fa73ff0d14
git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@20214 a95241bf-73f2-0310-859d-f6bbb57e9c96
307 lines
6.7 KiB
C++
307 lines
6.7 KiB
C++
/*
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* Copyright (c) 2001-2005, Haiku, Inc.
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* Distributed under the terms of the MIT license.
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*
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* Author: DarkWyrm <bpmagic@columbus.rr.com>
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*/
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#include <Directory.h>
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#include <Entry.h>
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#include <File.h>
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#include <Message.h>
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#include <Path.h>
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#include <Rect.h>
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#include "AppServer.h"
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#include "DefaultDecorator.h"
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#include "Desktop.h"
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#include "DesktopSettings.h"
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#include "ServerConfig.h"
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#include "DecorManager.h"
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typedef float get_version(void);
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typedef Decorator* create_decorator(DesktopSettings& desktopSettings, BRect rect,
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window_look look, uint32 flags);
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// Globals
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DecorManager gDecorManager;
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// This is a class used only by the DecorManager to track all the decorators in memory
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class DecorInfo {
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public:
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DecorInfo(image_id id, const char* name,
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create_decorator* allocator = NULL);
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~DecorInfo();
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status_t InitCheck() const;
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image_id ID() const { return fID; }
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const char* Name() const { return fName.String(); }
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Decorator* Instantiate(Desktop* desktop, DrawingEngine* engine,
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BRect rect, const char* title,
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window_look look, uint32 flags);
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private:
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image_id fID;
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BString fName;
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create_decorator* fAllocator;
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};
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DecorInfo::DecorInfo(image_id id, const char* name, create_decorator* allocator)
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:
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fID(id),
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fName(name),
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fAllocator(allocator)
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{
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}
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DecorInfo::~DecorInfo()
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{
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// Do nothing. Normal programming practice would say that one should unload
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// the object's associate image_id. However, there is some funkiness with
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// the R5 kernel in which addons aren't unloaded when unload_add_on() is
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// called -- perhaps it's lazy unloading or something. In any event, it
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// causes crashes which are *extremely* hard to track down to this.
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// Considering the usage of DecorInfo and DecorManager, we can live with
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// this because the app_server will not the DecorManager is freed only
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// when the app_server quits. It's not pretty, but it gets the job done.
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}
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Decorator *
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DecorInfo::Instantiate(Desktop* desktop, DrawingEngine* engine, BRect rect,
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const char *title, window_look look, uint32 flags)
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{
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if (!desktop->LockSingleWindow())
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return NULL;
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DesktopSettings settings(desktop);
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Decorator *decorator;
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try {
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if (fAllocator != NULL)
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decorator = fAllocator(settings, rect, look, flags);
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else
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decorator = new DefaultDecorator(settings, rect, look, flags);
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} catch (...) {
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desktop->UnlockSingleWindow();
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return NULL;
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}
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desktop->UnlockSingleWindow();
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decorator->SetDrawingEngine(engine);
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decorator->SetTitle(title);
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return decorator;
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}
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// #pragma mark -
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DecorManager::DecorManager()
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: BLocker("DecorManager"),
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fDecorList(0),
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fCurrentDecor(NULL)
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{
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// Start with the default decorator - index is always 0
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DecorInfo *defaultDecor = new DecorInfo(-1, "Default", NULL);
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fDecorList.AddItem(defaultDecor);
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#if 0
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// Add any on disk
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RescanDecorators();
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// Find out which one should be the active one
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BDirectory dir;
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if (dir.SetTo(SERVER_SETTINGS_DIR) == B_ENTRY_NOT_FOUND)
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create_directory(SERVER_SETTINGS_DIR, 0777);
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BMessage settings;
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BFile file(SERVER_SETTINGS_DIR "decorator_settings", B_READ_ONLY);
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// Fallback to the default decorator if something goes wrong
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if (file.InitCheck() == B_OK && settings.Unflatten(&file) == B_OK) {
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BString itemtext;
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if (settings.FindString("decorator", &itemtext) == B_OK) {
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fCurrentDecor = _FindDecor(itemtext.String());
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}
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}
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#endif
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if (!fCurrentDecor)
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fCurrentDecor = (DecorInfo*)fDecorList.ItemAt(0L);
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}
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DecorManager::~DecorManager()
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{
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_EmptyList();
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}
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void
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DecorManager::RescanDecorators()
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{
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BDirectory dir(DECORATORS_DIR);
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if (dir.InitCheck() != B_OK)
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return;
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entry_ref ref;
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while (dir.GetNextRef(&ref) == B_OK) {
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BPath path;
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path.SetTo(DECORATORS_DIR);
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path.Append(ref.name);
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// Because this function is used for both initialization and for keeping
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// the list up to date, check for existence in the list. Note that we
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// do not check to see if a decorator has been removed. This is for
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// stability. If there is a decorator in memory already whose file has
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// been deleted, it is still available until the next boot, at which point
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// it will obviously not be loaded.
