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