haiku/src/servers/app/Desktop.cpp
Stephan Aßmus 9c59f2f207 fixed app_server build, though I don't exactly know why that fixes it
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@12130 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-03-29 18:32:43 +00:00

522 lines
13 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: Desktop.cpp
// Author: Adi Oanca <adioanca@cotty.iren.ro>
// Description: Class used to encapsulate desktop management
//
//------------------------------------------------------------------------------
#include <stdio.h>
#include <Region.h>
#include <Message.h>
#include "AppServer.h"
#include "Desktop.h"
#include "DisplayDriver.h"
#include "Globals.h"
#include "Layer.h"
#include "RootLayer.h"
#include "ServerConfig.h"
#include "ServerScreen.h"
#include "ServerApp.h"
#include "ServerWindow.h"
#include "WinBorder.h"
#include "Workspace.h"
#include "AccelerantDriver.h"
#ifndef __HAIKU__
#include "ViewDriver.h"
#include "DirectDriver.h"
#include "DisplayDriverPainter.h"
#endif // __HAIKU__
//#define DEBUG_DESKTOP
#ifdef DEBUG_DESKTOP
#define STRACE(a) printf(a)
#else
#define STRACE(a) /* nothing */
#endif
Desktop::Desktop(void)
{
fActiveRootLayer = NULL;
fActiveScreen = NULL;
}
Desktop::~Desktop(void)
{
void *ptr;
for(int32 i=0; (ptr=fWinBorderList.ItemAt(i)); i++)
delete (WinBorder*)ptr;
for(int32 i=0; (ptr=fRootLayerList.ItemAt(i)); i++)
delete (RootLayer*)ptr;
for(int32 i=0; (ptr=fScreenList.ItemAt(i)); i++)
delete (Screen*)ptr;
}
void
Desktop::Init(void)
{
DisplayDriver *driver = NULL;
#if DISPLAYDRIVER == HWDRIVER
// If we're using the AccelerantDriver for rendering, eventually we will loop through
// drivers until one can't initialize in order to support multiple monitors. For now,
// we'll just load one and be done with it.
bool initDrivers = true;
while (initDrivers) {
driver = new AccelerantDriver();
AddDriver(driver);
initDrivers = false;
}
#elif DISPLAYDRIVER == DIRECTDRIVER
// It would be nice to have this for the default testing driver. Someday....
driver = new DirectDriver();
AddDriver(driver);
#elif DISPLAYDRIVER == PAINTERDRIVER
// It would be nice to have this for the default testing driver. Someday....
driver = new DisplayDriverPainter();
AddDriver(driver);
#else
// It would be nice to not ever need this again....
driver = new ViewDriver();
AddDriver(driver);
#endif
if (fScreenList.CountItems() < 1) {
delete this;
return;
}
InitMode();
SetActiveRootLayerByIndex(0);
}
void
Desktop::AddDriver(DisplayDriver *driver)
{
if (driver->Initialize()) {
// TODO: be careful of screen initialization - monitor may not support 640x480
Screen *sc = new Screen(driver, BPoint(640, 480), B_RGB32, fScreenList.CountItems()+1);
// Screen *sc = new Screen(driver, BPoint(1024, 768), B_RGB32, fScreenList.CountItems()+1);
// Screen *sc = new Screen(driver, BPoint(640, 480), B_CMAP8, fScreenList.CountItems()+1);
// Screen *sc = new Screen(driver, BPoint(640, 480), B_GRAY8, fScreenList.CountItems()+1);
// Screen *sc = new Screen(driver, BPoint(640, 480), B_RGB15, fScreenList.CountItems()+1);
// Screen *sc = new Screen(driver, BPoint(640, 480), B_RGB16, fScreenList.CountItems()+1);
fScreenList.AddItem(sc);
} else {
driver->Shutdown();
delete driver;
}
}
void Desktop::InitMode(void)
{
// this is init mode for n-SS.
fActiveScreen = fScreenList.ItemAt(0)? (Screen*)fScreenList.ItemAt(0): NULL;
for (int32 i=0; i<fScreenList.CountItems(); i++)
{
char name[32];
sprintf(name, "RootLayer %ld", i+1);
Screen *screens[1];
screens[0] = (Screen*)fScreenList.ItemAt(i);
RootLayer *rl = new RootLayer(name, 4, this, GetDisplayDriver());
rl->SetScreens(screens, 1, 1);
rl->RunThread();
fRootLayerList.AddItem(rl);
}
}
//---------------------------------------------------------------------------
// Methods for multiple monitors.
