8fbbd37f83
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14783 a95241bf-73f2-0310-859d-f6bbb57e9c96
664 lines
16 KiB
C++
664 lines
16 KiB
C++
/*
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* Copyright 2001-2005, Haiku.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* Adrian Oanca <adioanca@cotty.iren.ro>
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* Stephan Aßmus <superstippi@gmx.de>
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* Axel Dörfler, axeld@pinc-software.de
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*/
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/** Class used to encapsulate desktop management */
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#include <stdio.h>
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#include <Message.h>
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#include <Region.h>
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#include <WindowInfo.h>
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#include <ServerProtocol.h>
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#include "AppServer.h"
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#include "DrawingEngine.h"
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#include "Layer.h"
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#include "RootLayer.h"
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#include "ServerConfig.h"
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#include "ServerScreen.h"
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#include "ServerApp.h"
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#include "ServerWindow.h"
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#include "WinBorder.h"
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#include "Workspace.h"
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#include "DesktopSettingsPrivate.h"
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#ifdef __HAIKU__
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# define USE_ACCELERANT 1
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#else
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# define USE_ACCELERANT 0
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#endif
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#if USE_ACCELERANT
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# include "AccelerantHWInterface.h"
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#else
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# include "ViewHWInterface.h"
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#endif
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#include "Desktop.h"
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//#define DEBUG_DESKTOP
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#ifdef DEBUG_DESKTOP
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# define STRACE(a) printf(a)
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#else
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# define STRACE(a) /* nothing */
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#endif
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Desktop::Desktop(uid_t userID)
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: MessageLooper("desktop"),
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fUserID(userID),
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fSettings(new DesktopSettings::Private()),
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fAppListLock("application list"),
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fShutdownSemaphore(-1),
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fWinBorderList(64),
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fActiveScreen(NULL),
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fCursorManager()
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{
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// TODO: use user name
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char name[B_OS_NAME_LENGTH];
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snprintf(name, sizeof(name), "d:%s", "baron");
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fMessagePort = create_port(DEFAULT_MONITOR_PORT_SIZE, name);
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if (fMessagePort < B_OK)
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return;
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fLink.SetReceiverPort(fMessagePort);
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gFontManager->AttachUser(fUserID);
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}
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Desktop::~Desktop()
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{
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for (int32 i = 0; WinBorder *border = (WinBorder *)fWinBorderList.ItemAt(i); i++)
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delete border;
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delete fRootLayer;
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delete fSettings;
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delete_port(fMessagePort);
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gFontManager->DetachUser(fUserID);
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}
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void
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Desktop::Init()
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{
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fVirtualScreen.RestoreConfiguration(*this, fSettings->WorkspacesMessage(0));
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// TODO: temporary workaround, fActiveScreen will be removed
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fActiveScreen = fVirtualScreen.ScreenAt(0);
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// TODO: add user identity to the name
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char name[32];
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sprintf(name, "RootLayer %d", 1);
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fRootLayer = new RootLayer(name, 4, this, GetDrawingEngine());
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fRootLayer->RunThread();
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// take care of setting the default cursor
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ServerCursor *cursor = fCursorManager.GetCursor(B_CURSOR_DEFAULT);
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if (cursor)
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fVirtualScreen.HWInterface()->SetCursor(cursor);
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}
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void
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Desktop::_GetLooperName(char* name, size_t length)
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{
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snprintf(name, length, "d:%d:%s", /*id*/0, /*name*/"baron");
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}
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void
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Desktop::_PrepareQuit()
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{
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// let's kill all remaining applications
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fAppListLock.Lock();
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int32 count = fAppList.CountItems();
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for (int32 i = 0; i < count; i++) {
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ServerApp *app = (ServerApp*)fAppList.ItemAt(i);
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team_id clientTeam = app->ClientTeam();
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app->Quit();
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kill_team(clientTeam);
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}
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// wait for the last app to die
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if (count > 0)
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acquire_sem_etc(fShutdownSemaphore, fShutdownCount, B_RELATIVE_TIMEOUT, 250000);
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fAppListLock.Unlock();
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}
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void
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Desktop::_DispatchMessage(int32 code, BPrivate::LinkReceiver &link)
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{
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switch (code) {
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case AS_CREATE_APP:
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{
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// Create the ServerApp to node monitor a new BApplication
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// Attached data:
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// 1) port_id - receiver port of a regular app
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// 2) port_id - client looper port - for sending messages to the client
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// 2) team_id - app's team ID
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// 3) int32 - handler token of the regular app
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// 4) char * - signature of the regular app
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// Find the necessary data
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team_id clientTeamID = -1;
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port_id clientLooperPort = -1;
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port_id clientReplyPort = -1;
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int32 htoken = B_NULL_TOKEN;
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char *appSignature = NULL;
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link.Read<port_id>(&clientReplyPort);
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link.Read<port_id>(&clientLooperPort);
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link.Read<team_id>(&clientTeamID);
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link.Read<int32>(&htoken);
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if (link.ReadString(&appSignature) != B_OK)
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break;
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ServerApp *app = new ServerApp(this, clientReplyPort,
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clientLooperPort, clientTeamID, htoken, appSignature);
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if (app->InitCheck() == B_OK
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&& app->Run()) {
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// add the new ServerApp to the known list of ServerApps
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fAppListLock.Lock();
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fAppList.AddItem(app);
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fAppListLock.Unlock();
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} else {
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delete app;
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// if everything went well, ServerApp::Run() will notify
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// the client - but since it didn't, we do it here
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BPrivate::LinkSender reply(clientReplyPort);
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reply.StartMessage(SERVER_FALSE);
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reply.Flush();
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}
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// This is necessary because BPortLink::ReadString allocates memory
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free(appSignature);
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break;
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}
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case AS_DELETE_APP:
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{
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// Delete a ServerApp. Received only from the respective ServerApp when a
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// BApplication asks it to quit.