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if (_FindDecor(ref.name))
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continue;
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image_id image = load_add_on(path.Path());
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if (image != B_OK)
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continue;
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// As of now, we do nothing with decorator versions, but the possibility
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// exists that the API will change even though I cannot forsee any reason
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// to do so. If we *did* do anything with decorator versions, the
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// assignment would go here.
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create_decorator* createFunc;
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// Get the instantiation function
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status_t status = get_image_symbol(image, "instantiate_decorator",
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B_SYMBOL_TYPE_TEXT, (void**)&createFunc);
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if (status != B_OK) {
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unload_add_on(image);
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continue;
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}
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// TODO: unload images until they are actually used!
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fDecorList.AddItem(new DecorInfo(image, ref.name, createFunc));
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}
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}
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Decorator *
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DecorManager::AllocateDecorator(Desktop* desktop, DrawingEngine* engine,
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BRect rect, const char* title, window_look look, uint32 flags)
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{
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// Create a new instance of the current decorator.
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// Ownership is that of the caller
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if (!fCurrentDecor) {
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// We should *never* be here. If we do, it's a bug.
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debugger("DecorManager::AllocateDecorator has a NULL decorator");
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return NULL;
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}
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return fCurrentDecor->Instantiate(desktop, engine, rect, title,
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look, flags);
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}
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int32
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DecorManager::CountDecorators() const
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{
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return fDecorList.CountItems();
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}
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int32
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DecorManager::GetDecorator() const
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{
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return fDecorList.IndexOf(fCurrentDecor);
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}
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bool
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DecorManager::SetDecorator(int32 index)
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{
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DecorInfo* newDecInfo = (DecorInfo*)fDecorList.ItemAt(index);
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if (newDecInfo) {
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fCurrentDecor = newDecInfo;
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return true;
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}
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return false;
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}
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bool
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DecorManager::SetR5Decorator(int32 value)
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{
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BString string;
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switch (value) {
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case 0: string = "BeOS"; break;
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case 1: string = "AmigaOS"; break;
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case 2: string = "Windows"; break;
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case 3: string = "MacOS"; break;
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default:
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return false;
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}
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DecorInfo *newDecInfo = _FindDecor(string.String());
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if (newDecInfo) {
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fCurrentDecor = newDecInfo;
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return true;
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}
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return false;
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}
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const char *
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DecorManager::GetDecoratorName(int32 index)
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{
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DecorInfo *info = fDecorList.ItemAt(index);
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if (info)
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return info->Name();
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return NULL;
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}
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void
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DecorManager::_EmptyList()
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{
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for (int32 i = 0; i < fDecorList.CountItems(); i++) {
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delete fDecorList.ItemAt(i);;
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}
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fDecorList.MakeEmpty();
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fCurrentDecor = NULL;
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}
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DecorInfo*
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DecorManager::_FindDecor(const char *name)
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{
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if (!name)
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return NULL;
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for (int32 i = 0; i < fDecorList.CountItems(); i++) {
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DecorInfo* info = fDecorList.ItemAt(i);
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if (strcmp(name, info->Name()) == 0)
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return info;
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}
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return NULL;
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}
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