haiku/src/servers/app/ServerApp.h
Axel Dörfler 770c05d6cc The Desktop class now gets its own message processing loop: moved application
creation/deletion (and management) over to that class.
ServerApp now gets a desktop pointer, and no longer uses gDesktop.
Converted private MessageLooper::_MessagePort() to a public method MessagePort()
so that the looper can be addressed from elsewhere without using PostMessage().
Added a real basic message loop to MessageLooper::_MessageLoop().
BApplication now only asks the app_server to get its desktop object which should
now be used for everything that's not in the realm of the application.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13824 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-07-25 21:08:34 +00:00

111 lines
2.5 KiB
C++

/*
* Copyright 2001-2005, Haiku.
* Distributed under the terms of the MIT License.
*
* Authors:
* DarkWyrm <bpmagic@columbus.rr.com>
* Adrian Oanca <adioanca@cotty.iren.ro>
* Stephan Aßmus <superstippi@gmx.de>
* Stefano Ceccherini (burton666@libero.it)
* Axel Dörfler, axeld@pinc-software.de
*/
#ifndef _SERVERAPP_H_
#define _SERVERAPP_H_
#include "MessageLooper.h"
#include "SubWindowList.h"
#include "BGet++.h"
#include <String.h>
class AreaPool;
class BMessage;
class BList;
class DisplayDriver;
class ServerPicture;
class ServerCursor;
class ServerBitmap;
class Desktop;
namespace BPrivate {
class PortLink;
};
class ServerApp : public MessageLooper {
public:
ServerApp(Desktop* desktop, port_id clientAppPort,
port_id clientLooperPort, team_id clientTeamID,
int32 handlerID, const char* signature);
virtual ~ServerApp();
status_t InitCheck();
void Quit(sem_id shutdownSemaphore = -1);
virtual bool Run();
virtual port_id MessagePort() const { return fMessagePort; }
/*!
\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);
void SendMessageToClient(const BMessage* msg) const;
void SetAppCursor(void);
team_id ClientTeam() const;
const char *Signature() const { return fSignature.String(); }
void RemoveWindow(ServerWindow* window);
int32 CountBitmaps() const;
ServerBitmap *FindBitmap(int32 token) const;
int32 CountPictures() const;
ServerPicture *FindPicture(int32 token) const;
AreaPool *AppAreaPool() { return &fSharedMem; }
// ToDo: public?
SubWindowList fAppSubWindowList;
private:
virtual void _DispatchMessage(int32 code, BPrivate::LinkReceiver &link);
virtual void _MessageLooper();
virtual void _GetLooperName(char* name, size_t size);
port_id fMessagePort;
port_id fClientReplyPort;
// our BApplication's event port
port_id fClientLooperPort;
int32 fClientToken;
// To send a BMessage to the client (port + token)
Desktop* fDesktop;
BString fSignature;
team_id fClientTeam;
BLocker fWindowListLock;
BList fWindowList;
// TODO:
// - Are really Bitmaps and Pictures stored per application and not globally ?
// - As we reference these stuff by token, what about putting them in hash tables ?
BList fBitmapList;
BList fPictureList;
ServerCursor *fAppCursor;
bool fCursorHidden;
bool fIsActive;
AreaPool fSharedMem;
};
#endif // _SERVERAPP_H_