//---------------------------------------------------------------------------
inline
Screen* Desktop::ScreenAt(int32 index) const
{
return static_cast<Screen*>(fScreenList.ItemAt(index));
}
inline
int32 Desktop::ScreenCount(void) const
{
return fScreenList.CountItems();
}
inline
Screen* Desktop::ActiveScreen(void) const
{
return fActiveScreen;
}
inline
void Desktop::SetActiveRootLayerByIndex(int32 listIndex)
{
RootLayer *rl=RootLayerAt(listIndex);
if (rl)
SetActiveRootLayer(rl);
}
inline
void Desktop::SetActiveRootLayer(RootLayer* rl)
{
if (fActiveRootLayer == rl)
return;
fActiveRootLayer = rl;
}
RootLayer* Desktop::ActiveRootLayer(void) const
{
return fActiveRootLayer;
}
inline
int32 Desktop::ActiveRootLayerIndex(void) const
{
int32 rootLayerCount = CountRootLayers();
for(int32 i=0; i<rootLayerCount; i++)
{
if(fActiveRootLayer == (RootLayer*)(fRootLayerList.ItemAt(i)))
return i;
}
return -1;
}
inline
RootLayer* Desktop::RootLayerAt(int32 index)
{
return static_cast<RootLayer*>(fRootLayerList.ItemAt(index));
}
inline
int32 Desktop::CountRootLayers() const
{
return fRootLayerList.CountItems();
}
inline
DisplayDriver* Desktop::GetDisplayDriver() const
{
return ScreenAt(0)->DDriver();
}
//---------------------------------------------------------------------------
// Methods for layer(WinBorder) manipulation.
//---------------------------------------------------------------------------
void Desktop::AddWinBorder(WinBorder *winBorder)
{
if (!winBorder)
return;
// R2: how to determine the RootLayer to which this window should be added???
// for now, use ActiveRootLayer() because we only have one instance.
int32 feel = winBorder->Window()->Feel();
// we are ServerApp thread, we need to lock RootLayer here.
ActiveRootLayer()->Lock();
// we're playing with window list. lock first.
Lock();
if (fWinBorderList.HasItem(winBorder))
{
Unlock();
debugger("AddWinBorder: WinBorder already in Desktop list\n");
return;
}
// we have a new window. store a record of it.
fWinBorderList.AddItem(winBorder);
// add FLOATING_APP windows to the local list of all normal windows.
// This is to keep the order all floating windows (app or subset) when we go from
// one normal window to another.
if (feel == B_FLOATING_APP_WINDOW_FEEL || feel == B_NORMAL_WINDOW_FEEL)
{
WinBorder *wb = NULL;
int32 count = fWinBorderList.CountItems();
int32 feelToLookFor = (feel == B_NORMAL_WINDOW_FEEL ?
B_FLOATING_APP_WINDOW_FEEL :
B_NORMAL_WINDOW_FEEL);
for(int32 i = 0; i < count; i++)
{
wb = (WinBorder*)fWinBorderList.ItemAt(i);
if (wb->App()->ClientTeamID() == winBorder->App()->ClientTeamID()
&& wb->Window()->Feel() == feelToLookFor)
// R2: RootLayer comparison is needed.
{
feel == B_NORMAL_WINDOW_FEEL ?
winBorder->fFMWList.AddWinBorder(wb) :
wb->fFMWList.AddWinBorder(winBorder);
}
}
}
// add application's list of modal windows.
if (feel == B_MODAL_APP_WINDOW_FEEL)
{
winBorder->App()->fAppFMWList.AddWinBorder(winBorder);
}
// send WinBorder to be added to workspaces
ActiveRootLayer()->AddWinBorder(winBorder);
// hey, unlock!
Unlock();
ActiveRootLayer()->Unlock();
}
void Desktop::RemoveWinBorder(WinBorder *winBorder)
{
if (!winBorder)
return;
// we are ServerApp thread, we need to lock RootLayer here.
ActiveRootLayer()->Lock();
// we're playing with window list. lock first.
Lock();
// remove from main WinBorder list.
if (fWinBorderList.RemoveItem(winBorder))
{
int32 feel = winBorder->Window()->Feel();
// floating app/subset and modal_subset windows require special atention because
// they are/may_be added to the list of a lot normal windows.
if (feel == B_FLOATING_SUBSET_WINDOW_FEEL
|| feel == B_MODAL_SUBSET_WINDOW_FEEL
|| feel == B_FLOATING_APP_WINDOW_FEEL)
{
WinBorder *wb = NULL;
int32 count = fWinBorderList.CountItems();
for (int32 i = 0; i < count; i++)
{
wb = (WinBorder*)fWinBorderList.ItemAt(i);
if (wb->Window()->Feel() == B_NORMAL_WINDOW_FEEL
&& wb->App()->ClientTeamID() == winBorder->App()->ClientTeamID())
// R2: RootLayer comparison is needed. We'll see.
{
wb->fFMWList.RemoveItem(winBorder);
}
}
}
// remove from application's list
if (feel == B_MODAL_APP_WINDOW_FEEL)
{
winBorder->App()->fAppFMWList.RemoveItem(winBorder);
}
}
else
{
Unlock();
debugger("RemoveWinBorder: WinBorder not found in Desktop list\n");
return;
}
// Tell to winBorder's RootLayer about this.
