* The debug_server now sends the registrar messages whenever the debug alert
is shown, and also, if the user wants to debug the team.
* In the latter case, the registrar will now cancel a shutdown process.
* Also, it will now wait with the shutdown process until the user has
acknowledged the debugger alert.
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accelerant (or the app_server via EDID info). It's still experimental
API, and opinions are welcome.
* Moved BPrivateScreen into the BPrivate namespace.
* Rewrote Screen.h.
* Introduced a BScreen::GetMonitorInfo() method, and implemented it in the
app server as well (ie. AS_GET_MONITOR_INFO).
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* Also swap the flattened size when creating the read buffer
* Define specialized byte_swap()s for unsigned types too so that type_code and the like get swapped correctly
This should fix bug #1371.
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and DrawString() without
* this change also includes adding the penlocation to the shape to-screem
coordinate conversion (temporarily breaks shape rendering, will be fixed
in next commit)
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* the previous AGG implementation is superfluous
* the new implementation is based on that one, but in a way that allows
read/write locking to the list of cache entries (fonts) as well as
read/write locking to the cached glyphs per individual font cache entry
* new GlyphLayoutEngine.h, which is to be the central place for layouting
glyphs along the baseline.
It handles the locking for getting the font cache entries.
It works by giving it a template class GlyphConsumer which does the
actual work.
* changed AGGTextRenderer to use the new font cache
* changed ServerFont::StringWidth(), and the bounding box stuff to use it
* changed DrawingEngine, it doesn't need the global font lock anymore
* our BFont thought that GetBoundingBoxesAsGlyphs and GetBoundingBoxesAsString
is the same, which of course it isn't, hence the two separate functions...
AsGlyphs just gets the bounding box of each glyph in a string, not treating
the string as an actual word
AsString adds the offset of the glyph in the word to the bounding box
* changed ServerProtocol.h accordingly for the different bounding box meaning
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of the active ViewLayer is now always mirrored in the Painter instance
of a ServerWindow, so that it doesn't need to be synced on every drawing
command, this was previously incomplete for font handling
* removed the DrawState parameter from all the DrawingEngine functions
* adjusted ServerWindow and ServerPicture accordingly
* made sure that string related functions used by non-drawing related
parts (ServerApp, Decorator) don't interfere with the current drawing
state
* moved AS_SYNC handling from _DispatchViewMessage to _DispatchMessage,
it is actually a window message and doesn't require fCurrentLayer to
be valid
* fixed bug #1300, fCurrentLayer was not updated when a ViewLayer was
deleted by client request which happened to be fCurrentLayer (I am now
handling it so that the parent becomes the current layer, could be
wrong)
* AGGTextRenderer is no longer using it's own scanline, which should save
a few bytes RAM, the Painter already had such an object
* StringWidth() in AGGTextRenderer is now taking the escapement_delta into
account
* Painter::StrokeLine() doesn't need to check the clipping as much, since
that is already done in DrawingEngine
* if a ServerWindow message is not handled because fCurrentLayer is NULL,
a reply is sent in case the messages needs it (client window could
freeze otherwise, waiting for the reply for ever)
* removed unused AS_SET_FONT and AS_SET_FONT_SIZE
* added automatic RGBColor -> rgb_color conversion to RGBColor.h
* minor cleanup for 80 char/line limit
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* Removed r5_message.cpp and dano_message.cpp accordingly
* Also moved out KMessage handling from Message.cpp to MessageAdapter.cpp
* Fixed some minor style issues in Message.cpp
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This fixes bug #242. The value is currently stored in a separate file.
* Removed some unused codes from ServerProtocol.h.
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with PostMessage() in case the message queue is full.
Some notes:
* for synchronous replies, we don't use this mechanism yet, but it could be
extended to do that as well.
* the code looks so complicated because we need a way to access the looper's
queue without locking it (to prevent deadlocks); like Dano's solution, I've
abused BTokenSpace to store a BDirectMessageTarget with a BHandler.
* we also need to decouple the lifetime of a looper's queue from its target,
as we cannot lock the looper, and therefore, can't guarantee it stays valid
as long as we're accessing it outside of BLooper.
* init_clipboard() now needs to be done after the global constructors have
been called - since sending messages now needs gDefaultTokens to be initialized.
Since this is done per image, it shouldn't cause any troubles, though.
* some minor cleanup, removed unused _msg_cache_cleanup_() and friends.
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Switcher now works as expected.
* Renamed TRoster::ActivateApp() to UpdateActiveApp(), as the app is already activated
at that point (the registrar only keeps track of it).
* BWindow::DispatchMessage() now calls the new BRoster::Private::UpdateActiveApp()
method when it receives a B_WINDOW_ACTIVATED message.
* Added BRoster::_UpdateActiveApp() which calls the new B_REG_UPDATE_ACTIVE_APP.
