haiku/src/servers/app/DecorManager.cpp
DarkWyrm 550d6a5375 Cleanup for decorator management code
Updated a couple headers
Moved all decorator code to ServerApp where it belongs
Modified AppServer::Broadcast to allow ServerApps send messages to all apps without having to have a global AppServer instance


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13204 a95241bf-73f2-0310-859d-f6bbb57e9c96
2005-06-17 19:10:15 +00:00

286 lines
6.5 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 <Rect.h>
#include <File.h>
#include <Message.h>
#include <Entry.h>
#include "ColorSet.h"
#include "DefaultDecorator.h"
#include "ServerConfig.h"
#include "DecorManager.h"
// Globals
DecorManager gDecorManager;
extern ColorSet gui_colorset;
Decorator* create_default_decorator(BRect rect, int32 wlook, int32 wfeel,
int32 wflags);
// This is a class used only by the DecorManager to track all the decorators in memory
class DecorInfo
{
public:
DecorInfo(const image_id &id, const char *name,
create_decorator *alloc);
~DecorInfo(void);
image_id GetID(void) const { return fID; }
const char * GetName(void) const { return fName.String(); }
Decorator * Instantiate(BRect rect, const char *title,
int32 wlook, int32 wfeel,
int32 wflags, DisplayDriver *ddriver);
private:
image_id fID;
BString fName;
create_decorator *fAllocator;
};
DecorInfo::DecorInfo(const image_id &id, const char *name, create_decorator *alloc)
: fID(id),
fName(name),
fAllocator(alloc)
{
}
DecorInfo::~DecorInfo(void)
{
// 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(BRect rect, const char *title, int32 wlook, int32 wfeel,
int32 wflags, DisplayDriver *ddriver)
{
Decorator *dec = fAllocator(rect, wlook, wfeel, wflags);
dec->SetDriver(ddriver);
gui_colorset.Lock();
dec->SetColors(gui_colorset);
gui_colorset.Unlock();
dec->SetTitle(title);
return dec;
}
DecorManager::DecorManager(void)
: fDecorList(0),
fCurrentDecor(NULL)
{
// Start with the default decorator - index is always 0
DecorInfo *defaultDecor = new DecorInfo(-1, "Default", create_default_decorator);
fDecorList.AddItem( defaultDecor );
// 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());
}
}
if(!fCurrentDecor)
fCurrentDecor = (DecorInfo*) fDecorList.ItemAt(0L);
}
DecorManager::~DecorManager(void)
{
EmptyList();
}
void
DecorManager::RescanDecorators(void)
{
BDirectory dir(DECORATORS_DIR);
if(dir.InitCheck() != B_OK)
return;
entry_ref ref;
BString fullpath;
while(dir.GetNextRef(&ref)==B_OK)
{
fullpath = DECORATORS_DIR;
fullpath += 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 tempID = load_add_on(fullpath.String());
if(tempID == B_ERROR)
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(tempID, "instantiate_decorator",
B_SYMBOL_TYPE_TEXT, (void**)&createfunc);
if (status != B_OK)
{
unload_add_on(tempID);
continue;
}
fDecorList.AddItem( new DecorInfo(tempID, ref.name, createfunc) );
}
}
Decorator *
DecorManager::AllocateDecorator(BRect rect, const char *title,
int32 wlook, int32 wfeel,
int32 wflags, DisplayDriver *ddriver)
{
// 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(rect,title,wlook,wfeel,wflags,ddriver);
}
int32
DecorManager::CountDecorators(void) const
{
return fDecorList.CountItems();
}
int32
DecorManager::GetDecorator(void) const
{
return fDecorList.IndexOf( fCurrentDecor );
}
bool
DecorManager::SetDecorator(const int32 &index)
{
DecorInfo *newDecInfo = (DecorInfo*) fDecorList.ItemAt(index);
if(newDecInfo)
{
fCurrentDecor = newDecInfo;
return true;
}
return false;
}
bool
DecorManager::SetR5Decorator(const 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(const int32 &index)
{
DecorInfo *info = (DecorInfo*) fDecorList.ItemAt(index);
if(info)
return info->GetName();
return NULL;
}
void
DecorManager::EmptyList(void)
{
for(int32 i=0; i < fDecorList.CountItems(); i++)
{
DecorInfo *info=(DecorInfo*)fDecorList.ItemAt(i);
delete info;
}
fCurrentDecor = NULL;
}
DecorInfo*
DecorManager::FindDecor(const char *name)
{
if(!name)
return NULL;
for(int32 i=0; i<fDecorList.CountItems(); i++)
{
DecorInfo *info = (DecorInfo*) fDecorList.ItemAt(i);
if(info && strcmp(name, info->GetName())==0 )
return info;
}
return NULL;
}
// This is the allocator function for the default decorator
Decorator* create_default_decorator(BRect rect, int32 wlook, int32 wfeel, int32 wflags)
{
return new DefaultDecorator(rect,wlook,wfeel,wflags);
}