haiku/src/servers/app/DecorManager.cpp
DarkWyrm fa73ff0d14 Moved the decorator function declarations into DecorManager (which is the only place which uses them) to allow add-on decorators to build
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@20214 a95241bf-73f2-0310-859d-f6bbb57e9c96
2007-02-23 23:35:01 +00:00

307 lines
6.7 KiB
C++

/*
* Copyright (c) 2001-2005, Haiku, Inc.
* Distributed under the terms of the MIT license.
*
* Author: DarkWyrm <bpmagic@columbus.rr.com>
*/
#include <Directory.h>
#include <Entry.h>
#include <File.h>
#include <Message.h>
#include <Path.h>
#include <Rect.h>
#include "AppServer.h"
#include "DefaultDecorator.h"
#include "Desktop.h"
#include "DesktopSettings.h"
#include "ServerConfig.h"
#include "DecorManager.h"
typedef float get_version(void);
typedef Decorator* create_decorator(DesktopSettings& desktopSettings, BRect rect,
window_look look, uint32 flags);
// Globals
DecorManager gDecorManager;
// This is a class used only by the DecorManager to track all the decorators in memory
class DecorInfo {
public:
DecorInfo(image_id id, const char* name,
create_decorator* allocator = NULL);
~DecorInfo();
status_t InitCheck() const;
image_id ID() const { return fID; }
const char* Name() const { return fName.String(); }
Decorator* Instantiate(Desktop* desktop, DrawingEngine* engine,
BRect rect, const char* title,
window_look look, uint32 flags);
private:
image_id fID;
BString fName;
create_decorator* fAllocator;
};
DecorInfo::DecorInfo(image_id id, const char* name, create_decorator* allocator)
:
fID(id),
fName(name),
fAllocator(allocator)
{
}
DecorInfo::~DecorInfo()
{
// Do nothing. Normal programming practice would say that one should unload
// the object's associate image_id. However, there is some funkiness with
// the R5 kernel in which addons aren't unloaded when unload_add_on() is
// called -- perhaps it's lazy unloading or something. In any event, it
// causes crashes which are *extremely* hard to track down to this.
// Considering the usage of DecorInfo and DecorManager, we can live with
// this because the app_server will not the DecorManager is freed only
// when the app_server quits. It's not pretty, but it gets the job done.
}
Decorator *
DecorInfo::Instantiate(Desktop* desktop, DrawingEngine* engine, BRect rect,
const char *title, window_look look, uint32 flags)
{
if (!desktop->LockSingleWindow())
return NULL;
DesktopSettings settings(desktop);
Decorator *decorator;
try {
if (fAllocator != NULL)
decorator = fAllocator(settings, rect, look, flags);
else
decorator = new DefaultDecorator(settings, rect, look, flags);
} catch (...) {
desktop->UnlockSingleWindow();
return NULL;
}
desktop->UnlockSingleWindow();
decorator->SetDrawingEngine(engine);
decorator->SetTitle(title);
return decorator;
}
// #pragma mark -
DecorManager::DecorManager()
: BLocker("DecorManager"),
fDecorList(0),
fCurrentDecor(NULL)
{
// Start with the default decorator - index is always 0
DecorInfo *defaultDecor = new DecorInfo(-1, "Default", NULL);
fDecorList.AddItem(defaultDecor);
#if 0
// Add any on disk
RescanDecorators();
// Find out which one should be the active one
BDirectory dir;
if (dir.SetTo(SERVER_SETTINGS_DIR) == B_ENTRY_NOT_FOUND)
create_directory(SERVER_SETTINGS_DIR, 0777);
BMessage settings;
BFile file(SERVER_SETTINGS_DIR "decorator_settings", B_READ_ONLY);
// Fallback to the default decorator if something goes wrong
if (file.InitCheck() == B_OK && settings.Unflatten(&file) == B_OK) {
BString itemtext;
if (settings.FindString("decorator", &itemtext) == B_OK) {
fCurrentDecor = _FindDecor(itemtext.String());
}
}
#endif
if (!fCurrentDecor)
fCurrentDecor = (DecorInfo*)fDecorList.ItemAt(0L);
}
DecorManager::~DecorManager()
{
_EmptyList();
}
void
DecorManager::RescanDecorators()
{
BDirectory dir(DECORATORS_DIR);
if (dir.InitCheck() != B_OK)
return;
entry_ref ref;
while (dir.GetNextRef(&ref) == B_OK) {
BPath path;
path.SetTo(DECORATORS_DIR);
path.Append(ref.name);
// Because this function is used for both initialization and for keeping
// the list up to date, check for existence in the list. Note that we
// do not check to see if a decorator has been removed. This is for
// stability. If there is a decorator in memory already whose file has
// been deleted, it is still available until the next boot, at which point
// it will obviously not be loaded.
if (_FindDecor(ref.name))
continue;
image_id image = load_add_on(path.Path());
if (image != B_OK)
continue;
// As of now, we do nothing with decorator versions, but the possibility
// exists that the API will change even though I cannot forsee any reason
// to do so. If we *did* do anything with decorator versions, the
// assignment would go here.
create_decorator* createFunc;
// Get the instantiation function
status_t status = get_image_symbol(image, "instantiate_decorator",
B_SYMBOL_TYPE_TEXT, (void**)&createFunc);
if (status != B_OK) {
unload_add_on(image);
continue;
}
// TODO: unload images until they are actually used!
fDecorList.AddItem(new DecorInfo(image, ref.name, createFunc));
}
}
Decorator *
DecorManager::AllocateDecorator(Desktop* desktop, DrawingEngine* engine,
BRect rect, const char* title, window_look look, uint32 flags)
{
// Create a new instance of the current decorator.
// Ownership is that of the caller
if (!fCurrentDecor) {
// We should *never* be here. If we do, it's a bug.
debugger("DecorManager::AllocateDecorator has a NULL decorator");
return NULL;
}
return fCurrentDecor->Instantiate(desktop, engine, rect, title,
look, flags);
}
int32
DecorManager::CountDecorators() const
{
return fDecorList.CountItems();
}
int32
DecorManager::GetDecorator() const
{
return fDecorList.IndexOf(fCurrentDecor);
}
bool
DecorManager::SetDecorator(int32 index)
{
DecorInfo* newDecInfo = (DecorInfo*)fDecorList.ItemAt(index);
if (newDecInfo) {
fCurrentDecor = newDecInfo;
return true;
}
return false;
}
bool
DecorManager::SetR5Decorator(int32 value)
{
BString string;
switch (value) {
case 0: string = "BeOS"; break;
case 1: string = "AmigaOS"; break;
case 2: string = "Windows"; break;
case 3: string = "MacOS"; break;
default:
return false;
}
DecorInfo *newDecInfo = _FindDecor(string.String());
if (newDecInfo) {
fCurrentDecor = newDecInfo;
return true;
}
return false;
}
const char *
DecorManager::GetDecoratorName(int32 index)
{
DecorInfo *info = fDecorList.ItemAt(index);
if (info)
return info->Name();
return NULL;
}
void
DecorManager::_EmptyList()
{
for (int32 i = 0; i < fDecorList.CountItems(); i++) {
delete fDecorList.ItemAt(i);;
}
fDecorList.MakeEmpty();
fCurrentDecor = NULL;
}
DecorInfo*
DecorManager::_FindDecor(const char *name)
{
if (!name)
return NULL;
for (int32 i = 0; i < fDecorList.CountItems(); i++) {
DecorInfo* info = fDecorList.ItemAt(i);
if (strcmp(name, info->Name()) == 0)
return info;
}
return NULL;
}