#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 #include 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. void run(); // tell server to exit gracefully void quit(); // 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. void onKeyDown(KeyID, KeyModifierMask); void onKeyUp(KeyID, KeyModifierMask); void onKeyRepeat(KeyID, KeyModifierMask); void onMouseDown(ButtonID); void onMouseUp(ButtonID); bool onMouseMovePrimary(SInt32 x, SInt32 y); 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); // 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; 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(); // cancel running threads void cleanupThreads(); // 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 CThreadList; typedef std::map 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; SInt32 m_x, m_y; CScreenMap m_screenMap; }; #endif