550d6a5375
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
286 lines
6.5 KiB
C++
286 lines
6.5 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 <Rect.h>
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#include <File.h>
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#include <Message.h>
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#include <Entry.h>
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#include "ColorSet.h"
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#include "DefaultDecorator.h"
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#include "ServerConfig.h"
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#include "DecorManager.h"
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// Globals
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DecorManager gDecorManager;
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extern ColorSet gui_colorset;
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Decorator* create_default_decorator(BRect rect, int32 wlook, int32 wfeel,
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int32 wflags);
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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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{
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public:
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DecorInfo(const image_id &id, const char *name,
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create_decorator *alloc);
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~DecorInfo(void);
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image_id GetID(void) const { return fID; }
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const char * GetName(void) const { return fName.String(); }
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Decorator * Instantiate(BRect rect, const char *title,
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int32 wlook, int32 wfeel,
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int32 wflags, DisplayDriver *ddriver);
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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(const image_id &id, const char *name, create_decorator *alloc)
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: fID(id),
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fName(name),
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fAllocator(alloc)
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{
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}
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DecorInfo::~DecorInfo(void)
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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(BRect rect, const char *title, int32 wlook, int32 wfeel,
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int32 wflags, DisplayDriver *ddriver)
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{
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Decorator *dec = fAllocator(rect, wlook, wfeel, wflags);
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dec->SetDriver(ddriver);
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gui_colorset.Lock();
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dec->SetColors(gui_colorset);
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gui_colorset.Unlock();
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dec->SetTitle(title);
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return dec;
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}
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DecorManager::DecorManager(void)
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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", create_default_decorator);
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fDecorList.AddItem( defaultDecor );
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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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{
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BString itemtext;
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if( settings.FindString("decorator", &itemtext) == B_OK )
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{
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fCurrentDecor = FindDecor(itemtext.String());
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}
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}
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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(void)
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{
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EmptyList();
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}
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void
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DecorManager::RescanDecorators(void)
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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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BString fullpath;
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while(dir.GetNextRef(&ref)==B_OK)
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{
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fullpath = DECORATORS_DIR;
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fullpath += 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 tempID = load_add_on(fullpath.String());
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if(tempID == B_ERROR)
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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(tempID, "instantiate_decorator",
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B_SYMBOL_TYPE_TEXT, (void**)&createfunc);
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if (status != B_OK)
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{
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unload_add_on(tempID);
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continue;
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}
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fDecorList.AddItem( new DecorInfo(tempID, ref.name, createfunc) );
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}
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}
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Decorator *
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DecorManager::AllocateDecorator(BRect rect, const char *title,
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int32 wlook, int32 wfeel,
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int32 wflags, DisplayDriver *ddriver)
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{
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// Create a new instance of the current decorator. Ownership is that of the caller
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if(!fCurrentDecor)
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{
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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(rect,title,wlook,wfeel,wflags,ddriver);
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}
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int32
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DecorManager::CountDecorators(void) 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(void) 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(const 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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{
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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(const int32 &value)
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{
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BString string;
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switch(value)
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{
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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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{
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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(const int32 &index)
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{
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DecorInfo *info = (DecorInfo*) fDecorList.ItemAt(index);
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if(info)
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return info->GetName();
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return NULL;
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}
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void
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DecorManager::EmptyList(void)
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{
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for(int32 i=0; i < fDecorList.CountItems(); i++)
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{
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DecorInfo *info=(DecorInfo*)fDecorList.ItemAt(i);
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delete info;
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}
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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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{
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DecorInfo *info = (DecorInfo*) fDecorList.ItemAt(i);
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if(info && strcmp(name, info->GetName())==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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// This is the allocator function for the default decorator
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Decorator* create_default_decorator(BRect rect, int32 wlook, int32 wfeel, int32 wflags)
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{
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return new DefaultDecorator(rect,wlook,wfeel,wflags);
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}
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