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// Attached Data:
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// 1) thread_id - thread ID of the ServerApp to be deleted
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thread_id thread = -1;
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if (link.Read<thread_id>(&thread) < B_OK)
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break;
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fAppListLock.Lock();
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// Run through the list of apps and nuke the proper one
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int32 count = fAppList.CountItems();
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ServerApp *removeApp = NULL;
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for (int32 i = 0; i < count; i++) {
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ServerApp *app = (ServerApp *)fAppList.ItemAt(i);
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if (app != NULL && app->Thread() == thread) {
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fAppList.RemoveItem(i);
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removeApp = app;
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break;
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}
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}
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fAppListLock.Unlock();
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if (removeApp != NULL)
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removeApp->Quit(fShutdownSemaphore);
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if (fQuitting && count <= 1) {
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// wait for the last app to die
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acquire_sem_etc(fShutdownSemaphore, fShutdownCount, B_RELATIVE_TIMEOUT, 500000);
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PostMessage(kMsgQuitLooper);
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}
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break;
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}
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case AS_ACTIVATE_APP:
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{
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// Someone is requesting to activation of a certain app.
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// Attached data:
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// 1) port_id reply port
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// 2) team_id team
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status_t status;
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// get the parameters
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port_id replyPort;
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team_id team;
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if (link.Read(&replyPort) == B_OK
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&& link.Read(&team) == B_OK)
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status = _ActivateApp(team);
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else
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status = B_ERROR;
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// send the reply
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BPrivate::PortLink replyLink(replyPort);
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replyLink.StartMessage(status);
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replyLink.Flush();
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break;
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}
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case AS_SET_SYSCURSOR_DEFAULTS:
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{
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GetCursorManager().SetDefaults();
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break;
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}
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case B_QUIT_REQUESTED:
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// We've been asked to quit, so (for now) broadcast to all
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// test apps to quit. This situation will occur only when the server
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// is compiled as a regular Be application.
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fAppListLock.Lock();
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fShutdownSemaphore = create_sem(0, "desktop shutdown");
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fShutdownCount = fAppList.CountItems();
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fAppListLock.Unlock();
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fQuitting = true;
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BroadcastToAllApps(AS_QUIT_APP);
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// We now need to process the remaining AS_DELETE_APP messages and
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// wait for the kMsgShutdownServer message.
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// If an application does not quit as asked, the picasso thread
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// will send us this message in 2-3 seconds.
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// if there are no apps to quit, shutdown directly
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if (fShutdownCount == 0)
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PostMessage(kMsgQuitLooper);
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break;
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default:
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printf("Desktop %d:%s received unexpected code %ld\n", 0, "baron", code);
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if (link.NeedsReply()) {
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// the client is now blocking and waiting for a reply!
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fLink.StartMessage(B_ERROR);
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fLink.Flush();
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}
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break;
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}
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}
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/*!
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\brief activate one of the app's windows.
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*/
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status_t
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Desktop::_ActivateApp(team_id team)
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{
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status_t status = B_BAD_TEAM_ID;
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// search for an unhidden window to give focus to
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int32 windowCount = WindowList().CountItems();
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for (int32 i = 0; i < windowCount; ++i) {
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// is this layer in fact a WinBorder?
