barrier/lib/server/CServer.h

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/*
* synergy -- mouse and keyboard sharing utility
* Copyright (C) 2002 Chris Schoeneman
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* found in the file COPYING that should have accompanied this file.
*
* This package is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*/
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#ifndef CSERVER_H
#define CSERVER_H
#include "CConfig.h"
#include "CClipboard.h"
#include "ClipboardTypes.h"
#include "KeyTypes.h"
#include "MouseTypes.h"
#include "CEvent.h"
#include "CStopwatch.h"
#include "stdmap.h"
#include "stdset.h"
#include "stdvector.h"
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class CClientProxy;
class CClientProxyUnknown;
class CEventQueueTimer;
class CPrimaryClient;
class IClient;
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//! Synergy server
/*!
This class implements the top-level server algorithms for synergy.
*/
class CServer {
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public:
/*!
Start the server with the configuration \p config and the primary
client (local screen) \p primaryClient. The client retains
ownership of \p primaryClient.
*/
CServer(const CConfig& config, CPrimaryClient* primaryClient);
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~CServer();
//! @name manipulators
//@{
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//! Set configuration
/*!
Change the server's configuration. Returns true iff the new
configuration was accepted (it must include the server's name).
This will disconnect any clients no longer in the configuration.
*/
bool setConfig(const CConfig&);
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//! Add a client
/*!
Adds \p client to the server. The client is adopted and will be
destroyed when the client disconnects or is disconnected.
*/
void adoptClient(IClient* client);
//! Disconnect clients
/*!
Disconnect clients. This tells them to disconnect but does not wait
for them to actually do so. The server sends the disconnected event
when they're all disconnected (or immediately if none are connected).
The caller can also just destroy this object to force the disconnection.
*/
void disconnect();
//@}
//! @name accessors
//@{
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//! Get number of connected clients
/*!
Returns the number of connected clients, including the server itself.
*/
UInt32 getNumClients() const;
//! Get the list of connected clients
/*!
Set the \c list to the names of the currently connected clients.
*/
void getClients(std::vector<CString>& list) const;
//! Get error event type
/*!
Returns the error event type. This is sent when the server fails
for some reason.
*/
static CEvent::Type getErrorEvent();
//! Get disconnected event type
/*!
Returns the disconnected event type. This is sent when all the
clients have disconnected.
*/
static CEvent::Type getDisconnectedEvent();
//@}
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protected:
//! Handle special keys
/*!
Handles keys with special meaning.
*/
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bool onCommandKey(KeyID, KeyModifierMask, bool down);
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private:
// get canonical name of client
CString getName(const IClient*) const;
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// get the sides of the primary screen that have neighbors
UInt32 getActivePrimarySides() const;
// returns true iff mouse should be locked to the current screen
// according to this object only, ignoring what the primary client
// says.
bool isLockedToScreenServer() const;
// returns true iff mouse should be locked to the current screen
// according to this object or the primary client.
bool isLockedToScreen() const;
// returns the jump zone of the client
SInt32 getJumpZoneSize(IClient*) const;
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// change the active screen
void switchScreen(IClient*,
SInt32 x, SInt32 y, bool forScreenSaver);
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// lookup neighboring screen
IClient* getNeighbor(IClient*, EDirection) const;
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// 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. if there is no suitable screen then
// return NULL and x,y are not modified.
IClient* getNeighbor(IClient*, EDirection,
SInt32& x, SInt32& y) const;
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// test if a switch is permitted. this includes testing user
// options like switch delay and tracking any state required to
// implement them. returns true iff a switch is permitted.
bool isSwitchOkay(IClient* dst, EDirection,
SInt32 x, SInt32 y);
// update switch state due to a mouse move at \p x, \p y that
// doesn't switch screens.
