xref: /haiku/src/tests/apps/fake_app_server/ServerApp.h (revision 4f00613311d0bd6b70fa82ce19931c41f071ea4e)
1 //------------------------------------------------------------------------------
2 //	Copyright (c) 2001-2005, Haiku, Inc.
3 //
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5 //	copy of this software and associated documentation files (the "Software"),
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8 //	and/or sell copies of the Software, and to permit persons to whom the
9 //	Software is furnished to do so, subject to the following conditions:
10 //
11 //	The above copyright notice and this permission notice shall be included in
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13 //
14 //	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 //	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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19 //	FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
20 //	DEALINGS IN THE SOFTWARE.
21 //
22 //	File Name:		ServerApp.h
23 //	Author:			DarkWyrm <bpmagic@columbus.rr.com>
24 //					Adi Oanca <adioanca@myrealbox.com>
25 //	Description:	Server-side BApplication counterpart
26 //
27 //------------------------------------------------------------------------------
28 #ifndef _SERVERAPP_H_
29 #define _SERVERAPP_H_
30 
31 #include <OS.h>
32 #include <String.h>
33 #include <PortLink.h>
34 
35 class AreaPool;
36 class BMessage;
37 class BList;
38 class DisplayDriver;
39 class ServerPicture;
40 class ServerCursor;
41 class ServerBitmap;
42 
43 namespace BPrivate {
44 	class PortLink;
45 };
46 
47 /*!
48 	\class ServerApp ServerApp.h
49 	\brief Counterpart to BApplication within the app_server
50 */
51 class ServerApp {
52 public:
53 	ServerApp(port_id sendport, port_id rcvport, port_id clientLooperPort,
54 		team_id clientTeamID, int32 handlerID, const char* signature);
55 	virtual	~ServerApp(void);
56 
57 	bool Run(void);
58 	/*
59 	TODO: These aren't even implemented...
60 	void Lock(void);
61 	void Unlock(void);
62 	bool IsLocked(void);
63 	*/
64 	/*!
65 		\brief Determines whether the application is the active one
66 		\return true if active, false if not.
67 	*/
68 	bool IsActive(void) const { return fIsActive; }
69 	void Activate(bool value);
70 
71 	bool PingTarget(void);
72 
73 	void PostMessage(int32 code);
74 	void SendMessageToClient( const BMessage* msg ) const;
75 
76 	void SetAppCursor(void);
77 
78 	team_id	ClientTeamID() const;
79 	thread_id MonitorThreadID() const;
80 
81 	const char *Title() const { return fSignature.String(); }
82 
83 	int32 CountBitmaps() const;
84 	ServerBitmap *FindBitmap(int32 token) const;
85 
86 	int32 CountPictures() const;
87 	ServerPicture *FindPicture(int32 token) const;
88 
89 	AreaPool *AppAreaPool() { return fSharedMem; }
90 
91 private:
92 	void DispatchMessage(int32 code, BPrivate::LinkReceiver &link);
93 
94 	static int32 MonitorApp(void *data);
95 
96 	// our BApplication's event port
97 	port_id	fClientAppPort;
98 	// port we receive messages from our BApplication
99 	port_id	fMessagePort;
100 			// TODO: find out why there is both the app port and the looper port. Do
101 			// we really need both? Actually, we aren't using any of these ports,
102 			// as BAppServerLink/BPortlink's messages always contain the reply port
103 	// To send a message to the client, write a BMessage to this port
104 	port_id	fClientLooperPort;
105 
106 	BString fSignature;
107 
108 	thread_id fMonitorThreadID;
109 	team_id fClientTeamID;
110 
111 	BPrivate::PortLink fLink;
112 
113 	// TODO:
114 	// - Are really Bitmaps and Pictures stored per application and not globally ?
115 	// - As we reference these stuff by token, what about putting them in hash tables ?
116 	BList *fSWindowList,
117 		  *fBitmapList,
118 		  *fPictureList;
119 
120 	ServerCursor *fAppCursor;
121 
122 	// TODO: Not used.
123 	sem_id fLockSem;
124 
125 	bool fCursorHidden;
126 	bool fIsActive;
127 
128 	// token ID of the BApplication's BHandler object.
129 	// Used for BMessage target specification
130 	// TODO: Is it still needed ? We aren't using it.
131 	//int32 fHandlerToken;
132 
133 	AreaPool *fSharedMem;
134 
135 	bool fQuitting;
136 };
137 
138 #endif	// _SERVERAPP_H_
139