1 //------------------------------------------------------------------------------ 2 // Copyright (c) 2001-2005, Haiku, Inc. 3 // 4 // Permission is hereby granted, free of charge, to any person obtaining a 5 // copy of this software and associated documentation files (the "Software"), 6 // to deal in the Software without restriction, including without limitation 7 // the rights to use, copy, modify, merge, publish, distribute, sublicense, 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 12 // all copies or substantial portions of the Software. 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, 16 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 17 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 18 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 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 <LinkMsgReader.h> 34 #include <LinkMsgSender.h> 35 //#include "FMWList.h" 36 37 class AppServer; 38 class BMessage; 39 class BList; 40 class DisplayDriver; 41 class ServerCursor; 42 class ServerBitmap; 43 class AreaPool; 44 45 namespace BPrivate { 46 class PortLink; 47 }; 48 49 /*! 50 \class ServerApp ServerApp.h 51 \brief Counterpart to BApplication within the app_server 52 */ 53 class ServerApp 54 { 55 public: 56 ServerApp(port_id sendport, port_id rcvport, port_id clientLooperPort, 57 team_id clientTeamID, int32 handlerID, char *signature); 58 virtual ~ServerApp(void); 59 60 bool Run(void); 61 static int32 MonitorApp(void *data); 62 void Lock(void); 63 void Unlock(void); 64 bool IsLocked(void); 65 66 /*! 67 \brief Determines whether the application is the active one 68 \return true if active, false if not. 69 */ 70 bool IsActive(void) const { return fIsActive; } 71 72 void Activate(bool value); 73 bool PingTarget(void); 74 75 void PostMessage(int32 code); 76 77 void SendMessageToClient( const BMessage* msg ) const; 78 void SetAppCursor(void); 79 80 team_id ClientTeamID(); 81 82 const char * Title() const { return fSignature.String(); } 83 protected: 84 friend class AppServer; 85 friend class ServerWindow; 86 87 void DispatchMessage(int32 code, BPrivate::LinkReceiver &link); 88 89 port_id fClientAppPort, 90 fMessagePort, 91 // TODO: find out why there is both the app port and the looper port. Do 92 // we really need both? 93 fClientLooperPort; 94 95 BString fSignature; 96 thread_id fMonitorThreadID; 97 98 team_id fClientTeamID; 99 100 BPrivate::LinkReceiver *fMsgReader; 101 BPrivate::LinkSender *fMsgSender; 102 103 /* BList *fSWindowList, 104 *fBitmapList, 105 *fPictureList; 106 */ sem_id fLockSem; 107 bool fCursorHidden; 108 bool fIsActive; 109 int32 fHandlerToken; 110 AreaPool *fSharedMem; 111 }; 112 113 #endif 114