haiku/src/kits/app/AppMisc.cpp

298 lines
6.9 KiB
C++

/*
* Copyright 2001-2019, Haiku, Inc.
* Distributed under the terms of the MIT License.
*
* Authors:
* Axel Dörfler, axeld@pinc-software.de
* Ingo Weinhold, bonefish@@users.sf.net
* Jacob Secunda
*/
#include <AppMisc.h>
#include <stdlib.h>
#include <string.h>
#include <sys/utsname.h>
#include <unistd.h>
#include <Entry.h>
#include <image.h>
#include <Messenger.h>
#include <OS.h>
#include <Window.h>
#include <AutoDeleter.h>
#include <ServerLink.h>
#include <ServerProtocol.h>
#include <WindowInfo.h>
namespace BPrivate {
static team_id sCurrentTeam = -1;
/*! \brief Returns the path to an application's executable.
\param team The application's team ID.
\param buffer A pointer to a pre-allocated character array of at least
size B_PATH_NAME_LENGTH to be filled in by this function.
\return
- \c B_OK: Everything went fine.
- \c B_BAD_VALUE: \c NULL \a buffer.
- another error code
*/
status_t
get_app_path(team_id team, char *buffer)
{
// The only way to get the path to the application's executable seems to
// be to get an image_info of its image, which also contains a path.
// Several images may belong to the team (libraries, add-ons), but only
// the one in question should be typed B_APP_IMAGE.
if (!buffer)
return B_BAD_VALUE;
image_info info;
int32 cookie = 0;
while (get_next_image_info(team, &cookie, &info) == B_OK) {
if (info.type == B_APP_IMAGE) {
strlcpy(buffer, info.name, B_PATH_NAME_LENGTH - 1);
return B_OK;
}
}
return B_ENTRY_NOT_FOUND;
}
/*! \brief Returns the path to the application's executable.
\param buffer A pointer to a pre-allocated character array of at least
size B_PATH_NAME_LENGTH to be filled in by this function.
\return
- \c B_OK: Everything went fine.
- \c B_BAD_VALUE: \c NULL \a buffer.
- another error code
*/
status_t
get_app_path(char *buffer)
{
return get_app_path(B_CURRENT_TEAM, buffer);
}
/*! \brief Returns an entry_ref referring to an application's executable.
\param team The application's team ID.
\param ref A pointer to a pre-allocated entry_ref to be initialized
to an entry_ref referring to the application's executable.
\param traverse If \c true, the function traverses symbolic links.
\return
- \c B_OK: Everything went fine.
- \c B_BAD_VALUE: \c NULL \a ref.
- another error code
*/
status_t
get_app_ref(team_id team, entry_ref *ref, bool traverse)
{
status_t error = (ref ? B_OK : B_BAD_VALUE);
char appFilePath[B_PATH_NAME_LENGTH];
if (error == B_OK)
error = get_app_path(team, appFilePath);
if (error == B_OK) {
BEntry entry(appFilePath, traverse);
error = entry.GetRef(ref);
}
return error;
}
/*! \brief Returns an entry_ref referring to the application's executable.
\param ref A pointer to a pre-allocated entry_ref to be initialized
to an entry_ref referring to the application's executable.
\param traverse If \c true, the function traverses symbolic links.
\return
- \c B_OK: Everything went fine.
- \c B_BAD_VALUE: \c NULL \a ref.
- another error code
*/
status_t
get_app_ref(entry_ref *ref, bool traverse)
{
return get_app_ref(B_CURRENT_TEAM, ref, traverse);
}
/*! \brief Returns the ID of the current team.
\return The ID of the current team.
*/
team_id
current_team()
{
if (sCurrentTeam < 0) {
thread_info info;
if (get_thread_info(find_thread(NULL), &info) == B_OK)
sCurrentTeam = info.team;
}
return sCurrentTeam;
}
void
init_team_after_fork()
{
sCurrentTeam = -1;
}
/*! Returns the ID of the supplied team's main thread.
