5f2edc0ffc
class runs it, too. No real message processing is done yet, though. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13816 a95241bf-73f2-0310-859d-f6bbb57e9c96
407 lines
9.7 KiB
C++
407 lines
9.7 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 "DisplayDriverPainter.h"
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#include "Globals.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()
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: MessageLooper("desktop"),
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fSettings(new DesktopSettings::Private()),
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fWinBorderList(64),
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fActiveScreen(NULL)
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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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}
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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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}
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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, GetDisplayDriver());
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fRootLayer->RunThread();
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// take care of setting the default cursor
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ServerCursor *cursor = fRootLayer->GetCursorManager().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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//---------------------------------------------------------------------------
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// Methods for layer(WinBorder) manipulation.
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//---------------------------------------------------------------------------
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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);
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winBorder->QuietlySetFeel(feel);
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AddWinBorder(winBorder);
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Unlock();
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}
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WinBorder *
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Desktop::FindWinBorderByClientToken(int32 token, team_id teamID)
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{
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BAutolock locker(this);
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WinBorder *wb;
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for (int32 i = 0; (wb = (WinBorder *)fWinBorderList.ItemAt(i)); i++) {
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if (wb->Window()->ClientToken() == token
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&& wb->Window()->ClientTeam() == teamID)
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return wb;
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}
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return NULL;
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}
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void
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Desktop::WriteWindowList(team_id team, BPrivate::LinkSender& sender)
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{
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BAutolock locker(this);
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// compute the number of windows
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int32 count = 0;
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if (team >= B_OK) {
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for (int32 i = 0; i < fWinBorderList.CountItems(); i++) {
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WinBorder* border = (WinBorder*)fWinBorderList.ItemAt(i);
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if (border->Window()->ClientTeam() == team)
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count++;
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}
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} else
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count = fWinBorderList.CountItems();
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// write list
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sender.StartMessage(SERVER_TRUE);
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sender.Attach<int32>(count);
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for (int32 i = 0; i < fWinBorderList.CountItems(); i++) {
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WinBorder* border = (WinBorder*)fWinBorderList.ItemAt(i);
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if (team >= B_OK && border->Window()->ClientTeam() != team)
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continue;
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sender.Attach<int32>(border->Window()->ServerToken());
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}
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sender.Flush();
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}
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void
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Desktop::WriteWindowInfo(int32 serverToken, BPrivate::LinkSender& sender)
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{
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BAutolock locker(this);
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BAutolock tokenLocker(BPrivate::gDefaultTokens);
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ServerWindow* window;
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if (BPrivate::gDefaultTokens.GetToken(serverToken,
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B_SERVER_TOKEN, (void**)&window) != B_OK) {
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sender.StartMessage(B_ENTRY_NOT_FOUND);
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sender.Flush();
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return;
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}
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window_info info;
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window->GetInfo(info);
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int32 length = window->Title() ? strlen(window->Title()) : 0;
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sender.StartMessage(B_OK);
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sender.Attach<int32>(sizeof(window_info) + length + 1);
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sender.Attach(&info, sizeof(window_info));
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if (length > 0)
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sender.Attach(window->Title(), length + 1);
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else
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sender.Attach<char>('\0');
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sender.Flush();
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}
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