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WinBorder *winBorder = WindowList().ItemAt(i);
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// if winBorder is valid and not hidden, then we've found our target
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if (winBorder != NULL && !winBorder->IsHidden()
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&& winBorder->App()->ClientTeam() == team) {
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if (fRootLayer->Lock()) {
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fRootLayer->SetActive(winBorder);
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fRootLayer->Unlock();
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if (fRootLayer->Active() == winBorder)
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return B_OK;
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status = B_ERROR;
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}
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}
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}
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return status;
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}
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/*!
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\brief Send a quick (no attachments) message to all applications
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Quite useful for notification for things like server shutdown, system
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color changes, etc.
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*/
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void
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Desktop::BroadcastToAllApps(int32 code)
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{
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BAutolock locker(fAppListLock);
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for (int32 i = 0; i < fAppList.CountItems(); i++) {
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ServerApp *app = (ServerApp *)fAppList.ItemAt(i);
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if (!app) {
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printf("PANIC in Broadcast()\n");
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continue;
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}
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app->PostMessage(code);
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}
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}
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// #pragma mark - Methods for WinBorder manipulation
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void
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Desktop::AddWinBorder(WinBorder *winBorder)
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{
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if (!winBorder)
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return;
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// R2: how to determine the RootLayer to which this window should be added???
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// for now, use ActiveRootLayer() because we only have one instance.
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int32 feel = winBorder->Feel();
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// we are ServerApp thread, we need to lock RootLayer here.
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ActiveRootLayer()->Lock();
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// we're playing with window list. lock first.
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Lock();
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if (fWinBorderList.HasItem(winBorder)) {
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Unlock();
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ActiveRootLayer()->Unlock();
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debugger("AddWinBorder: WinBorder already in Desktop list\n");
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return;
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}
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// we have a new window. store a record of it.
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fWinBorderList.AddItem(winBorder);
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// add FLOATING_APP windows to the local list of all normal windows.
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// This is to keep the order all floating windows (app or subset) when we go from
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// one normal window to another.
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if (feel == B_FLOATING_APP_WINDOW_FEEL || feel == B_NORMAL_WINDOW_FEEL) {
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WinBorder *wb = NULL;
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int32 count = fWinBorderList.CountItems();
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int32 feelToLookFor = (feel == B_NORMAL_WINDOW_FEEL ?
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B_FLOATING_APP_WINDOW_FEEL : B_NORMAL_WINDOW_FEEL);
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for (int32 i = 0; i < count; i++) {
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wb = (WinBorder *)fWinBorderList.ItemAt(i);
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if (wb->App()->ClientTeam() == winBorder->App()->ClientTeam()
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&& wb->Feel() == feelToLookFor) {
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// R2: RootLayer comparison is needed.
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feel == B_NORMAL_WINDOW_FEEL ?
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winBorder->fSubWindowList.AddWinBorder(wb) :
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wb->fSubWindowList.AddWinBorder(winBorder);
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}
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}
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}
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// add application's list of modal windows.
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if (feel == B_MODAL_APP_WINDOW_FEEL) {
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winBorder->App()->fAppSubWindowList.AddWinBorder(winBorder);
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}
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// send WinBorder to be added to workspaces
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ActiveRootLayer()->AddWinBorder(winBorder);
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// hey, unlock!
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Unlock();
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ActiveRootLayer()->Unlock();
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}
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void
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Desktop::RemoveWinBorder(WinBorder *winBorder)
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{
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if (!winBorder)
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return;
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// we are ServerApp thread, we need to lock RootLayer here.
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ActiveRootLayer()->Lock();
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// we're playing with window list. lock first.
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Lock();
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// remove from main WinBorder list.
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if (fWinBorderList.RemoveItem(winBorder)) {
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int32 feel = winBorder->Feel();
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// floating app/subset and modal_subset windows require special atention because
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// they are/may_be added to the list of a lot normal windows.
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if (feel == B_FLOATING_SUBSET_WINDOW_FEEL
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|| feel == B_MODAL_SUBSET_WINDOW_FEEL
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|| feel == B_FLOATING_APP_WINDOW_FEEL)
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{
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WinBorder *wb = NULL;
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int32 count = fWinBorderList.CountItems();
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for (int32 i = 0; i < count; i++) {
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wb = (WinBorder*)fWinBorderList.ItemAt(i);
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if (wb->Feel() == B_NORMAL_WINDOW_FEEL
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&& wb->App()->ClientTeam() == winBorder->App()->ClientTeam()) {
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// R2: RootLayer comparison is needed. We'll see.