* Removed now unused B_REG_ACTIVATE_APP.
* Minor cleanup.
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app_server for this; added a new AS_IS_FRONT_WINDOW command for this.
For example, clicking on the menu bar to bring windows to front in FFM mode
does work now.
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app_server. I added it at the end. Feel free to move it to a better spot, if
there is one. Note that putting it in the middle with require recompiling a lot
of things.
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in several steps:
1. early pre-registration with the registrar ("I wanna launch the
app, make sure noone interferes.")
2. load the app image
3. finish pre-registration with the registrar ("I have launched
the app, here is its team ID.")
4. start app main thread
5. send "on launch" messages to the app (argv, refs, others)
If the app is already running or being launched, 1. fails with a
conclusive error code and returns the team ID and the pre-registration
token of the app. Steps 2 - 4 are skipped and only the messages are
delivered using the team ID returned by 1.
This change fixes a race condition: The failed early pre-registration
request obviously cannot return the team ID, if the other thread
launching the app has not finished step 3 yet. Thus the argv/refs
message would not get delivered and Launch() would not return the
correct team ID.
Now we wait for the pre-registration to be finished in this case, using
the former _IsAppPreRegistered() mechanism, which already provided
such a waiting feature for one request. It has been extended to
accomodate an arbitrary number of waiting requests and renamed to
_IsAppRegistered().
This fixed bug #763.
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when enabled, and B_NORMAL_WINDOW_FEEL when disabled. IOW when enabled, no
other windows can interfere.
* Therefore, it's no longer necessary to have the screen_blanker window
use kWindowScreenFeel - it will set its window to full screen as long
as the blanker runs.
* Added a AS_APP_CRASHED notification in the app_server that will remove
all kWindowScreenFeels from the windows of the crashed app.
* This is now used by the debugger to ensure that the debugger alert will
be visible.
* Factored out a DesktopLink class out of the BRoster::_ActivateApp()
method. This class is now also used in the new BRoster::_ApplicationCrashed()
method as used in the debug_server (via BRoster::Private).
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* The Decorator are temporarily using ui_color() - this needs to be changed
to use the DesktopSettings (when the decorator stuff gets refactored); right
now, the colors are fixed.
* Added B_WINDOW_TEXT_COLOR, B_WINDOW_INACTIVE_TAB_COLOR, and
B_WINDOW_INACTIVE_TEXT_COLOR to the UI colors, B_WINDOW_TAB_COLOR is no
longer deprecated. Note, however, that not every decorator may use these
colors.
* Removed unused and wrong (ie. hard-coded paths) stuff from ServerConfig.h.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@17236 a95241bf-73f2-0310-859d-f6bbb57e9c96
read-only area shared between the Desktop and all applications.
* Right now, this area only contains the desktop colors, ie. B_PANEL_BACKGROUND_COLOR
etc.; ui_color() no longer needs to ask the server for these colors.
* The ui_colors are now maintained by DesktopSettings, though ColorSet is still there.
* The default colors are now hardcoded once and for everyone in InterfaceDefs.h, ie.
the app_server uses them as well.
* Desktop::Init() can now also return an error (but that is not yet accounted for).
* Cleaned up InterfaceDefs.h.
* Fixed wrong include in moreUTF8.h.
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is managed for those bitmaps:
- the shared client memory mechanism is used to allocate a small overlay_client_data
structure that contains the actual buffer and a semaphore that you have acquire in
order to access it.
- LockBits()/UnlockBits() now have a function: you need to call them before accessing
the overlay buffer, and you need to keep that lock until you're done with it.
* The overlay cookie is now an extra member of the ServerBitmap class.
* Removed fInitialized from ServerBitmap - IsValid() now just checks the buffer associated
with the bitmap.
* ViewLayer::Draw() will now handle overlay bitmaps specially and will draw the overlay
color instead of any contents (this is currently in ugly pink, but will become some
dark color later on).
* All what's missing from actually being able to use overlays now is to configure
them so that they are shown on screen. VLC will now show an empty pink window when
overlay video is enabled.
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via the graphics driver (but not yet shown on screen).
I probably got the meaning of the "overlay count" wrong - I guess that you
can allocate any number of overlay bitmaps, but can only see "overlay count"
on screen at a time (right now, I only allow to create "overlay count" bitmaps).
Stephan?
