort;
int32 fClientToken;
// To send a BMessage to the client (port + token)
Desktop* fDesktop;
BString fSignature;
team_id fClientTeam;
mutable BLocker fWindowListLock;
BObjectList<ServerWindow> fWindowList;
BPrivate::BTokenSpace fViewTokens;
int32 fInitialWorkspace;
// 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 fBitmapList;
BList fPictureList;
ServerCursor *fAppCursor;
bool fCursorHidden;
bool fIsActive;
AreaPool fSharedMem;
};
#endif // _SERVERAPP_H_