d9525baaf5
* Introduced and implemented AS_GET_SCREEN_ID_FROM_WINDOW - it only returns B_MAIN_SCREEN_ID, though. * renamed ServerWindow::fHandlerToken to fClientToken. * The BScreen(BWindow *) constructor now really asks the server for the screen ID. * ServerApp::fWindowList is now a BObjectList. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14910 a95241bf-73f2-0310-859d-f6bbb57e9c96
115 lines
2.6 KiB
C++
115 lines
2.6 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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* DarkWyrm <bpmagic@columbus.rr.com>
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* Adrian Oanca <adioanca@cotty.iren.ro>
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* Stephan Aßmus <superstippi@gmx.de>
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* Stefano Ceccherini (burton666@libero.it)
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* Axel Dörfler, axeld@pinc-software.de
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*/
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#ifndef _SERVERAPP_H_
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#define _SERVERAPP_H_
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#include "MessageLooper.h"
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#include "SubWindowList.h"
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#include "BGet++.h"
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#include <ObjectList.h>
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#include <String.h>
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class AreaPool;
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class BMessage;
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class BList;
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class Desktop;
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class DrawingEngine;
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class ServerPicture;
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class ServerCursor;
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class ServerBitmap;
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class ServerWindow;
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namespace BPrivate {
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class PortLink;
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};
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class ServerApp : public MessageLooper {
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public:
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ServerApp(Desktop* desktop, port_id clientAppPort,
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port_id clientLooperPort, team_id clientTeamID,
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int32 handlerID, const char* signature);
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virtual ~ServerApp();
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status_t InitCheck();
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void Quit(sem_id shutdownSemaphore = -1);
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virtual bool Run();
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virtual port_id MessagePort() const { return fMessagePort; }
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/*!
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\brief Determines whether the application is the active one
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\return true if active, false if not.
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*/
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bool IsActive(void) const { return fIsActive; }
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void Activate(bool value);
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void SendMessageToClient(const BMessage* msg) const;
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void SetAppCursor(void);
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team_id ClientTeam() const;
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const char *Signature() const { return fSignature.String(); }
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void RemoveWindow(ServerWindow* window);
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int32 CountBitmaps() const;
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ServerBitmap *FindBitmap(int32 token) const;
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int32 CountPictures() const;
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ServerPicture *FindPicture(int32 token) const;
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AreaPool *AppAreaPool() { return &fSharedMem; }
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Desktop* GetDesktop() const { return fDesktop; }
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// ToDo: public?
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SubWindowList fAppSubWindowList;
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private:
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virtual void _DispatchMessage(int32 code, BPrivate::LinkReceiver &link);
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virtual void _MessageLooper();
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virtual void _GetLooperName(char* name, size_t size);
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port_id fMessagePort;
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port_id fClientReplyPort;
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// our BApplication's event port
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port_id fClientLooperPort;
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int32 fClientToken;
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// To send a BMessage to the client (port + token)
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Desktop* fDesktop;
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BString fSignature;
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team_id fClientTeam;
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BLocker fWindowListLock;
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BObjectList<ServerWindow> fWindowList;
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// TODO:
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// - Are really Bitmaps and Pictures stored per application and not globally ?
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// - As we reference these stuff by token, what about putting them in hash tables ?
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BList fBitmapList;
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BList fPictureList;
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ServerCursor *fAppCursor;
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bool fCursorHidden;
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bool fIsActive;
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AreaPool fSharedMem;
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};
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#endif // _SERVERAPP_H_
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