void noSwitch(SInt32 x, SInt32 y);
// stop switch timers
void stopSwitch();
// start two tap switch timer
void startSwitchTwoTap();
// arm the two tap switch timer if \p x, \p y is outside the tap zone
void armSwitchTwoTap(SInt32 x, SInt32 y);
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// stop the two tap switch timer
void stopSwitchTwoTap();
// returns true iff the two tap switch timer is started
bool isSwitchTwoTapStarted() const;
// returns true iff should switch because of two tap
bool shouldSwitchTwoTap() const;
// start delay switch timer
void startSwitchWait(SInt32 x, SInt32 y);
// stop delay switch timer
void stopSwitchWait();
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// returns true iff the delay switch timer is started
bool isSwitchWaitStarted() const;
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// send screen options to \c client
void sendOptions(IClient* client) const;
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// process options from configuration
void processOptions();
// event handlers
void handleShapeChanged(const CEvent&, void*);
void handleClipboardGrabbed(const CEvent&, void*);
void handleClipboardChanged(const CEvent&, void*);
void handleKeyDownEvent(const CEvent&, void*);
void handleKeyUpEvent(const CEvent&, void*);
void handleKeyRepeatEvent(const CEvent&, void*);
void handleButtonDownEvent(const CEvent&, void*);
void handleButtonUpEvent(const CEvent&, void*);
void handleMotionPrimaryEvent(const CEvent&, void*);
void handleMotionSecondaryEvent(const CEvent&, void*);
void handleWheelEvent(const CEvent&, void*);
void handleScreensaverActivatedEvent(const CEvent&, void*);
void handleScreensaverDeactivatedEvent(const CEvent&, void*);
void handleSwitchWaitTimeout(const CEvent&, void*);
void handleClientDisconnected(const CEvent&, void*);
void handleClientCloseTimeout(const CEvent&, void*);
// event processing
void onClipboardChanged(IClient* sender,
ClipboardID id, UInt32 seqNum);
void onScreensaver(bool activated);
void onKeyDown(KeyID, KeyModifierMask, KeyButton);
void onKeyUp(KeyID, KeyModifierMask, KeyButton);
void onKeyRepeat(KeyID, KeyModifierMask, SInt32, KeyButton);
void onMouseDown(ButtonID);
void onMouseUp(ButtonID);
bool onMouseMovePrimary(SInt32 x, SInt32 y);
void onMouseMoveSecondary(SInt32 dx, SInt32 dy);
void onMouseWheel(SInt32 delta);
// add client to list and attach event handlers for client
bool addClient(IClient*);
// remove client from list and detach event handlers for client
bool removeClient(IClient*);
// close a client
void closeClient(IClient*, const char* msg);
// close clients not in \p config
void closeClients(const CConfig& config);
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// close all clients whether they've completed the handshake or not,
// except the primary client
void closeAllClients();
// remove clients from internal state
void removeActiveClient(IClient*);
void removeOldClient(IClient*);
// force the cursor off of \p client
void forceLeaveClient(IClient* client);
private:
class CClipboardInfo {
public:
CClipboardInfo();
public:
CClipboard m_clipboard;
CString m_clipboardData;
CString m_clipboardOwner;
UInt32 m_clipboardSeqNum;
};
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// the primary screen client
CPrimaryClient* m_primaryClient;
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// all clients (including the primary client) indexed by name
typedef std::map<CString, IClient*> CClientList;
typedef std::set<IClient*> CClientSet;
CClientList m_clients;
CClientSet m_clientSet;
// all old connections that we're waiting to hangup
typedef std::map<IClient*, CEventQueueTimer*> COldClients;
COldClients m_oldClients;
// the client with focus
IClient* m_active;
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// the sequence number of enter messages
UInt32 m_seqNum;
// current mouse position (in absolute screen coordinates) on
// whichever screen is active
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SInt32 m_x, m_y;
// current configuration
CConfig m_config;
// clipboard cache
CClipboardInfo m_clipboards[kClipboardEnd];
// state saved when screen saver activates
IClient* m_activeSaver;
SInt32 m_xSaver, m_ySaver;
// common state for screen switch tests. all tests are always
// trying to reach the same screen in the same direction.
EDirection m_switchDir;
IClient* m_switchScreen;
// state for delayed screen switching
double m_switchWaitDelay;
CEventQueueTimer* m_switchWaitTimer;
SInt32 m_switchWaitX, m_switchWaitY;
// state for double-tap screen switching
double m_switchTwoTapDelay;
CStopwatch m_switchTwoTapTimer;
bool m_switchTwoTapEngaged;
bool m_switchTwoTapArmed;
SInt32 m_switchTwoTapZone;
static CEvent::Type s_errorEvent;
static CEvent::Type s_disconnectedEvent;
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};
#endif