haiku/src/servers/app/ServerApp.h
Stefano Ceccherini 04efb239b7 AppServer is no longer a friend of ServerApp. Small cleanups.
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@12586 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-05-07 15:56:15 +00:00

118 lines
3.2 KiB
C++

//------------------------------------------------------------------------------
// Copyright (c) 2001-2002, Haiku, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// File Name: ServerApp.h
// Author: DarkWyrm <bpmagic@columbus.rr.com>
// Adi Oanca <adioanca@myrealbox.com>
// Description: Server-side BApplication counterpart
//
//------------------------------------------------------------------------------
#ifndef _SERVERAPP_H_
#define _SERVERAPP_H_
#include <OS.h>
#include <String.h>
#include "FMWList.h"
class AreaPool;
class BMessage;
class BPortLink;
class BList;
class DisplayDriver;
class LinkMsgReader;
class LinkMsgSender;
class ServerCursor;
class ServerBitmap;
/*!
\class ServerApp ServerApp.h
\brief Counterpart to BApplication within the app_server
*/
class ServerApp {
public:
ServerApp(port_id sendport, port_id rcvport, port_id clientLooperPort,
team_id clientTeamID, int32 handlerID, char *signature);
virtual ~ServerApp(void);
bool Run(void);
void Lock(void);
void Unlock(void);
bool IsLocked(void);
/*!
\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);
ServerBitmap *FindBitmap(int32 token);
team_id ClientTeamID() const;
thread_id MonitorThreadID() const;
FMWList fAppFMWList;
const char *Title() const { return fSignature.String(); }
private:
friend class ServerWindow;
void DispatchMessage(int32 code, LinkMsgReader &link);
static int32 MonitorApp(void *data);
port_id fClientAppPort,
fMessagePort,
// TODO: find out why there is both the app port and the looper port. Do
// we really need both?
fClientLooperPort;
BString fSignature;
thread_id fMonitorThreadID;
team_id fClientTeamID;
LinkMsgReader *fMsgReader;
LinkMsgSender *fMsgSender;
BList *fSWindowList,
*fBitmapList,
*fPictureList;
ServerCursor *fAppCursor;
sem_id fLockSem;
bool fCursorHidden;
bool fIsActive;
int32 fHandlerToken;
AreaPool *fSharedMem;
bool fQuitting;
};
#endif