\param team The team.
\return
- The thread ID of the supplied team's main thread
- \c B_BAD_TEAM_ID: The supplied team ID does not identify a running team.
- another error code
*/
thread_id
main_thread_for(team_id team)
{
// Under Haiku the team ID is equal to it's main thread ID. We just get
// a team info to verify the existence of the team.
team_info info;
status_t error = get_team_info(team, &info);
return error == B_OK ? team : error;
}
/*! \brief Returns whether the application identified by the supplied
\c team_id is currently showing a modal window.
\param team the ID of the application in question.
\return \c true, if the application is showing a modal window, \c false
otherwise.
*/
bool
is_app_showing_modal_window(team_id team)
{
int32 tokenCount;
int32* tokens = get_token_list(team, &tokenCount);
if (tokens != NULL) {
MemoryDeleter tokenDeleter(tokens);
for (int32 index = 0; index < tokenCount; index++) {
client_window_info* matchWindowInfo = get_window_info(tokens[index]);
if (matchWindowInfo == NULL) {
// That window probably closed. Just go to the next one.
continue;
}
window_feel theFeel = (window_feel)matchWindowInfo->feel;
free(matchWindowInfo);
if (theFeel == B_MODAL_SUBSET_WINDOW_FEEL
|| theFeel == B_MODAL_APP_WINDOW_FEEL
|| theFeel == B_MODAL_ALL_WINDOW_FEEL)
return true;
}
}
return false;
}
#ifndef HAIKU_TARGET_PLATFORM_LIBBE_TEST
/*! Creates a connection with the desktop.
*/
status_t
create_desktop_connection(ServerLink* link, const char* name, int32 capacity)
{
// Create the port so that the app_server knows where to send messages
port_id clientPort = create_port(capacity, name);
if (clientPort < 0)
return clientPort;
link->SetReceiverPort(clientPort);
BMessage request(AS_GET_DESKTOP);
request.AddInt32("user", getuid());
request.AddInt32("version", AS_PROTOCOL_VERSION);
request.AddString("target", getenv("TARGET_SCREEN"));
BMessenger server("application/x-vnd.Haiku-app_server");
BMessage reply;
status_t status = server.SendMessage(&request, &reply);
if (status != B_OK)
return status;
port_id desktopPort = reply.GetInt32("port", B_ERROR);
if (desktopPort < 0)
return desktopPort;
link->SetSenderPort(desktopPort);
return B_OK;
}
#else // HAIKU_TARGET_PLATFORM_LIBBE_TEST
static port_id sServerPort = -1;
port_id
get_app_server_port()
{
if (sServerPort < 0) {
// No need for synchronization - in the worst case, we'll call
// find_port() twice.
sServerPort = find_port(SERVER_PORT_NAME);
}
return sServerPort;
}
/*! Creates a connection with the desktop.
*/
status_t
create_desktop_connection(ServerLink* link, const char* name, int32 capacity)
{
port_id serverPort = get_app_server_port();
if (serverPort < 0)
return serverPort;
// Create the port so that the app_server knows where to send messages
port_id clientPort = create_port(capacity, name);
if (clientPort < 0)
return clientPort;
link->SetTo(serverPort, clientPort);
link->StartMessage(AS_GET_DESKTOP);
link->Attach<port_id>(clientPort);
link->Attach<int32>(getuid());
link->AttachString(getenv("TARGET_SCREEN"));
link->Attach<int32>(AS_PROTOCOL_VERSION);
int32 code;
if (link->FlushWithReply(code) != B_OK || code != B_OK) {
link->SetSenderPort(-1);
return B_ERROR;
}
link->Read<port_id>(&serverPort);
link->SetSenderPort(serverPort);
return B_OK;
}
#endif // HAIKU_TARGET_PLATFORM_LIBBE_TEST
} // namespace BPrivate