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to cut down on BRegion related allocations, cannot really tell
if it speeds things up
* used the new BRegion pool in WindowLayer and ViewLayer whereever
a BRegion was used on the stack
* fixed the debugging stuff in MultiLocker - it will get you into
the debugger if you
- try to nest read locks
- try to write lock when your are a reader already
- don't match up nested locks when your a writer
-> but only if you #define DEBUG 1 in the .cpp, is off by default now
* went over WindowLayer, ServerWindow, Desktop and a few other places
and fixed the locking for use with the MultiLocker, the "a reader can
not become a writer" is especially tricky, feel free to review the
changes
* activated the MultiLocker, I tested this quite a bit, if there are
problems simply turn on DEBUG and you should drop into the debugger
right where the problem is... hope all is good
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it and rebuilding it on the server side (that causes a huge speed
up for regions containing many rects)
* There is a method in ServerLink that could have been used, but I
actually needed to add the direct BRegion support to LinkReceiver
* added LinkReceiver as a friend to BRegion class
* ServerApp and ServerWindow keep the CursorManager locked after they
have retrieved a cursor until they have called Acquire() on the
cursor. (Axel: what good is using atomic* stuff in Acquire() and
Release() if we have to protect this by a lock anyways?)
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* Removed DisplaySupport.h, wasn't needed anymore.
* Removed private color set functions from InterfaceDefs.cpp - we might want
something similar, but definitely not like that.
* Minor cleanup, added some missing licenses.
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even though we might need something similar, we can't use it (since it was
based on BGet++).
* Removed BGet++, it's not used anymore.
* Removed ServerMemIO class, was never used.
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all teams in serveral server areas, and instead of having to eventually clone
them all several times in BBitmap, we now have one or more areas per team,
and BBitmap will only clone areas once if needed. As a side effect, this
method should be magnitudes faster than the previous version.
* This method is also much more secure: instead of putting the allocation
maintenance structures into those everyone-read-write areas, they are now
separated, so that faulty applications cannot crash the app_server this
way anymore. This should fix bug #172.
* Freeing memory is not yet implemented though! (although all memory will
be freed upon app exit)
* There are now 3 different bitmap allocation strategies: per ClientMemoryAllocator
(ie. via ServerApp), per area (for overlays, not yet implemented), and using
malloc()/free() for server-only bitmaps.
* ServerBitmap now deletes its buffers itself.
* Cleaned up BBitmap and BApplication a bit.
* The test environment currently doesn't build anymore, will fix it next.
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This will allow to fix message related problems like drag and drop and scripting.
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free to continue (it would be nice to be notified before, though, in case
I get to it again in the next weeks).
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windows to front (or minimize them).
* Desktop::ActivateWindow() no longer crashes in case the window to be activated
is not on the current workspace - instead, it doesn't do anything at this
point. IOW it doesn't handle workspace activation at all, yet.
* Renamed ServerWindow::GetWindowLayer() to ServerWindow::Window().
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* AS_GET_STRING_WIDTHS now uses this method to send the strings to the app_server;
ie. it no longer sends the whole strings, and it saves sending the string length
separately.
* BFont::StringWidth() will now always return 0.0f in case of an error (instead of
some random value)
* Minor cleanup.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16525 a95241bf-73f2-0310-859d-f6bbb57e9c96
* Reordered some functions
* Area messages can now be unflattened instead of using the private _Reference and a special port code
Passing by area is now mostly working but it's not yet enabled. I will have to conduct performance tests first to see if and starting at what messagesize the overhead is reasonable.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@16500 a95241bf-73f2-0310-859d-f6bbb57e9c96
* Added checksum generation and checking
The data itself is now checksummed too (unlike R5 where only the header gets a checksum). This might be a performance problem for larger messages. Opinions?
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all those error output from the app_server.
* AS_LAYER_DELETE now gets a token, no longer frightening choice of parent.
* Removed locking in RemoveChild(); it has to be called locked now.
* Removed AS_LAYER_DELETE_ROOT as it's no longer needed.
* Removed support from BView for being PR3 compatible.
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used by the Deskbar (for "Hide All" and "Show All"). The latter doesn't work
correctly yet, though, it just maximizes all windows of that application.
* Added a TODO to ServerWindow AS_MINIMIZE_WINDOW on how to make it work correctly.
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got lost, before.
It might not work 100% correctly yet, but it works good enough to hide the Tracker
status window from the Deskbar, and thus, fixing bug #133.
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* Fixed a myriad of bugs all over the place, ranging from locking errors to
deleting objects that don't belong to the one deleting them (hello HWInterface!)
* Almost all ServerWindow cursor stuff was broken; I've replaced all commands
to set a cursor with a single one AS_SET_CURSOR.
* Renamed some cursor commands.
* Changed the (broken) way ServerApp::fAppCursor was maintained - the application
cursor is now NULL as long as possible.
* Removed superfluous ServerCursor app signature stuff.
* The BApplication will no longer duplicate the default/I-beam cursors, it will
just reuse the default ones which now have fixed tokens.
* As a result, changing the cursor is now working as expected, closing bug #102.
* Rewrote Cursor.h, renamed private members to match our style guide.
* Minor cleanup.
What's still left to be done is reference counting the cursor objects to make them
work right and reliable.
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message header into account. It worked before at some point as BLooper was
letting the looper handle messages to invalid targets - they are now just
dropped.
This fixes bug #93.
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