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 <OS.h>
#include <String.h>
#include <PortLink.h>
#include "SubWindowList.h"
#include "BGet++.h"
class AreaPool;
class BMessage;
class BList;
class DisplayDriver;
class ServerPicture;
class ServerCursor;
class ServerBitmap;
namespace BPrivate {
class PortLink;
};
/*!
\class ServerApp ServerApp.h
\brief Counterpart to BApplication within the app_server
*/
class ServerApp {
public:
ServerApp(port_id clientAppPort, port_id clientLooperPort,
team_id clientTeamID, int32 handlerID, const char* signature);
~ServerApp();
status_t InitCheck();
bool Run();
void Quit(sem_id shutdownSemaphore = -1);
/*!
\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);
bool PingTarget(void);
void PostMessage(int32 code);
void SendMessageToClient(const BMessage* msg) const;
void SetAppCursor(void);
team_id ClientTeam() const;
thread_id Thread() const;
const char *Signature() const { return fSignature.String(); }
void RemoveWindow(ServerWindow* window);
int32 CountBitmaps() const;
ServerBitmap *FindBitmap(int32 token) const;
int32 CountPictures() const;
ServerPicture *FindPicture(int32 token) const;
AreaPool *AppAreaPool() { return &fSharedMem; }
SubWindowList fAppSubWindowList;
private:
void _DispatchMessage(int32 code, BPrivate::LinkReceiver &link);
void _MessageLooper();
static int32 _message_thread(void *data);
// our BApplication's event port
port_id fClientReplyPort;
// port we receive messages from our BApplication
port_id fMessagePort;
// TODO: find out why there is both the app port and the looper port. Do
// we really need both? Actually, we aren't using any of these ports,
// as BAppServerLink/BPortlink's messages always contain the reply port
// To send a message to the client, write a BMessage to this port
port_id fClientLooperPort;
BString fSignature;
thread_id fThread;
team_id fClientTeam;
BPrivate::PortLink fLink;
BLocker fWindowListLock;
BList fWindowList;
// 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;
// token ID of the BApplication's BHandler object.
// Used for BMessage target specification
// TODO: Is it still needed ? We aren't using it.
//int32 fHandlerToken;
AreaPool fSharedMem;
bool fQuitting;
};
#endif // _SERVERAPP_H_