/* * Copyright 2001-2005, Haiku. * Distributed under the terms of the MIT License. * * Authors: * Adrian Oanca * Stephan Aßmus * Axel Dörfler, axeld@pinc-software.de */ /** Class used to encapsulate desktop management */ #include #include #include #include #include #include "AppServer.h" #include "DisplayDriverPainter.h" #include "Globals.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() : fSettings(new DesktopSettings::Private()), fWinBorderList(64), fActiveScreen(NULL) { } Desktop::~Desktop() { for (int32 i = 0; WinBorder *border = (WinBorder *)fWinBorderList.ItemAt(i); i++) delete border; delete fRootLayer; delete fSettings; } 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, GetDisplayDriver()); fRootLayer->RunThread(); } //--------------------------------------------------------------------------- // Methods for layer(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; } 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 = (WinBorder*)fWinBorderList.ItemAt(i); if (border->Window()->ClientTeam() == team) count++; } } else count = fWinBorderList.CountItems(); // write list sender.StartMessage(SERVER_TRUE); sender.Attach(count); for (int32 i = 0; i < fWinBorderList.CountItems(); i++) { WinBorder* border = (WinBorder*)fWinBorderList.ItemAt(i); if (team >= B_OK && border->Window()->ClientTeam() != team) continue; sender.Attach(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(sizeof(window_info) + length + 1); sender.Attach(&info, sizeof(window_info)); if (length > 0) sender.Attach(window->Title(), length + 1); else sender.Attach('\0'); sender.Flush(); }