f33610f874
Since ServerWindow removed itself from its ServerApp in _PrepareQuit(), it could happen quite easily that the ServerApp was deleted before the ServerWindow - and since deleting WindowLayer as part of that referenced the ServerApp, it crashed. Now, adding/removing is both done by the ServerWindow in Init() respectively the destructor. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@17198 a95241bf-73f2-0310-859d-f6bbb57e9c96
139 lines
3.6 KiB
C++
139 lines
3.6 KiB
C++
/*
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* Copyright 2001-2006, Haiku.
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* Distributed under the terms of the MIT License.
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*
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* Authors:
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* DarkWyrm <bpmagic@columbus.rr.com>
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* Adrian Oanca <adioanca@cotty.iren.ro>
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* Stephan Aßmus <superstippi@gmx.de>
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* Stefano Ceccherini (burton666@libero.it)
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* Axel Dörfler, axeld@pinc-software.de
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*/
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#ifndef SERVER_APP_H
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#define SERVER_APP_H
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#include "ClientMemoryAllocator.h"
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#include "MessageLooper.h"
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#include <ObjectList.h>
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#include <TokenSpace.h>
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#include <Messenger.h>
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#include <String.h>
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class AreaPool;
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class BMessage;
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class BList;
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class Desktop;
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class DrawingEngine;
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class ServerPicture;
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class ServerCursor;
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class ServerBitmap;
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class ServerWindow;
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namespace BPrivate {
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class PortLink;
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};
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class ServerApp : public MessageLooper {
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public:
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ServerApp(Desktop* desktop,
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port_id clientAppPort,
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port_id clientLooperPort,
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team_id clientTeamID,
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int32 handlerID,
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const char* signature);
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virtual ~ServerApp();
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status_t InitCheck();
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void Quit(sem_id shutdownSemaphore = -1);
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virtual bool Run();
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virtual port_id MessagePort() const { return fMessagePort; }
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/*!
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\brief Determines whether the application is the active one
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\return true if active, false if not.
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*/
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bool IsActive(void) const { return fIsActive; }
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void Activate(bool value);
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void SendMessageToClient(BMessage* message) const;
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void SetCurrentCursor(ServerCursor* cursor);
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ServerCursor* CurrentCursor() const;
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team_id ClientTeam() const;
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const char* Signature() const { return fSignature.String(); }
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const char* SignatureLeaf() const { return fSignature.String() + 12; }
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bool AddWindow(ServerWindow* window);
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void RemoveWindow(ServerWindow* window);
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bool InWorkspace(int32 index) const;
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uint32 Workspaces() const;
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int32 InitialWorkspace() const { return fInitialWorkspace; }
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int32 CountBitmaps() const;
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ServerBitmap* FindBitmap(int32 token) const;
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int32 CountPictures() const;
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ServerPicture* CreatePicture(const ServerPicture* original = NULL);
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ServerPicture* FindPicture(const int32& token) const;
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bool DeletePicture(const int32& token);
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Desktop* GetDesktop() const { return fDesktop; }
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BPrivate::BTokenSpace& ViewTokens() { return fViewTokens; }
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private:
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virtual void _DispatchMessage(int32 code,
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BPrivate::LinkReceiver& link);
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virtual void _MessageLooper();
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virtual void _GetLooperName(char* name, size_t size);
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status_t _CreateWindow(int32 code,
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BPrivate::LinkReceiver& link,
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port_id& clientReplyPort);
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bool _HasWindowUnderMouse();
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port_id fMessagePort;
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port_id fClientReplyPort;
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// our BApplication's event port
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BMessenger fHandlerMessenger;
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port_id fClientLooperPort;
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int32 fClientToken;
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// To send a BMessage to the client
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// (port + token)
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Desktop* fDesktop;
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BString fSignature;
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team_id fClientTeam;
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mutable BLocker fWindowListLock;
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BObjectList<ServerWindow> fWindowList;
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BPrivate::BTokenSpace fViewTokens;
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int32 fInitialWorkspace;
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// NOTE: Bitmaps and Pictures are stored globally, but ServerApps remember
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// which ones they own so that they can destroy them when they quit.
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// TODO:
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// - As we reference these stuff by token, what about putting them in hash tables ?
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BList fBitmapList;
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BList fPictureList;
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ServerCursor* fAppCursor;
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ServerCursor* fViewCursor;
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int32 fCursorHideLevel;
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// 0 = cursor visible
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bool fIsActive;
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ClientMemoryAllocator fMemoryAllocator;
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};
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#endif // SERVER_APP_H
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