barrier/server/CServer.h

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C
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#ifndef CSERVER_H
#define CSERVER_H
#include "KeyTypes.h"
#include "MouseTypes.h"
#include "CScreenMap.h"
#include "CMutex.h"
#include "CString.h"
#include "XBase.h"
#include <list>
#include <map>
class CThread;
class IServerProtocol;
class ISocketFactory;
class ISecurityFactory;
class IPrimaryScreen;
class CServer {
public:
CServer();
~CServer();
// manipulators
// start the server. does not return until quit() is called.
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void run();
// tell server to exit gracefully
void quit();
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// update screen map
void setScreenMap(const CScreenMap&);
// handle events on server's screen. onMouseMovePrimary() returns
// true iff the mouse enters a jump zone and jumps.
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void onKeyDown(KeyID, KeyModifierMask);
void onKeyUp(KeyID, KeyModifierMask);
void onKeyRepeat(KeyID, KeyModifierMask);
void onMouseDown(ButtonID);
void onMouseUp(ButtonID);
bool onMouseMovePrimary(SInt32 x, SInt32 y);
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void onMouseMoveSecondary(SInt32 dx, SInt32 dy);
void onMouseWheel(SInt32 delta);
// handle messages from clients
void setInfo(const CString& clientName,
SInt32 w, SInt32 h, SInt32 zoneSize);
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// accessors
bool isLockedToScreen() const;
// get the current screen map
void getScreenMap(CScreenMap*) const;
// get the sides of the primary screen that have neighbors
UInt32 getActivePrimarySides() const;
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protected:
bool onCommandKey(KeyID, KeyModifierMask, bool down);
private:
class CCleanupNote {
public:
CCleanupNote(CServer*);
~CCleanupNote();
private:
CServer* m_server;
};
class CConnectionNote {
public:
CConnectionNote(CServer*, const CString&, IServerProtocol*);
~CConnectionNote();
private:
bool m_pending;
CServer* m_server;
CString m_name;
};
class CScreenInfo {
public:
CScreenInfo(const CString& name, IServerProtocol*);
~CScreenInfo();
public:
CString m_name;
IServerProtocol* m_protocol;
SInt32 m_width, m_height;
SInt32 m_zoneSize;
};
// change the active screen
void switchScreen(CScreenInfo*, SInt32 x, SInt32 y);
// lookup neighboring screen
CScreenInfo* getNeighbor(CScreenInfo*, CScreenMap::EDirection) const;
// lookup neighboring screen. given a position relative to the
// source screen, find the screen we should move onto and where.
// if the position is sufficiently far from the source then we
// cross multiple screens.
CScreenInfo* getNeighbor(CScreenInfo*,
CScreenMap::EDirection,
SInt32& x, SInt32& y) const;
// adjust coordinates to account for resolution differences. the
// position is converted to a resolution independent form then
// converted back to screen coordinates on the destination screen.
void mapPosition(CScreenInfo* src,
CScreenMap::EDirection srcSide,
CScreenInfo* dst,
SInt32& x, SInt32& y) const;
// open/close the primary screen
void openPrimaryScreen();
void closePrimaryScreen();
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// cancel running threads
void cleanupThreads();
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// thread method to accept incoming client connections
void acceptClients(void*);
// thread method to do startup handshake with client
void handshakeClient(void*);
// thread cleanup list maintenance
friend class CCleanupNote;
void addCleanupThread(const CThread& thread);
void removeCleanupThread(const CThread& thread);
// connection list maintenance
friend class CConnectionNote;
CScreenInfo* addConnection(const CString& name, IServerProtocol*);
void removeConnection(const CString& name);
private:
typedef std::list<CThread*> CThreadList;
typedef std::map<CString, CScreenInfo*> CScreenList;
CMutex m_mutex;
double m_bindTimeout;
ISocketFactory* m_socketFactory;
ISecurityFactory* m_securityFactory;
CThreadList m_cleanupList;
IPrimaryScreen* m_primary;
CScreenList m_screens;
CScreenInfo* m_active;
CScreenInfo* m_primaryInfo;
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SInt32 m_x, m_y;
CScreenMap m_screenMap;
};
#endif