ActiveRootLayer()->RemoveWinBorder(winBorder);
// unlock!
Unlock();
ActiveRootLayer()->Unlock();
}
void Desktop::AddWinBorderToSubset(WinBorder *winBorder, WinBorder *toWinBorder)
{
// NOTE: we can safely lock the entire method body, because this method is called from
// RootLayer's thread only.
// we're playing with window list. lock first.
Lock();
if (!winBorder || !toWinBorder
|| !fWinBorderList.HasItem(winBorder) || !fWinBorderList.HasItem(toWinBorder))
{
Unlock();
debugger("AddWinBorderToSubset: NULL WinBorder or not found in Desktop list\n");
return;
}
if ( (winBorder->Window()->Feel() == B_FLOATING_SUBSET_WINDOW_FEEL
|| winBorder->Window()->Feel() == B_MODAL_SUBSET_WINDOW_FEEL)
&& toWinBorder->Window()->Feel() == B_NORMAL_WINDOW_FEEL
&& toWinBorder->App()->ClientTeamID() == winBorder->App()->ClientTeamID()
&& !toWinBorder->fFMWList.HasItem(winBorder))
{
// add to normal_window's list
toWinBorder->fFMWList.AddWinBorder(winBorder);
}
else
{
Unlock();
debugger("AddWinBorderToSubset: you must add a subset_window to a normal_window's subset with the same team_id\n");
return;
}
// send WinBorder to be added to workspaces, if not already in there.
ActiveRootLayer()->AddSubsetWinBorder(winBorder, toWinBorder);
// hey, unlock!
Unlock();
}
void Desktop::RemoveWinBorderFromSubset(WinBorder *winBorder, WinBorder *fromWinBorder)
{
// NOTE: we can safely lock the entire method body, because this method is called from
// RootLayer's thread only.
// we're playing with window list. lock first.
Lock();
if (!winBorder || !fromWinBorder
|| !fWinBorderList.HasItem(winBorder) || !fWinBorderList.HasItem(fromWinBorder))
{
Unlock();
debugger("RemoveWinBorderFromSubset: NULL WinBorder or not found in Desktop list\n");
return;
}
// remove WinBorder from workspace, if needed - some other windows may still have it in their subset
ActiveRootLayer()->RemoveSubsetWinBorder(winBorder, fromWinBorder);
if (fromWinBorder->Window()->Feel() == B_NORMAL_WINDOW_FEEL)
{
//remove from this normal_window's subset.
fromWinBorder->fFMWList.RemoveItem(winBorder);
}
else
{
Unlock();
debugger("RemoveWinBorderFromSubset: you must remove a subset_window from a normal_window's subset\n");
return;
}
// hey, unlock!
Unlock();
}
WinBorder* Desktop::FindWinBorderByServerWindowTokenAndTeamID(int32 token, team_id teamID)
{
WinBorder* wb;
Lock();
for (int32 i = 0; (wb = (WinBorder*)fWinBorderList.ItemAt(i)); i++)
{
if (wb->Window()->ClientToken() == token
&& wb->Window()->ClientTeamID() == teamID)
break;
}
Unlock();
return wb;
}
//---------------------------------------------------------------------------
// Methods for various desktop stuff handled by the server
//---------------------------------------------------------------------------
void Desktop::SetScrollBarInfo(const scroll_bar_info &info)
{
fScrollBarInfo = info;
}
scroll_bar_info Desktop::ScrollBarInfo(void) const
{
return fScrollBarInfo;
}
void Desktop::SetMenuInfo(const menu_info &info)
{
fMenuInfo = info;
}
menu_info Desktop::MenuInfo(void) const
{
return fMenuInfo;
}
void Desktop::UseFFMouse(const bool &useffm)
{
fFFMouseMode = useffm;
}
bool Desktop::FFMouseInUse(void) const
{
return fFFMouseMode;
}
void Desktop::SetFFMouseMode(const mode_mouse &value)
{
fMouseMode = value;
}
mode_mouse Desktop::FFMouseMode(void) const
{
return fMouseMode;
}
void Desktop::PrintToStream(void)
{
printf("RootLayer List:\n=======\n");
for(int32 i=0; i<fRootLayerList.CountItems(); i++)
{
printf("\t%s\n", ((RootLayer*)fRootLayerList.ItemAt(i))->GetName());
((RootLayer*)fRootLayerList.ItemAt(i))->PrintToStream();
printf("-------\n");
}
printf("=======\nActive RootLayer: %s\n", fActiveRootLayer? fActiveRootLayer->GetName(): "NULL");
// printf("Active WinBorder: %s\n", fActiveWinBorder? fActiveWinBorder->Name(): "NULL");
printf("Screen List:\n");
for(int32 i=0; i<fScreenList.CountItems(); i++)
printf("\t%ld\n", ((Screen*)fScreenList.ItemAt(i))->ScreenNumber());
}
void Desktop::PrintVisibleInRootLayerNo(int32 no)
{
}