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wb->fSubWindowList.RemoveItem(winBorder);
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}
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}
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}
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// remove from application's list
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if (feel == B_MODAL_APP_WINDOW_FEEL) {
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winBorder->App()->fAppSubWindowList.RemoveItem(winBorder);
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}
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} else {
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Unlock();
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ActiveRootLayer()->Unlock();
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debugger("RemoveWinBorder: WinBorder not found in Desktop list\n");
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return;
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}
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// Tell to winBorder's RootLayer about this.
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ActiveRootLayer()->RemoveWinBorder(winBorder);
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Unlock();
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ActiveRootLayer()->Unlock();
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}
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void
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Desktop::AddWinBorderToSubset(WinBorder *winBorder, WinBorder *toWinBorder)
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{
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// NOTE: we can safely lock the entire method body, because this method is called from
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// RootLayer's thread only.
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// we're playing with window list. lock first.
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Lock();
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if (!winBorder || !toWinBorder
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|| !fWinBorderList.HasItem(winBorder)
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|| !fWinBorderList.HasItem(toWinBorder)) {
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Unlock();
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debugger("AddWinBorderToSubset: NULL WinBorder or not found in Desktop list\n");
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return;
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}
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if ((winBorder->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL
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|| winBorder->Feel() == B_MODAL_SUBSET_WINDOW_FEEL)
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&& toWinBorder->Feel() == B_NORMAL_WINDOW_FEEL
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&& toWinBorder->App()->ClientTeam() == winBorder->App()->ClientTeam()
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&& !toWinBorder->fSubWindowList.HasItem(winBorder)) {
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// add to normal_window's list
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toWinBorder->fSubWindowList.AddWinBorder(winBorder);
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} else {
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Unlock();
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debugger("AddWinBorderToSubset: you must add a subset_window to a normal_window's subset with the same team_id\n");
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return;
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}
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// send WinBorder to be added to workspaces, if not already in there.
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ActiveRootLayer()->AddSubsetWinBorder(winBorder, toWinBorder);
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Unlock();
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}
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void
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Desktop::RemoveWinBorderFromSubset(WinBorder *winBorder, WinBorder *fromWinBorder)
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{
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// NOTE: we can safely lock the entire method body, because this method is called from
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// RootLayer's thread only.
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// we're playing with window list. lock first.
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Lock();
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if (!winBorder || !fromWinBorder
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|| !fWinBorderList.HasItem(winBorder)
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|| !fWinBorderList.HasItem(fromWinBorder)) {
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Unlock();
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debugger("RemoveWinBorderFromSubset: NULL WinBorder or not found in Desktop list\n");
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return;
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}
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// remove WinBorder from workspace, if needed - some other windows may still have it in their subset
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ActiveRootLayer()->RemoveSubsetWinBorder(winBorder, fromWinBorder);
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if (fromWinBorder->Feel() == B_NORMAL_WINDOW_FEEL) {
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//remove from this normal_window's subset.
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fromWinBorder->fSubWindowList.RemoveItem(winBorder);
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} else {
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Unlock();
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debugger("RemoveWinBorderFromSubset: you must remove a subset_window from a normal_window's subset\n");
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return;
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}
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Unlock();
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}
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void
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Desktop::SetWinBorderFeel(WinBorder *winBorder, uint32 feel)
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{
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// NOTE: this method is called from RootLayer thread only
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// we're playing with window list. lock first.
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Lock();
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|
|
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;
|
|
}
|
|
|
|
|
|
const BObjectList<WinBorder> &
|
|
Desktop::WindowList() const
|
|
{
|
|
if (!IsLocked())
|
|
debugger("You must lock before getting registered windows list\n");
|
|
|
|
return fWinBorderList;
|
|
}
|
|
|
|
|
|
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 = fWinBorderList.ItemAt(i);
|
|
|
|
if (border->Window()->ClientTeam() == team)
|
|
count++;
|
|
}
|
|
} else
|
|
count = fWinBorderList.CountItems();
|
|
|
|
// write list
|
|
|
|
sender.StartMessage(SERVER_TRUE);
|
|
sender.Attach<int32>(count);
|
|
|
|
for (int32 i = 0; i < fWinBorderList.CountItems(); i++) {
|
|
WinBorder* border = fWinBorderList.ItemAt(i);
|
|
|
|
if (team >= B_OK && border->Window()->ClientTeam() != team)
|
|
continue;
|
|
|
|
sender.Attach<int32>(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<int32>(sizeof(window_info) + length + 1);
|
|
sender.Attach(&info, sizeof(window_info));
|
|
if (length > 0)
|
|
sender.Attach(window->Title(), length + 1);
|
|
else
|
|
sender.Attach<char>('\0');
|
|
sender.Flush();
|
|
}
|
|
|